An SDK to create Mods for dhewm3
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Daniel Gibson d8d797c248 Don't use GCC's __builtin_alloca_with_align(), fix #572
turns out that __builtin_alloca_with_align() might releases the
allocated memory at the end of the block it was allocated in, instead
of the end of the function (which is the behavior of regular alloca()
and __builtin_alloca()): "The lifetime of the allocated object ends at
 the end of the block in which the function was called. The allocated
 storage is released no later than just before the calling function
 returns to its caller, but may be released at the end of the block in
 which the function was called."
https://gcc.gnu.org/onlinedocs/gcc/Other-Builtins.html#index-_005f_005fbuiltin_005falloca_005fwith_005falign

Clang also supports __builtin_alloca_with_align(), but always releases
the memory at the end of the function.

And it seems that newer GCC versions also tend to release it at the
end of the function, but GCC 4.7.2 (that I use for the official Linux
release binaries) didn't, and that caused weird graphical glitches.
But as I don't want to rely on newer GCC versions behaving like this
(and the documentation explicitly says that it *may* be released at
 the end of the block, but will definitely be released at the end of
 the function), I removed all usage of __builtin_alloca_with_align().

(Side-Note: GCC only started documenting the behavior of
 __builtin_alloca and __builtin_alloca_with_align at all with GCC 6.1.0)
2024-04-19 12:16:38 +02:00
cm Untangle the epic precompiled.h mess 2018-08-20 01:46:28 +02:00
d3xp Make Sys_SetInteractiveIngameGuiActive() work better 2024-03-18 23:49:43 +01:00
framework Make sure MAX_OSPATH has sane size 2022-05-29 00:46:04 +02:00
game merge sys_public.h changes for gamepad support 2024-03-18 23:51:01 +01:00
idlib Fix MSVC non-Release builds (_alloca()/assert() didn't play nice) 2024-03-18 23:49:43 +01:00
MayaImport Make it build as SDK 2018-08-26 01:43:10 +02:00
renderer renderer/RenderSystem.h: Changes from dhewm3 2022-05-29 00:46:04 +02:00
sound Make it build as SDK 2018-08-26 01:43:10 +02:00
sys Don't use GCC's __builtin_alloca_with_align(), fix #572 2024-04-19 12:16:38 +02:00
tools/compilers/aas Untangle the epic precompiled.h mess 2018-08-20 01:46:28 +02:00
ui Untangle the epic precompiled.h mess 2018-08-20 01:46:28 +02:00
.gitignore Make it build as SDK 2018-08-26 01:43:10 +02:00
CMakeLists.txt CMake: Detect all variations of the clang compiler (hopefully) 2024-03-19 03:15:19 +01:00
config.h.in Make it build as SDK 2018-08-26 01:43:10 +02:00
COPYING.txt Add GPLv3 COPYING.txt 2018-08-20 01:46:20 +02:00
README.md Rename README to .md and update it with stuff from upstream 2022-05-29 00:45:53 +02:00

This allows you to run the Hard Corps mod in dhewm3!

It's the updated/remastered version of the HardQore2 mod for Doom3.

A big thank you to Revility (and the rest of the HardQore2 team) for releasing the source under GPL, so I could port it to dhewm3 - and for explicitly developing Hard Corps for dhewm3! :-)

You can get the game data at: https://www.moddb.com/mods/hardcorps/downloads

Revility's Hard Corps git repo: https://github.com/revility/hardcorps It only contains changed files, so it doesn't compile as it is but needs the dhewm3 SDK as a base. I recommend just using the code hosted here ( https://github.com/dhewm/dhewm3-sdk/tree/hardcorps ), it works as it is.

DHEWM 3 HARD CORPS

Updated files for Doom 3: Harqore 2 Dhewm 3 sdk. This is an online back up of the updated files only during development. The original sdk with all files is over at dhewm3 sdk's hub. They are meant to be used with Hard Corps 1.0.00 for Dhewm 3 1.5.0+ after it is released. It will not work with the original HardQore 2012 release.

Formerly known as HardQore 2 for Doom 3; the Dhewm 3 version features many improvements and additions to the game while running on a modern source port of Doom 3. Doom 3: Hardqore 2 was a good start in the right direction, but was lacking many features and changes needed to turn Doom 3 into a 2.5d action sidescroller. The main goal of the release of Hard Core for Dhewm 3 was to match the gameplay of classic 2d action platformers such as Contra, Metal Slug, Ninja Gaiden, Metroid, and Castlevania.

Potential mod makers and map authors will find a host of features to achieve many of the most common gameplay mechanics and enemies encountered in action platformers. We kept the mapper in mind during development and tried to make it as simple as possible to add in the new features. Many documents, tutorials and examples have been included.

UPGRADES, ADDITIONS, FIXES & CHANGES:

+Dhewm 3 port supports modern resolutions, modern hardware, multiple OOS, updated built in editing tools and much, much more.

+Replaced D3 ROE Bloom with Denton/Rivensin's HDR lighting

+Updated Main Menu: New images, new & more options.

+New Hud . Includes read outs for all ammo types and new images.

+Upgraded Textures for many enemies

+Many updates to enemy AI and animations tweaks for more classic 2d action platformer behaviour

+Added more varients to enemies.

+Much More responsive Keyboard/Controller aiming

+New player damage feed back system. Similar to many classic side scrollers.

+Revamped Weapon Arsenal. Includes new weapons, models, new effects, animations, and ammo use

+Melee combat overhauled. Player can instantly access a quick melee weapon

+Charge Attack in 8 directions while on the ground and in air. Charge attacks deal massive damage and slowly recharge.

+Slide Attack improved

+New textures and map objects.

+More movable and breakable objects

+Jump through platforms added

+Improved Music system.

+Multiple Character select with custom stats support.

+New playable character added: Scarlet Rivensin

+Upgraded 2d camera system

+Many bug fixes. This includes player respawning, save points, music and the camera.

+More responsive Doors

+New Map: Hell Rizer

+Updated Maps: Wasted Hate and Playground

+Motion Trails for Melee Weapons

+Improvements to player animations

+New input based animation and attack system added for the player. This is similar to the Special moves and combos found in Street Fighter and Mortal Kombat.

+New Ammo Types and revamped old ones

+New items and power ups.

+Breakable item containers similar to many classic action platformers.