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Changes to CMakeLists.txt and README for Fitz Packerton
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2 changed files with 16 additions and 49 deletions
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cmake_minimum_required(VERSION 3.0 FATAL_ERROR)
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project(dhewm3sdk)
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option(BASE "Build the base (game/) game code" ON)
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option(BASE "Build the base (game/) game code" OFF)
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set(BASE_NAME "base" CACHE STRING "Name of the mod built from game/ (will result in \${BASE_NAME}.dll)")
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set(BASE_DEFS "GAME_DLL" CACHE STRING "Compiler definitions for the mod built from game/")
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option(D3XP "Build the d3xp/ game code" ON)
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set(D3XP_NAME "d3xp" CACHE STRING "Name of the mod built from d3xp/ (will result in \${D3XP_NAME}.dll)")
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set(D3XP_NAME "fitz" CACHE STRING "Name of the mod built from d3xp/ (will result in \${D3XP_NAME}.dll)")
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set(D3XP_DEFS "GAME_DLL;_D3XP;CTF" CACHE STRING "Compiler definitions for the mod built from d3xp/")
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option(ONATIVE "Optimize for the host CPU" OFF)
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61
README.md
61
README.md
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# dhewm3 Mod SDK
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# Fitz Packerton
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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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This is the source of the "Fitz Packerton" game by Brendon Chung, Teddy Dief,
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Ryan Cousins and Sarah Elmaleh, ported to the dhewm3 SDK.
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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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The original source can be downloaded at http://blendogames.com/older.htm
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## Some ports of existing Mods
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Fitz Packerton is "A theatrical game about a man and the things he carries.
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Pack what you must. Pray you won't need it."
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This repository also contains ports of existing mods whichs authors released
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the source under GPL; you can find these in their own branches:
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[Classic Doom 3](https://github.com/dhewm/dhewm3-sdk/tree/cdoom),
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[Denton's Enhanced Doom3](https://github.com/dhewm/dhewm3-sdk/tree/dentonmod),
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[HardQore2](https://github.com/dhewm/dhewm3-sdk/tree/hardqore2) and
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[Scarlet **Rivensin**: The Ruiner](https://github.com/dhewm/dhewm3-sdk/tree/rivensin)
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You can get the game at https://teddydief.itch.io/fitz
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You can find Win32 DLLs of those mods that work with dhewm3 1.5.0RC1 (and newer) at https://github.com/dhewm/dhewm3/releases/download/1.5.0_RC1/dhewm3_1.5.0_RC1_win32.zip
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Fitz Packerton is actually an (experimental, short) standalone game, so you
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don't even need the Doom3 gamedata to run it, only the Fitz data linked above.
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you could start it with
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`./dhewm3 +set fs_basepath /path/to/fitzpackerton/ +set fs_game fitz`
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## How to 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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8. it (e.g. `fitz.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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9. start the game with that mod, like `dhewm3 +set fs_game fitz`
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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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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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