<ahref="./dhewm3-soft-particles.jpg"title="Classic Particles vs Soft Particles"><imgsrc="./small-dhewm3-soft-particles.jpg"style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a>
**Changes since 1.5.3:**
* dhewm3-mods now contains game DLLs/libs for several new mods:
- [Blood Mod v1.5](https://www.moddb.com/games/doom-iii/addons/blood-mod-v15-for-dhewm3-32-bit)
- [Sikkmod v1.2](https://www.moddb.com/mods/sikkmod/downloads/sikkmod-v12) and [Sikkmod RoE v1.1](https://www.moddb.com/mods/sikkmod/downloads/sikkmod-v11-roe)
- See the [Mods section](./mods.html) for more details, and the [dhewm3-sdk repository](https://github.com/dhewm/dhewm3-sdk/)
for source code
* A brand new **settings menu** that uses [Dear ImGui](https://github.com/ocornut/imgui).
Can be opened with `F10` (unless that key is bound already) or by entering `dhewm3Settings`
in the console. It has lots of settings that the original options menu doesn't have and
can be easily navigated with gamepad or keyboard (or the mouse, of course).
It can also be opened while in the game, which then is paused (if Single Player) but still visible,
so the effect of most graphics settings can be seen immediately.
Needs SDL2 and C++11.
* **"Soft" Particles** (that don't "cut" into geometry but fade smoothly), based on code from
[The Dark Mod](https://www.thedarkmod.com/main/) 2.04. Can be enabled/disabled with `r_useSoftParticles`,
is applied automatically for all appropriate particles (view-aligned, using additive or alpha
blending and not too small)
*`r_enableDepthCapture`: Enable capturing depth buffer to texture, needed for the soft particles.
Can be used in custom materials by using the `"_currentDepth"` texture
* Replaced dependency on (external) zlib with integrated [miniz](https://github.com/richgel999/miniz)
* **HighDPI**/Retina support
* Allow inverted mouse look (horizontally, vertically or both) with `m_invertLook`
* CVar to allow always run in single player (still drains stamina though!): `in_allowAlwaysRunInSP`
* VSync can be enabled/disabled on the fly, without restarting the renderer (still with `r_swapInterval`
or in the menu, of course; needs SDL2)
* Allow enabling/disabling [HRTF](https://en.wikipedia.org/wiki/Head-related_transfer_function) with `s_alHRTF`
*`s_alOutputLimiter`: Configure OpenAL's output-limiter which temporarily reduces the overall
volume when too many too loud sounds play at once, to avoid issues like clipping
*`s_scaleDownAndClamp`: Clamp and reduce volume of all sounds to prevent clipping or temporary
downscaling by OpenAL's output limiter
* If `r_windowResizable` is set, the dhewm3 window (when in windowed mode..) can be freely resized.
Needs SDL2; with 2.0.5 and newer it's applied immediately, otherwise when creating the window.
* If switching between fullscreen and windowed mode or similar changes causes issues (like [here](https://github.com/dhewm/dhewm3/issues/587#issuecomment-2205807989)), you can set `r_vidRestartAlwaysFull 1`, so (again) a full `vid_restart` is done, instead of the partial one which *usually* suffices for just changing the resolution or fullscreen state. If you run into that issue (probably a driver bug), you'll probably also want to set `r_windowResizable 0`, because resizing the window that way also triggered the bug, and in that case no `vid_restart` is done at all
* Fixed screenshots when using native Wayland (`SDL_VIDEODRIVER=wayland`)
* If you enter the `map` command in the console, without any arguments, the current map name is printed
* Support OpenGL debug contexts and messages (`GL_ARB_debug_output`). Can be enabled with `r_glDebugContext 1`.
Changing that CVar requires a `vid_restart` (or set it as startup argument)
* In the Win32 release, updated the bundled SDL2 to 2.30.5 and cURL to 8.9.0
* In the dhewm3-mods archive for Linux, the librecoop libs have been rebuild (fix [#589](https://github.com/dhewm/dhewm3/issues/589))
Thank you very much to everyone who tested this, especially @j4reporting, @ALord7, @Eonfge and @tomkidd (who also maintains MacSourcePorts)!
Special thanks to **Valkyries733** from the *idtech 4* Discord server for creating the awesome
[Dear ImGui](https://github.com/ocornut/imgui) and **Soft Particles** (that don't "cut" into geometry
but fade smoothly).
The *Settings Menu* can be opened by pressing the `F10` key (unless some other action is already
bound to that key) or by entering `dhewm3Settings` in the console and lets you configure many
basic and advanced options, can be navigated with gamepad, keyboard or mouse and has an improved
keybindings menu (compared to the original options menu).
You can **[download it at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.4_RC1)**
(incl. builds for Windows and 64bit Linux).
<ahref="./dhewm3-soft-particles.jpg"title="Classic Particles vs Soft Particles"><imgsrc="./small-dhewm3-soft-particles.jpg"style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a>
**Changes since 1.5.3:**
* dhewm3-mods now contains game DLLs/libs for several new mods:
- [Blood Mod v1.5](https://www.moddb.com/games/doom-iii/addons/blood-mod-v15-for-dhewm3-32-bit)
- [Sikkmod v1.2](https://www.moddb.com/mods/sikkmod/downloads/sikkmod-v12) and [Sikkmod RoE v1.1](https://www.moddb.com/mods/sikkmod/downloads/sikkmod-v11-roe)
- See the [Mods section](./mods.html) for more details, and the [dhewm3-sdk repository](https://github.com/dhewm/dhewm3-sdk/)
for source code
* A brand new **settings menu** that uses [Dear ImGui](https://github.com/ocornut/imgui).
Can be opened with `F10` (unless that key is bound already) or by entering `dhewm3Settings`
in the console. It has lots of settings that the original options menu doesn't have and
can be easily navigated with gamepad or keyboard (or the mouse, of course).
It can also be opened while in the game, which then is paused (if Single Player) but still visible,
so the effect of most graphics settings can be seen immediately.
Needs SDL2 and C++11.
* **"Soft" Particles** (that don't "cut" into geometry but fade smoothly), based on code from
[The Dark Mod](https://www.thedarkmod.com/main/) 2.04. Can be enabled/disabled with `r_useSoftParticles`,
is applied automatically for all appropriate particles (view-aligned, using additive or alpha
blending and not too small)
*`r_enableDepthCapture`: Enable capturing depth buffer to texture, needed for the soft particles.
Can be used in custom materials by using the `"_currentDepth"` texture
* Replaced dependency on (external) zlib with integrated [miniz](https://github.com/richgel999/miniz)
* **HighDPI**/Retina support
* Allow inverted mouse look (horizontally, vertically or both) with `m_invertLook`
* CVar to allow always run in single player (still drains stamina though!): `in_allowAlwaysRunInSP`
* VSync can be enabled/disabled on the fly, without restarting the renderer (still with `r_swapInterval`
or in the menu, of course; needs SDL2)
* Allow enabling/disabling [HRTF](https://en.wikipedia.org/wiki/Head-related_transfer_function) with `s_alHRTF`
*`s_alOutputLimiter`: Configure OpenAL's output-limiter which temporarily reduces the overall
volume when too many too loud sounds play at once, to avoid issues like clipping
*`s_scaleDownAndClamp`: Clamp and reduce volume of all sounds to prevent clipping or temporary
downscaling by OpenAL's output limiter
* If `r_windowResizable` is set, the dhewm3 window (when in windowed mode..) can be freely resized.
Needs SDL2; with 2.0.5 and newer it's applied immediately, otherwise when creating the window.
* If switching between fullscreen and windowed mode or similar changes causes issues (like [here](https://github.com/dhewm/dhewm3/issues/587#issuecomment-2205807989)), you can set `r_vidRestartAlwaysFull 1`, so (again) a full `vid_restart` is done, instead of the partial one which *usually* suffices for just changing the resolution or fullscreen state. If you run into that issue (probably a driver bug), you'll probably also want to set `r_windowResizable 0`, because resizing the window that way also triggered the bug, and in that case no `vid_restart` is done at all
* Fixed screenshots when using native Wayland (`SDL_VIDEODRIVER=wayland`)
* If you enter the `map` command in the console, without any arguments, the current map name is printed
* Support OpenGL debug contexts and messages (`GL_ARB_debug_output`). Can be enabled with `r_glDebugContext 1`.
Changing that CVar requires a `vid_restart` (or set it as startup argument)
* In the Win32 release, updated the bundled SDL2 to 2.30.5 and cURL to 8.9.0
* In the dhewm3-mods archive for Linux, the librecoop libs have been rebuild (fix [#589](https://github.com/dhewm/dhewm3/issues/589))
* Support for gamepads (based on code from [Quadrilateral Cowboy](https://github.com/blendogames/quadrilateralcowboy),
but heavily expanded). See [Configuration.md](https://github.com/dhewm/dhewm3/blob/master/Configuration.md#using-gamepads)
for more information.
* Support different file formats for screenshots by setting the `r_screenshotFormat` CVar
(0 = TGA, still the default, 1 = BMP, 2 = PNG, 3 = JPG). `r_screenshotJpgQuality` and
`r_screenshotPngCompression` allow configuring how JPG/PNG are compressed.
Thanks *eezstreet (Nick Whitlock)*!
* Fixed problems with lights after loading a savegame ([#495](https://github.com/dhewm/dhewm3/issues/495))
* Fix volume of some weapon sounds, like chaingun being too quit ([#326](https://github.com/dhewm/dhewm3/issues/326))
* Increase stack size on Windows to 8MB (instead default of 1MB) to make loading huge models work
* Fixed crash in Radiant Model Preview Dialog ([#496](https://github.com/dhewm/dhewm3/issues/496))
* Fix MD3 model support
* Several new CMake options:
- To enable Clang/GCC Address Sanitizer and Undefined Behavior Sanitizer
- Hardlink the game code into the executable (instead of using game DLLs,
only supports base *or* d3xp then; needed for Undefined Behavior Sanitizer)
- Force colored diagnostic output from GCC or Clang (esp. useful when building with ninja)
* Fix several compiler warnings
* Added build instructions for Linux (and similar systems) to [README.md](https://github.com/dhewm/dhewm3?tab=readme-ov-file#compiling-example-using-ubuntu)
The second release candidate for 1.5.3 fixes a bug with gamepad support (sometimes the gamepad buttons were mixed up after using ingame UI panels) and updates the integrated minizip library.
Furthermore, all the mods have been updated for gamepad support and the bugfixes since 1.5.2.
Download **[dhewm3 1.5.3 RC2 at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.3_RC2)**
This brings support for **gamepads**, as long as they're supported by SDL2. This includes XBox Controllers
(and compatible ones), Playstation 3-5 controllers, Nintendo Switch Pro Controllers, many thirdparty
controllers for those consoles, and lots of other gamepads for PC.
Furthermore, dhewm3 now supports taking **screenshots in different formats**: TGA (like before), BMP, JPEG and PNG.
Last but not least, there were several **bugfixes** and other small improvements, see the list below for details.
You can **[download it at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.3_RC1)**
(incl. builds for Windows and 64bit Linux).
**Changes since 1.5.2:**
* Support for gamepads (based on code from [Quadrilateral Cowboy](https://github.com/blendogames/quadrilateralcowboy),
but heavily expanded). See [Configuration.md](https://github.com/dhewm/dhewm3/blob/master/Configuration.md#using-gamepads)
for more information.
* Support different file formats for screenshots by setting the `r_screenshotFormat` CVar
(0 = TGA, still the default, 1 = BMP, 2 = PNG, 3 = JPG). `r_screenshotJpgQuality` and
`r_screenshotPngCompression` allow configuring how JPG/PNG are compressed.
Thanks *eezstreet (Nick Whitlock)*!
* Fixed problems with lights after loading a savegame ([#495](https://github.com/dhewm/dhewm3/issues/495))
* Fix volume of some weapon sounds, like chaingun being too quit ([#326](https://github.com/dhewm/dhewm3/issues/326))
* Increase stack size on Windows to 8MB (instead default of 1MB) to make loading huge models work
* Fixed crash in Radiant Model Preview Dialog ([#496](https://github.com/dhewm/dhewm3/issues/496))
* Fix MD3 model support
* Several new CMake options:
- To enable Clang/GCC Address Sanitizer and Undefined Behavior Sanitizer
- Hardlink the game code into the executable (instead of using game DLLs,
only supports base *or* d3xp then; needed for Undefined Behavior Sanitizer)
- Force colored diagnostic output from GCC or Clang (esp. useful when building with ninja)
* Fix several compiler warnings
* Probably more bugfixes I forgot to list here..
* Added build instructions for Linux (and similar systems) to [README.md](https://github.com/dhewm/dhewm3?tab=readme-ov-file#compiling-example-using-ubuntu)
* Updated stb_image and stb_vorbis
* Updated bundled libs in build for Windows: OpenAL Soft 1.23.1, SDL 2.30.0, cURL 8.6.0, zlib 1.3.1
* Linux binary build now requires SDL 2.0.12 or newer (I provide an updated `libSDL2-2.0.so.0` though).
If you compile dhewm3 yourself, older SDL2 versions (and SDL1.2) are still supported
<ahref="./dhewm3-1.5.2.jpg"title="dhewm3 1.5.2 with ridiculously high gamma and brightness"><imgsrc="./small-dhewm3-1.5.2.jpg"style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a>
dhewm3 1.5.2 is done.
You can **[download it at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.2)**
(incl. builds for Windows and 64bit Linux for both dhewm3 **and the supported mods**)
Since dhewm3 1.5.1, there have been a lot of enhancements, like better compatibility with Wayland, or
<ahref="mods/hc1.jpg"title="Screenshot of Hard Corps"><imgsrc="mods/small-hc1.jpg"style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a>
The **Doom 3: Hard Corps** mod, which supports dhewm3 exclusively, has been released.
It's an updated/remastered version of the well-known *HardQore2* mod and turns
<ahref="./dhewm3-1.5.1-demo.jpg"title="Doom3 Demo in dhewm3 1.5.1"><imgsrc="./medium-dhewm3-1.5.1-demo.jpg"style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a>
dhewm3 1.5.1 is done.
Apart from lots of bugfixes, the biggest changes since 1.5.0 are support for the (Windows-only) editing tools
and for the [Doom3 Demo gamedata](#using-the-doom3-demo-gamedata).
You can **[download dhewm3 1.5.1 at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.1)** (incl. builds for Windows and 64bit Linux)
<ahref="./dhewm3-edit.jpg"title="DOOMEdit running in dhewm3"><imgsrc="./medium-dhewm3-edit.jpg"style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a>
**Changes since 1.5.0:**
* The (Windows-only) integrated **editing tools** of Doom3 are back!
- They can only be built with non-Express versions of Visual Studio (tested Community Editions of
VS2013 and VS2017) and can be disabled via CMake
- Official dhewm3 Windows binaries are built with tools enabled, of course.
- Only supports 32bit builds, because in contrast to the rest of dhewm3's code, the tool code is not 64bit compatible at all.
- Based on Code from the dhewm3 branch of SteelStorm2, thanks to *Motorsep* for donating that code!
- Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor
doesn't break the viewport of the game any more.
- Thanks to *Tommy Hanusa* for testing and reporting some issues (that were subsequently fixed)!
* While prior dhewm3 releases for Windows have been built with Visual Studio 2010,
this is built with Visual Studio 2017, so if it doesn't start on your system make sure you
have [the Visual C++ 2017 Redistributable](https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads)
installed - but chances are good you already have it.
- Also updated some DLLs that are bundled with the Windows release:
- See [below](#using-the-doom3-demo-gamedata) for installation instructions
- This is based on *Gabriel Cuvillier's* code for [D3Wasm](http://www.continuation-labs.com/projects/d3wasm/),
which ports dhewm3 to web browsers, thanks!
* Create the game window on the display the cursor is currently on (when using more than one display)
* Added `r_fullscreenDesktop` CVar to set if fullscreen mode should be "classic" or "Desktop" which means a borderless window at desktop resolution
* Fullscreen modes that are not at the current desktop resolution should work better now
- including nvidia DSR / AMD VSR; for that you might have to use the supplied `dhewm3_notools.exe`,
as DSR/VSR seem to be incompatible with applications that use MFC (the GUI framework used for the Doom3 tools like the D3Radiant)
* Several sound-related bugfixes:
- Lags in starting to play a sound which for example caused the machinegun or plasmagun sounds
to stutter have been eliminated ([#141](https://github.com/dhewm/dhewm3/issues/141))
- Trying to reset disconnected OpenAL devices, this esp. helps with display audio on Intel GPUs
on Windows, when switching to fullscreen ([#209](https://github.com/dhewm/dhewm3/issues/209))
- Looping .wav sounds with leadin now work ([#291](https://github.com/dhewm/dhewm3/issues/291))
- The game still works if no sound devices are available at all ([#292](https://github.com/dhewm/dhewm3/issues/292))
- Make "idSoundCache: error unloading data from OpenAL hardware buffer" a Warning
instead of an Error so it doesn't terminate game (by *Corey O'Connor*, [#235](https://github.com/dhewm/dhewm3/pull/235))
* Restore "Carmack's Reverse" Z-Fail stencil shadows; use `glStencilOpSeparate()` if available
- That bloody patent finally expired last October: [https://patents.google.com/patent/US6384822B1/en](https://patents.google.com/patent/US6384822B1/en)
- This neither seems to make a visual nor performance difference on any hardware I tried
(including Raspberry Pi 4), so this is mostly out of principle
- Based on Code by [*Leith Bade*](https://github.com/ljbade/doom3.gpl/commit/d4de024341e79e0ac1dfb54fb528859f8ccea605)
and [*Pat Raynor*](https://github.com/raynorpat/Doom3/blob/2933cb554587aea546c2df1fdf086204d4ca363d/neo/renderer/draw_stencilshadow.cpp#L147-L182).
- The `r_useCarmacksReverse` and `r_useStencilOpSeparate` CVars allow switching both things
on/off for comparison
* New CVar `g_hitEffect`: If set to `0`, the player camera damage effects (like double-vision and extreme tilt)
when being hit are disabled (by *dobosken*, [#279](https://github.com/dhewm/dhewm3/pull/279)).
* (On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in `My Documents/My Games/dhewm3/`,
like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly then
* Fix lingering messages in HUD after loading savegame
- Sometimes the "Game saved..." message didn't go away after loading a savegame (when having saved while it still was showing from last save)
* Fixed clipping bug in delta1 which sometimes occured and made climbing some ladders impossible (see [#328](https://github.com/dhewm/dhewm3/issues/328))
* Improve compatibility with some custom scripts ("t->c->value.argSize == func->parmTotal" Assertion; see [#303](https://github.com/dhewm/dhewm3/issues/303))
* Registering multiplayer servers at id's master-server fixed, so they can be found in the multiplayer menu
* Support for [reproducible builds](https://en.wikipedia.org/wiki/Reproducible_builds) by setting the CMake option `REPRODUCIBLE_BUILD`.
* Should build on recent versions of macOS, also on Apple Silicon (thanks *Dave Nicolson* and *Petter Uvesten*).
* Proper handling of paths with dots in directory names ([#299](https://github.com/dhewm/dhewm3/issues/299), [#301](https://github.com/dhewm/dhewm3/issues/301))
- Some string functions that are intended to find/cut off/replace/... file extensions
did cut off the whole path at dots..
- Especially fixes loading and saving maps from such paths in the builtin D3Radiant level editor
*`idFileSystemLocal::ListMods()` doesn't search `/` or `C:\` anymore
(it did so if one of the paths, like `fs_cdpath`, was empty)
* Don't use translation in Autosave filenames (see [#305](https://github.com/dhewm/dhewm3/issues/305))
- In the Spanish translation all the Alpha Lab autosaves got the same name, now the autosave name is based on the mapename instead which is distinct
You can **[download it at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.1_RC3)** (incl. builds for Windows and 64bit Linux)
**Changes since Release Candidate 2:**
* Fix lingering messages in HUD after loading savegame
- Sometimes the "Game saved..." message didn't go away after loading a savegame (when having saved while it still was showing from last save)
* Uploaded updated builds of Mod DLLs, now also supporting [LibreCoop](https://www.moddb.com/mods/librecoop-dhewm3-coop) and [The Lost Mission](https://www.moddb.com/mods/the-lost-mission)
* Don't use translation in Autosave filenames (see [#305](https://github.com/dhewm/dhewm3/issues/305))
- In the Spanish translation all the Alpha Lab autosaves got the same name, now the autosave name is based on the mapename instead which is distinct
* Create the game window on the display the cursor is currently on (when using more than one display)
* Added `r_fullscreenDesktop` CVar to set if fullscreen mode should be "classic" or "Desktop" which means a borderless window at desktop resolution
* Fullscreen modes that are not at the current desktop resolution should work better now
- including nvidia DSR / AMD VSR; for that you might have to use the supplied `dhewm3_notools.exe`,
as DSR/VSR seem to be incompatible with applications that use MFC (the GUI framework used for the Doom3 tools like the D3Radiant)
* Fixed clipping bug in delta1 (see [#328](https://github.com/dhewm/dhewm3/issues/328))
* Improve compatibility with some custom scripts ("t->c->value.argSize == func->parmTotal" Assertion; see [#303](https://github.com/dhewm/dhewm3/issues/303))
* Update savegame format (see [#303](https://github.com/dhewm/dhewm3/issues/303) and [#344](https://github.com/dhewm/dhewm3/issues/344))
- old savegames still work, but new savegames can't be loaded with older versions of dhewm3
You can **[download it at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.1_RC2)** (incl. builds for Windows and 64bit Linux)
**Changes since Release Candidate 1:**
* Several fixes for Editor-related bugs (thanks to *Tommy Hanusa* for reporting!)
- When switching from an editor to the game, the game shouldn't get rendered
in a tiny rectangle in the lower left corner anymore ([#300](https://github.com/dhewm/dhewm3/issues/300))
- When switching from Radiant into the Engine (e.g. with `F2`), the game isn't frozen anymore
* Proper handling of paths with dots in directory names ([#299](https://github.com/dhewm/dhewm3/issues/299), [#301](https://github.com/dhewm/dhewm3/issues/301))
- Some string functions that are intended to find/cut off/replace/... file extensions
did cut off the whole path at dots..
- Especially fixes loading and saving maps from such paths in the builtin D3Radiant level editor
- As it's a quite invasive change this needs testing!
* Should build on macOS again (thanks *Dave Nicolson*, [#302](https://github.com/dhewm/dhewm3/pull/302))
*`idFileSystemLocal::ListMods()` doesn't search `/` or `C:\` anymore
(it did so when one of the paths, like `fs_cdpath`, was empty)
You can **[download it at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.1_RC1)** (incl. builds for Windows and 64bit Linux)
<ahref="./dhewm3-edit.jpg"title="DOOMEdit running in dhewm3"><imgsrc="./medium-dhewm3-edit.jpg"style="max-width:90%;margin-left:auto;margin-right:auto;display:block"></a>
**Changes since 1.5.0:**
* The (Windows-only) integrated **editing tools** of Doom3 are back!
- They can only be built with non-Express versions of Visual Studio (tested Community Editions of
VS2013 and VS2017) and can be disabled via CMake
- Official dhewm3 Windows binaries are built with tools enabled, of course.
- Only supports 32bit builds, because in contrast to the rest of dhewm3's code, the tool code is not 64bit compatible at all.
- Based on Code from the dhewm3 branch of SteelStorm2, thanks to *Motorsep* for donating that code!
- Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor
doesn't break the viewport of the game any more.
* While prior dhewm3 releases for Windows have been built with Visual Studio 2010,
this is built with Visual Studio 2017, so if it doesn't start on your system make sure you
have [the Visual C++ 2017 Redistributable](https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads)
installed - but chances are good you already have it.
- Also updated some DLLs that are bundled with the Windows release:
[SDL2 2.0.12](https://libsdl.org), [OpenAL-soft 1.20.1](https://openal-soft.org/) and [curl 7.70.0](https://curl.haxx.se)
* dhewm3 now supports the **Doom3 Demo** gamedata
- See [below](#using-the-doom3-demo-gamedata) for installation instructions
- This is based on *Gabriel Cuvillier's* code for [D3Wasm](http://www.continuation-labs.com/projects/d3wasm/),
which ports dhewm3 to web browsers, thanks!
* Several sound-related bugfixes:
- Lags in starting to play a sound which for example caused the machinegun or plasmagun sounds
to stutter have been eliminated ([#141](https://github.com/dhewm/dhewm3/issues/141))
- Trying to reset disconnected OpenAL devices, this esp. helps with display audio on Intel GPUs
on Windows, when switching to fullscreen ([#209](https://github.com/dhewm/dhewm3/issues/209))
- Looping .wav sounds with leadin now work ([#291](https://github.com/dhewm/dhewm3/issues/291))
- The game still works if no sound devices are available at all ([#292](https://github.com/dhewm/dhewm3/issues/292))
- Make "idSoundCache: error unloading data from OpenAL hardware buffer" a Warning
instead of an Error so it doesn't terminate game (by *Corey O'Connor*, [#235](https://github.com/dhewm/dhewm3/pull/235))
* Restore "Carmack's Reverse" Z-Fail stencil shadows; use `glStencilOpSeparate()` if available
- That bloody patent finally expired last October: [https://patents.google.com/patent/US6384822B1/en](https://patents.google.com/patent/US6384822B1/en)
- This neither seems to make a visual nor performance difference on any hardware I tried
(including Raspberry Pi 4), so this is mostly out of principle
- Based on Code by [*Leith Bade*](https://github.com/ljbade/doom3.gpl/commit/d4de024341e79e0ac1dfb54fb528859f8ccea605)
and [*Pat Raynor*](https://github.com/raynorpat/Doom3/blob/2933cb554587aea546c2df1fdf086204d4ca363d/neo/renderer/draw_stencilshadow.cpp#L147-L182).
- The `r_useCarmacksReverse` and `r_useStencilOpSeparate` CVars allow switching both things
on/off for comparison
* New CVar `g_hitEffect`: If set to `0`, the player camera damage effects (like double-vision and extreme tilt)
when being hit are disabled (by *dobosken*, [#279](https://github.com/dhewm/dhewm3/pull/279)).
* (On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in `My Documents/My Games/dhewm3/`,
like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly then
* Registering multiplayer servers at id's master-server fixed, so they can be found in the multiplayer menu
<ahref="./dhewm3-edit.jpg"title="DOOMEdit running in dhewm3"><imgsrc="./medium-dhewm3-edit.jpg"style="max-width:90%;margin-left:auto;margin-right:auto;display:block"></a>
**Changes since 1.5.0:**
* The (Windows-only) integrated **editing tools** of Doom3 are back!
- They can only be built with non-Express versions of Visual Studio (tested Community Editions of
VS2013 and VS2017) and can be disabled via CMake
- The [dhewm3_1.5.1pre1_win32.zip available on Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.1_PRE1)
has them enabled, of course
- While prior dhewm3 releases have been built with Visual Studio 2010, this is built with Visual Studio 2013,
so if it doesn't start on your system make sure you have [the Visual C++ 2013 Redistributable](https://www.microsoft.com/en-us/download/details.aspx?id=40784)
installed - but chances are good you already have it.
- Only tested in 32bit builds, in contrast to the rest of dhewm3's code, the tool code might not be 64bit-clean
- Based on Code from the dhewm3 branch of SteelStorm2, thanks to Motorsep for donating that code!
- Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor
doesn't break the viewport of the game any more.
* dhewm3 now supports the **Doom3 Demo** gamedata ([D3Demo.exe](https://www.fileplanet.com/archive/p-15998/DOOM-3-Demo)
or [doom3-linux-1.1.1286-demo.x86.run](http://files.holarse-linuxgaming.de/native/Spiele/Doom%203/Demo/doom3-linux-1.1.1286-demo.x86.run))
- On Windows, just run D3Demo.exe to install the demo, on Linux (and probably others) you can extract
the relevant file from the .run installer with `sh doom3-linux-1.1.1286-demo.x86.run --tar xf demo/`
- This is based on Gabriel Cuvillier's code for [D3Wasm](http://www.continuation-labs.com/projects/d3wasm/),
which ports dhewm3 to web browsers, thanks!
* (On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in `My Documents/My Games/dhewm3/`,
like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly then
* Support for [some Mods](./mods.html) via [custom SDK](https://github.com/dhewm/dhewm3-sdk): Classic Doom3, Fitz Packerton, HardQore2, Denton's Enhanced Doom3 and Rivensin (formerly known as Ruiner).
- This has also broken backwards compatibility with 1.4.x game DLLs, that's why this version will be 1.5.0 and not 1.4.2.
* Supports High DPI displays on Windows now
* Scale menus, fullscreen videos and the PDA to 4:3 (with black bars left/right) on widescreen displays so they don't look stretched/distorted. Can be disabled with `r_scaleMenusTo43 0`.
No, this unfortunately can't be done for the HUD (except for the crosshair), because it also handles fullscreen effects (for example when receiving damage), and those would look bad with black/empty bars on left/right.
* Commandline option to display some help on supported commandline arguments: `-h` or `--help` or `-help` or `/?`
* ~~(Experimental) uncapped framerate, enable by entering `com_fixedTic -1` in the console (can be set back with `com_fixedTic 0`).~~ ([this turned out to be broken](https://github.com/dhewm/dhewm3/issues/261))
* Updated some libraries bundled in the Win32 build: [SDL2 2.0.9](https://libsdl.org), [OpenAL-soft 1.19.1](https://openal-soft.org/) and [curl 7.62.0](https://curl.haxx.se)
If you bought the game on CDs/DVD, base/pak000.pk4 - pak004.pk4 and d3xp/pak000.pk4
can be copied from the disks, the other files are from the patch.
On **Linux** (and probably other **Unix-like** systems and maybe even Windows with a mingw shell) you can
extract the needed files from [the official 1.3.1 patch for Linux](https://files.holarse-linuxgaming.de/native/Spiele/Doom%203/doom3-linux-1.3.1.1304.x86.run)
First you need to download the Doom3 Demo, of course.
For **Windows**, you can get [D3Demo.exe at Fileplanet](https://www.fileplanet.com/archive/p-15998/DOOM-3-Demo)
and just run the installer.
For **Linux** (and **other operating systems** that have a POSIX-compatible shell and `tar`)
you can download [doom3-linux-1.1.1286-demo.x86.run from Holarse](https://files.holarse-linuxgaming.de/native/Spiele/Doom%203/Demo/doom3-linux-1.1.1286-demo.x86.run)
or some other page that has that file.
Then you can extract the relevant file from the .run installer with