An SDK to create Mods for dhewm3
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Daniel Gibson 76e8488d39 Fix lingering messages in HUD after loading savegame
If you save, you get a message like "Game Saved..." which goes away
after a few seconds. This happens at the very end of idPlayer::Save():
    if ( hud ) {
        hud->SetStateString( "message", /* .. left out .. */ );
        hud->HandleNamedEvent( "Message" );
    }
And handled in hud.gui, "onNamedEvent Message { ..."

However, if you save again before it's gone, it'll be shown after
loading the savegame and not go away until you save again..
This works around that issue by setting an empty message after loading
a savegame.

The underlying problem (which is not fixed!) seems to be that the
transition GUI command (that's executed when hud.gui handles the
"Message" event that's used to show this message) is probably not
properly saved/restored so fading out the message isn't continued
after loading.
2021-01-18 02:59:03 +01:00
cm Untangle the epic precompiled.h mess 2018-08-20 01:46:28 +02:00
d3xp Fix lingering messages in HUD after loading savegame 2021-01-18 02:59:03 +01:00
framework change engine version to "dhewm3 SDK 1.5.x"; no -ffast-math 2018-11-12 00:21:13 +01:00
game Fix lingering messages in HUD after loading savegame 2021-01-18 02:59:03 +01:00
idlib Fix handling of paths with dots in dir names, fix #299, #301 2021-01-18 02:59:03 +01:00
MayaImport Make it build as SDK 2018-08-26 01:43:10 +02:00
renderer Fix dedicated server for Windows 2018-08-20 01:46:37 +02:00
sound Make it build as SDK 2018-08-26 01:43:10 +02:00
sys ID_MAYBE_INLINE for not-forced inlining 2021-01-18 02:59:03 +01:00
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 Port CMake-changes that were added to dhewm3 since the SDK was created 2021-01-18 02:58:53 +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 Changes to CMakeLists.txt and README for Fitz Packerton 2018-12-09 04:57:50 +01:00

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):

  1. Clone the dhewm3-sdk git repo
  2. switch to your git clone's directory: cd dhewm3-sdk
  3. (optional: switch to an existing mods branch: git checkout dentonmod)
  4. create a build directory: mkdir build
  5. switch to build directory: cd build
  6. create Makefile with CMake: cmake ..
  7. compile the mod .so: make -j4
  8. 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
  9. 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.