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README: Add mod porting instructions
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README.md
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README.md
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@ -79,20 +79,266 @@ for example dentonmod/ for dentonmod.so)
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## How to port a Mod to dhewm3
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## How to port a Mod to dhewm3
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The usual (easiest) way to port a mod is to make a diff between the mod's source
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and the Doom3 SDK and apply the resulting patch to the vanilla game source (from the master branch).
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Afterwards usually some manual work must be done to resolve patching conflicts and get the mod to compile.
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Also, the CMakeLists.txt file must be adjusted (see the dentonmod branch for examples).
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Please note that currently I only accept mods that are released under the
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Please note that currently I only accept mods that are released under the
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GPL license - the one used by Open Source Doom3 (i.e. *not* only the Doom3 SDK license) -
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GPL license - the one used by Open Source Doom3 (i.e. *not* only the Doom3 SDK license) -
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because neither the GPL nor the SDK license allow merging code from both licenses.
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because neither the GPL nor the SDK license allow merging code from both licenses.
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So please get permission from the mod authors first.
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So please get permission from the mod authors first.
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Yes, this unfortunately means that unless you manage to contact Sikkpin and get
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The usual (easiest) way to port a mod is to make a diff between the mod's source
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his permission, there will be no Sikkmod for dhewm3 (and neither other mods that
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and the Doom3 SDK and apply the resulting patch to the vanilla game source (from the master branch).
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use Sikkmod code) :-(
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Afterwards usually some manual work must be done to resolve patching conflicts and get the mod to compile.
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*(If you are Sikkpin, please get in touch!)*
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Also, the CMakeLists.txt file must be adjusted (see the dentonmod branch for examples).
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Here is the approximate steps I use to port a mod.
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Note that you'll need basic C++ (or at least C) programming skills, so you can resolve the little
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(and sometimes not-so-little) issues that (almost) always occur when porting a mod, like merge
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conflicts and compiler errors due to missing `#include`s.
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#### Getting the difference between the original Doom3 SDK and the Mod's source code
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IMHO, the easiest way is to use a git repo of the the origin Doom3 SDK source code, copy the modified
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source from the mod on top and then let git create the diff.
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For your convenience, I created such a git repo: https://github.com/DanielGibson/Doom3-SDK
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So clone it and switch into its directory, by running the following commands in a terminal
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(on Windows, use the "Git Bash"):
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* `cd doom3dev/` (change into a directory you want to put Doom3 projects in, adjust this to your needs)
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* `git clone https://github.com/DanielGibson/Doom3-SDK.git`
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* `cd Doom3-SDK`
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Now copy the mod's source code to the correct place in the repo, usually `src/` or `src/game`,
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replacing the existing files.
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`git status`
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shows which files have been changed,
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`git diff`
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will show the actual differences *(but only for files that already exist in the repo!)*; or use
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`git gui`
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for a GUI-based overview.
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It's possible that the copied files use different line endings than the git repo, in which case git
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will show lots of changes that are really none.
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You can fix the line endings by running the following commands:
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* `find -iname "*.cpp" -exec dos2unix {} \;`
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* `find -iname "*.h" -exec dos2unix {} \;`
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- *If you're on **Windows**, use `unix2dos` instead of `dos2unix`*.
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Now **create a branch** for the mod in your local Doom3-SDK repo and stage all the changes,
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including added files:
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* `git checkout -b mymodname` (adjust the name...)
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* `git add --all`
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I recommend using `git gui` to check if any files have been added that are irrelevant, i.e. files
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that are not source files but from build directories or in Visual Studio project files or similar
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(those won't be needed for dhewm3-sdk, it uses CMake to handle the build).
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You can *unstage* files or changes by clicking the file icon left of the filename
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in the "Staged Changes" list to remove them from the commit (the files/changes are *not* deleted,
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they will just not be committed).
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> If you insist on using the commandline,
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> `git status`
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> will also show the staged files, and you can unstage files with
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> `git rm --cached path/to/file.name`
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> or unstage whole directories with
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> `git rm --cached -r path/to/`
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Now commit the changes, either on the commandline with
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`git commit -m "imported mymodname"`
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or by just typing a commit message in `git gui` and clicking "Commit" there.
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Finally, to get a diff patch you can apply to the dhewm3 SDK, run the following command:
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`git diff main > ../mymodname.diff`
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#### Applying the mod diff to the dhewm3 SDK
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First, clone the dhewm3 SDK and create a branch for the new mod, with the following terminal commands
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(again, on Windows, use the "Git Bash"):
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* `cd doom3dev/` (same directory as used in the other step)
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* `git clone https://github.com/dhewm/dhewm3-sdk.git`
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* `cd dhewm3-sdk`
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* `git checkout -b mymodname`
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> If you've already cloned the repo earlier, make sure to check out the `master` branch before
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> creating the new branch for your mod, so the new branch is based on the unmodified gamecode,
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> and make sure there are no uncommitted changes:
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> * `git checkout master`
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> * `git reset --hard HEAD` (undo all uncommitted changes)
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> * `git pull` (get the latest changes from the dhewm3-sdk repo)
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Now apply the patch with the mod's code with:
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`patch -p2 -l --merge --no-backup-if-mismatch < ../mymodname.diff`
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Explanation:
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* `-p2` skips an additional directory layer: In the Doom3 SDK the source `src/game/`, for example,
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in the dhewm3 SDK it's directly in `game/`, so `src/` must be skipped
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* `-l` ignore whitespace changes, in case the mod has replaced tabs with spaces or something
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* `--merge` when there are merge conflicts (patch isn't sure how to apply a change to the dhewm3 SDK),
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they are marked in the corresponding source files with sections containing the new code and the old
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code, marked with `<<<<<<<`, `=======` and `>>>>>>>` (see below)
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* `--no-backup-if-mismatch` if this is not set, patch will create `bla.cpp.orig` (containing the
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original unpatched file) for every file that's patched, we don't want that
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Now look very carefully at the output the `patch` command printed to the terminal!
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It often happens that some changes can't be merged automatically, and `patch will tell you about that`
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like this:
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```
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patching file game/Misc.cpp
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Hunk #1 NOT MERGED at 143-148.
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```
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This means that one change in game/Misc.cpp could not be merged automatically, so it must be merged manually.
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`patch` then inserts something like this in that file:
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```
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...
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switch( event ) {
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case EVENT_TELEPORTPLAYER: {
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entityNumber = msg.ReadBits( GENTITYNUM_BITS );
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idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[entityNumber] );
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if ( player != NULL && player->IsType( idPlayer::Type ) ) {
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Event_TeleportPlayer( player );
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}
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return true;
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}
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default:
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break;
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}
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<<<<<<<
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return idEntity::ClientReceiveEvent( event, time, msg );
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=======
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// return false; // sikk - warning C4702: unreachable code
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>>>>>>>
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}
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```
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So open the file and search for "<<<<".
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The first section (between `<<<<<<<` and `=======`) is the existing code of dhewm3-sdk, the second
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section (between `=======` and `>>>>>>>`) is what that code looked like in the mod you're trying to
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merge (in this example Sikkmod).
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> In this case, both Sikkmod and dhewm3 fixed a compiler warning:
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> `return idEntity::ClientReceiveEvent( event, time, msg );` used to be in the `default:` case of switch,
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> and after the switch was `return false;`, which was unreachable because the function would always
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> return at `default: return idEntity::ClientReceiveEvent( event, time, msg );` (if it didn't already
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> return before), and the compiler warned about that unreachable code.
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> *sikk* got rid of that warning by commenting out `return false;`, in dhewm3 we moved the
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> `return idEntity::ClientReceiveEvent( event, time, msg );` behind the switch-case - both valid
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> (and equivalent) solutions.
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You need to remove the lines with `<<<<<<<` and `=======` and `>>>>>>>`, and make sure that the code that
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was in this sections is merged completely, i.e. in a state that works correctly like it did in the mod.
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> In this example it's simple: Just keep dhewm3's code and remove sikk's change:
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> ```
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> ...
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> switch( event ) {
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> case EVENT_TELEPORTPLAYER: {
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> entityNumber = msg.ReadBits( GENTITYNUM_BITS );
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> idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[entityNumber] );
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> if ( player != NULL && player->IsType( idPlayer::Type ) ) {
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> Event_TeleportPlayer( player );
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> }
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> return true;
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> }
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> default:
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> break;
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> }
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>
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> return idEntity::ClientReceiveEvent( event, time, msg );
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> }
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> ```
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Sometimes it makes sense to open the file from Doom3 SDK and the patched one from dhewm3 SDK
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side-by-side to compare functions with merge conflicts to see more context from the original file.
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If you're *really* unlucky, `patch` will show you messages like
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```
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patching file d3xp/Item.cpp
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Hunk #1 merged at 653.
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misordered hunks! output would be garbled
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Hunk #2 FAILED at 77.
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misordered hunks! output would be garbled
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Hunk #3 FAILED at 109.
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2 out of 4 hunks FAILED -- saving rejects to file d3xp/Item.cpp.rej
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```
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This means that it has no idea whatsoever where that code from the patch belongs, and it will *not*
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create such a merge-conflict section in the file as shown above. In that case you'll have to check
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the `.rej` files for what changes have been omitted and try to merge them manually.
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In this case, even the first hunk (which was supported to be around line 50) was, for reasons unclear
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to me, merged at the totally wrong location so it must be fixed as well.
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When merging the changes for a file fails completely, it can help to use a graphical diff and merge
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tool like [meld](https://meldmerge.org/) or [kdiff3](https://kdiff3.sourceforge.net/) or
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[Beyond Compare](https://www.scootersoftware.com/) to compare the file from the Doom3 SDK and the one
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from the dhewm3 SDK and merge the changes in there.
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However note that it will also show you differences that are unrelated to the mod, like fixes made
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in dhewm3 - and the first lines of the file are always different, because in the dhewm3 SDK they
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contain the [GPL license note from the Doom3 GPL release](https://github.com/dhewm/dhewm3-sdk/blob/master/d3xp/Item.cpp#L1-L27),
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while in the original Doom3 SDK there usually is only a very short comment like
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```
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// Copyright (C) 2004 Id Software, Inc.
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//
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```
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This is also the reason why it's easiest to create a diff in the Doom3 SDK and apply that diff
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in the dhewm3 SDK (instead of using a merge tool on all files, for example): The diff only contains
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the changes made in the SDK, so those copyright notices are not in the diff (unless the Mod author
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changed those lines), and don't create merge conflicts in dhewm3 code.
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In my experience, most of the changes from the patch are merged without any conflict, and then you'll
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have a handful of `Hunk #X NOT MERGED` errors that at least can be resolved within the file.
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I've only ever seen the `Hunk #X FAILED` error in one project..
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<br>
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Anyway, when you think you've resolved all merge conflicts, you can make double-sure like this:
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`grep -r "<<<<" `
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and
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`grep -r ">>>>"`
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both shouldn't find anything, at least not in .cpp or .h files.
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Once all merge conflicts are resolved, remove any `.rej` files and commit the changes, like described
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above (or just use `git gui` for that).
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Don't forget to also commit added source files, if any - in fact, remember which (source) files were
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added, because they're needed in the next step!
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#### Build the Mod for dhewm3
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Now edit `CMakeLists.txt`.
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If the mod only uses the code in `game/`, you can set the `ON` in `option(D3XP "Build the d3xp/ game code" ON)`
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to `OFF`, if it only uses the code in `d3xp/`, you can do the same for `option(BASE ...` (if both are used,
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i.e. the mod builds two DLLs, one for the base game and one for Resurrection of Evil, leave those options as they are).
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Make sure to adjust `BASE_NAME` and/or `D3XP_NAME` according to the mod directory name, for example,
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the *Classic Doom 3* mod directory is called `cdoom` and it uses the source code in `game/`, so
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the line is adjusted like `set(BASE_NAME "cdoom" CACHE STRING "Name of the mod...")`.
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If the mod requires definitions passed to the compiler (like `-DMY_OPTION for `#ifdef MY_OPTION`),
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adjust `BASE_DEFS` and/or `D3XP_DEFS` accordingly.
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Last but not least, if the mod adds any source files to the SDK (instead of just modifying the
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existing ones), add them to `src_game_mod` or `src_d3xp_mod`.
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Look at the
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[CMakeLists.txt of the Rivensen Mod](https://github.com/dhewm/dhewm3-sdk/blob/rivensin/CMakeLists.txt)
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for an example that does several of the things mentioned above (disable D3XP DLL, set custom compiler
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definitions, add custom source files).
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Once that's done, you can finally try to build the mod, as described in the [How to build section](#how-to-build).
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You'll likely get compiler errors because of missing includes, or maybe there's
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`#include "../idlib/precompiled.h"` or similar somewhere which is an error because dhewm3 doesn't
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have `precompiled.h` (so remove that). It's usually best to scroll up to the first compiler error
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and fix it (for example, if it complains that unknown type is used, that type is likely defined in
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a header that must be included) and retry building, because often further errors are caused by the
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first one, and fixing it fixes several others as well, so by building again after fixing the first
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you'll see which errors remain.
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### Getting in touch
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### Getting in touch
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