The only change really is adding SE_MOUSE_ABS to sysEventType_t. In theory this breaks the ABI, but in practice I don't think mods use sysEventType_t, and certainly not the ones above SE_MOUSE (SE_JOYSTICK_AXIS doesn't make sense as Doom3 never supported Joysticks, SE_CONSOLE is for input from TTY or whatever, and doesn't make sense for mods to use in any way) The change in Stub_SDL_endian.h is just me being paranoid. (side-note: it *might* make sense to replace all that inline-asm in Stub_SDL_endian.h with compiler intrinsics like GCC/clangs __builtin_bswap* and MSVCs _byteswap_* - if they are supported in all relevant compiler versions. GCC supports 32 and 64 bit swaps since 4.3, 16bit since 4.8 and 128bit since 11.x; clang supports 32 and 64 bit swaps at least since 3.0 and 16bit swaps since 3.2; VS introduced _byteswap_ushort, .._ulong and .._uint64 in VS2003) |
||
---|---|---|
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.