2018-08-27 00:55:51 +00:00
|
|
|
# dhewm3 Mod SDK
|
|
|
|
|
|
|
|
This repository contains an SDK that can be used to create modifications ("mods")
|
|
|
|
for (or port Doom3 mods to) [dhewm3](https://dhewm3.org).
|
|
|
|
|
|
|
|
It contains (mostly) the same source files as the original Doom3 SDK, but these
|
|
|
|
are taken from dhewm3 and **are licensed under GPLv3, not the SDK license**.
|
|
|
|
Another small difference is that this is built using [CMake](https://cmake.org/)
|
2018-08-27 01:01:18 +00:00
|
|
|
instead of SCons + VS Project files.
|
2018-08-27 00:55:51 +00:00
|
|
|
This means that you need CMake to build it, but don't worry, on Windows it can
|
|
|
|
create a Visual Studio Solution for you so you can program and compile with
|
|
|
|
Visual Studio like you might be used to.
|
|
|
|
|
2018-08-27 01:01:18 +00:00
|
|
|
This repository also contains ports of existing mods whichs authors released
|
2018-08-27 00:55:51 +00:00
|
|
|
the source under GPL; you can find these in their own branches.
|
|
|
|
|
|
|
|
## How to build
|
|
|
|
|
|
|
|
(I just eventually expand this, especially for Windows)
|
|
|
|
|
|
|
|
On Linux and similar the following should work (if you have cmake, make and GCC/g++ installed):
|
|
|
|
1. Clone the dhewm3-sdk git repo
|
|
|
|
2. switch to your git clone's directory: `cd dhewm3-sdk`
|
|
|
|
3. (optional: switch to an existing mods branch: `git checkout dentonmod`)
|
|
|
|
4. create a build directory: `mkdir build`
|
|
|
|
5. switch to build directory: `cd build`
|
|
|
|
6. create Makefile with CMake: `cmake ..`
|
|
|
|
7. compile the mod .so: `make -j4`
|
|
|
|
8. it (e.g. `dentonmod.so`) should now be in the build/ directory,
|
|
|
|
copy it to your dhewm3 install, where base.so and d3xp.so are
|
|
|
|
9. start the game with that mod, like `dhewm3 +set fs_game dentonmod`
|
|
|
|
|
|
|
|
(Make sure to actually have the mods game data in the right directory as well;
|
|
|
|
the directory name should be the same as the game lib name, but without .so/.dylib/.dll,
|
|
|
|
for example dentonmod/ for dentonmod.so)
|
|
|
|
|
|
|
|
On Windows it should be kinda similar, but you have to tell CMake to create
|
|
|
|
a Visual Studio solution for the VS version you're using, or Makefiles for
|
|
|
|
MinGW-w64 or whatever.
|
|
|
|
|
|
|
|
## How to port a Mod to dhewm3
|
|
|
|
|
|
|
|
The usual (easiest) way to port a mod is to make a diff between the mod's source
|
|
|
|
and the Doom3 SDK and apply the resulting patch to the vanilla game source (from the master branch).
|
|
|
|
Afterwards usually some manual work must be done to resolve patching conflicts and get the mod to compile.
|
|
|
|
Also, the CMakeLists.txt file must be adjusted (see the dentonmod branch for examples).
|
|
|
|
|
|
|
|
Please note that currently I only accept mods that are released under the
|
|
|
|
GPL license - the one used by Open Source Doom3 (i.e. *not* only the Doom3 SDK license) -
|
|
|
|
because neither the GPL nor the SDK license allow merging code from both licenses.
|
|
|
|
So please get permission from the mod authors first.
|
|
|
|
|
|
|
|
Yes, this unfortunately means that unless you manage to contact Sikkpin and get
|
|
|
|
his permission, there will be no Sikkmod for dhewm3 (and neither other mods that
|
2018-08-27 01:01:18 +00:00
|
|
|
use Sikkmod code) :-(
|
2018-08-27 00:55:51 +00:00
|
|
|
*(If you are Sikkpin, please get in touch!)*
|
|
|
|
|
|
|
|
### Getting in touch
|
|
|
|
|
|
|
|
If you are a mod author and want to release your mod's sourcecode under GPL,
|
|
|
|
but don't want to port it yourself (or don't have time or are unsure how)
|
|
|
|
please contact me, I can probably help you :-)
|
|
|
|
|
|
|
|
The easiest way to contact me is by creating an issue in this Github repository,
|
2018-08-27 01:01:18 +00:00
|
|
|
or by sending a DM to *caedes* in the [id Tech Forums](http://idtechforums.fuzzylogicinc.com/)
|
|
|
|
or by pinging *caedes* in the #iodoom3 IRC channel on FreeNode.
|