diff --git a/COPYING.txt b/LICENSE.md similarity index 100% rename from COPYING.txt rename to LICENSE.md diff --git a/README.md b/README.md new file mode 100644 index 00000000..74d5dbf2 --- /dev/null +++ b/README.md @@ -0,0 +1,372 @@ +RBDOOM-3-BFG Readme - https://github.com/RobertBeckebans/RBDOOM-3-BFG + + + + + +## Table of Contents + +This file contains the following sections: + +1. [About the Port](#about) +2. [Renderer Features Explained](#render) +3. [".plan"](#plan) +4. [May or may not ".plan"](#plan2) +5. [General Notes](#notes) +6. [License](#license) +7. [Getting the Source Code ](#source) +8. [Compiling on Windows](#compile_windows) +9. [Compiling on Linux](#compile_linux) +10. [Installation, Getting the Game Data, Running the Game](#installation) +11. [New Console Variables](#console) +12. [Known Issues](#issues) +13. [Bug Reports](#reports) +14. [FAQ](#faq) + + + + +--- +## About the Port + +`RBDOOM-3-BFG is a modernization effort of DOOM-3-BFG.` + +RBDOOM-3-BFG is based on DOOM-3-BFG and the goal of this port is to bring DOOM-3-BFG up to latest technology in 2019 making it closer to Doom 2016 while still remaining a DOOM 3 port regarding the gameplay. + +I started this project in 2012 and focused on making this code being future proof so other cool projects can build interesting things on top of it without the need to fix a lot of stuff first. Over 40 people all over the world contributed cool patches. Some results are: + +* Flexible build system using CMake allowing to add optional features like FFmpeg for videos or OpenAL for sound +* Linux support (32 and 64 bit) with both GCC and Clang with a proper SDL 2 OS layer including gamepad support +* Win64 support and Visual Studio support up to VS 2019 +* OS X support +* OpenAL Soft sound backend primarily developed for Linux but works on Windows as well +* Bink video support through libbinkdec or FFmpeg (thanks to Daniel Gibson) +* PNG image support +* Soft shadows using PCF hardware shadow mapping + The implementation uses sampler2DArrayShadow and PCF which usually + requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should + be widely supported. + All 3 light types are supported which means parallel lights (sun) use + scene independent cascaded shadow mapping. + The implementation is very fast with single taps (400 fps average per + scene on a GTX 660 ti OC) however I defaulted it to 12 taps using a Poisson disc algorithm so the shadows look + really good which should give you stable 100 fps on todays hardware (2014). +* Changed light interaction shaders to use Half-Lambert lighting like in Half-Life 2 to + make the game less dark. https://developer.valvesoftware.com/wiki/Half_Lambert +* True 64 bit HDR lighting with adaptive tone mapping and gamma-correct rendering in linear RGB space +* Enhanced Subpixel Morphological Antialiasing. For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/ +* Filmic post process effects like Technicolor color grading and film grain +* Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique +* Screen Space Ambient Occlusion http://graphics.cs.williams.edu/papers/SAOHPG12/ +* Netcode fixes to allow multiplayer sessions to friends with +connect (manual port forwarding required) +* Added back dmap and aas compilers (mapping tools) +* Cinematic sequences can be skipped +* Sourcecode cleanup using the Artistic Style C++ beautifier to ensure the Git diffs and logs are clean +* Fixed tons of warnings using the Clang compiler +* Fast compile times using precompiled header support +* RBDOOM-3-BFG allows mod editing and has many tiny fixes so custom content can be put into mod directories and the engine accepts it like vanilla Doom 3.DOOM 3 BFG wasn't designed for actual development or modding support. Many things like reading anything outside of the packed resource files was not supported. I also fixed many things in the renderer like r_showTris. + +If you want to start mod from a directory, you should first specify your mod directory adding the following command to the launcher: + +"+set fs_game modDirectoryName" + +so it would end up looking like: RBDoom3BFG +set fs_game modDirectoryName + + +IMPORTANT: RBDOOM-3-BFG does not support old Doom 3 modifications that include sourcecode modifications in binary form (.dll) +You can fork RBDOOM-3-BFG and create a new renamed binary that includes all required C++ game code modifications. + +--- +## Renderer Features Explained + +### HDR +Left: Wrong original Blinn-Phong in sRGB gamma space. Right: Gamma correct HDR rendering in linear RBG + ACES Film Tonemapping Try it yourself, it is hard to see the effect in a single Screenshot. + + + + + +### Extra Ambient Pass + +Left: No extra ambient pass. Ambient is pure black. Right: Extra ambient pass with r_forceAmbient 0.2 + + + +### Screen Space Ambient Occlusion +Left: No HDR and no SSAO. Right: r_useSSAO 1 darkens the corners of the scene and also removes too much ambient added by the extra ambient pass + + + + + +### Filmic Post Processing +Left: No post processing except HDR tone mapping. Right: r_useFilmicPostProcessing 1 adds Technicolor color grading and film grain + + + +--- +## ".plan" + +* Finish Vulkan renderer backend +* Fix GPU Skinning with Vulkan +* Fix the lighting with stencil shadows with Vulkan +* Port HDR and Shadow Mapping to Vulkan + +--- +## May or may not ".plan" + +* Port Virtual Texturing support from IcedTech [IcedTech](https://github.com/jmarshall23/IcedTech) +* Slim texture loading routines based on stb_image +* Add texture compression based on [Basis Universal GPU Texture and Texture Video Compression Codec](https://github.com/binomialLLC/basis_universal) +* Scrap complex and complicated deferred and multipass forward shading with a simpler forward+ solution +* Rip & Tear renderer backend with modern approaches by [The-Forge](https://github.com/ConfettiFX/The-Forge) +* Add Temporal Anti-Aliasing +* Replace collision detection and physics with PhysX 4.1 +* Add glTF 2.0 support because it is the new JPG of 3D ;) +* Replace sound system with [SoLoud](https://github.com/jarikomppa/soloud) + +--- +## General Notes + +A short summary of the file layout: + +Directory | Description +:---------------------------- | :------------------------------------------------ +RBDOOM-3-BFG/base/ | Doom 3 BFG media directory ( models, textures, sounds, maps, etc. ) +RBDOOM-3-BFG/neo/ | RBDOOM-3-BFG source code ( renderer, game code for multiple games, OS layer, etc. ) +RBDOOM-3-BFG/build/ | Build folder for CMake +RBDOOM-3-BFG/blender/ | Blender scripts for modding + +This 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 can purchase Doom 3 BFG Edition from GOG (DRM Free): +https://www.gog.com/game/doom_3_bfg_edition + +Or the game can be purchased from Steam (with DRM): +http://store.steampowered.com/app/208200/ + + +### Steam +The Doom 3 BFG Edition GPL Source Code release does not include functionality for integrating with +Steam. This includes roaming profiles, achievements, leaderboards, matchmaking, the overlay, or +any other Steam features. + +### Bink Video playback +The RBDOOM-3-BFG Edition GPL Source Code release includes functionality for rendering Bink Videos through FFmpeg. + +### Back End Rendering of Stencil Shadows +The Doom 3 BFG Edition GPL Source Code release does not include functionality enabling rendering +of stencil shadows via the "depth fail" method, a functionality commonly known as "Carmack's Reverse". + +--- +## License +See docs/COPYING.txt for the GNU GENERAL PUBLIC LICENSE + +ADDITIONAL TERMS: The Doom 3 BFG Edition GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU GPL which accompanied the Doom 3 BFG Edition GPL Source Code. If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. + +See docs/CODE_LICENSE_EXCEPTIONS.md for all parts of the code The parts that are not covered by the GPL. + +--- +## Getting the Source Code + +This project's GitHub.net Git repository can be checked out through Git with the following instruction set: + + > git clone https://github.com/RobertBeckebans/RBDOOM-3-BFG.git + + + +--- +## Compiling on Windows + +1. Download and install the Visual C++ 2013 Express Edition. + +2. Download the DirectX SDK (June 2010) here: (Only for Windows 7 builds) + http://www.microsoft.com/en-us/download/details.aspx?id=6812 + +3. Download and install the latest CMake. + +4. Generate the VS2017 projects using CMake by doubleclicking a matching configuration .bat file in the neo/ folder. + +5. Use the VS2017 solution to compile what you need: + RBDOOM-3-BFG/build/RBDoom3BFG.sln + + +### Optional if you want to use FFmpeg + +6. Download ffmpeg-20151105-git-c878082-win32-shared.7z from ffmpeg.zeranoe.com/builds/win32/shared + or + ffmpeg-20151105-git-c878082-win64-shared.7z from ffmpeg.zeranoe.com/builds/win64/shared + +7. Extract the FFmpeg DLLs to your current build directory under RBDOOM-3-BFG/build/ + + +--- +## Compiling on Linux + +1. You need the following dependencies in order to compile RBDoom3BFG with all features: + + On Debian or Ubuntu: + + > apt-get install cmake libsdl2-dev libopenal-dev + + On Fedora + + > yum install cmake SDL-devel openal-devel + + On ArchLinux + + > sudo pacman -S sdl2 openal cmake + +2. Generate the Makefiles using CMake: + + > cd neo/ + > ./cmake-eclipse-linux-profile.sh + +3. Compile RBDOOM-3-BFG targets with + + > cd ../build + > make + +--- +## Installation, Getting the Game Data, Running the Game + +If you use the prebuilt `Win32` or `Win64` binaries then simply extract them to your +`C:\Program Files (x86)\Steam\SteamApps\common\Doom 3 BFG Edition\` directory and run RBDoom3BFG.exe. + +--- +The following instructions are primarily intented for `Linux` users and all hackers on other operating systems. + +To play the game, you need the game data from a legal copy of the game. + +Currently this requires a Windows installer, whether that be the GOG installer or by using Steam for Windows. + +Note: the original DVD release of Doom 3 BFG contains encrypted data that is decoded by Steam on install. + +On Linux and OSX the easiest way to install is with SteamCMD: https://developer.valvesoftware.com/wiki/SteamCMD +See the description on https://developer.valvesoftware.com/wiki/SteamCMD#Linux (OS X is directly below that) on how to install SteamCMD on your system. You won't have to create a new user. + +Then you can download Doom 3 BFG with + +> ./steamcmd.sh +@sSteamCmdForcePlatformType windows +login +force_install_dir ./doom3bfg/ +app_update 208200 validate +quit + +(replace with your steam login name) +When it's done you should have the normal windows installation of Doom 3 BFG in ./doom3bfg/ and the needed files in ./doom3bfg/base/ +That number is the "AppID" of Doom 3 BFG; if you wanna use this to get the data of other games you own, you can look up the AppID at https://steamdb.info/ + +NOTE that we've previously recommended using download_depot in the Steam console to install the game data. That turned out to be unreliable and result in broken, unusable game data. So use SteamCMD instead, as described above. + +Alternatively with the GOG installer, you can use Wine to install the game. See https://winehq.org/download for details on how to install wine for Linux and Mac. + +Once Wine is installed and configured on your system install Doom 3 BFG edition using the downloaded installers from gog.com: + +> wine setup_doom_3_bfg_1.14_\(13452\)_\(g\).exe + +(there will be several .exe files from GOG, make sure all of them are in the same directory) + +Once this is complete, by default you can find your Doom 3 BFG "base/" directory at ".wine/drive_c/GOG\ Games/DOOM\ 3\ BFG/base". + +Note that you may want to add the following line to the bottom of the default.cfg in whatever "base/" directory you use: + +> set sys_lang "english" + +This will ensure the game and its menus are in english and don't default to something else. Alternatives include: + +set sys_lang "english" +set sys_lang "french" +set sys_lang "german" +set sys_lang "italian" +set sys_lang "japanese" +set sys_lang "spanish" + +Anyway: + +1. Install Doom 3 BFG in Steam (Windows version) or SteamCMD, make sure it's getting + updated/patched. + +2. Create your own Doom 3 BFG directory, e.g. /path/to/Doom3BFG/ + +3. Copy the game-data's base dir from Steam or GOG to that directory + (e.g. /path/to/Doom3BFG/), it's in + /your/path/to/Steam/steamapps/common/DOOM 3 BFG Edition/base/ + or, if you used SteamCMD or GOG installer with Wine, in the path you used above. + +4. Copy your RBDoom3BFG executable that you created in 5) or 6) and the FFmpeg DLLs to your own + Doom 3 BFG directory (/path/to/Doom3BFG). + + Your own Doom 3 BFG directory now should look like: + /path/to/Doom3BFG/ + -> RBDoom3BFG (or RBDoom3BFG.exe on Windows) + -> avcodec-55.dll + -> avdevice-55.dll + -> avfilter-4.dll + -> avformat-55.dll + -> avutil-52.dll + -> postproc-52.dll + -> swresample-0.dll + -> swscale-2.dll + -> base/ + -> classicmusic/ + -> _common.crc + -> (etc) + +5. Run the game by executing the RBDoom3BFG executable. + +6. Enjoy + +7. If you run into bugs, please report them, see [Bug Reports](#reports) + +--- +## New Console Variables + +Directory | Description +:--------------------------------------| :------------------------------------------------ +r_antiAliasing | Different Anti-Aliasing modes +r_useShadowMapping [0 or 1] | Use soft shadow mapping instead of hard stencil shadows +r_useHDR [0 or 1] | Use High Dynamic Range lighting +r_hdrAutoExposure [0 or 1] | Adaptive tonemapping with HDR. This allows to have very bright or very dark scenes but the camera will adopt to it so the scene won't loose details +r_exposure [0 .. 1] | Default 0.5, Controls brightness and affects HDR exposure key. This is what you change in the video brightness options +r_useSSAO [0 .. 1] | Use Screen Space Ambient Occlusion to darken the corners in the scene +r_useFilmicPostProcessEffects | Apply several post process effects to mimic a filmic look + + +____ + +## Known Issues +____ +* HDR does not work with old-school stencil shadows +* MSAA anti-aliasing modes don't work with HDR: Use SMAA +* Some lights cause shadow acne with shadow mapping +* Some shadows might almost disappear due to the shadow filtering + +--- +## Bug Reports + +The best way for telling about a bug is by submitting a bug report at our GitHub bug tracker page: + + https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues?state=open + +If you want to report an issue with the game, you should make sure that your report includes all information useful to characterize and reproduce the bug. + +* Search on Google +* Include the computer's hardware and software description ( CPU, RAM, 3D Card, distribution, kernel etc. ) +* If appropriate, send a console log, a screenshot, an strace .. +* If you are sending a console log, make sure to enable developer output: + +> RBDoom3BFG.exe +set developer 1 +set logfile 2 + +You can find your qconsole.log on Windows in C:\Users\\Saved Games\id Software\RBDOOM 3 BFG\base\ + +--- +## FAQ + +**Q**: Why bother with DOOM-3-BFG in 2019 / 2020? +**A**: It is fun, period. Doom 3 was an impressive milestone in total game development in 2004. In 2011 id Software added lot stuff from the development of Rage like its own Flash SWF and ActionScript 2 interpreter, proper support for gamepads and widescreens. It also combines the gamecode for D3 and its missionpacks and runs it in a seperate thread and it has many multithreaded rendering optimizations. DOOM-3-BFG is one of the most transparent games available where you can open all files and inspect how the game was built. + +**Q**: Can I use this engine to make a commercial game? +**A**: You can but don't bother me to give you free support and you probably should use Unreal Engine 4. I am a full time game developer and usually don't have time for any free support. + +**Q**: How do I know what code you've changed? +**A**: Apart from the Git diffs, you can look for `// RB` in the source code. Many other contributors commented their changes in the same way. I enforced the usage of Astyle in this project which also makes it alot easier to compare it against other ports of DOOM-3-BFG. diff --git a/README.txt b/README.txt deleted file mode 100644 index d5c52f66..00000000 --- a/README.txt +++ /dev/null @@ -1,654 +0,0 @@ - ____ ____ ____ _____ ____ ______ ______ - / __ \ / __ ) / __ \ ____ ____ ____ ___ |__ / / __ ) / ____// ____/ - / /_/ // __ |/ / / // __ \ / __ \ / __ `__ \ /_ < / __ |/ /_ / / __ - / _, _// /_/ // /_/ // /_/ // /_/ // / / / / /___/ // /_/ // __/ / /_/ / -/_/ |_|/_____//_____/ \____/ \____//_/ /_/ /_//____//_____//_/ \____/ -_________________________________________ - - -RBDOOM-3-BFG Readme - https://github.com/RobertBeckebans/RBDOOM-3-BFG - -Thank you for downloading RBDOOM-3-BFG. - - - -_______________________________________ - -CONTENTS -_______________________________ - - - -This file contains the following sections: - - 1) SYSTEM REQUIREMENT - - 2) GENERAL NOTES - - 3) LICENSE - - 4) GETTING THE SOURCE CODE - - 5) COMPILING ON WIN32 WITH VISUAL C++ 2013 EXPRESS EDITION - - 6) COMPILING ON GNU/LINUX - - 7) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME - - 8) OVERALL CHANGES - - 9) CONSOLE VARIABLES - - 10) KNOWN ISSUES - - 11) BUG REPORTS - - 12) GAME MODIFICATIONS - - 13) CODE LICENSE EXCEPTIONS - - - -___________________________________ - -1) SYSTEM REQUIREMENTS -__________________________ - - - -Minimum system requirements: - - CPU: 2 GHz Intel compatible - System Memory: 512MB - Graphics card: Any graphics card that supports Direct3D 10 and OpenGL >= 3.2 - -Recommended system requirements: - - CPU: 3 GHz + Intel compatible - System Memory: 1024MB+ - Graphics card: Geforce 9600 GT, ATI HD 5650 or higher. - - - - -_______________________________ - -2) GENERAL NOTES -______________________ - -This 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 can purchase Doom 3 BFG Edition from GOG (DRM Free): -https://www.gog.com/game/doom_3_bfg_edition - -Or the game can be purchased from Steam (with DRM): -http://store.steampowered.com/app/208200/ - -Steam: ------- -The Doom 3 BFG Edition GPL Source Code release does not include functionality for integrating with -Steam. This includes roaming profiles, achievements, leaderboards, matchmaking, the overlay, or -any other Steam features. - - -Bink: ------ -The RBDoom3BFG Edition GPL Source Code release includes functionality for rendering Bink Videos through FFmpeg. - - -Back End Rendering of Stencil Shadows: --------------------------------------- - -The Doom 3 BFG Edition GPL Source Code release does not include functionality enabling rendering -of stencil shadows via the "depth fail" method, a functionality commonly known as "Carmack's Reverse". - - - -_______________________________ - -3) LICENSE -______________________ - - -See COPYING.txt for the GNU GENERAL PUBLIC LICENSE - -ADDITIONAL TERMS: The Doom 3 BFG Edition GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU GPL which accompanied the Doom 3 BFG Edition GPL Source Code. If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. - - -____________________________________________ - -4) GETTING THE SOURCE CODE -___________________________________ - -This project's GitHub.net Git repository can be checked out through Git with the following instruction set: - - > git clone https://github.com/RobertBeckebans/RBDOOM-3-BFG.git - -If you don't want to use git, you can download the source as a zip file at - https://github.com/RobertBeckebans/RBDOOM-3-BFG/archive/master.zip - - - -___________________________________________________________________ - -5) COMPILING ON WIN32 WITH VISUAL C++ 2013 EXPRESS EDITION -__________________________________________________________ - -1. Download and install the Visual C++ 2013 Express Edition. - -2. Download the DirectX SDK (June 2010) here: - http://www.microsoft.com/en-us/download/details.aspx?id=6812 - -3. Download and install the latest CMake. - -4. Generate the VC13 projects using CMake by doubleclicking a matching configuration .bat file in the neo/ folder. - -5. Use the VC13 solution to compile what you need: - RBDOOM-3-BFG/build/RBDoom3BFG.sln - -6. Download ffmpeg-20151105-git-c878082-win32-shared.7z from ffmpeg.zeranoe.com/builds/win32/shared - or - ffmpeg-20151105-git-c878082-win64-shared.7z from ffmpeg.zeranoe.com/builds/win64/shared - -7. Extract the FFmpeg DLLs to your current build directory under RBDOOM-3-BFG/build/ - - -__________________________________ - -6) COMPILING ON GNU/LINUX -_________________________ - - -1. You need the following dependencies in order to compile RBDoom3BFG with all features: - - On Debian or Ubuntu: - - > apt-get install cmake libsdl2-dev libopenal-dev libavcodec-dev libavformat-dev libavutil-dev libswscale-dev - - On Fedora - - // TODO add ffmpeg libs for bink videos - - > yum install cmake SDL-devel openal-devel - - On ArchLinux - - > sudo pacman -S sdl2 ffmpeg openal cmake - - On openSUSE (tested in 13.1) - - > zypper in openal-soft-devel cmake libSDL-devel libffmpeg1-devel - - For SDL 2 replace "libSDL-devel" with "libSDL2-devel". - "libffmpeg1-devel" requires the PackMan repository. If you don't have that repo, and don't want to add it, remove the "libffmpeg1-devel" option and compile without ffmpeg support. - If you have the repo and compiles with ffmpeg support, make sure you download "libffmpeg1-devel", and not "libffmpeg-devel". - - Instead of SDL2 development files you can also use SDL1.2. Install SDL 1.2 and add to the cmake parameters -DSDL2=OFF - - SDL2 has better input support (especially in the console) and better - support for multiple displays (especially in fullscreen mode). - - -2. Generate the Makefiles using CMake: - - > cd neo/ - > ./cmake-eclipse-linux-profile.sh - -3. Compile RBDOOM-3-BFG targets with - - > cd ../build - > make - -___________________________________________________ - -7) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME -__________________________________________ - - -If you use the prebuilt Win32 binaries then simply extract them to your -C:\Program Files (x86)\Steam\SteamApps\common\Doom 3 BFG Edition\ directory and run RBDoom3BFG.exe. - - - - -The following instructions are primarily intented for Linux users and all hackers on other operating systems. - -To play the game, you need the game data from a legal copy of the game. - -Currently this requires a Windows installer, whether that be the GOG installer or by using Steam for Windows. - -Note: the original DVD release of Doom 3 BFG contains encrypted data that is decoded by Steam on install. - -On Linux and OSX the easiest way to install is with SteamCMD: https://developer.valvesoftware.com/wiki/SteamCMD -See the description on https://developer.valvesoftware.com/wiki/SteamCMD#Linux (OS X is directly below that) on how to install SteamCMD on your system. You won't have to create a new user. - -Then you can download Doom 3 BFG with - -> ./steamcmd.sh +@sSteamCmdForcePlatformType windows +login +force_install_dir ./doom3bfg/ +app_update 208200 validate +quit - -(replace with your steam login name) -When it's done you should have the normal windows installation of Doom 3 BFG in ./doom3bfg/ and the needed files in ./doom3bfg/base/ -That number is the "AppID" of Doom 3 BFG; if you wanna use this to get the data of other games you own, you can look up the AppID at https://steamdb.info/ - -NOTE that we've previously recommended using download_depot in the Steam console to install the game data. That turned out to be unreliable and result in broken, unusable game data. So use SteamCMD instead, as described above. - -Alternatively with the GOG installer, you can use Wine to install the game. See https://winehq.org/download for details on how to install wine for Linux and Mac. - -Once Wine is installed and configured on your system install Doom 3 BFG edition using the downloaded installers from gog.com: - -> wine setup_doom_3_bfg_1.14_\(13452\)_\(g\).exe - -(there will be several .exe files from GOG, make sure all of them are in the same directory) - -Once this is complete, by default you can find your Doom 3 BFG "base/" directory at ".wine/drive_c/GOG\ Games/DOOM\ 3\ BFG/base". - -Note that you may want to add the following line to the bottom of the default.cfg in whatever "base/" directory you use: - -> set sys_lang "english" - -This will ensure the game and its menus are in english and don't default to something else. Alternatives include: - -set sys_lang "english" -set sys_lang "french" -set sys_lang "german" -set sys_lang "italian" -set sys_lang "japanese" -set sys_lang "spanish" - -Anyway: - -1. Install Doom 3 BFG in Steam (Windows version) or SteamCMD, make sure it's getting - updated/patched. - -2. Create your own Doom 3 BFG directory, e.g. /path/to/Doom3BFG/ - -3. Copy the game-data's base dir from Steam or GOG to that directory - (e.g. /path/to/Doom3BFG/), it's in - /your/path/to/Steam/steamapps/common/DOOM 3 BFG Edition/base/ - or, if you used SteamCMD or GOG installer with Wine, in the path you used above. - -4. Copy your RBDoom3BFG executable that you created in 5) or 6) and the FFmpeg DLLs to your own - Doom 3 BFG directory (/path/to/Doom3BFG). - - Your own Doom 3 BFG directory now should look like: - /path/to/Doom3BFG/ - -> RBDoom3BFG (or RBDoom3BFG.exe on Windows) - -> avcodec-55.dll - -> avdevice-55.dll - -> avfilter-4.dll - -> avformat-55.dll - -> avutil-52.dll - -> postproc-52.dll - -> swresample-0.dll - -> swscale-2.dll - -> base/ - -> classicmusic/ - -> _common.crc - -> (etc) - -5. Run the game by executing the RBDoom3BFG executable. - -6. Enjoy - -7. If you run into bugs, please report them, see 11) - -___________________________________________________ - -8) OVERALL CHANGES -__________________________________________ - -- Flexible build system using CMake - -- Linux support (32 and 64 bit) - -- Win64 support - -- OS X support - -- OpenAL Soft sound backend primarily developed for Linux but works on Windows as well - -- Bink video support through FFmpeg - -- PNG image support - -- Soft shadows using PCF hardware shadow mapping - - The implementation uses sampler2DArrayShadow and PCF which usually - requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should - be widely supported. - All 3 light types are supported which means parallel lights (sun) use - scene independent cascaded shadow mapping. - The implementation is very fast with single taps (400 fps average per - scene on a GTX 660 ti OC) however I defaulted it to 12 taps using a Poisson disc algorithm so the shadows look - really good which should give you stable 100 fps on todays hardware (2014). - -- Changed light interaction shaders to use Half-Lambert lighting like in Half-Life 2 to - make the game less dark. https://developer.valvesoftware.com/wiki/Half_Lambert - -- True 64 bit HDR lighting with adaptive tone mapping and gamma-correct rendering in linear RGB space - -- Enhanced Subpixel Morphological Antialiasing - For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/ - -- Filmic post process effects like Technicolor color grading and film grain - -- Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique - -___________________________________________________ - -9) CONSOLE VARIABLES -__________________________________________ - -r_antiAliasing - Different Anti-Aliasing modes - -r_useShadowMapping [0 or 1] - Use soft shadow mapping instead of hard stencil shadows - -r_useHDR [0 or 1] - Use High Dynamic Range lighting - -r_hdrAutoExposure [0 or 1] - Adaptive tonemapping with HDR - This allows to have very bright or very dark scenes but the camera will adopt to it so the scene won't loose details - -r_exposure [0 .. 1] - Default 0.5, Controls brightness and affects HDR exposure key - This is what you change in the video brightness options - -r_useSSAO [0 .. 1] - Use Screen Space Ambient Occlusion to darken the corners in the scene - -r_useFilmicPostProcessEffects [0 or 1] - Apply several post process effects to mimic a filmic look" - - -___________________________________________________ - -10) KNOWN ISSUES -__________________________________________ - -- HDR does not work with old-school stencil shadows - -- MSAA anti-aliasing modes don't work with HDR: Use SMAA - -- Some lights cause shadow acne with shadow mapping - -- Some shadows might almost disappear due to the shadow filtering - -___________________________________________________ - -11) BUG REPORTS -__________________________________________ - -RBDOOM-3-BFG is not perfect, it is not bug free as every other software. -For fixing as much problems as possible we need as much bug reports as possible. -We cannot fix anything if we do not know about the problems. - -The best way for telling us about a bug is by submitting a bug report at our GitHub bug tracker page: - - https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues?state=open - -The most important fact about this tracker is that we cannot simply forget to fix the bugs which are posted there. -It is also a great way to keep track of fixed stuff. - -If you want to report an issue with the game, you should make sure that your report includes all information useful to characterize and reproduce the bug. - - * Search on Google - * Include the computer's hardware and software description ( CPU, RAM, 3D Card, distribution, kernel etc. ) - * If appropriate, send a console log, a screenshot, an strace .. - * If you are sending a console log, make sure to enable developer output: - - RBDoom3BFG.exe +set developer 1 +set logfile 2 - - You can find your qconsole.log on Windows in C:\Users\\Saved Games\id Software\RBDOOM 3 BFG\base\ - -NOTE: We cannot help you with OS-specific issues like configuring OpenGL correctly, configuring ALSA or configuring the network. - - -___________________________________________________ - -12) GAME MODIFCATIONS -__________________________________________ - -The Doom 3 BFG Edition GPL Source Code release allows mod editing, in order for it to accept any change in your -mod directory, you should first specify your mod directory adding the following command to the launcher: - -"+set fs_game modDirectoryName" - -so it would end up looking like: RBDoom3BFG +set fs_game modDirectoryName - - -IMPORTANT: RBDOOM-3-BFG does not support old Doom 3 modiciations that include sourcecode modifications in binary form (.dll) -You can fork RBDOOM-3-BFG and create a new renamed binary that includes all required C++ game code modifications. - -____________________________________________________________________________________ - -13) CODE LICENSE EXCEPTIONS - The parts that are not covered by the GPL: -_______________________________________________________________________ - - -EXCLUDED CODE: The code described below and contained in the Doom 3 BFG Edition GPL Source Code release -is not part of the Program covered by the GPL and is expressly excluded from its terms. -You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms. - - -JPEG library ------------------------------------------------------------------------------ -neo/libs/jpeg-6/* - -Copyright (C) 1991-1995, Thomas G. Lane - -Permission is hereby granted to use, copy, modify, and distribute this -software (or portions thereof) for any purpose, without fee, subject to these -conditions: -(1) If any part of the source code for this software is distributed, then this -README file must be included, with this copyright and no-warranty notice -unaltered; and any additions, deletions, or changes to the original files -must be clearly indicated in accompanying documentation. -(2) If only executable code is distributed, then the accompanying -documentation must state that "this software is based in part on the work of -the Independent JPEG Group". -(3) Permission for use of this software is granted only if the user accepts -full responsibility for any undesirable consequences; the authors accept -NO LIABILITY for damages of any kind. - -These conditions apply to any software derived from or based on the IJG code, -not just to the unmodified library. If you use our work, you ought to -acknowledge us. - -NOTE: unfortunately the README that came with our copy of the library has -been lost, so the one from release 6b is included instead. There are a few -'glue type' modifications to the library to make it easier to use from -the engine, but otherwise the dependency can be easily cleaned up to a -better release of the library. - -zlib library ---------------------------------------------------------------------------- -neo/libs/zlib/* - -Copyright (C) 1995-2012 Jean-loup Gailly and Mark Adler - -This software is provided 'as-is', without any express or implied -warranty. In no event will the authors be held liable for any damages -arising from the use of this software. - -Permission is granted to anyone to use this software for any purpose, -including commercial applications, and to alter it and redistribute it -freely, subject to the following restrictions: - -1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. -2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. -3. This notice may not be removed or altered from any source distribution. - -Base64 implementation ---------------------------------------------------------------------------- -neo/idlib/Base64.cpp - -Copyright (c) 1996 Lars Wirzenius. All rights reserved. - -June 14 2003: TTimo - modified + endian bug fixes - http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=197039 - -Redistribution and use in source and binary forms, with or without -modification, are permitted provided that the following conditions -are met: - -1. Redistributions of source code must retain the above copyright - notice, this list of conditions and the following disclaimer. - -2. Redistributions in binary form must reproduce the above copyright - notice, this list of conditions and the following disclaimer in the - documentation and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR -IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, -INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR -SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) -HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, -STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN -ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE -POSSIBILITY OF SUCH DAMAGE. - -IO for (un)compress .zip files using zlib ---------------------------------------------------------------------------- -neo/libs/zlib/minizip/* - -Copyright (C) 1998-2010 Gilles Vollant (minizip) ( http://www.winimage.com/zLibDll/minizip.html ) - -Modifications of Unzip for Zip64 -Copyright (C) 2007-2008 Even Rouault - -Modifications for Zip64 support -Copyright (C) 2009-2010 Mathias Svensson ( http://result42.com ) - -This software is provided 'as-is', without any express or implied -warranty. In no event will the authors be held liable for any damages -arising from the use of this software. - -Permission is granted to anyone to use this software for any purpose, -including commercial applications, and to alter it and redistribute it -freely, subject to the following restrictions: - -1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. -2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. -3. This notice may not be removed or altered from any source distribution. - -MD4 Message-Digest Algorithm ------------------------------------------------------------------------------ -neo/idlib/hashing/MD4.cpp -Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All -rights reserved. - -License to copy and use this software is granted provided that it -is identified as the "RSA Data Security, Inc. MD4 Message-Digest -Algorithm" in all material mentioning or referencing this software -or this function. - -License is also granted to make and use derivative works provided -that such works are identified as "derived from the RSA Data -Security, Inc. MD4 Message-Digest Algorithm" in all material -mentioning or referencing the derived work. - -RSA Data Security, Inc. makes no representations concerning either -the merchantability of this software or the suitability of this -software for any particular purpose. It is provided "as is" -without express or implied warranty of any kind. - -These notices must be retained in any copies of any part of this -documentation and/or software. - -MD5 Message-Digest Algorithm ------------------------------------------------------------------------------ -neo/idlib/hashing/MD5.cpp -This code implements the MD5 message-digest algorithm. -The algorithm is due to Ron Rivest. This code was -written by Colin Plumb in 1993, no copyright is claimed. -This code is in the public domain; do with it what you wish. - -CRC32 Checksum ------------------------------------------------------------------------------ -neo/idlib/hashing/CRC32.cpp -Copyright (C) 1995-1998 Mark Adler - -OpenGL headers ---------------------------------------------------------------------------- -neo/renderer/OpenGL/glext.h -neo/renderer/OpenGL/wglext.h - -Copyright (c) 2007-2012 The Khronos Group Inc. - -Permission is hereby granted, free of charge, to any person obtaining a -copy of this software and/or associated documentation files (the -"Materials"), to deal in the Materials without restriction, including -without limitation the rights to use, copy, modify, merge, publish, -distribute, sublicense, and/or sell copies of the Materials, and to -permit persons to whom the Materials are furnished to do so, subject to -the following conditions: - -The above copyright notice and this permission notice shall be included -in all copies or substantial portions of the Materials. - -THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. - -Timidity ---------------------------------------------------------------------------- -neo/libs/timidity/* - -Copyright (c) 1995 Tuukka Toivonen - -From http://www.cgs.fi/~tt/discontinued.html : - -If you'd like to continue hacking on TiMidity, feel free. I'm -hereby extending the TiMidity license agreement: you can now -select the most convenient license for your needs from (1) the -GNU GPL, (2) the GNU LGPL, or (3) the Perl Artistic License. - - -libbinkdec ---------------------------------------------------------------------------- -neo/libs/libbinkdec/* - -Copyright (C) 2011 Barry Duncan - -Based on Bink video decoder from FFmpeg - - Copyright (C) 2009 Konstantin Shishkov - Copyright (C) 2011 Peter Ross - -And generic Code from FFmpeg - - Copyright (C) 2000-2011 FFmpeg team, http://www.ffmpeg.org - -libbinkdec and (the used parts of) FFmpeg are released under LGPL v2.1: - - This library is free software; you can redistribute it and/or - modify it under the terms of the GNU Lesser General Public - License as published by the Free Software Foundation; either - version 2.1 of the License, or (at your option) any later version. - - This library is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - Lesser General Public License for more details. - - You should have received a copy of the GNU Lesser General Public - License along with this library; if not, write to the Free Software - Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - -(You can find the whole license text on https://www.gnu.org/licenses/lgpl-2.1.html - or in neo/libs/libbinkdec/COPYING) diff --git a/RELEASE-NOTES.txt b/RELEASE-NOTES.md similarity index 100% rename from RELEASE-NOTES.txt rename to RELEASE-NOTES.md diff --git a/docs/CODE_LICENSE_EXCEPTIONS.md b/docs/CODE_LICENSE_EXCEPTIONS.md new file mode 100644 index 00000000..4d3d88d7 --- /dev/null +++ b/docs/CODE_LICENSE_EXCEPTIONS.md @@ -0,0 +1,230 @@ +CODE LICENSE EXCEPTIONS - The parts that are not covered by the GPL: + +EXCLUDED CODE: The code described below and contained in the Doom 3 BFG Edition GPL Source Code release +is not part of the Program covered by the GPL and is expressly excluded from its terms. +You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms. + + +JPEG library +----------------------------------------------------------------------------- +neo/libs/jpeg-6/* + +Copyright (C) 1991-1995, Thomas G. Lane + +Permission is hereby granted to use, copy, modify, and distribute this +software (or portions thereof) for any purpose, without fee, subject to these +conditions: +(1) If any part of the source code for this software is distributed, then this +README file must be included, with this copyright and no-warranty notice +unaltered; and any additions, deletions, or changes to the original files +must be clearly indicated in accompanying documentation. +(2) If only executable code is distributed, then the accompanying +documentation must state that "this software is based in part on the work of +the Independent JPEG Group". +(3) Permission for use of this software is granted only if the user accepts +full responsibility for any undesirable consequences; the authors accept +NO LIABILITY for damages of any kind. + +These conditions apply to any software derived from or based on the IJG code, +not just to the unmodified library. If you use our work, you ought to +acknowledge us. + +NOTE: unfortunately the README that came with our copy of the library has +been lost, so the one from release 6b is included instead. There are a few +'glue type' modifications to the library to make it easier to use from +the engine, but otherwise the dependency can be easily cleaned up to a +better release of the library. + +zlib library +--------------------------------------------------------------------------- +neo/libs/zlib/* + +Copyright (C) 1995-2012 Jean-loup Gailly and Mark Adler + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. +2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. +3. This notice may not be removed or altered from any source distribution. + +Base64 implementation +--------------------------------------------------------------------------- +neo/idlib/Base64.cpp + +Copyright (c) 1996 Lars Wirzenius. All rights reserved. + +June 14 2003: TTimo + modified + endian bug fixes + http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=197039 + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: + +1. Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + +2. Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR +IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, +INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR +SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, +STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN +ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +POSSIBILITY OF SUCH DAMAGE. + +IO for (un)compress .zip files using zlib +--------------------------------------------------------------------------- +neo/libs/zlib/minizip/* + +Copyright (C) 1998-2010 Gilles Vollant (minizip) ( http://www.winimage.com/zLibDll/minizip.html ) + +Modifications of Unzip for Zip64 +Copyright (C) 2007-2008 Even Rouault + +Modifications for Zip64 support +Copyright (C) 2009-2010 Mathias Svensson ( http://result42.com ) + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. +2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. +3. This notice may not be removed or altered from any source distribution. + +MD4 Message-Digest Algorithm +----------------------------------------------------------------------------- +neo/idlib/hashing/MD4.cpp +Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All +rights reserved. + +License to copy and use this software is granted provided that it +is identified as the "RSA Data Security, Inc. MD4 Message-Digest +Algorithm" in all material mentioning or referencing this software +or this function. + +License is also granted to make and use derivative works provided +that such works are identified as "derived from the RSA Data +Security, Inc. MD4 Message-Digest Algorithm" in all material +mentioning or referencing the derived work. + +RSA Data Security, Inc. makes no representations concerning either +the merchantability of this software or the suitability of this +software for any particular purpose. It is provided "as is" +without express or implied warranty of any kind. + +These notices must be retained in any copies of any part of this +documentation and/or software. + +MD5 Message-Digest Algorithm +----------------------------------------------------------------------------- +neo/idlib/hashing/MD5.cpp +This code implements the MD5 message-digest algorithm. +The algorithm is due to Ron Rivest. This code was +written by Colin Plumb in 1993, no copyright is claimed. +This code is in the public domain; do with it what you wish. + +CRC32 Checksum +----------------------------------------------------------------------------- +neo/idlib/hashing/CRC32.cpp +Copyright (C) 1995-1998 Mark Adler + +OpenGL headers +--------------------------------------------------------------------------- +neo/renderer/OpenGL/glext.h +neo/renderer/OpenGL/wglext.h + +Copyright (c) 2007-2012 The Khronos Group Inc. + +Permission is hereby granted, free of charge, to any person obtaining a +copy of this software and/or associated documentation files (the +"Materials"), to deal in the Materials without restriction, including +without limitation the rights to use, copy, modify, merge, publish, +distribute, sublicense, and/or sell copies of the Materials, and to +permit persons to whom the Materials are furnished to do so, subject to +the following conditions: + +The above copyright notice and this permission notice shall be included +in all copies or substantial portions of the Materials. + +THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. + +Timidity +--------------------------------------------------------------------------- +neo/libs/timidity/* + +Copyright (c) 1995 Tuukka Toivonen + +From http://www.cgs.fi/~tt/discontinued.html : + +If you'd like to continue hacking on TiMidity, feel free. I'm +hereby extending the TiMidity license agreement: you can now +select the most convenient license for your needs from (1) the +GNU GPL, (2) the GNU LGPL, or (3) the Perl Artistic License. + + +libbinkdec +--------------------------------------------------------------------------- +neo/libs/libbinkdec/* + +Copyright (C) 2011 Barry Duncan + +Based on Bink video decoder from FFmpeg + + Copyright (C) 2009 Konstantin Shishkov + Copyright (C) 2011 Peter Ross + +And generic Code from FFmpeg + + Copyright (C) 2000-2011 FFmpeg team, http://www.ffmpeg.org + +libbinkdec and (the used parts of) FFmpeg are released under LGPL v2.1: + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + +(You can find the whole license text on https://www.gnu.org/licenses/lgpl-2.1.html + or in neo/libs/libbinkdec/COPYING) diff --git a/README_SDL_Joystick.txt b/docs/README_SDL_Joystick.txt similarity index 100% rename from README_SDL_Joystick.txt rename to docs/README_SDL_Joystick.txt