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2018-07-10 22:22:06 +00:00
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2018-12-16 23:14:44 +00:00
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<br>
<a href="./dhewm3-linux.jpg" title="dhewm3 on Linux"><img src="small-dhewm3-linux.jpg" height=200></a>
<a href="./dhewm3-win.jpg" title="dhewm3 on Windows"><img src="small-dhewm3-win.jpg" height=200></a>
<a href="./dhewm3-osx.jpg" title="dhewm3 on macOS/OSX"><img src="small-dhewm3-osx.jpg" height=200></a>
<a href="./dhewm3-aros.jpg" title="dhewm3 on AROS (AmigaOS clone)"><img src="small-dhewm3-aros.jpg" height=200></a>
<a href="./dhewm3-switch-linux.jpg" title="dhewm3 on a jailbroken Switch running Linux"><img src="small-dhewm3-switch-linux.jpg" height=200></a>
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<a href="./dhewm3-1.jpg" title="Gameplay of Doom3"><img src="small-dhewm3-1.jpg" height=200></a>
<a href="./dhewm3-d3xp1.jpg" title="Gameplay of the Ressurection of Evil Addon"><img src="small-dhewm3-d3xp1.jpg" height=200></a>
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<!-- part2 is generated from index.md after that index.html_part3 closes it all -->
<h1 id="about">About</h1>
<p><strong>dhewm3</strong> is a source port of the original Doom3 (<strong>not</strong> <em>Doom3 BFG</em>, for that you may want to try <a href="https://github.com/RobertBeckebans/RBDOOM-3-BFG/">RBDoom3BFG</a>). Its known to work on Windows, Linux, macOS, <a href="https://freebsd.org">FreeBSD</a>, <a href="https://openbsd.org">OpenBSD</a> and <a href="http://www.aros.org/">AROS</a>, but it should work on (or be easily portable to) any system that supports OpenGL 1.4 with <a href="https://en.wikipedia.org/wiki/ARB_assembly_language">ARB shaders</a>, <a href="http://libsdl.org">SDL</a> and <a href="http://openal.org">OpenAL</a>.<br />
Compared to the original version of Doom3, dhewm3 has many bugfixes, supports EAX-like sound effects on all operating systems and hardware (via <a href="http://openal-soft.org/">OpenAL Softs</a> EFX support), has much better support for widescreen resolutions and has 64bit support.</p>
<p>It only supports <strong>old Mods</strong> if they <em>either</em> dont require their own game DLL <em>or</em> have been ported to dhewm3 - see the <a href="./mods.html">Mods page</a> for more information.</p>
<p>Note that while the Doom3 source code has been released under GPL, you still need to legally own the game and provide dhewm3 the game data to play. See the <a href="#how-to-install">How to Install</a> section for more information.</p>
<h1 id="news">News</h1>
2022-05-29 18:51:58 +00:00
<h4 id="dhewm3-1.5.2-release-candidate-2">2022-05-29: <em>dhewm3 1.5.2 Release Candidate 2</em></h4>
<p>The second Release Candidate of the upcoming 1.5.2 release is available!</p>
<p>You can <strong><a href="https://github.com/dhewm/dhewm3/releases/tag/1.5.2_RC2">download it at Github</a></strong> (incl. builds for Windows and 64bit Linux for both dhewm3 <strong>and the supported mods</strong>)</p>
<p><strong>Changes since 1.5.2 Release Candidate 1:</strong></p>
<ul>
<li>Updated the code of all mods hosted in <a href="https://github.com/dhewm/dhewm3-sdk">dhewm3-sdk repository</a> with relevant changes from dhewm3.</li>
<li>Support loading some mods known to need <code>fs_game_base d3xp</code> via Mods menu (currently, <em>The Lost Mission</em> and <em>LibreCoop d3xp</em> are supported)</li>
<li>Disable assertion in idSampleDecoderLocal::DecodeOGG() that triggered when starting a new Classic Doom3 game (<a href="https://github.com/dhewm/dhewm3/issues/461">#461</a>)</li>
<li>Fix assertion when loading a mod via menu (<a href="https://github.com/dhewm/dhewm3/issues/458">#458</a>)<br />
(this was a regression introduced with the keyboard improvements after 1.5.1)</li>
<li>Fix mouse remaining ungrabbed when running map from Radiant (this was a regression introduced with the reworked mouse grabbing code after 1.5.1)</li>
</ul>
2022-05-16 18:27:19 +00:00
<h4 id="dhewm3-1.5.2-release-candidate-1">2022-05-16: <em>dhewm3 1.5.2 Release Candidate 1</em></h4>
<p>A first Release Candidate of the upcoming 1.5.2 release is available!</p>
<p>You can <strong><a href="https://github.com/dhewm/dhewm3/releases/tag/1.5.2_RC1">download it at Github</a></strong> (incl. builds for Windows and 64bit Linux)</p>
<p><strong>Changes since 1.5.1:</strong></p>
<ul>
<li>Gamma and Brightness are now applied in the shaders instead of by setting hardware gamma.<br />
Can be disabled (so hardware gamma is used again) with <code>r_gammaInShaders 0</code></li>
<li>Improvements for (Windows-only) MFC-based tools:
<ul>
<li>Added the script debugger! (thanks <em>HarrievG</em>!)<br />
Original Doom3 didnt have it (Quake4 did), but the Doom3 GPL source contained most of it. <em>HarrievG</em> implemented the missing parts and we added some new features. It can even be used over the network and while the client part (the debugger GUI) is Windows-only, the server can run on all supported platforms, so you can debug a game running on Linux or macOS, for example.<br />
Relevant CVars for network debugging are: <code>com_enableDebuggerServer</code> and <code>com_dbgClientAdr</code> and <code>com_dbgServerAdr</code>.<br />
To debug the running game on the same PC, just enter <code>debugger</code> in the console.</li>
<li>All tools can now be built in 64bit (thanks <em>raynorpat</em>!)</li>
<li>HighDPI support (thanks <em>HarrievG</em>!)</li>
<li>PDAEditor works now</li>
<li>Additional bugfixes</li>
</ul></li>
<li>Cycle through multiple Quicksave slots instead of immediately overwriting the last Quicksave. The <code>com_numQuicksaves</code> CVar allows setting the number of QuickSaves (<a href="https://github.com/dhewm/dhewm3/issues/392">#392</a>)</li>
<li>Make r_locksurfaces work (<a href="https://github.com/dhewm/dhewm3/issues/357">#357</a>)<br />
It doesnt do exactly what its description and name suggests: it renders everything that is <em>currently</em> visible from the position/view the player had when setting <code>r_locksurfaces 1</code>. Originally it was supposed to render exactly the surfaces that <em>were</em> visible then, but I couldnt get that to work.<br />
This is pretty similar, but there may be differences with opened doors and such.</li>
<li>Keyboard input improvements (mostly SDL2-only):
<ul>
<li>Support (hopefully) all keyboard keys on all kinds of keyboard layouts by using scancodes for otherwise unknown keys</li>
<li>Support typing in non-ASCII characters, if supported by Doom3 (it supports ISO-8859-1)</li>
<li>Support the clipboard also on non-Windows platforms<br />
2022-05-29 18:51:58 +00:00
You can paste text from the clipboard into the console or other edit fields with <code>Shift+Insert</code></li>
2022-05-16 18:27:19 +00:00
<li>Explicit support for Right Ctrl, Alt and Shift keys<br />
(can be bound to different actions than their left counterparts)</li>
<li>Added <code>in_grabKeyboard</code> CVar to make sure dhewm3 gets <em>all</em> keyboard input<br />
Prevents the Windows-key or Alt-Tab or whatever from taking focus from the game</li>
<li>Added <code>in_ignoreConsoleKey</code> - if set to <code>1</code>, the console is only opened with Shift+Esc, and the “console key” (that key between Esc, 1 and Tab) can be freely bound to an action (and its char can be typed in the console without closing it).</li>
<li>Added (SDL2-only) “auto” option for <code>in_kbd</code>: When not disabling the console key, dhewm3 will try to automatically detect it if <code>in_kbd</code> is set to “auto” (now default)</li>
</ul></li>
2022-05-29 18:51:58 +00:00
<li>Reworked mouse-input and -grabbing code, using absolute mouse mode in fullscreen GUIs (except for the PDA, because its implemented weirdly).<br />
This made releasing the mouse in the main menu possible, as now the ingame cursor is at the same position as the system cursor.</li>
2022-05-16 18:27:19 +00:00
<li><code>s_alReverbGain</code> CVar to reduce EFX reverb effect intensity (<a href="https://github.com/dhewm/dhewm3/issues/365">#365</a>)</li>
<li>Pause (looped) sounds when entering menu (<a href="https://github.com/dhewm/dhewm3/issues/330">#330</a>)</li>
<li>Fixes for looped sounds (<a href="https://github.com/dhewm/dhewm3/issues/390">#390</a>)</li>
<li>Replace libjpeg with stb_image and libogg/libvorbis(file) with stb_vorbis
<ul>
<li>Now the only required external dependencies should be OpenAL, SDL, zlib and optionally libCURL (and of course the C and C++ runtimes)</li>
</ul></li>
<li>(Optionally) use libbacktrace on non-Windows platforms for more useful backtraces in case of crashes (usually linked statically)</li>
<li>Fixed a deadlock (freeze) on Windows when printing messages from another thread</li>
<li>Fixed endless loop (game locking up at startup) if graphics settings couldnt be applied (<a href="https://github.com/dhewm/dhewm3/issues/386">#386</a>)</li>
<li>Fixed some warnings and uninitialized variables (thanks <em>turol</em>!)</li>
<li>Work around dmap bug caused by GCC using FMA “optimizations” (<a href="https://github.com/dhewm/dhewm3/issues/147">#147</a>)</li>
<li>Prevent dhewm3 from being run as root on Unix-like systems to improve security</li>
<li>Replaced most usages of <code>strncpy()</code> with something safer to prevent buffer overflows (remaining cases should be safe).
<ul>
<li>Just a precaution, I dont know if any of them could actually be exploited, but there were some compiler warnings in newer GCC versions.</li>
</ul></li>
<li>Console output is now logged to <code>dhewm3log.txt</code> (last log is renamed to <code>dhewm3log-old.txt</code>)
<ul>
<li>On Windows its in <code>My Documents/My Games/dhewm3/</code></li>
<li>On Mac its in <code>$HOME/Library/Application Support/dhewm3/</code></li>
<li>On other Unix-like systems like Linux its in <code>$XDG_DATA_HOME/dhewm3/</code> (usually <code>$HOME/.local/share/dhewm3/</code>)</li>
</ul></li>
<li>Improved compatibility with Wayland (<a href="https://github.com/dhewm/dhewm3/issues/426">#426</a>)</li>
<li>Work around assertion in AlphaLabs4 due to “ride_of_death” yeeting the dead “monster_zsec_shotgun_12” into the void (<a href="https://github.com/dhewm/dhewm3/issues/409">#409</a>)</li>
</ul>
<h4 id="miscellaneous-news">2021-12-20: <em>Miscellaneous News</em></h4>
<p>Some things of interest (that I shouldve written about much earlier) happened since the 1.5.1 release:</p>
<p><strong>idDevNet</strong></p>
<p>dhewm3.org now hosts a mirror of the (defunct) <strong>iddevnet.com</strong>:<br />
<a href="https://iddevnet.dhewm3.org">https://iddevnet.dhewm3.org</a></p>
2021-12-20 05:51:41 +00:00
<p>Its still a very valuable resource for modding Doom3/Quake4/idTech4.</p>
<p>It was reconstructed from archive.org and private backups that several people luckily made while the original page was still up. This mirror is (<a href="https://github.com/dhewm/iddevnet#missing-files-not-available-on-archiveorg-either">as good as</a>) complete, <em>even including downloads!</em><br />
To make sure it doesnt get lost again (and for offline viewing), the whole page source is <a href="https://github.com/dhewm/iddevnet">available on Github</a>.</p>
<p><strong>Hard Corps</strong></p>
<p><a href="mods/hc1.jpg" title="Screenshot of Hard Corps"><img src="mods/small-hc1.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a></p>
<p>The <strong>Doom 3: Hard Corps</strong> mod, which supports dhewm3 exclusively, has been released. Its an updated/remastered version of the well-known <em>HardQore2</em> mod and turns Doom3 into a side-scroller.</p>
2021-12-20 05:51:41 +00:00
<p>You can get it at <a href="https://www.moddb.com/mods/hardcorps">ModDB</a>; our <a href="./mods.html#hard-corps">Mods page</a> also has some information and screenshots.</p>
<p><strong>dhewm3 progress</strong></p>
2021-12-20 05:51:41 +00:00
<p>There have been a lot of improvements to dhewm3 since 1.5.1.<br />
Several concern the (sadly still Windows-only) tools, like full 64bit support, High-DPI support and the Script Debugger you might remember from Quake4!<br />
Furthermore, dhewm3 now applies brightness and gamma in shaders, which means that those settings work better on all platforms (no more changing gamma of the whole screen) and are visible in screenshots (so those now look the same as the game itself). Other improvements include multiple Quicksave slots (that are cycled through), improved keyboard support, fewer external dependencies and of course bugfixes.<br />
2021-12-20 05:51:41 +00:00
The <a href="https://github.com/dhewm/dhewm3/blob/master/Changelog.md">Changelog</a> has more details.</p>
<p>I hope Ill get around to releasing a fresh build soon-ish.</p>
2021-03-14 04:47:16 +00:00
<h4 id="dhewm3-1.5.1">2021-03-14: <em>dhewm3 1.5.1</em></h4>
<p><a href="./dhewm3-1.5.1-demo.jpg" title="Doom3 Demo in dhewm3 1.5.1"><img src="./medium-dhewm3-1.5.1-demo.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a></p>
<p>dhewm3 1.5.1 is done.</p>
<p>Apart from lots of bugfixes, the biggest changes since 1.5.0 are support for the (Windows-only) editing tools and for the <a href="#using-the-doom3-demo-gamedata">Doom3 Demo gamedata</a>.<br />
See below for a more detailed changelog.</p>
<p>Furthermore, there now is a coop mode for dhewm3: <a href="https://www.moddb.com/mods/librecoop-dhewm3-coop">LibreCoop</a>, see the <a href="./mods.html#librecoop">dhewm3 mods page</a> for more details. Thanks a lot to <em>Stradex</em> for creating it!<br />
Another Mod that is now supported is <a href="https://www.moddb.com/mods/the-lost-mission">The Lost Mission</a>, see also <a href="./mods.html#the-lost-mission">here</a> - thanks to <em>Arl90</em> for making this possible!</p>
<p>You can <strong><a href="https://github.com/dhewm/dhewm3/releases/tag/1.5.1">download dhewm3 1.5.1 at Github</a></strong> (incl. builds for Windows and 64bit Linux)</p>
2021-03-14 04:47:16 +00:00
<p><a href="./dhewm3-edit.jpg" title="DOOMEdit running in dhewm3"><img src="./medium-dhewm3-edit.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a ></p>
<p><strong>Changes since 1.5.0:</strong></p>
<ul>
<li>The (Windows-only) integrated <strong>editing tools</strong> of Doom3 are back!
<ul>
<li>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</li>
<li>Official dhewm3 Windows binaries are built with tools enabled, of course.</li>
<li>Only supports 32bit builds, because in contrast to the rest of dhewm3s code, the tool code is not 64bit compatible at all.</li>
2021-03-14 04:47:16 +00:00
<li>Based on Code from the dhewm3 branch of SteelStorm2, thanks to <em>Motorsep</em> for donating that code!</li>
<li>Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor doesnt break the viewport of the game any more.</li>
2021-03-14 04:47:16 +00:00
<li>Thanks to <em>Tommy Hanusa</em> for testing and reporting some issues (that were subsequently fixed)!</li>
</ul></li>
<li>While prior dhewm3 releases for Windows have been built with Visual Studio 2010, this is built with Visual Studio 2017, so if it doesnt start on your system make sure you have <a href="https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads">the Visual C++ 2017 Redistributable</a> installed - but chances are good you already have it.
2021-03-14 04:47:16 +00:00
<ul>
<li>Also updated some DLLs that are bundled with the Windows release:<br />
<a href="https://libsdl.org">SDL2 2.0.14</a>, <a href="https://openal-soft.org/">OpenAL-soft 1.21.1</a> and <a href="https://curl.haxx.se">curl 7.70.0</a></li>
2021-03-14 04:47:16 +00:00
</ul></li>
<li>Update savegame format (see <a href="https://github.com/dhewm/dhewm3/issues/303">#303</a> and <a href="https://github.com/dhewm/dhewm3/issues/344">#344</a>)
<ul>
<li>old savegames still work, but new savegames cant be loaded with older versions of dhewm3!</li>
2021-03-14 04:47:16 +00:00
</ul></li>
<li>Uploaded updated builds of Mod DLLs (esp. Dentonmod should run a lot more stable now).<br />
Added Mod DLLs of <a href="https://www.moddb.com/mods/librecoop-dhewm3-coop">LibreCoop</a> and <a href="https://www.moddb.com/mods/the-lost-mission">The Lost Mission</a>.<br />
See <a href="./mods.html">the Mods page</a> for more details.</li>
2021-03-14 04:47:16 +00:00
<li>dhewm3 now supports the <strong>Doom3 Demo</strong> gamedata
<ul>
<li>See <a href="#using-the-doom3-demo-gamedata">below</a> for installation instructions</li>
<li>This is based on <em>Gabriel Cuvilliers</em> code for <a href="http://www.continuation-labs.com/projects/d3wasm/">D3Wasm</a>, which ports dhewm3 to web browsers, thanks!</li>
2021-03-14 04:47:16 +00:00
</ul></li>
<li>Create the game window on the display the cursor is currently on (when using more than one display)</li>
<li>Added <code>r_fullscreenDesktop</code> CVar to set if fullscreen mode should be “classic” or “Desktop” which means a borderless window at desktop resolution</li>
2021-03-14 04:47:16 +00:00
<li>Fullscreen modes that are not at the current desktop resolution should work better now
<ul>
<li>including nvidia DSR / AMD VSR; for that you might have to use the supplied <code>dhewm3_notools.exe</code>, as DSR/VSR seem to be incompatible with applications that use MFC (the GUI framework used for the Doom3 tools like the D3Radiant)</li>
</ul></li>
<li>Several sound-related bugfixes:
<ul>
<li>Lags in starting to play a sound which for example caused the machinegun or plasmagun sounds to stutter have been eliminated (<a href="https://github.com/dhewm/dhewm3/issues/141">#141</a>)</li>
<li>Trying to reset disconnected OpenAL devices, this esp. helps with display audio on Intel GPUs on Windows, when switching to fullscreen (<a href="https://github.com/dhewm/dhewm3/issues/209">#209</a>)</li>
2021-03-14 04:47:16 +00:00
<li>Looping .wav sounds with leadin now work (<a href="https://github.com/dhewm/dhewm3/issues/291">#291</a>)</li>
<li>The game still works if no sound devices are available at all (<a href="https://github.com/dhewm/dhewm3/issues/292">#292</a>)</li>
<li>Make “idSoundCache: error unloading data from OpenAL hardware buffer” a Warning instead of an Error so it doesnt terminate game (by <em>Corey OConnor</em>, <a href="https://github.com/dhewm/dhewm3/pull/235">#235</a>)</li>
2021-03-14 04:47:16 +00:00
</ul></li>
<li>Restore “Carmacks Reverse” Z-Fail stencil shadows; use <code>glStencilOpSeparate()</code> if available
2021-03-14 04:47:16 +00:00
<ul>
<li>That bloody patent finally expired last October: <a href="https://patents.google.com/patent/US6384822B1/en">https://patents.google.com/patent/US6384822B1/en</a></li>
2021-03-14 04:47:16 +00:00
<li>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</li>
<li>Based on Code by <a href="https://github.com/ljbade/doom3.gpl/commit/d4de024341e79e0ac1dfb54fb528859f8ccea605"><em>Leith Bade</em></a> and <a href="https://github.com/raynorpat/Doom3/blob/2933cb554587aea546c2df1fdf086204d4ca363d/neo/renderer/draw_stencilshadow.cpp#L147-L182"><em>Pat Raynor</em></a>.</li>
<li>The <code>r_useCarmacksReverse</code> and <code>r_useStencilOpSeparate</code> CVars allow switching both things on/off for comparison</li>
</ul></li>
<li>New CVar <code>g_hitEffect</code>: If set to <code>0</code>, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled (by <em>dobosken</em>, <a href="https://github.com/dhewm/dhewm3/pull/279">#279</a>).</li>
<li>(On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in <code>My Documents/My Games/dhewm3/</code>, like save games, because the binary dir might not be writable and dhewm3 wouldnt start properly then</li>
2021-03-14 04:47:16 +00:00
<li>Fix lingering messages in HUD after loading savegame
<ul>
<li>Sometimes the “Game saved…” message didnt go away after loading a savegame (when having saved while it still was showing from last save)</li>
2021-03-14 04:47:16 +00:00
</ul></li>
<li>Fixed clipping bug in delta1 which sometimes occured and made climbing some ladders impossible (see <a href="https://github.com/dhewm/dhewm3/issues/328">#328</a>)</li>
<li>Improve compatibility with some custom scripts (“t-&gt;c-&gt;value.argSize == func-&gt;parmTotal” Assertion; see <a href="https://github.com/dhewm/dhewm3/issues/303">#303</a>)</li>
<li>Registering multiplayer servers at ids master-server fixed, so they can be found in the multiplayer menu (by <em>Stradex</em>, <a href="https://github.com/dhewm/dhewm3/pull/293">#293</a>)</li>
2021-03-14 04:47:16 +00:00
<li>Support for <a href="https://en.wikipedia.org/wiki/Reproducible_builds">reproducible builds</a> by setting the CMake option <code>REPRODUCIBLE_BUILD</code>.</li>
<li>Should build on recent versions of macOS, also on Apple Silicon (thanks <em>Dave Nicolson</em> and <em>Petter Uvesten</em>).</li>
<li>Proper handling of paths with dots in directory names (<a href="https://github.com/dhewm/dhewm3/issues/299">#299</a>, <a href="https://github.com/dhewm/dhewm3/issues/301">#301</a>)
<ul>
<li>Some string functions that are intended to find/cut off/replace/… file extensions did cut off the whole path at dots..</li>
2021-03-14 04:47:16 +00:00
<li>Especially fixes loading and saving maps from such paths in the builtin D3Radiant level editor</li>
</ul></li>
<li><code>idFileSystemLocal::ListMods()</code> doesnt search <code>/</code> or <code>C:\</code> anymore (it did so if one of the paths, like <code>fs_cdpath</code>, was empty)</li>
<li>Dont use translation in Autosave filenames (see <a href="https://github.com/dhewm/dhewm3/issues/305">#305</a>)
2021-03-14 04:47:16 +00:00
<ul>
<li>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</li>
</ul></li>
</ul>
2021-02-23 05:23:30 +00:00
<h4 id="dhewm3-1.5.1-release-candidate-3">2021-02-23: <em>dhewm3 1.5.1 Release Candidate 3</em></h4>
<p>Finally, the third (and hopefully last) Release Candidate of the upcoming 1.5.1 release is available!</p>
<details>
<p><summary>Click to see the rest of this (outdated) newspost</summary></p>
<p>You can <strong><a href="https://github.com/dhewm/dhewm3/releases/tag/1.5.1_RC3">download it at Github</a></strong> (incl. builds for Windows and 64bit Linux)</p>
2021-02-23 05:23:30 +00:00
<p><strong>Changes since Release Candidate 2:</strong></p>
<ul>
<li>Fix lingering messages in HUD after loading savegame
<ul>
<li>Sometimes the “Game saved…” message didnt go away after loading a savegame (when having saved while it still was showing from last save)</li>
2021-02-23 05:23:30 +00:00
</ul></li>
<li>Uploaded updated builds of Mod DLLs, now also supporting <a href="https://www.moddb.com/mods/librecoop-dhewm3-coop">LibreCoop</a> and <a href="https://www.moddb.com/mods/the-lost-mission">The Lost Mission</a></li>
<li>Dont use translation in Autosave filenames (see <a href="https://github.com/dhewm/dhewm3/issues/305">#305</a>)
2021-02-23 05:23:30 +00:00
<ul>
<li>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</li>
</ul></li>
<li>Create the game window on the display the cursor is currently on (when using more than one display)</li>
<li>Added <code>r_fullscreenDesktop</code> CVar to set if fullscreen mode should be “classic” or “Desktop” which means a borderless window at desktop resolution</li>
2021-02-23 05:23:30 +00:00
<li>Fullscreen modes that are not at the current desktop resolution should work better now
<ul>
<li>including nvidia DSR / AMD VSR; for that you might have to use the supplied <code>dhewm3_notools.exe</code>, as DSR/VSR seem to be incompatible with applications that use MFC (the GUI framework used for the Doom3 tools like the D3Radiant)</li>
</ul></li>
<li>Fixed clipping bug in delta1 (see <a href="https://github.com/dhewm/dhewm3/issues/328">#328</a>)</li>
<li>Improve compatibility with some custom scripts (“t-&gt;c-&gt;value.argSize == func-&gt;parmTotal” Assertion; see <a href="https://github.com/dhewm/dhewm3/issues/303">#303</a>)</li>
2021-02-23 05:23:30 +00:00
<li>Update savegame format (see <a href="https://github.com/dhewm/dhewm3/issues/303">#303</a> and <a href="https://github.com/dhewm/dhewm3/issues/344">#344</a>)
<ul>
<li>old savegames still work, but new savegames cant be loaded with older versions of dhewm3</li>
2021-02-23 05:23:30 +00:00
</ul></li>
</ul>
</details>
2020-07-21 14:07:08 +00:00
<h4 id="dhewm3-1.5.1-release-candidate-2">2020-07-21: <em>dhewm3 1.5.1 Release Candidate 2</em></h4>
<p>The second Release Candidate of the upcoming 1.5.1 release is available!</p>
<details>
<p><summary>Click to see the rest of this (outdated) newspost</summary></p>
<p>You can <strong><a href="https://github.com/dhewm/dhewm3/releases/tag/1.5.1_RC2">download it at Github</a></strong> (incl. builds for Windows and 64bit Linux)</p>
2020-07-21 14:07:08 +00:00
<p><strong>Changes since Release Candidate 1:</strong></p>
<ul>
<li>Several fixes for Editor-related bugs (thanks to <em>Tommy Hanusa</em> for reporting!)
<ul>
<li>When switching from an editor to the game, the game shouldnt get rendered in a tiny rectangle in the lower left corner anymore (<a href="https://github.com/dhewm/dhewm3/issues/300">#300</a>)</li>
<li>When switching from Radiant into the Engine (e.g. with <code>F2</code>), the game isnt frozen anymore</li>
2020-07-21 14:07:08 +00:00
</ul></li>
<li>Proper handling of paths with dots in directory names (<a href="https://github.com/dhewm/dhewm3/issues/299">#299</a>, <a href="https://github.com/dhewm/dhewm3/issues/301">#301</a>)
<ul>
<li>Some string functions that are intended to find/cut off/replace/… file extensions did cut off the whole path at dots..</li>
2020-07-21 14:07:08 +00:00
<li>Especially fixes loading and saving maps from such paths in the builtin D3Radiant level editor</li>
<li>As its a quite invasive change this needs testing!</li>
2020-07-21 14:07:08 +00:00
</ul></li>
<li>Should build on macOS again (thanks <em>Dave Nicolson</em>, <a href="https://github.com/dhewm/dhewm3/pull/302">#302</a>)</li>
<li><code>idFileSystemLocal::ListMods()</code> doesnt search <code>/</code> or <code>C:\</code> anymore (it did so when one of the paths, like <code>fs_cdpath</code>, was empty)</li>
2020-07-21 14:07:08 +00:00
</ul>
</details>
<h4 id="dhewm3-1.5.1-release-candidate-1">2020-07-13: <em>dhewm3 1.5.1 Release Candidate 1</em></h4>
<p>A first Release Candidate of the upcoming 1.5.1 release is available!</p>
<details>
<p><summary>Click to see the rest of this (outdated) newspost</summary></p>
<p>You can <strong><a href="https://github.com/dhewm/dhewm3/releases/tag/1.5.1_RC1">download it at Github</a></strong> (incl. builds for Windows and 64bit Linux)</p>
<p><a href="./dhewm3-edit.jpg" title="DOOMEdit running in dhewm3"><img src="./medium-dhewm3-edit.jpg" style="max-width:90%;margin-left:auto;margin-right:auto;display:block"></a></p>
<p><strong>Changes since 1.5.0:</strong></p>
<ul>
<li>The (Windows-only) integrated <strong>editing tools</strong> of Doom3 are back!
<ul>
<li>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</li>
<li>Official dhewm3 Windows binaries are built with tools enabled, of course.</li>
<li>Only supports 32bit builds, because in contrast to the rest of dhewm3s code, the tool code is not 64bit compatible at all.</li>
<li>Based on Code from the dhewm3 branch of SteelStorm2, thanks to <em>Motorsep</em> for donating that code!</li>
<li>Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor doesnt break the viewport of the game any more.</li>
</ul></li>
<li>While prior dhewm3 releases for Windows have been built with Visual Studio 2010, this is built with Visual Studio 2017, so if it doesnt start on your system make sure you have <a href="https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads">the Visual C++ 2017 Redistributable</a> installed - but chances are good you already have it.
<ul>
<li>Also updated some DLLs that are bundled with the Windows release:<br />
<a href="https://libsdl.org">SDL2 2.0.12</a>, <a href="https://openal-soft.org/">OpenAL-soft 1.20.1</a> and <a href="https://curl.haxx.se">curl 7.70.0</a></li>
</ul></li>
<li>dhewm3 now supports the <strong>Doom3 Demo</strong> gamedata
<ul>
<li>See <a href="#using-the-doom3-demo-gamedata">below</a> for installation instructions</li>
<li>This is based on <em>Gabriel Cuvilliers</em> code for <a href="http://www.continuation-labs.com/projects/d3wasm/">D3Wasm</a>, which ports dhewm3 to web browsers, thanks!</li>
</ul></li>
<li>Several sound-related bugfixes:
<ul>
<li>Lags in starting to play a sound which for example caused the machinegun or plasmagun sounds to stutter have been eliminated (<a href="https://github.com/dhewm/dhewm3/issues/141">#141</a>)</li>
<li>Trying to reset disconnected OpenAL devices, this esp. helps with display audio on Intel GPUs on Windows, when switching to fullscreen (<a href="https://github.com/dhewm/dhewm3/issues/209">#209</a>)</li>
<li>Looping .wav sounds with leadin now work (<a href="https://github.com/dhewm/dhewm3/issues/291">#291</a>)</li>
<li>The game still works if no sound devices are available at all (<a href="https://github.com/dhewm/dhewm3/issues/292">#292</a>)</li>
<li>Make “idSoundCache: error unloading data from OpenAL hardware buffer” a Warning instead of an Error so it doesnt terminate game (by <em>Corey OConnor</em>, <a href="https://github.com/dhewm/dhewm3/pull/235">#235</a>)</li>
</ul></li>
<li>Restore “Carmacks Reverse” Z-Fail stencil shadows; use <code>glStencilOpSeparate()</code> if available
<ul>
<li>That bloody patent finally expired last October: <a href="https://patents.google.com/patent/US6384822B1/en">https://patents.google.com/patent/US6384822B1/en</a></li>
<li>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</li>
<li>Based on Code by <a href="https://github.com/ljbade/doom3.gpl/commit/d4de024341e79e0ac1dfb54fb528859f8ccea605"><em>Leith Bade</em></a> and <a href="https://github.com/raynorpat/Doom3/blob/2933cb554587aea546c2df1fdf086204d4ca363d/neo/renderer/draw_stencilshadow.cpp#L147-L182"><em>Pat Raynor</em></a>.</li>
<li>The <code>r_useCarmacksReverse</code> and <code>r_useStencilOpSeparate</code> CVars allow switching both things on/off for comparison</li>
</ul></li>
<li>New CVar <code>g_hitEffect</code>: If set to <code>0</code>, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled (by <em>dobosken</em>, <a href="https://github.com/dhewm/dhewm3/pull/279">#279</a>).</li>
<li>(On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in <code>My Documents/My Games/dhewm3/</code>, like save games, because the binary dir might not be writable and dhewm3 wouldnt start properly then</li>
<li>Registering multiplayer servers at ids master-server fixed, so they can be found in the multiplayer menu (by <em>Stradex</em>, <a href="https://github.com/dhewm/dhewm3/pull/293">#293</a>)</li>
<li>Support for <a href="https://en.wikipedia.org/wiki/Reproducible_builds">reproducible builds</a> by setting the CMake option <code>REPRODUCIBLE_BUILD</code>.</li>
</ul>
</details>
<h4 id="a-first-prerelease-of-dhewm3-1.5.1">2019-03-11: <em>A first prerelease of dhewm3 1.5.1</em></h4>
<p>There are no immediate plans for the final 1.5.1 release, but the current status might be interesting :-)</p>
<details>
<p><summary>Click to see the rest of this (outdated) newspost</summary> <a href="./dhewm3-edit.jpg" title="DOOMEdit running in dhewm3"><img src="./medium-dhewm3-edit.jpg" style="max-width:90%;margin-left:auto;margin-right:auto;display:block"></a></p>
<p><strong>Changes since 1.5.0:</strong></p>
<ul>
<li>The (Windows-only) integrated <strong>editing tools</strong> of Doom3 are back!
<ul>
<li>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</li>
<li>The <a href="https://github.com/dhewm/dhewm3/releases/tag/1.5.1_PRE1">dhewm3_1.5.1pre1_win32.zip available on Github</a> has them enabled, of course
<ul>
<li>While prior dhewm3 releases have been built with Visual Studio 2010, this is built with Visual Studio 2013, so if it doesnt start on your system make sure you have <a href="https://www.microsoft.com/en-us/download/details.aspx?id=40784">the Visual C++ 2013 Redistributable</a> installed - but chances are good you already have it.</li>
</ul></li>
<li>Only tested in 32bit builds, in contrast to the rest of dhewm3s code, the tool code might not be 64bit-clean</li>
<li>Based on Code from the dhewm3 branch of SteelStorm2, thanks to Motorsep for donating that code!</li>
<li>Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor doesnt break the viewport of the game any more.</li>
</ul></li>
<li>dhewm3 now supports the <strong>Doom3 Demo</strong> gamedata (<a href="https://www.fileplanet.com/archive/p-15998/DOOM-3-Demo">D3Demo.exe</a> or <a href="http://files.holarse-linuxgaming.de/native/Spiele/Doom%203/Demo/doom3-linux-1.1.1286-demo.x86.run">doom3-linux-1.1.1286-demo.x86.run</a>)
<ul>
<li>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 <code>sh doom3-linux-1.1.1286-demo.x86.run --tar xf demo/</code></li>
<li>This is based on Gabriel Cuvilliers code for <a href="http://www.continuation-labs.com/projects/d3wasm/">D3Wasm</a>, which ports dhewm3 to web browsers, thanks!</li>
</ul></li>
<li>(On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in <code>My Documents/My Games/dhewm3/</code>, like save games, because the binary dir might not be writable and dhewm3 wouldnt start properly then</li>
</ul>
</details>
<h4 id="dhewm3-1.5.0-released">2018-12-16: <em>dhewm3 1.5.0 released</em></h4>
<p><a href="./dhewm3-150.jpg" title="Classic Doom 3 in dhewm3 1.5.0"><img src="./medium-dhewm3-150.jpg" style="max-width:90%;margin-left:auto;margin-right:auto;display:block"></a></p>
<p>The final version of 1.5.0 release is now available!<br />
You can download it (incl. builds for Windows and 64bit Linux) <a href="https://github.com/dhewm/dhewm3/releases/tag/1.5.0">at Github</a></p>
2018-11-12 02:13:51 +00:00
<p>Changes since 1.4.1:</p>
<ul>
<li>Support for <a href="./mods.html">some Mods</a> via <a href="https://github.com/dhewm/dhewm3-sdk">custom SDK</a>: Classic Doom3, Fitz Packerton, HardQore2, Dentons Enhanced Doom3 and Rivensin (formerly known as Ruiner).
2018-11-12 02:13:51 +00:00
<ul>
<li><a href="https://github.com/dhewm/dhewm3/releases/download/1.5.0/dhewm3_1.5.0_win32.zip">dhewm3-mods_1.5.0_win32.zip</a> contains prebuild Windows game DLLs for those Mods (except Rivensin) and a README that tells you where to get the game data</li>
<li>See <a href="./mods.html">the Mods page</a> for more information.</li>
<li>This has also broken backwards compatibility with 1.4.x game DLLs, thats why this version will be 1.5.0 and not 1.4.2.</li>
2018-11-12 02:13:51 +00:00
</ul></li>
<li>Supports High DPI displays on Windows now</li>
<li>Scale menus, fullscreen videos and the PDA to 4:3 (with black bars left/right) on widescreen displays so they dont look stretched/distorted. Can be disabled with <code>r_scaleMenusTo43 0</code>.<br />
No, this unfortunately cant 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.</li>
<li>Commandline option to display some help on supported commandline arguments: <code>-h</code> or <code>--help</code> or <code>-help</code> or <code>/?</code></li>
<li><del>(Experimental) uncapped framerate, enable by entering <code>com_fixedTic -1</code> in the console (can be set back with <code>com_fixedTic 0</code>).</del> (<a href="https://github.com/dhewm/dhewm3/issues/261">this turned out to be broken</a>)</li>
<li>Providing binaries for Linux amd64 (x86_64) now
<ul>
<li>Should work on any halfway-recent distro, needs <code>libSDL2-2.0.so.0</code>, <code>libopenal.so.1</code> and <code>libcurl.so.4</code> installed</li>
</ul></li>
2018-12-16 05:22:12 +00:00
<li>Updated some libraries bundled in the Win32 build: <a href="https://libsdl.org">SDL2 2.0.9</a>, <a href="https://openal-soft.org/">OpenAL-soft 1.19.1</a> and <a href="https://curl.haxx.se">curl 7.62.0</a></li>
2018-11-12 02:13:51 +00:00
<li>Support for the AROS and OpenBSD operating systems</li>
<li>Several bugfixes</li>
</ul>
<h4 id="dhewm3.org-launched">2018-07-11: <em>dhewm3.org launched</em></h4>
<p>dhewm3 now has an official homepage!</p>
<p>I guess it makes sense to be a bit less dependent on Github (especially as it has been bought by Microsoft, but also in general), so I decided to create this homepage with a domain I control.<br />
Another advantage is that it has some screenshots and more user-centric documentation than the <a href="https://github.com/dhewm/dhewm3/blob/master/README.md">README.md</a>.<br />
Well continue to use Github for hosting the code and issues (and indeed this page via github pages), but if we need to migrate to another hoster some day, <a href="http://dhewm3.org">dhewm3.org</a> will still be reachable and will link to the new code repo and issue tracker instead.</p>
<h4 id="dhewm3-1.4.1-released">2016-06-18: <em>dhewm3 1.4.1 released</em></h4>
<p>Fixes/improvements since 1.4.0:</p>
<ul>
<li>Fixed some (kinda rare) crashes due to assertion errors, especially observed in the last boss fights of both doom3 and the Resurrection of Evil Addon.</li>
<li>Improved compatibility with AZERTY keyboards (the row of keys with 1…9, 0 is now usable)</li>
<li>Fixed a crash (at least on FreeBSD) when loading Resurrection of Evils last level</li>
<li>Compatibility with Microsoft Visual Studio 2015</li>
<li>Video resolutions in menu now sorted, added 2880x1800</li>
<li>Support for up to 8 mouse buttons (on Linux this needs SDL2 2.0.4 or newer to work)</li>
</ul>
<h1 id="how-to-install">How to Install</h1>
2018-07-11 01:59:59 +00:00
<h2 id="getting-the-doom3-game-data">Getting the Doom3 Game Data</h2>
<p>Youll need the game data from a Doom3 installation patched to 1.3.1. Specifically, youll need the following .pk4 files for the main game:</p>
<table style="width:88%;">
<colgroup>
<col style="width: 25%" />
<col style="width: 11%" />
<col style="width: 51%" />
</colgroup>
<thead>
<tr class="header">
<th style="text-align: center;">Filename</th>
<th style="text-align: right;">Size</th>
<th style="text-align: center;">MD5-sum</th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td style="text-align: center;">base/pak000.pk4</td>
<td style="text-align: right;">337MB</td>
<td style="text-align: center;"><code>71b8d37b2444d3d86a36fd61783844fe</code></td>
2018-08-15 18:15:09 +00:00
</tr>
<tr class="even">
<td style="text-align: center;">base/pak001.pk4</td>
<td style="text-align: right;">220MB</td>
<td style="text-align: center;"><code>4bc4f3ba04ec2b4f4837be40e840a3c1</code></td>
2018-08-15 18:15:09 +00:00
</tr>
<tr class="odd">
<td style="text-align: center;">base/pak002.pk4</td>
<td style="text-align: right;">398MB</td>
<td style="text-align: center;"><code>fa84069e9642ad9aa4b49624150cc345</code></td>
2018-08-15 18:15:09 +00:00
</tr>
<tr class="even">
<td style="text-align: center;">base/pak003.pk4</td>
<td style="text-align: right;">303MB</td>
<td style="text-align: center;"><code>f22d8464997924e4913e467e7d62d5fe</code></td>
2018-08-15 18:15:09 +00:00
</tr>
<tr class="odd">
<td style="text-align: center;">base/pak004.pk4</td>
<td style="text-align: right;">227MB</td>
<td style="text-align: center;"><code>38561a3c73f93f2e6fd31abf1d4e9102</code></td>
2018-08-15 18:15:09 +00:00
</tr>
<tr class="even">
<td style="text-align: center;">base/pak005.pk4</td>
<td style="text-align: right;">540KB</td>
<td style="text-align: center;"><code>2afd4ece27d36393b7538d55a345b90d</code></td>
2018-08-15 18:15:09 +00:00
</tr>
<tr class="odd">
<td style="text-align: center;">base/pak006.pk4</td>
<td style="text-align: right;">214KB</td>
<td style="text-align: center;"><code>a6e7003fa9dcc75073dc02b56399b370</code></td>
2018-08-15 18:15:09 +00:00
</tr>
<tr class="even">
<td style="text-align: center;">base/pak007.pk4</td>
<td style="text-align: right;">118KB</td>
<td style="text-align: center;"><code>6319f086f930ec1618ab09b4c20c268c</code></td>
2018-08-15 18:15:09 +00:00
</tr>
<tr class="odd">
<td style="text-align: center;">base/pak008.pk4</td>
<td style="text-align: right;">12KB</td>
<td style="text-align: center;"><code>28750b7841de9453eb335bad6841a2a5</code></td>
</tr>
</tbody>
</table>
<p>… and (optionally) these .pk4 files for the <em>Resurrection of Evil</em> addon:</p>
<table style="width:88%;">
<colgroup>
<col style="width: 25%" />
<col style="width: 11%" />
<col style="width: 51%" />
</colgroup>
<thead>
<tr class="header">
<th style="text-align: center;">Filename</th>
<th style="text-align: right;">Size</th>
<th style="text-align: center;">MD5-sum</th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td style="text-align: center;">d3xp/pak000.pk4</td>
<td style="text-align: right;">514MB</td>
<td style="text-align: center;"><code>a883fef0fd10aadeb73d34c462ff865d</code></td>
2018-08-15 18:15:09 +00:00
</tr>
<tr class="even">
<td style="text-align: center;">d3xp/pak001.pk4</td>
<td style="text-align: right;">98KB</td>
<td style="text-align: center;"><code>06fc9be965e345587064056bf22236d2</code></td>
</tr>
</tbody>
</table>
2021-02-23 05:23:30 +00:00
<p>(You can also use the Demo version of Doom3, <a href="#using-the-doom3-demo-gamedata">see below</a>)</p>
<h3 id="from-cddvd-patch">… from CD/DVD + Patch</h3>
<p>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.</p>
<p>On <strong>Linux</strong> (and probably other <strong>Unix-like</strong> systems and maybe even Windows with a mingw shell) you can extract the needed files from <a href="https://files.holarse-linuxgaming.de/native/Spiele/Doom%203/doom3-linux-1.3.1.1304.x86.run">the official 1.3.1 patch for Linux</a> with:</p>
<blockquote>
<p><code>sh /path/to/doom3-linux-1.3.1.1304.x86.run --tar xvf --wildcards base/pak* d3xp/pak*</code></p>
</blockquote>
<p>On <strong>Windows</strong> you can just install the game and <a href="https://archive.org/details/Doom_3_1.3.1">the official 1.3.1 patch for Windows</a> and then get the files from the installation directory (or copy dhewm3 in there).</p>
<h3 id="from-steam">… from Steam</h3>
<p>First you need to buy <a href="http://store.steampowered.com/app/9050/">Doom3</a> of course (and the <a href="https://store.steampowered.com/app/9070/">Resurrection of Evil Addon</a>, if you want that too; Note that the Addon is not available in Germany).</p>
<p>Thankfully the game from Steam is already fully patched to 1.3.1.</p>
<p>On <strong>Windows</strong>, <em>just install</em> it and copy the game data from there (see above for what files are needed).</p>
<p>Same on <strong>Linux</strong>, thanks to Steam Play / Proton, though you might have to enable it:<br />
In Steam in the <code>Steam</code><code>Settings</code> menu, under <code>Steam Play</code>, check both:</p>
<blockquote>
<p>☑ Enable Steam Play for supported titles<br />
☑ Enable Steam Play for all other titles</p>
</blockquote>
<p>On <strong>macOS</strong> unfortunately you cant just install the game (unless you run Windows Steam in Wine), because its Windows-only on Steam and Steam (currently?) doesnt use Proton on Mac.</p>
<p>However, you can still download it with <strong><a href="https://developer.valvesoftware.com/wiki/SteamCMD">SteamCMD</a></strong>.<br />
See <a href="https://developer.valvesoftware.com/wiki/SteamCMD#macOS">this description for macOS</a> or <a href="https://developer.valvesoftware.com/wiki/SteamCMD#Linux">here for Linux</a> on how to install SteamCMD on your system. You wont have to create a new user.</p>
2018-07-11 01:59:59 +00:00
<p>Then you can download Doom3 with</p>
2018-07-18 04:11:09 +00:00
<blockquote>
<p><code>./steamcmd.sh +@sSteamCmdForcePlatformType windows +login &lt;YOUR_STEAM_LOGIN_NAME&gt; +force_install_dir ./doom3/ +app_update 9050 validate +quit</code></p>
2018-07-18 04:11:09 +00:00
</blockquote>
<p>(replace <code>&lt;YOUR_STEAM_LOGIN_NAME&gt;</code> with your steam login name)<br />
When its done you should have the normal windows installation of doom3 in <code>./doom3/</code> and the needed files in <code>./doom3/base/</code><br />
It should be possible to get the <em>Resurection of Evil</em> data in the same way, by replacing <code>9050</code> with <code>9070</code>; the files should be in <code>./doom3/d3xp/</code> then.</p>
<p>By the way, that number is the “AppID” of Doom3/RoE; if you wanna use this to get the data of other games you own, you can look up the AppID at <a href="https://steamdb.info/">SteamDB</a>.</p>
<h3 id="using-the-doom3-demo-gamedata">Using the Doom3 Demo gamedata</h3>
<p>First you need to download the Doom3 Demo, of course.</p>
<p>For <strong>Windows</strong>, you can get <a href="https://www.fileplanet.com/archive/p-15998/DOOM-3-Demo">D3Demo.exe at Fileplanet</a> and just run the installer.</p>
<p>For <strong>Linux</strong> (and <strong>other operating systems</strong> that have a POSIX-compatible shell and <code>tar</code>) you can download <a href="https://files.holarse-linuxgaming.de/native/Spiele/Doom%203/Demo/doom3-linux-1.1.1286-demo.x86.run">doom3-linux-1.1.1286-demo.x86.run from Holarse</a> or some other page that has that file.<br />
Then you can extract the relevant file from the .run installer with</p>
<blockquote>
<p><code>sh doom3-linux-1.1.1286-demo.x86.run --tar xf demo/</code></p>
</blockquote>
<p>Youll need <code>demo/demo00.pk4</code> for playing, either in exactly that directory, or you can copy it into <code>base/</code>.<br />
Note that you <strong>dont need the patches</strong> of the full version, adding their pk4s when using Demo gamedata breaks the game.</p>
2021-02-23 05:23:30 +00:00
<code>demo00.pk4</code> has a size of 462MB but there are minimal differences between the one for Linux and Windows, so they have different md5sums:<br />
<pre><code>Windows : md5sum bd410abbb649b9512d65b794869df9fe size 483534533 Bytes</code>
<code>Linux : md5sum 70c2c63ef1190158f1ebd6c255b22d8e size 483535485 Bytes</code></pre>
<p>Both work on all platforms though, but the Linux demo had been released two months after the Demo for Windows and contains at least one tiny bugfix: A missing string for <code>" or "</code> which is used when binding multiple keys to the same action - the Windows Demo shows a nonsense string instead.</p>
<h2 id="getting-dhewm3-executables">Getting dhewm3 executables</h2>
<p>On <strong>Windows</strong> you can just download the Win32 binaries from the <a href="https://github.com/dhewm/dhewm3/releases/latest">Download page</a>.<br />
You can either extract them into your Doom3 installation directory, or into a fresh directory and copy the needed game data (<a href="#getting-the-doom3-game-data">see above</a>) in there.<br />
2022-05-16 18:27:19 +00:00
The official Windows binaries are built with Visual Studio 2017, so if it doesnt start on your system make sure you have <a href="https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads">the Visual C++ 2017 Redistributable <strong>for X86</strong></a> installed.</p>
<p>Similarly, you can find x86_64 (amd64) <strong>Linux</strong> binaries on the <a href="https://github.com/dhewm/dhewm3/releases/latest">Download page</a>.</p>
<p>If youre using <strong>macOS</strong>, <a href="https://macsourceports.com">MacSourcePorts.com</a> provides signed and notarized <a href="https://macsourceports.com/game/doom3">dhewm3 binaries</a> for 64bit Intel and Apple Silicon.</p>
<p>On Linux and *BSD it might be that your package manager provides a dhewm3 package/port that you can install; please refer to that packages documentation on where to put the game data.<br />
You could also try telling dhewm3 where to find the game data with:</p>
<blockquote>
<p><code>dhewm3 +set fs_basepath /home/HansWerner/Games/doom3</code></p>
</blockquote>
<p>(adjust the path to your needs)</p>
<p>If your package manager does not provide dhewm3, or you want to use the very latest code, youll have to compile it yourself. Its not super hard, see <a href="https://github.com/dhewm/dhewm3/blob/master/README.md#compiling">the README</a> for details on compiling and <a href="https://github.com/dhewm/dhewm3/wiki/FAQ#where-do-i-need-to-put-the-game-data-files">the FAQ</a> on where to put the game data.</p>
</main>
2018-07-11 01:59:59 +00:00
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