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Development:Doom (PC, 1993)/Linux Source Code

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And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: John Romero wrote some very explicit messages.
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
  • The Doom wiki has a bunch of articles going over the source code, including this one.
  • Make sure to add technical information and where stuff is located.
  • Stuff found only in the leaked code should be on its own page.
  • There's likely more.

The source code of Doom was December 23th, 1997. It is actually the code of the Linux version and not the original DOS one, which was cleaned-up by Bernd Kreimeier, mainly to remove use of third-party code such as Paul Radek's DMX sound library.

Interestingly the source code makes mentions of some unused features that aren't present in the final game. (Note: these also apply to Doom II and Final Doom as they are based on the same engine/code of this game).

Unused Quit Messages

There are several, uh interesting unused quit messages defined in the source code:

fuck you, pussy!
get the fuck out!
you quit and i'll jizz
in your cystholes!
if you leave, i'll make
the lord drink my jizz.
hey, ron! can we say
'fuck' in the game?
i'd leave: this is just
more monsters and levels.
what a load.
suck it down, asshole!
you're a fucking wimp!
don't quit now! we're
still spending your money!
THIS IS NO MESSAGE!
Page intentionally left blank.

The first seven messages are under a comment saying "FinalDOOM?", but this was added by Bernd Kreimeier when he was cleaning the source for release to the public. These messages were never intended for Doom - they were "development mode only" messages written by John Romero. "Ron" referred to Ron Chaimowitz, then CEO of GT Interactive, the publisher of The Ultimate Doom, Doom II, and Final Doom.

(Source: John Romero - 5 Years of Doom)

Automap Asteroids

There are some references in the source code release for an Easter egg that would turn the automap into a game of Asteroids. The code was later found by John Romero, but as it turns out, very little of the egg was actually completed - just some data structures and basic collision detection. Oh, well.

(Source: DoomWiki - Automap asteroids)