mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 15:11:29 +00:00
Similar to the ffmpeg integration, but less code (and gets rid of an external dependency) :) Also needed a tiny modification of RB_BindVariableStageImage() to make sure the right shader is used (otherwise it's rendered in greyscale) Also added license note for libbinkdec to README.txt
654 lines
24 KiB
Text
654 lines
24 KiB
Text
____ ____ ____ _____ ____ ______ ______
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/ __ \ / __ ) / __ \ ____ ____ ____ ___ |__ / / __ ) / ____// ____/
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/ /_/ // __ |/ / / // __ \ / __ \ / __ `__ \ /_ < / __ |/ /_ / / __
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/ _, _// /_/ // /_/ // /_/ // /_/ // / / / / /___/ // /_/ // __/ / /_/ /
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/_/ |_|/_____//_____/ \____/ \____//_/ /_/ /_//____//_____//_/ \____/
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_________________________________________
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RBDOOM-3-BFG Readme - https://github.com/RobertBeckebans/RBDOOM-3-BFG
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Thank you for downloading RBDOOM-3-BFG.
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_______________________________________
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CONTENTS
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_______________________________
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This file contains the following sections:
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1) SYSTEM REQUIREMENT
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2) GENERAL NOTES
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3) LICENSE
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4) GETTING THE SOURCE CODE
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5) COMPILING ON WIN32 WITH VISUAL C++ 2013 EXPRESS EDITION
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6) COMPILING ON GNU/LINUX
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7) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME
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8) OVERALL CHANGES
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9) CONSOLE VARIABLES
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10) KNOWN ISSUES
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11) BUG REPORTS
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12) GAME MODIFICATIONS
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13) CODE LICENSE EXCEPTIONS
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___________________________________
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1) SYSTEM REQUIREMENTS
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__________________________
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Minimum system requirements:
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CPU: 2 GHz Intel compatible
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System Memory: 512MB
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Graphics card: Any graphics card that supports Direct3D 10 and OpenGL >= 3.2
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Recommended system requirements:
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CPU: 3 GHz + Intel compatible
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System Memory: 1024MB+
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Graphics card: Geforce 9600 GT, ATI HD 5650 or higher.
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_______________________________
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2) GENERAL NOTES
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______________________
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This 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 can purchase Doom 3 BFG Edition from GOG (DRM Free):
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https://www.gog.com/game/doom_3_bfg_edition
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Or the game can be purchased from Steam (with DRM):
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http://store.steampowered.com/app/208200/
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Steam:
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------
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The Doom 3 BFG Edition GPL Source Code release does not include functionality for integrating with
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Steam. This includes roaming profiles, achievements, leaderboards, matchmaking, the overlay, or
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any other Steam features.
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Bink:
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-----
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The RBDoom3BFG Edition GPL Source Code release includes functionality for rendering Bink Videos through FFmpeg.
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Back End Rendering of Stencil Shadows:
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--------------------------------------
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The Doom 3 BFG Edition 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 "Carmack's Reverse".
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_______________________________
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3) LICENSE
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______________________
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See COPYING.txt for the GNU GENERAL PUBLIC LICENSE
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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.
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____________________________________________
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4) GETTING THE SOURCE CODE
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___________________________________
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This project's GitHub.net Git repository can be checked out through Git with the following instruction set:
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> git clone https://github.com/RobertBeckebans/RBDOOM-3-BFG.git
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If you don't want to use git, you can download the source as a zip file at
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https://github.com/RobertBeckebans/RBDOOM-3-BFG/archive/master.zip
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___________________________________________________________________
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5) COMPILING ON WIN32 WITH VISUAL C++ 2013 EXPRESS EDITION
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__________________________________________________________
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1. Download and install the Visual C++ 2013 Express Edition.
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2. Download the DirectX SDK (June 2010) here:
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http://www.microsoft.com/en-us/download/details.aspx?id=6812
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3. Download and install the latest CMake.
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4. Generate the VC13 projects using CMake by doubleclicking a matching configuration .bat file in the neo/ folder.
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5. Use the VC13 solution to compile what you need:
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RBDOOM-3-BFG/build/RBDoom3BFG.sln
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6. Download ffmpeg-20151105-git-c878082-win32-shared.7z from ffmpeg.zeranoe.com/builds/win32/shared
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or
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ffmpeg-20151105-git-c878082-win64-shared.7z from ffmpeg.zeranoe.com/builds/win64/shared
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7. Extract the FFmpeg DLLs to your current build directory under RBDOOM-3-BFG/build/
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__________________________________
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6) COMPILING ON GNU/LINUX
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_________________________
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1. You need the following dependencies in order to compile RBDoom3BFG with all features:
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On Debian or Ubuntu:
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> apt-get install cmake libsdl2-dev libopenal-dev libavcodec-dev libavformat-dev libavutil-dev libswscale-dev
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On Fedora
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// TODO add ffmpeg libs for bink videos
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> yum install cmake SDL-devel openal-devel
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On ArchLinux
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> sudo pacman -S sdl2 ffmpeg openal cmake
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On openSUSE (tested in 13.1)
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> zypper in openal-soft-devel cmake libSDL-devel libffmpeg1-devel
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For SDL 2 replace "libSDL-devel" with "libSDL2-devel".
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"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.
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If you have the repo and compiles with ffmpeg support, make sure you download "libffmpeg1-devel", and not "libffmpeg-devel".
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Instead of SDL2 development files you can also use SDL1.2. Install SDL 1.2 and add to the cmake parameters -DSDL2=OFF
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SDL2 has better input support (especially in the console) and better
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support for multiple displays (especially in fullscreen mode).
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2. Generate the Makefiles using CMake:
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> cd neo/
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> ./cmake-eclipse-linux-profile.sh
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3. Compile RBDOOM-3-BFG targets with
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> cd ../build
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> make
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___________________________________________________
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7) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME
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__________________________________________
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If you use the prebuilt Win32 binaries then simply extract them to your
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C:\Program Files (x86)\Steam\SteamApps\common\Doom 3 BFG Edition\ directory and run RBDoom3BFG.exe.
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The following instructions are primarily intented for Linux users and all hackers on other operating systems.
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To play the game, you need the game data from a legal copy of the game.
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Currently this requires a Windows installer, whether that be the GOG installer or by using Steam for Windows.
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Note: the original DVD release of Doom 3 BFG contains encrypted data that is decoded by Steam on install.
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On Linux and OSX the easiest way to install is with SteamCMD: https://developer.valvesoftware.com/wiki/SteamCMD
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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.
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Then you can download Doom 3 BFG with
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> ./steamcmd.sh +@sSteamCmdForcePlatformType windows +login <YOUR_STEAM_LOGIN_NAME> +force_install_dir ./doom3bfg/ +app_update 208200 validate +quit
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(replace <YOUR_STEAM_LOGIN_NAME> with your steam login name)
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When it's done you should have the normal windows installation of Doom 3 BFG in ./doom3bfg/ and the needed files in ./doom3bfg/base/
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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/
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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.
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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.
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Once Wine is installed and configured on your system install Doom 3 BFG edition using the downloaded installers from gog.com:
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> wine setup_doom_3_bfg_1.14_\(13452\)_\(g\).exe
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(there will be several .exe files from GOG, make sure all of them are in the same directory)
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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".
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Note that you may want to add the following line to the bottom of the default.cfg in whatever "base/" directory you use:
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> set sys_lang "english"
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This will ensure the game and its menus are in english and don't default to something else. Alternatives include:
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set sys_lang "english"
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set sys_lang "french"
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set sys_lang "german"
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set sys_lang "italian"
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set sys_lang "japanese"
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set sys_lang "spanish"
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Anyway:
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1. Install Doom 3 BFG in Steam (Windows version) or SteamCMD, make sure it's getting
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updated/patched.
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2. Create your own Doom 3 BFG directory, e.g. /path/to/Doom3BFG/
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3. Copy the game-data's base dir from Steam or GOG to that directory
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(e.g. /path/to/Doom3BFG/), it's in
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/your/path/to/Steam/steamapps/common/DOOM 3 BFG Edition/base/
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or, if you used SteamCMD or GOG installer with Wine, in the path you used above.
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4. Copy your RBDoom3BFG executable that you created in 5) or 6) and the FFmpeg DLLs to your own
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Doom 3 BFG directory (/path/to/Doom3BFG).
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Your own Doom 3 BFG directory now should look like:
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/path/to/Doom3BFG/
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-> RBDoom3BFG (or RBDoom3BFG.exe on Windows)
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-> avcodec-55.dll
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-> avdevice-55.dll
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-> avfilter-4.dll
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-> avformat-55.dll
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-> avutil-52.dll
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-> postproc-52.dll
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-> swresample-0.dll
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-> swscale-2.dll
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-> base/
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-> classicmusic/
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-> _common.crc
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-> (etc)
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5. Run the game by executing the RBDoom3BFG executable.
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6. Enjoy
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7. If you run into bugs, please report them, see 11)
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___________________________________________________
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8) OVERALL CHANGES
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__________________________________________
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- Flexible build system using CMake
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- Linux support (32 and 64 bit)
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- Win64 support
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- OS X support
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- OpenAL Soft sound backend primarily developed for Linux but works on Windows as well
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- Bink video support through FFmpeg
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- PNG image support
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- Soft shadows using PCF hardware shadow mapping
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The implementation uses sampler2DArrayShadow and PCF which usually
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requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should
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be widely supported.
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All 3 light types are supported which means parallel lights (sun) use
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scene independent cascaded shadow mapping.
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The implementation is very fast with single taps (400 fps average per
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scene on a GTX 660 ti OC) however I defaulted it to 12 taps using a Poisson disc algorithm so the shadows look
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really good which should give you stable 100 fps on todays hardware (2014).
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- Changed light interaction shaders to use Half-Lambert lighting like in Half-Life 2 to
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make the game less dark. https://developer.valvesoftware.com/wiki/Half_Lambert
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- True 64 bit HDR lighting with adaptive tone mapping and gamma-correct rendering in linear RGB space
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- Enhanced Subpixel Morphological Antialiasing
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For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/
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- Filmic post process effects like Technicolor color grading and film grain
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- Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique
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___________________________________________________
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9) CONSOLE VARIABLES
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__________________________________________
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r_antiAliasing - Different Anti-Aliasing modes
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r_useShadowMapping [0 or 1] - Use soft shadow mapping instead of hard stencil shadows
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r_useHDR [0 or 1] - Use High Dynamic Range lighting
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r_hdrAutoExposure [0 or 1] - Adaptive tonemapping with HDR
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This allows to have very bright or very dark scenes but the camera will adopt to it so the scene won't loose details
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r_exposure [0 .. 1] - Default 0.5, Controls brightness and affects HDR exposure key
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This is what you change in the video brightness options
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r_useSSAO [0 .. 1] - Use Screen Space Ambient Occlusion to darken the corners in the scene
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r_useFilmicPostProcessEffects [0 or 1] - Apply several post process effects to mimic a filmic look"
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___________________________________________________
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10) KNOWN ISSUES
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__________________________________________
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- HDR does not work with old-school stencil shadows
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- MSAA anti-aliasing modes don't work with HDR: Use SMAA
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- Some lights cause shadow acne with shadow mapping
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- Some shadows might almost disappear due to the shadow filtering
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___________________________________________________
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11) BUG REPORTS
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__________________________________________
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RBDOOM-3-BFG is not perfect, it is not bug free as every other software.
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For fixing as much problems as possible we need as much bug reports as possible.
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We cannot fix anything if we do not know about the problems.
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The best way for telling us about a bug is by submitting a bug report at our GitHub bug tracker page:
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https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues?state=open
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The most important fact about this tracker is that we cannot simply forget to fix the bugs which are posted there.
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It is also a great way to keep track of fixed stuff.
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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.
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* Search on Google
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* Include the computer's hardware and software description ( CPU, RAM, 3D Card, distribution, kernel etc. )
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* If appropriate, send a console log, a screenshot, an strace ..
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* If you are sending a console log, make sure to enable developer output:
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RBDoom3BFG.exe +set developer 1 +set logfile 2
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You can find your qconsole.log on Windows in C:\Users\<your user name>\Saved Games\id Software\RBDOOM 3 BFG\base\
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NOTE: We cannot help you with OS-specific issues like configuring OpenGL correctly, configuring ALSA or configuring the network.
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___________________________________________________
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12) GAME MODIFCATIONS
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__________________________________________
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The Doom 3 BFG Edition GPL Source Code release allows mod editing, in order for it to accept any change in your
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mod directory, you should first specify your mod directory adding the following command to the launcher:
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"+set fs_game modDirectoryName"
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so it would end up looking like: RBDoom3BFG +set fs_game modDirectoryName
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IMPORTANT: RBDOOM-3-BFG does not support old Doom 3 modiciations that include sourcecode modifications in binary form (.dll)
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You can fork RBDOOM-3-BFG and create a new renamed binary that includes all required C++ game code modifications.
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____________________________________________________________________________________
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13) CODE LICENSE EXCEPTIONS - The parts that are not covered by the GPL:
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_______________________________________________________________________
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EXCLUDED CODE: The code described below and contained in the Doom 3 BFG Edition GPL Source Code release
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is not part of the Program covered by the GPL and is expressly excluded from its terms.
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You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.
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JPEG library
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-----------------------------------------------------------------------------
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neo/libs/jpeg-6/*
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Copyright (C) 1991-1995, Thomas G. Lane
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Permission is hereby granted to use, copy, modify, and distribute this
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software (or portions thereof) for any purpose, without fee, subject to these
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conditions:
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(1) If any part of the source code for this software is distributed, then this
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README file must be included, with this copyright and no-warranty notice
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unaltered; and any additions, deletions, or changes to the original files
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must be clearly indicated in accompanying documentation.
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(2) If only executable code is distributed, then the accompanying
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documentation must state that "this software is based in part on the work of
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the Independent JPEG Group".
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(3) Permission for use of this software is granted only if the user accepts
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full responsibility for any undesirable consequences; the authors accept
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NO LIABILITY for damages of any kind.
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These conditions apply to any software derived from or based on the IJG code,
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not just to the unmodified library. If you use our work, you ought to
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acknowledge us.
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NOTE: unfortunately the README that came with our copy of the library has
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been lost, so the one from release 6b is included instead. There are a few
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'glue type' modifications to the library to make it easier to use from
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the engine, but otherwise the dependency can be easily cleaned up to a
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better release of the library.
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zlib library
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---------------------------------------------------------------------------
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neo/libs/zlib/*
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Copyright (C) 1995-2012 Jean-loup Gailly and Mark Adler
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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Base64 implementation
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---------------------------------------------------------------------------
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neo/idlib/Base64.cpp
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Copyright (c) 1996 Lars Wirzenius. All rights reserved.
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June 14 2003: TTimo <ttimo@idsoftware.com>
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modified + endian bug fixes
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http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=197039
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Redistribution and use in source and binary forms, with or without
|
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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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 <pross@xvid.org>
|
|
|
|
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)
|