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# dhewm3 Mod SDK
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This repository contains an SDK that can be used to create modifications ("mods")
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for (or port Doom3 mods to) [dhewm3](https://dhewm3.org).
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It contains (mostly) the same source files as the original Doom3 SDK, but these
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are taken from dhewm3 and **are licensed under GPLv3, not the SDK license**.
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Another small difference is that this is built using [CMake](https://cmake.org/)
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instead of SCons + VS Project files.
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This means that you need CMake to build it, but don't worry, on Windows it can
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create a Visual Studio Solution for you so you can program and compile with
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Visual Studio like you might be used to.
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This repository also contains ports of existing mods whose authors released
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the source under GPL; you can find these in their own branches.
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## How to build
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(I just eventually expand this, especially for Windows)
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On Linux and similar the following should work (if you have cmake, make and GCC/g++ installed):
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1. Clone the dhewm3-sdk git repo
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2. switch to your git clone's directory: `cd dhewm3-sdk`
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3. (optional: switch to an existing mods branch: `git checkout dentonmod`)
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4. create a build directory: `mkdir build`
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5. switch to build directory: `cd build`
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6. create Makefile with CMake: `cmake ..`
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7. compile the mod .so: `make -j4`
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8. it (e.g. `dentonmod.so`) should now be in the build/ directory,
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copy it to your dhewm3 install, where base.so and d3xp.so are
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9. start the game with that mod, like `dhewm3 +set fs_game dentonmod`
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(Make sure to actually have the mods game data in the right directory as well;
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the directory name should be the same as the game lib name, but without .so/.dylib/.dll,
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for example dentonmod/ for dentonmod.so)
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On Windows it should be kinda similar, but you have to tell CMake to create
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a Visual Studio solution for the VS version you're using, or Makefiles for
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MinGW-w64 or whatever.
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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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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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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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his permission, there will be no Sikkmod for dhewm3 (and neither other mods that
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use Sikkmod code) :-(
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*(If you are Sikkpin, please get in touch!)*
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### Getting in touch
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If you are a mod author and want to release your mod's sourcecode under GPL,
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but don't want to port it yourself (or don't have time or are unsure how)
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please contact me, I can probably help you :-)
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The easiest way to contact me is by creating an issue in this Github repository,
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or by sending a DM to "caedes" in the [id Tech Forums](http://idtechforums.fuzzylogicinc.com/)
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or by pinging "caedes" in the #iodoom3 IRC channel on FreeNode.
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