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Release Candiate 1 preparations, other small fixes
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5 changed files with 18 additions and 6 deletions
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.gitignore
vendored
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.gitignore
vendored
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@ -1,4 +1,7 @@
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build
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/build*
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*~
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.*.swp
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*.pyc
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.cproject
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.project
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.settings/
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13
README.md
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README.md
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@ -23,6 +23,7 @@ Compared to the original _DOOM 3_, the changes of _dhewm 3_ worth mentioning are
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- SDL for low level OS support, OpenGL and input handling
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- OpenAL for audio output, all OS specific audio backends are gone
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- OpenAL EFX for EAX reverb effects (read: EAX on all platforms)
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- Better support for widescreen (and arbitrary display resolutions)
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- A portable build system based on CMake
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- (Cross-)compilation with mingw-w64
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@ -34,7 +35,8 @@ Compared to the original _DOOM 3_, the changes of _dhewm 3_ worth mentioning are
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This source release does not contain any game data, the game data is still
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covered by the original EULA and must be obeyed as usual.
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You must patch the game to the latest version.
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You must patch the game to the latest version (1.3.1). See the FAQ for details, including
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how to get the game data from Steam on Linux or OSX.
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Note that _Doom 3_ and _Doom 3: Resurrection of Evil_ are available from the Steam store at
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@ -42,6 +44,13 @@ http://store.steampowered.com/app/9050/
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http://store.steampowered.com/app/9070/
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You can also buy Steam keys at the Humble Store; currently this seems the only way to
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buy a Doom3 Steam key in Germany (Note that Germans still can't buy the RoE Addon there):
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https://www.humblebundle.com/store/p/doom3_storefront
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https://www.humblebundle.com/store/p/doom3_resofevil_storefront
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## Compiling
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The build system is based on CMake: http://cmake.org/
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@ -119,7 +128,7 @@ Then point CMake at your Toolchain file:
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## Back End Rendering of Stencil Shadows
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The Doom 3 GPL source code release does not include functionality enabling rendering
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of stencil shadows via the depth fail method, a functionality commonly known as
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of stencil shadows via the "depth fail" method, a functionality commonly known as
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"Carmack's Reverse".
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## MayaImport
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@ -75,7 +75,7 @@ If you have questions concerning this license or the applicable additional terms
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#define ID_ALLOW_TOOLS
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#endif
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#define ID_ENFORCE_KEY_CLIENT 0
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#define ID_ENFORCE_KEY 0
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#ifndef ID_ENFORCE_KEY
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# if !defined( ID_DEDICATED )
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@ -36,7 +36,7 @@ If you have questions concerning this license or the applicable additional terms
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#define GAME_NAME "dhewm 3" // appears on window titles and errors
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#define ENGINE_VERSION "dhewm 3 1.4.0" // printed in console
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#define ENGINE_VERSION "dhewm 3 1.4.0 RC1" // printed in console
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// paths
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#define BASE_GAMEDIR "base"
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@ -344,7 +344,7 @@ const char *idUserInterfaceLocal::HandleEvent( const sysEvent_t *event, int _tim
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if ( event->evType == SE_MOUSE ) {
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if ( !desktop || (desktop->GetFlags() & WIN_MENUGUI) ) {
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// DG: this is a fullscreen GUI, scale the mousedelta added to cursorX/Y
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// so by 640/w, because the GUI pretends that everything is 640x480
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// by 640/w, because the GUI pretends that everything is 640x480
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// even if the actual resolution is higher => mouse moved too fast
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float w = renderSystem->GetScreenWidth();
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float h = renderSystem->GetScreenHeight();
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