mirror of
https://github.com/dhewm/dhewm.github.io.git
synced 2024-11-10 07:11:47 +00:00
1022 lines
66 KiB
Markdown
1022 lines
66 KiB
Markdown
# About
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**dhewm3** is a source port of the original Doom3 (**not** *Doom3 BFG*, for that you may want to
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try [RBDoom3BFG](https://github.com/RobertBeckebans/RBDOOM-3-BFG/)).
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It's known to work on Windows, Linux, macOS, [FreeBSD](https://freebsd.org),
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[OpenBSD](https://openbsd.org) and [AROS](http://www.aros.org/),
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but it should work on (or be easily portable to) any system that supports OpenGL 1.4 with
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[ARB shaders](https://en.wikipedia.org/wiki/ARB_assembly_language),
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[SDL](http://libsdl.org) and [OpenAL](http://openal.org).
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Compared to the original version of Doom3, dhewm3 has many bugfixes, supports EAX-like sound effects on
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all operating systems and hardware (via [OpenAL Softs](http://openal-soft.org/) EFX support), has much
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better support for widescreen resolutions and has 64bit support.
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It only supports **old Mods** if they *either* don't require their own game DLL *or* have been ported to
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dhewm3 - see the [Mods page](./mods.html) for more information.
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Note that while the Doom3 source code has been released under GPL, you still need to legally own the
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game and provide dhewm3 the game data to play. See the [How to Install](#how-to-install) section for
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more information.
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# News
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#### 2024-08-03: _dhewm3 1.5.4_
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Twenty years ago to the day, Doom 3 was released!
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<a href="./pinky-cake.jpg" title="Happy 20th Birthday, Doom3!"><img src="./small-pinky-cake.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a>
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To celebrate this, dhewm3 1.5.4 is released today!
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The biggest new features since 1.5.3 are a new mod-independent **Settings Menu** that uses
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[Dear ImGui](https://github.com/ocornut/imgui) and **Soft Particles** (that don't "cut" into geometry
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but fade smoothly).
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The *Settings Menu* can be opened by pressing the `F10` key (unless some other action is already
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bound to that key) or by entering `dhewm3Settings` in the console and lets you configure many
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basic and advanced options, can be navigated with gamepad, keyboard or mouse and has an improved
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keybindings menu (compared to the original options menu).
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<a href="./dhewm3-1.5.4.jpg" title="dhewm3 1.5.4"><img src="./small-dhewm3-1.5.4.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a>
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You can **[download it at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.4)**
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(incl. builds for **Windows** and 64bit **Linux**).
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An up-to-date version for **macOS** is available at **[MacSourcePorts.com](http://www.macsourceports.com/sourceport/dhewm3)**.
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<a href="./dhewm3-soft-particles.jpg" title="Classic Particles vs Soft Particles"><img src="./small-dhewm3-soft-particles.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a>
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**NOTE:** On some systems, Soft Particles noticeably **slow down rendering**! If the performance of dhewm3 1.5.4
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is worse than you'd expect, try disabling them (`r_useSoftParticles 0` or in the new *Settings Menu*
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under
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*Video Options* uncheck ☐ *Use Soft Particles*).
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**Changes since 1.5.3:**
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* dhewm3-mods now contains game DLLs/libs for several new mods:
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- [Blood Mod v1.5](https://www.moddb.com/games/doom-iii/addons/blood-mod-v15-for-dhewm3-32-bit)
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- [Perfected Doom3 (ROE) v7](https://www.moddb.com/mods/perfected-doom-3-version-500/downloads)
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- [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)
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- See the [Mods section](./mods.html) for more details, and the [dhewm3-sdk repository](https://github.com/dhewm/dhewm3-sdk/)
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for source code
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* A brand new **settings menu** that uses [Dear ImGui](https://github.com/ocornut/imgui).
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Can be opened with `F10` (unless that key is bound already) or by entering `dhewm3Settings`
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in the console. It has lots of settings that the original options menu doesn't have and
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can be easily navigated with gamepad or keyboard (or the mouse, of course).
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It can also be opened while in the game, which then is paused (if Single Player) but still visible,
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so the effect of most graphics settings can be seen immediately.
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Needs SDL2 and C++11.
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* **"Soft" Particles** (that don't "cut" into geometry but fade smoothly), based on code from
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[The Dark Mod](https://www.thedarkmod.com/main/) 2.04. Can be enabled/disabled with `r_useSoftParticles`,
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is applied automatically for all appropriate particles (view-aligned, using additive or alpha
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blending and not too small)
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* `r_enableDepthCapture`: Enable capturing depth buffer to texture, needed for the soft particles.
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Can be used in custom materials by using the `"_currentDepth"` texture
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* Replaced dependency on (external) zlib with integrated [miniz](https://github.com/richgel999/miniz)
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* **HighDPI**/Retina support
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* Allow inverted mouse look (horizontally, vertically or both) with `m_invertLook`
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* CVar to allow always run in single player (still drains stamina though!): `in_allowAlwaysRunInSP`
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* VSync can be enabled/disabled on the fly, without restarting the renderer (still with `r_swapInterval`
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or in the menu, of course; needs SDL2)
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* Allow enabling/disabling [HRTF](https://en.wikipedia.org/wiki/Head-related_transfer_function) with `s_alHRTF`
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* `s_alOutputLimiter`: Configure OpenAL's output-limiter which temporarily reduces the overall
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volume when too many too loud sounds play at once, to avoid issues like clipping
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* `s_scaleDownAndClamp`: Clamp and reduce volume of all sounds to prevent clipping or temporary
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downscaling by OpenAL's output limiter
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* If `r_windowResizable` is set, the dhewm3 window (when in windowed mode..) can be freely resized.
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Needs SDL2; with 2.0.5 and newer it's applied immediately, otherwise when creating the window.
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* 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
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* Fixed screenshots when using native Wayland (`SDL_VIDEODRIVER=wayland`)
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* If you enter the `map` command in the console, without any arguments, the current map name is printed
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* Support OpenGL debug contexts and messages (`GL_ARB_debug_output`). Can be enabled with `r_glDebugContext 1`.
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Changing that CVar requires a `vid_restart` (or set it as startup argument)
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* In the Win32 release, updated the bundled SDL2 to 2.30.5 and cURL to 8.9.0
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* In the dhewm3-mods archive for Linux, the librecoop libs have been rebuild (fix [#589](https://github.com/dhewm/dhewm3/issues/589))
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Thank you very much to everyone who tested this, especially @j4reporting, @ALord7, @Eonfge and @tomkidd (who also maintains MacSourcePorts)!
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Special thanks to **Valkyries733** from the *idtech 4* Discord server for creating the awesome
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picture with the birthday cake!
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#### 2024-07-29: _dhewm3 1.5.4 Release Candidate 3_
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The third Release Candidate for the upcoming 1.5.4 release is available!
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<details><summary>Click to see the rest of this (outdated) newspost</summary>
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It fixes an issue with the Soft Particles first noticed in Dentonmod, but the way I had to fix it was
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kinda intrusive so **testing** would be **very welcome**.
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You can **[download it at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.4_RC3)**
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(incl. builds for Windows and 64bit Linux).
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*(Note: The mod DLLs haven't changed, so if you want to test the supported mods just use the
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dhewm3-mods archive from [1.5.4 RC2](https://github.com/dhewm/dhewm3/releases/tag/1.5.4_RC2))*
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</details>
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#### 2024-07-28: _dhewm3 1.5.4 Release Candidate 2_
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The second Release Candidate for the upcoming 1.5.4 release is available!
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<details><summary>Click to see the rest of this (outdated) newspost</summary>
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You can **[download it at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.4_RC2)**
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(incl. builds for Windows and 64bit Linux).
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It only has some minor changes:
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* Fixed mods menu to support Perfected Doom 3 ROE and Sikkmod RoE (so they automatically get fs_game_base set to d3xp when started from the menu)
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* Make entries for base game and Resurrection of Evil (d3xp) in mods menu clearer
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* Fixed the Perfected Doom 3 ROE mod (so it actually starts)
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* Applied fixes to Perfected Doom 3 and Sikkmod so the crosshair is round in widescreen resolutions
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*(see the newspost just below this one for changes since 1.5.3)*
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</details>
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#### 2024-07-27: _dhewm3 1.5.4 Release Candidate 1_
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A first Release Candidate of the upcoming 1.5.4 release is available!
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<details><summary>Click to see the rest of this (outdated) newspost</summary>
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<a href="./dhewm3-1.5.4rc1.jpg" title="dhewm3 1.5.4 RC1"><img src="./small-dhewm3-1.5.4rc1.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a>
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The biggest new features since 1.5.3 are a new mod-independent **Settings Menu** that uses
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[Dear ImGui](https://github.com/ocornut/imgui) and **Soft Particles** (that don't "cut" into geometry
|
|
but fade smoothly).
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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
|
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basic and advanced options, can be navigated with gamepad, keyboard or mouse and has an improved
|
|
keybindings menu (compared to the original options menu).
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You can **[download it at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.4_RC1)**
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(incl. builds for Windows and 64bit Linux).
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<a href="./dhewm3-soft-particles.jpg" title="Classic Particles vs Soft Particles"><img src="./small-dhewm3-soft-particles.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a>
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**Changes since 1.5.3:**
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* dhewm3-mods now contains game DLLs/libs for several new mods:
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- [Blood Mod v1.5](https://www.moddb.com/games/doom-iii/addons/blood-mod-v15-for-dhewm3-32-bit)
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- [Perfected Doom3 (ROE) v7](https://www.moddb.com/mods/perfected-doom-3-version-500/downloads)
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- [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)
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- See the [Mods section](./mods.html) for more details, and the [dhewm3-sdk repository](https://github.com/dhewm/dhewm3-sdk/)
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for source code
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* 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
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|
[The Dark Mod](https://www.thedarkmod.com/main/) 2.04. Can be enabled/disabled with `r_useSoftParticles`,
|
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is applied automatically for all appropriate particles (view-aligned, using additive or alpha
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|
blending and not too small)
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* `r_enableDepthCapture`: Enable capturing depth buffer to texture, needed for the soft particles.
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Can be used in custom materials by using the `"_currentDepth"` texture
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* Replaced dependency on (external) zlib with integrated [miniz](https://github.com/richgel999/miniz)
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* **HighDPI**/Retina support
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* Allow inverted mouse look (horizontally, vertically or both) with `m_invertLook`
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* CVar to allow always run in single player (still drains stamina though!): `in_allowAlwaysRunInSP`
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* VSync can be enabled/disabled on the fly, without restarting the renderer (still with `r_swapInterval`
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or in the menu, of course; needs SDL2)
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* Allow enabling/disabling [HRTF](https://en.wikipedia.org/wiki/Head-related_transfer_function) with `s_alHRTF`
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* `s_alOutputLimiter`: Configure OpenAL's output-limiter which temporarily reduces the overall
|
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volume when too many too loud sounds play at once, to avoid issues like clipping
|
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* `s_scaleDownAndClamp`: Clamp and reduce volume of all sounds to prevent clipping or temporary
|
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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
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* Fixed screenshots when using native Wayland (`SDL_VIDEODRIVER=wayland`)
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* If you enter the `map` command in the console, without any arguments, the current map name is printed
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* Support OpenGL debug contexts and messages (`GL_ARB_debug_output`). Can be enabled with `r_glDebugContext 1`.
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Changing that CVar requires a `vid_restart` (or set it as startup argument)
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* In the Win32 release, updated the bundled SDL2 to 2.30.5 and cURL to 8.9.0
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* In the dhewm3-mods archive for Linux, the librecoop libs have been rebuild (fix [#589](https://github.com/dhewm/dhewm3/issues/589))
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</details>
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#### 2024-03-29: _dhewm3 1.5.3_
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<a href="./dhewm3-1.5.3.jpg" title="dhewm3 1.5.3"><img src="./small-dhewm3-1.5.3.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a>
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Just in time for the Easter weekend, dhewm3 1.5.3 is done!
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This brings (the often-requested) support for **gamepads**, as long as they're supported by SDL2.
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This includes XBox Controllers (and compatible ones), Playstation 3-5 controllers, Nintendo Switch Pro
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Controllers, many thirdparty controllers for those consoles, and lots of other gamepads for PC.
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See the [Configuration documentation](https://github.com/dhewm/dhewm3/blob/master/Configuration.md#using-gamepads)
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for how to make make it work (well, basically you can just plug in your gamepad and configure bindings
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in the Controls menu, but I also provide configs with default bindings that you could use).
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Furthermore, dhewm3 now supports taking **screenshots in different formats**: TGA (like before), BMP, JPEG and PNG.
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Last but not least, there were several **bugfixes** and other small improvements, see the list below for details.
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You can **[download dhewm3 1.5.3 at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.3)**
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(incl. builds for Windows and 64bit Linux for both dhewm3 **and the [supported mods](./mods.html)**).
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**Changes since 1.5.2:**
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* Support for gamepads (based on code from [Quadrilateral Cowboy](https://github.com/blendogames/quadrilateralcowboy),
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but heavily expanded). See [Configuration.md](https://github.com/dhewm/dhewm3/blob/master/Configuration.md#using-gamepads)
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for more information.
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* Support different file formats for screenshots by setting the `r_screenshotFormat` CVar
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(0 = TGA, still the default, 1 = BMP, 2 = PNG, 3 = JPG). `r_screenshotJpgQuality` and
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`r_screenshotPngCompression` allow configuring how JPG/PNG are compressed.
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Thanks *eezstreet (Nick Whitlock)*!
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* Fixed problems with lights after loading a savegame ([#495](https://github.com/dhewm/dhewm3/issues/495))
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* Fix volume of some weapon sounds, like chaingun being too quit ([#326](https://github.com/dhewm/dhewm3/issues/326))
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* Increase stack size on Windows to 8MB (instead default of 1MB) to make loading huge models work
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* Fixed crash in Radiant Model Preview Dialog ([#496](https://github.com/dhewm/dhewm3/issues/496))
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* Fix MD3 model support
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* Several new CMake options:
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- To enable Clang/GCC Address Sanitizer and Undefined Behavior Sanitizer
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- Hardlink the game code into the executable (instead of using game DLLs,
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only supports base *or* d3xp then; needed for Undefined Behavior Sanitizer)
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- Force colored diagnostic output from GCC or Clang (esp. useful when building with ninja)
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* Fix several compiler warnings
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* Added build instructions for Linux (and similar systems) to [README.md](https://github.com/dhewm/dhewm3?tab=readme-ov-file#compiling-example-using-ubuntu)
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* Added documentation for dhewm3-specific settings (mostly CVars): [Configuration.md](https://github.com/dhewm/dhewm3/blob/master/Configuration.md)
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* Updated stb_image and stb_vorbis
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* Updated minizip (from zlib/contrib) to latest upstream code
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* Added `in_namePressed` CVar to print currently pressed key/button (useful for binding keys
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in the console or configs). Thanks *Biel Bestué de Luna*!
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* Probably more bugfixes I forgot to list here..
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* Updated bundled libs in build for Windows: OpenAL Soft 1.23.1, SDL 2.30.0, cURL 8.6.0, zlib 1.3.1
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* Linux binary build now requires SDL 2.0.12 or newer (I provide an updated `libSDL2-2.0.so.0` though).
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If you compile dhewm3 yourself, older SDL2 versions (and SDL1.2) are still supported
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(however, SDL1.2 doesn't support gamepads)
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#### 2024-03-19: _dhewm3 1.5.3 Release Candidate 2_
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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.
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Furthermore, all the mods have been updated for gamepad support and the bugfixes since 1.5.2.
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Download **[dhewm3 1.5.3 RC2 at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.3_RC2)**
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(incl. builds for Windows and 64bit Linux)!
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#### 2024-02-04: _dhewm3 1.5.3 Release Candidate 1_
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A first Release Candidate of the upcoming 1.5.3 release is available!
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<details><summary>Click to see the rest of this (outdated) newspost</summary>
|
|
|
|
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).
|
|
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**Changes since 1.5.2:**
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* 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
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|
`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))
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|
* Fix MD3 model support
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|
* Several new CMake options:
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|
- 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
|
|
(however, SDL1.2 doesn't support gamepads)
|
|
|
|
</details>
|
|
|
|
#### 2022-06-13: _dhewm3 1.5.2_
|
|
|
|
<a href="./dhewm3-1.5.2.jpg" title="dhewm3 1.5.2 with ridiculously high gamma and brightness"><img src="./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
|
|
applying gamma and brightness in shaders, which means that those settings work better on all
|
|
platforms and are visible in screenshots (to demonstrate this, the screenshot above has been taken
|
|
with `r_gamma 2.0` and `r_brightness 1.9`).
|
|
Furthermore, both keyboard- and mouse-input have been improved and now there are multiple Quicksave
|
|
slots (that are cycled through), so if you accidentally saved in a bad situation, you can still load
|
|
the previous Quicksave.
|
|
Last but not least, there were lots of bugfixes and the (sadly still Windows-only) tools have been
|
|
improved again with nice new features like High-DPI support, 64bit-compatibility and
|
|
**the Script Debugger you might remember from Quake4**!
|
|
|
|
<a href="./dhewm3-script_debugger.jpg" title="dhewm3 Script Debugger"><img src="./small-dhewm3-script-debugger.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a>
|
|
|
|
See the following list for more details.
|
|
|
|
**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 text 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)
|
|
* Reworked mouse-input and -grabbing code, using absolute mouse mode in fullscreen GUIs
|
|
(except for the PDA, because it's implemented weirdly).
|
|
This made releasing the mouse in the main menu possible, as now the ingame cursor
|
|
is at the same position as the system cursor.
|
|
* `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))
|
|
* Support loading some mods known to need `fs_game_base d3xp` via Mods menu
|
|
(currently, *The Lost Mission* and *LibreCoop d3xp* are supported)
|
|
* Disable assertion in idSampleDecoderLocal::DecodeOGG() that triggered
|
|
when starting a new Classic Doom3 game ([#461](https://github.com/dhewm/dhewm3/issues/461))
|
|
|
|
#### 2022-05-29: _dhewm3 1.5.2 Release Candidate 2_
|
|
|
|
The second Release Candidate of the upcoming 1.5.2 release is available!
|
|
|
|
<details><summary>Click to see the rest of this (outdated) newspost</summary>
|
|
|
|
You can **[download it at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.2_RC2)**
|
|
(incl. builds for Windows and 64bit Linux for both dhewm3 **and the supported mods**)
|
|
|
|
**Changes since 1.5.2 Release Candidate 1:**
|
|
|
|
* Updated the code of all mods hosted in [dhewm3-sdk repository](https://github.com/dhewm/dhewm3-sdk)
|
|
with relevant changes from dhewm3.
|
|
* The SDL2.dll in the Windows download has been downgraded to 2.0.20 to avoid a regression in
|
|
SDL 2.0.22 ([#460](https://github.com/dhewm/dhewm3/issues/460))
|
|
* Support loading some mods known to need `fs_game_base d3xp` via Mods menu
|
|
(currently, *The Lost Mission* and *LibreCoop d3xp* are supported)
|
|
* Disable assertion in idSampleDecoderLocal::DecodeOGG() that triggered
|
|
when starting a new Classic Doom3 game ([#461](https://github.com/dhewm/dhewm3/issues/461))
|
|
* Fix assertion when loading a mod via menu ([#458](https://github.com/dhewm/dhewm3/issues/458))
|
|
(this was a regression introduced with the keyboard improvements after 1.5.1)
|
|
* Fix mouse remaining ungrabbed when running map from Radiant
|
|
(this was a regression introduced with the reworked mouse grabbing code after 1.5.1)
|
|
|
|
</details>
|
|
|
|
#### 2022-05-16: _dhewm3 1.5.2 Release Candidate 1_
|
|
|
|
A first Release Candidate of the upcoming 1.5.2 release is available!
|
|
|
|
<details><summary>Click to see the rest of this (outdated) newspost</summary>
|
|
|
|
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 text 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)
|
|
* Reworked mouse-input and -grabbing code, using absolute mouse mode in fullscreen GUIs
|
|
(except for the PDA, because it's implemented weirdly).
|
|
This made releasing the mouse in the main menu possible, as now the ingame cursor
|
|
is at the same position as the system cursor.
|
|
* `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))
|
|
|
|
</details>
|
|
|
|
#### 2021-12-20: _Miscellaneous News_
|
|
|
|
Some things of interest (that I should've written about much earlier) happened since the 1.5.1 release:
|
|
|
|
**idDevNet**
|
|
|
|
dhewm3.org now hosts a mirror of the (defunct) **iddevnet.com**:
|
|
[https://iddevnet.dhewm3.org](https://iddevnet.dhewm3.org)
|
|
|
|
It's still a very valuable resource for modding Doom3/Quake4/idTech4.
|
|
|
|
It was reconstructed from archive.org and private backups that several people
|
|
luckily made while the original page was still up. This mirror is
|
|
([as good as](https://github.com/dhewm/iddevnet#missing-files-not-available-on-archiveorg-either))
|
|
complete, *even including downloads!*
|
|
To make sure it doesn't get lost again (and for offline viewing),
|
|
the whole page source is [available on Github](https://github.com/dhewm/iddevnet).
|
|
|
|
**Hard Corps**
|
|
|
|
<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>
|
|
|
|
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
|
|
Doom3 into a side-scroller.
|
|
|
|
You can get it at [ModDB](https://www.moddb.com/mods/hardcorps); our
|
|
[Mods page](./mods.html#hard-corps) also has some information and screenshots.
|
|
|
|
**dhewm3 progress**
|
|
|
|
There have been a lot of improvements to dhewm3 since 1.5.1.
|
|
Several concern the (sadly still Windows-only) tools, like full 64bit support,
|
|
High-DPI support and the Script Debugger you might remember from Quake4!
|
|
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.
|
|
The [Changelog](https://github.com/dhewm/dhewm3/blob/master/Changelog.md)
|
|
has more details.
|
|
|
|
I hope I'll get around to releasing a fresh build soon-ish.
|
|
|
|
#### 2021-03-14: _dhewm3 1.5.1_
|
|
|
|
<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>
|
|
|
|
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).
|
|
See below for a more detailed changelog.
|
|
|
|
Furthermore, there now is a coop mode for dhewm3: [LibreCoop](https://www.moddb.com/mods/librecoop-dhewm3-coop),
|
|
see the [dhewm3 mods page](./mods.html#librecoop) for more details. Thanks a lot to *Stradex* for creating it!
|
|
Another Mod that is now supported is [The Lost Mission](https://www.moddb.com/mods/the-lost-mission), see also
|
|
[here](./mods.html#the-lost-mission) - thanks to *Arl90* for making this possible!
|
|
|
|
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)
|
|
|
|
<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 >
|
|
|
|
**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:
|
|
[SDL2 2.0.14](https://libsdl.org), [OpenAL-soft 1.21.1](https://openal-soft.org/) and [curl 7.70.0](https://curl.haxx.se)
|
|
* 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!
|
|
* Uploaded updated builds of Mod DLLs (esp. Dentonmod should run a lot more stable now).
|
|
Added Mod DLLs of [LibreCoop](https://www.moddb.com/mods/librecoop-dhewm3-coop) and [The Lost Mission](https://www.moddb.com/mods/the-lost-mission).
|
|
See [the Mods page](./mods.html) for more details.
|
|
* 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!
|
|
* 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
|
|
(by *Stradex*, [#293](https://github.com/dhewm/dhewm3/pull/293))
|
|
* 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
|
|
|
|
#### 2021-02-23: _dhewm3 1.5.1 Release Candidate 3_
|
|
|
|
Finally, the third (and hopefully last) Release Candidate of the upcoming 1.5.1 release is available!
|
|
|
|
<details><summary>Click to see the rest of this (outdated) newspost</summary>
|
|
|
|
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
|
|
|
|
</details>
|
|
|
|
#### 2020-07-21: _dhewm3 1.5.1 Release Candidate 2_
|
|
|
|
The second Release Candidate of the upcoming 1.5.1 release is available!
|
|
|
|
<details><summary>Click to see the rest of this (outdated) newspost</summary>
|
|
|
|
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)
|
|
|
|
</details>
|
|
|
|
#### 2020-07-13: _dhewm3 1.5.1 Release Candidate 1_
|
|
|
|
A first Release Candidate of the upcoming 1.5.1 release is available!
|
|
|
|
<details><summary>Click to see the rest of this (outdated) newspost</summary>
|
|
|
|
You can **[download it at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.1_RC1)** (incl. builds for Windows and 64bit Linux)
|
|
|
|
<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>
|
|
|
|
**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
|
|
(by *Stradex*, [#293](https://github.com/dhewm/dhewm3/pull/293))
|
|
* Support for [reproducible builds](https://en.wikipedia.org/wiki/Reproducible_builds) by setting the CMake option `REPRODUCIBLE_BUILD`.
|
|
|
|
</details>
|
|
|
|
#### 2019-03-11: _A first prerelease of dhewm3 1.5.1_
|
|
|
|
There are no immediate plans for the final 1.5.1 release, but the current status might be interesting :-)
|
|
|
|
<details><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>
|
|
|
|
**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
|
|
</details>
|
|
|
|
#### 2018-12-16: _dhewm3 1.5.0 released_
|
|
|
|
<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>
|
|
|
|
The final version of 1.5.0 release is now available!
|
|
You can download it (incl. builds for Windows and 64bit Linux) [at Github](https://github.com/dhewm/dhewm3/releases/tag/1.5.0)
|
|
|
|
Changes since 1.4.1:
|
|
|
|
* 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).
|
|
- [dhewm3-mods_1.5.0_win32.zip](https://github.com/dhewm/dhewm3/releases/download/1.5.0/dhewm3_1.5.0_win32.zip) contains
|
|
prebuild Windows game DLLs for those Mods (except Rivensin) and a README that tells you where to get the game data
|
|
- See [the Mods page](./mods.html) for more information.
|
|
- 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))
|
|
* Providing binaries for Linux amd64 (x86_64) now
|
|
- Should work on any halfway-recent distro, needs `libSDL2-2.0.so.0`, `libopenal.so.1` and `libcurl.so.4` installed
|
|
* 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)
|
|
* Support for the AROS and OpenBSD operating systems
|
|
* Several bugfixes
|
|
|
|
#### 2018-07-11: _dhewm3.org launched_
|
|
|
|
dhewm3 now has an official homepage!
|
|
|
|
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.
|
|
Another advantage is that it has some screenshots and more user-centric documentation
|
|
than the [README.md](https://github.com/dhewm/dhewm3/blob/master/README.md).
|
|
We'll 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,
|
|
[dhewm3.org](http://dhewm3.org) will still be reachable and will link to the
|
|
new code repo and issue tracker instead.
|
|
|
|
|
|
#### 2016-06-18: _dhewm3 1.4.1 released_
|
|
|
|
Fixes/improvements since 1.4.0:
|
|
|
|
* 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.
|
|
* Improved compatibility with AZERTY keyboards (the row of keys with 1...9, 0 is now usable)
|
|
* Fixed a crash (at least on FreeBSD) when loading Resurrection of Evil's last level
|
|
* Compatibility with Microsoft Visual Studio 2015
|
|
* Video resolutions in menu now sorted, added 2880x1800
|
|
* Support for up to 8 mouse buttons (on Linux this needs SDL2 2.0.4 or newer to work)
|
|
|
|
# How to Install
|
|
|
|
## Getting the Doom3 Game Data
|
|
|
|
You'll need the game data from a Doom3 installation patched to 1.3.1.
|
|
Specifically, you'll need the following .pk4 files for the main game:
|
|
|
|
--------------------------------------------------------------
|
|
Filename Size MD5-sum
|
|
----------------- ------ ------------------------------------
|
|
base/pak000.pk4 337MB `71b8d37b2444d3d86a36fd61783844fe`
|
|
|
|
base/pak001.pk4 220MB `4bc4f3ba04ec2b4f4837be40e840a3c1`
|
|
|
|
base/pak002.pk4 398MB `fa84069e9642ad9aa4b49624150cc345`
|
|
|
|
base/pak003.pk4 303MB `f22d8464997924e4913e467e7d62d5fe`
|
|
|
|
base/pak004.pk4 227MB `38561a3c73f93f2e6fd31abf1d4e9102`
|
|
|
|
base/pak005.pk4 540KB `2afd4ece27d36393b7538d55a345b90d`
|
|
|
|
base/pak006.pk4 214KB `a6e7003fa9dcc75073dc02b56399b370`
|
|
|
|
base/pak007.pk4 118KB `6319f086f930ec1618ab09b4c20c268c`
|
|
|
|
base/pak008.pk4 12KB `28750b7841de9453eb335bad6841a2a5`
|
|
--------------------------------------------------------------
|
|
|
|
... and (optionally) these .pk4 files for the *Resurrection of Evil* addon:
|
|
|
|
--------------------------------------------------------------
|
|
Filename Size MD5-sum
|
|
----------------- ------- ------------------------------------
|
|
d3xp/pak000.pk4 514MB `a883fef0fd10aadeb73d34c462ff865d`
|
|
|
|
d3xp/pak001.pk4 98KB `06fc9be965e345587064056bf22236d2`
|
|
--------------------------------------------------------------
|
|
|
|
.. or alternatively you can use the `demo00.pk4` from the free Demo version, [see below](#using-the-doom3-demo-gamedata)
|
|
for more information.
|
|
|
|
If you're using an official binary release of dhewm3 (for Win32 or Linux amd64), you just
|
|
put the .pk4 files into the corresponding directories (`base/` and `d3xp/`) in `dhewm3/`.
|
|
|
|
There are also platform-specific places where dhewm3 looks for the game data, see
|
|
[the FAQ](https://github.com/dhewm/dhewm3/wiki/FAQ#where-do-i-need-to-put-the-game-data-files) for more details.
|
|
|
|
Alternatively you can just tell dhewm3 where to find the directory that contains base/ and d3xp/ with the .pk4s,
|
|
with the following commandline argument:
|
|
|
|
> `dhewm3 +set fs_basepath /path/to/Doom3/`
|
|
|
|
(On Windows it might look like `dhewm3.exe +set fs_basepath C:\Games\Doom3\`)
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<br>
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The following sections explain how to obtain the .pk4 files.
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### ... from CD/DVD + Patch
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If you bought the game on CDs/DVD, base/pak000.pk4 - pak004.pk4 and d3xp/pak000.pk4
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can be copied from the disks, the other files are from the patch.
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On **Linux** (and probably other **Unix-like** systems and maybe even Windows with a mingw shell) you can
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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)
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with:
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> `sh /path/to/doom3-linux-1.3.1.1304.x86.run --tar xvf --wildcards base/pak* d3xp/pak*`
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On **Windows** you can just install the game and [the official 1.3.1 patch for Windows](https://archive.org/details/Doom_3_1.3.1)
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and then get the files from the installation directory (or copy dhewm3 in there).
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### ... from Steam
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First you need to buy [Doom3](https://store.steampowered.com/app/208200/DOOM_3/) of course -
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it also includes the Resurrection of Evil Addon (and the BFG Edition re-release of the game,
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*which is **not** supported by dhewm3*).
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Thankfully the game from Steam is already fully patched to 1.3.1.
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On **Windows**, *just install* it and copy the game data from there (see above for what files are needed).
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Same on **Linux**, thanks to Steam Play / Proton, though you might have to enable it:
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In Steam in the `Steam` ➔ `Settings` menu, under `Steam Play`, check both:
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> ☑ Enable Steam Play for supported titles
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> ☑ Enable Steam Play for all other titles
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On **macOS** unfortunately you can't just install the game (unless you run Windows Steam in Wine),
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because it's Windows-only on Steam and Steam (currently?) doesn't use Proton on Mac.
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However, you can still download it with **[SteamCMD](https://developer.valvesoftware.com/wiki/SteamCMD)**.
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See [this description for macOS](https://developer.valvesoftware.com/wiki/SteamCMD#macOS)
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or [here for Linux](https://developer.valvesoftware.com/wiki/SteamCMD#Linux)
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on how to install SteamCMD on your system. You won't have to create a new user.
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Then you can download Doom3 with
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> `./steamcmd.sh +@sSteamCmdForcePlatformType windows +login <YOUR_STEAM_LOGIN_NAME> +force_install_dir ./doom3/ +app_update 9050 validate +quit`
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(replace `<YOUR_STEAM_LOGIN_NAME>` with your steam login name)
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When it's done you should have the normal windows installation of doom3 in `./doom3/`
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and the needed files in `./doom3/base/`
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It should be possible to get the *Resurection of Evil* data in the same way,
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by replacing `9050` with `9070`; the files should be in `./doom3/d3xp/` then.
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By the way, that number is the "AppID" of Doom3/RoE; if you wanna use this to
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get the data of other games you own, you can look up the AppID at [SteamDB](https://steamdb.info/).
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### ... from GOG
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GOG.com offers the same bundle as Steam (Doom3 + Resurrection of Evil + BFG Edition):
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<https://www.gog.com/game/doom_3>
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I haven't tried the GOG version yet, but you should be able to download it without installing any
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launcher.
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At GOG you usually get Windows Installers that use [Inno Setup](https://jrsoftware.org/isinfo.php)
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and can be extracted with [innoextract](https://constexpr.org/innoextract/) on all relevant
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operating systems.
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See also <https://constexpr.org/innoextract/#gog>
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I assume that the GOG version of the game is also fully patched to 1.3.1.
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### Using the Doom3 Demo gamedata
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First you need to download the Doom3 Demo, of course.
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For **Windows**, you can get [D3Demo.exe at Fileplanet](https://www.fileplanet.com/archive/p-15998/DOOM-3-Demo)
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and just run the installer.
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For **Linux** (and **other operating systems** that have a POSIX-compatible shell and `tar`)
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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)
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or some other page that has that file.
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Then you can extract the relevant file from the .run installer with
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> `sh doom3-linux-1.1.1286-demo.x86.run --tar xf demo/`
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You'll need `demo/demo00.pk4` for playing, either in exactly that directory, or you can copy it into `base/`.
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Note that you **don't need the patches** of the full version, adding their pk4s when using Demo gamedata breaks the game.
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`demo00.pk4` has a size of 462MB but there are minimal differences between the one
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for Linux and Windows, so they have different md5sums:
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**Windows:** md5sum `bd410abbb649b9512d65b794869df9fe` size 483534533 Bytes
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**Linux:** md5sum `70c2c63ef1190158f1ebd6c255b22d8e` size 483535485 Bytes
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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 `" or "`
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|
which is used when binding multiple keys to the same action - the Windows Demo shows
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a nonsense string instead.
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## Getting dhewm3 executables
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On **Windows** you can just download the Win32 binaries from the [Download page](https://github.com/dhewm/dhewm3/releases/latest).
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You can either extract them into your Doom3 installation directory, or into a fresh
|
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directory and copy the needed game data ([see above](#getting-the-doom3-game-data)) in there.
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|
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.
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Similarly, you can find x86_64 (amd64) **Linux** binaries on the
|
|
[Download page](https://github.com/dhewm/dhewm3/releases/latest) - these expect that your system
|
|
has `libSDL2-2.0.so.0`,`libopenal.so.1`, `libz.so.1` and `libcurl.so.4` installed (on debian, Ubuntu and
|
|
similar distros the corresponding packages are called `libsdl2-2.0-0`, `libopenal1`, `zlib1g` and `libcurl4`).
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|
If you're using **macOS**, [MacSourcePorts.com](https://macsourceports.com)
|
|
provides signed and notarized [dhewm3 binaries](https://macsourceports.com/game/doom3)
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|
for 64bit Intel and Apple Silicon.
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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.
|
|
You could also try telling dhewm3 where to find the game data with:
|
|
|
|
> `dhewm3 +set fs_basepath /home/HansWerner/Games/doom3`
|
|
|
|
(adjust the path to your needs)
|
|
|
|
If your package manager does not provide dhewm3, or you want to use the very latest code,
|
|
you'll have to compile it yourself. It's not super hard, see
|
|
[the README](https://github.com/dhewm/dhewm3/blob/master/README.md#compiling)
|
|
for details on compiling and [the FAQ](https://github.com/dhewm/dhewm3/wiki/FAQ#where-do-i-need-to-put-the-game-data-files)
|
|
on where to put the game data.
|
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|