diff --git a/.gitignore b/.gitignore index bc4228b1..cf1c10f6 100644 --- a/.gitignore +++ b/.gitignore @@ -1,4 +1,7 @@ -build +/build* *~ .*.swp *.pyc +.cproject +.project +.settings/ diff --git a/README.md b/README.md index 415c8538..4615146a 100644 --- a/README.md +++ b/README.md @@ -23,6 +23,7 @@ Compared to the original _DOOM 3_, the changes of _dhewm 3_ worth mentioning are - SDL for low level OS support, OpenGL and input handling - OpenAL for audio output, all OS specific audio backends are gone - OpenAL EFX for EAX reverb effects (read: EAX on all platforms) +- Better support for widescreen (and arbitrary display resolutions) - A portable build system based on CMake - (Cross-)compilation with mingw-w64 @@ -34,7 +35,8 @@ Compared to the original _DOOM 3_, the changes of _dhewm 3_ worth mentioning are This source release does not contain any game data, the game data is still covered by the original EULA and must be obeyed as usual. -You must patch the game to the latest version. +You must patch the game to the latest version (1.3.1). See the FAQ for details, including +how to get the game data from Steam on Linux or OSX. Note that _Doom 3_ and _Doom 3: Resurrection of Evil_ are available from the Steam store at @@ -42,6 +44,13 @@ http://store.steampowered.com/app/9050/ http://store.steampowered.com/app/9070/ +You can also buy Steam keys at the Humble Store; currently this seems the only way to +buy a Doom3 Steam key in Germany (Note that Germans still can't buy the RoE Addon there): + +https://www.humblebundle.com/store/p/doom3_storefront + +https://www.humblebundle.com/store/p/doom3_resofevil_storefront + ## Compiling The build system is based on CMake: http://cmake.org/ @@ -119,7 +128,7 @@ Then point CMake at your Toolchain file: ## Back End Rendering of Stencil Shadows The Doom 3 GPL source code release does not include functionality enabling rendering -of stencil shadows via the “depth fail” method, a functionality commonly known as +of stencil shadows via the "depth fail" method, a functionality commonly known as "Carmack's Reverse". ## MayaImport diff --git a/neo/framework/BuildDefines.h b/neo/framework/BuildDefines.h index 02986932..67cbf7c4 100644 --- a/neo/framework/BuildDefines.h +++ b/neo/framework/BuildDefines.h @@ -75,7 +75,7 @@ If you have questions concerning this license or the applicable additional terms #define ID_ALLOW_TOOLS #endif -#define ID_ENFORCE_KEY_CLIENT 0 +#define ID_ENFORCE_KEY 0 #ifndef ID_ENFORCE_KEY # if !defined( ID_DEDICATED ) diff --git a/neo/framework/Licensee.h b/neo/framework/Licensee.h index 991c9297..0d7cd4be 100644 --- a/neo/framework/Licensee.h +++ b/neo/framework/Licensee.h @@ -36,7 +36,7 @@ If you have questions concerning this license or the applicable additional terms #define GAME_NAME "dhewm 3" // appears on window titles and errors -#define ENGINE_VERSION "dhewm 3 1.4.0" // printed in console +#define ENGINE_VERSION "dhewm 3 1.4.0 RC1" // printed in console // paths #define BASE_GAMEDIR "base" diff --git a/neo/ui/UserInterface.cpp b/neo/ui/UserInterface.cpp index f4844d6a..3c7ce771 100644 --- a/neo/ui/UserInterface.cpp +++ b/neo/ui/UserInterface.cpp @@ -344,7 +344,7 @@ const char *idUserInterfaceLocal::HandleEvent( const sysEvent_t *event, int _tim if ( event->evType == SE_MOUSE ) { if ( !desktop || (desktop->GetFlags() & WIN_MENUGUI) ) { // DG: this is a fullscreen GUI, scale the mousedelta added to cursorX/Y - // so by 640/w, because the GUI pretends that everything is 640x480 + // by 640/w, because the GUI pretends that everything is 640x480 // even if the actual resolution is higher => mouse moved too fast float w = renderSystem->GetScreenWidth(); float h = renderSystem->GetScreenHeight();