5f749e985e
If a "class" (object) in a Script has multiple member function prototypes, and one function implementation later calls another before that is implemented, there was an assertion when the script was parsed (at map start), because the size of function arguments at the call-site didn't match what the function expected - because the function hadn't calculated that size yet, that only happened once its own implementation was parsed. Now it's calculated (and stored) when the prototype/declaration is parsed to prevent this issue, which seems to be kinda common with Mods, esp. Script-only mods, as the release game DLLs had Assertions disabled. |
||
---|---|---|
cm | ||
d3xp | ||
framework | ||
game | ||
idlib | ||
MayaImport | ||
renderer | ||
sound | ||
sys | ||
tools/compilers/aas | ||
ui | ||
.gitignore | ||
CMakeLists.txt | ||
config.h.in | ||
COPYING.txt | ||
README.md |
Fitz Packerton
This is the source of the "Fitz Packerton" game by Brendon Chung, Teddy Dief, Ryan Cousins and Sarah Elmaleh, ported to the dhewm3 SDK.
The original source can be downloaded at http://blendogames.com/older.htm
Fitz Packerton is "A theatrical game about a man and the things he carries. Pack what you must. Pray you won't need it."
You can get the game at https://teddydief.itch.io/fitz
Fitz Packerton is actually an (experimental, short) standalone game, so you don't even need the Doom3 gamedata to run it, only the Fitz data linked above.
you could start it with
./dhewm3 +set fs_basepath /path/to/fitzpackerton/ +set fs_game fitz
How to build
(I should eventually expand this, especially for Windows)
On Linux and similar the following should work (if you have cmake, make and GCC/g++ installed):
- Clone the dhewm3-sdk git repo
- switch to your git clone's directory:
cd dhewm3-sdk
- (optional: switch to an existing mods branch:
git checkout dentonmod
) - create a build directory:
mkdir build
- switch to build directory:
cd build
- create Makefile with CMake:
cmake ..
- compile the mod .so:
make -j4
- it (e.g.
fitz.so
) should now be in the build/ directory, copy it to your dhewm3 install, where base.so and d3xp.so are - start the game with that mod, like
dhewm3 +set fs_game fitz
(Make sure to actually have the mods game data in the right directory as well; the directory name should be the same as the game lib name, but without .so/.dylib/.dll, for example dentonmod/ for dentonmod.so)
On Windows it should be kinda similar, but you have to tell CMake to create a Visual Studio solution for the VS version you're using, or Makefiles for MinGW-w64 or whatever.