1.5.1 RC1 announcement

This commit is contained in:
Daniel Gibson 2022-05-16 20:27:19 +02:00
parent 6796996027
commit 1c76bfa72a
2 changed files with 143 additions and 2 deletions

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@ -78,6 +78,67 @@ Compared to the original version of Doom3, dhewm3 has many bugfixes, supports EA
<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>
<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 />
You can paste code from the clipboard into the console or other edit fields with <code>Shift+Insert</code></li>
<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>
<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>
@ -478,7 +539,8 @@ Note that you <strong>dont need the patches</strong> of the full version, add
<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 />
Similarly, you can find x86_64 (amd64) <strong>Linux</strong> binaries there.</p>
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>

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@ -20,6 +20,80 @@ more information.
# News
#### 2022-05-16: _dhewm3 1.5.2 Release Candidate 1_
A first Release Candidate of the upcoming 1.5.2 release is available!
You can **[download it at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.2_RC1)** (incl. builds for Windows and 64bit Linux)
**Changes since 1.5.1:**
* Gamma and Brightness are now applied in the shaders instead of by setting hardware gamma.
Can be disabled (so hardware gamma is used again) with `r_gammaInShaders 0`
* Improvements for (Windows-only) MFC-based tools:
- Added the script debugger! (thanks *HarrievG*!)
Original Doom3 didn't have it (Quake4 did), but the Doom3 GPL source contained
most of it. *HarrievG* 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.
Relevant CVars for network debugging are:
`com_enableDebuggerServer` and `com_dbgClientAdr` and `com_dbgServerAdr`.
To debug the running game on the same PC, just enter `debugger` in the console.
- All tools can now be built in 64bit (thanks *raynorpat*!)
- HighDPI support (thanks *HarrievG*!)
- PDAEditor works now
- Additional bugfixes
* Cycle through multiple Quicksave slots instead of immediately overwriting the last
Quicksave. The `com_numQuicksaves` CVar allows setting the number of QuickSaves ([#392](https://github.com/dhewm/dhewm3/issues/392))
* Make r_locksurfaces work ([#357](https://github.com/dhewm/dhewm3/issues/357))
It doesn't do exactly what its description and name suggests: it renders
everything that is *currently* visible from the position/view the player had
when setting `r_locksurfaces 1`. Originally it was supposed to render exactly
the surfaces that *were* visible then, but I couldn't get that to work.
This is pretty similar, but there may be differences with opened doors and such.
* Keyboard input improvements (mostly SDL2-only):
- Support (hopefully) all keyboard keys on all kinds of keyboard layouts
by using scancodes for otherwise unknown keys
- Support typing in non-ASCII characters, if supported by Doom3 (it supports ISO-8859-1)
- Support the clipboard also on non-Windows platforms
You can paste code from the clipboard into the console or other edit fields
with `Shift+Insert`
- Explicit support for Right Ctrl, Alt and Shift keys
(can be bound to different actions than their left counterparts)
- Added `in_grabKeyboard` CVar to make sure dhewm3 gets *all* keyboard input
Prevents the Windows-key or Alt-Tab or whatever from taking focus from the game
- Added `in_ignoreConsoleKey` - if set to `1`, 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).
- Added (SDL2-only) "auto" option for `in_kbd`: When not disabling the console key,
dhewm3 will try to automatically detect it if `in_kbd` is set to "auto" (now default)
* `s_alReverbGain` CVar to reduce EFX reverb effect intensity ([#365](https://github.com/dhewm/dhewm3/issues/365))
* Pause (looped) sounds when entering menu ([#330](https://github.com/dhewm/dhewm3/issues/330))
* Fixes for looped sounds ([#390](https://github.com/dhewm/dhewm3/issues/390))
* Replace libjpeg with stb_image and libogg/libvorbis(file) with stb_vorbis
- Now the only required external dependencies should be OpenAL, SDL, zlib
and optionally libCURL (and of course the C and C++ runtimes)
* (Optionally) use libbacktrace on non-Windows platforms for more useful
backtraces in case of crashes (usually linked statically)
* Fixed a deadlock (freeze) on Windows when printing messages from another thread
* Fixed endless loop (game locking up at startup) if graphics settings couldn't be applied ([#386](https://github.com/dhewm/dhewm3/issues/386))
* Fixed some warnings and uninitialized variables (thanks *turol*!)
* Work around dmap bug caused by GCC using FMA "optimizations" ([#147](https://github.com/dhewm/dhewm3/issues/147))
* Prevent dhewm3 from being run as root on Unix-like systems to improve security
* Replaced most usages of `strncpy()` with something safer to prevent buffer overflows
(remaining cases should be safe).
- Just a precaution, I don't know if any of them could actually be exploited,
but there were some compiler warnings in newer GCC versions.
* Console output is now logged to `dhewm3log.txt` (last log is renamed to `dhewm3log-old.txt`)
- On Windows it's in `My Documents/My Games/dhewm3/`
- On Mac it's in `$HOME/Library/Application Support/dhewm3/`
- On other Unix-like systems like Linux it's in `$XDG_DATA_HOME/dhewm3/`
(usually `$HOME/.local/share/dhewm3/`)
* Improved compatibility with Wayland ([#426](https://github.com/dhewm/dhewm3/issues/426))
* Work around assertion in AlphaLabs4 due to "ride_of_death" yeeting
the dead "monster_zsec_shotgun_12" into the void ([#409](https://github.com/dhewm/dhewm3/issues/409))
#### 2021-12-20: _Miscellaneous News_
Some things of interest (that I should've written about much earlier) happened since the 1.5.1 release:
@ -469,7 +543,12 @@ a nonsense string instead.
On **Windows** you can just download the Win32 binaries from the [Download page](https://github.com/dhewm/dhewm3/releases/latest).
You can either extract them into your Doom3 installation directory, or into a fresh
directory and copy the needed game data ([see above](#getting-the-doom3-game-data)) in there.
Similarly, you can find x86_64 (amd64) **Linux** binaries there.
The official Windows binaries are built with Visual Studio 2017, so if it doesn't
start on your system make sure you have
[the Visual C++ 2017 Redistributable **for X86**](https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads)
installed.
Similarly, you can find x86_64 (amd64) **Linux** binaries on the [Download page](https://github.com/dhewm/dhewm3/releases/latest).
If you're using **macOS**, [MacSourcePorts.com](https://macsourceports.com)
provides signed and notarized [dhewm3 binaries](https://macsourceports.com/game/doom3)