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Daniel Gibson 0e6e3519b2 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 12:13:39 +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 23:20:42 +01:00
framework Make sure MAX_OSPATH has sane size 2022-05-28 19:15:16 +02:00
game Make Sys_SetInteractiveIngameGuiActive() work better 2024-03-18 23:20:42 +01:00
idlib Fix MSVC non-Release builds (_alloca()/assert() didn't play nice) 2024-03-18 23:20:42 +01:00
MayaImport Make it build as SDK 2018-08-26 01:43:10 +02:00
renderer renderer/RenderSystem.h: Changes from dhewm3 2022-05-28 19:15:16 +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 12:13:39 +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 03:12:45 +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 CMake and README adjustments for Doom3: The Lost Mission 2020-01-05 02:59:54 +01:00

dhewm3 port of the Doom3: The Lost Mission mod.

You can get the game data at https://www.moddb.com/mods/the-lost-mission

You can start the game with:
./dhewm3 +set fs_game d3le +set fs_game_base d3xp
It needs both the full version of Doom3 and the official "Resurection of Evil" addon installed!

A big THANK YOU to "Arl90" for releasing this mod under GPL!

Original Read Me:

=====================================
Doom 3 The Lost Mission
Version: 1.1
Release date: 19/08/2019
=====================================
DESCRIPTION:
=====================================

The Lost Mission campaing for 2004 Doom 3 version.


=====================================
REQUIREMENTS:
=====================================

-Doom 3 and Resurrection of Evil expansion pack.

-1.3.1 patch applied.


=====================================
INSTALLATION:
=====================================

Extract the folder 'd3le' and the .bat file 'The Lost Mission.bat' into your Doom 3 instalation folder.

Run the .bat file, enjoy.


(The folder named 'Extra' has the mod source code and an icon file).


=====================================
CREDITS:
=====================================

All Doom 3 community on discord: Several assists, testing, support and very good will.

id Software: For Doom 3.

Nerve Software: For Resurrection of Evil.

id software and Bethesda: for Doom 3 BFG Edition and The Lost Mission campaing.