mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-03 01:12:20 +00:00
cd3ed5a927
We can't add new graphics options without altering the original Flash menu files which we don't have. I disabled the r_lodBias functionality which can make the game look worse by adding a bias to the texture lookup functions which cause choosing texture mip maps that are smaller than the original image size in every view even though we want the first mip map level 0 which is the best quality.
531 lines
19 KiB
Text
531 lines
19 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++ 2010 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) 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) 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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Note that Doom 3 BFG Edition is available from the Steam store at
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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 and install the latest CMake.
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3. Generate the VC13 projects using CMake by doubleclicking a matching configuration .bat file in the neo/ folder.
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4. Use the VC13 solution to compile what you need:
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RBDOOM-3-BFG/build/RBDoom3BFG.sln
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5. Download ffmpeg-20140405-git-ec8789a-win32-shared.7z from ffmpeg.zeranoe.com/builds/win32/shared
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6. 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 libsdl1.2-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 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 SDL1.2 development files you can also use SDL2. Install SDL 2.0 and add to the cmake parameters -DSDL2=ON
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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, which
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unfortunately requires Steam for Windows - Steam for Linux or OSX won't do, because
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(at least currently) the Doom 3 BFG game is only installable on Steam for Windows.
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Even the DVD version of Doom 3 BFG only contains encrytped data that is decoded
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by Steam on install.
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Fortunately, you can run Steam in Wine to install Doom3 BFG and afterwards copy the
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game data somewhere else to use it with native executables.
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Winetricks ( http://winetricks.org/ ) makes installing Windows Steam on Linux really easy.
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Anyway:
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1. Install Doom 3 BFG in Steam (Windows version), 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 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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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) 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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- New OpenAL Soft sound backend primarily developed for Linux but works on Windows as well
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- Win64 support
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- Implemented 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 16 taps so the shadows look
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really good which should you give stable 100 fps on todays hardware.
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The shadow filtering algorithm is based on Carmack's research which was
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released in the original Doom 3 GPL release draw_exp.cpp.
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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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___________________________________________________
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9) CONSOLE VARIABLES
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__________________________________________
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r_useShadowMapping 1 - Use soft shadow mapping instead of hard stencil shadows
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___________________________________________________
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10) KNOWN ISSUES
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__________________________________________
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Doom 3 wasn't designed to work with shadow maps so:
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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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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) 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,
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INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
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STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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POSSIBILITY OF SUCH DAMAGE.
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IO for (un)compress .zip files using zlib
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---------------------------------------------------------------------------
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neo/libs/zlib/minizip/*
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Copyright (C) 1998-2010 Gilles Vollant (minizip) ( http://www.winimage.com/zLibDll/minizip.html )
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Modifications of Unzip for Zip64
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Copyright (C) 2007-2008 Even Rouault
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Modifications for Zip64 support
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Copyright (C) 2009-2010 Mathias Svensson ( http://result42.com )
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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.
|
|
3. This notice may not be removed or altered from any source distribution.
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|
|
MD4 Message-Digest Algorithm
|
|
-----------------------------------------------------------------------------
|
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neo/idlib/hashing/MD4.cpp
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Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All
|
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rights reserved.
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License to copy and use this software is granted provided that it
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is identified as the "RSA Data Security, Inc. MD4 Message-Digest
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Algorithm" in all material mentioning or referencing this software
|
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or this function.
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License is also granted to make and use derivative works provided
|
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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.
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RSA Data Security, Inc. makes no representations concerning either
|
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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.
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These notices must be retained in any copies of any part of this
|
|
documentation and/or software.
|
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|
|
MD5 Message-Digest Algorithm
|
|
-----------------------------------------------------------------------------
|
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neo/idlib/hashing/MD5.cpp
|
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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.
|
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|
|
CRC32 Checksum
|
|
-----------------------------------------------------------------------------
|
|
neo/idlib/hashing/CRC32.cpp
|
|
Copyright (C) 1995-1998 Mark Adler
|
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|
|
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.
|
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|
|
Timidity
|
|
---------------------------------------------------------------------------
|
|
neo/libs/timidity/*
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Copyright (c) 1995 Tuukka Toivonen
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From http://www.cgs.fi/~tt/discontinued.html :
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If you'd like to continue hacking on TiMidity, feel free. I'm
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hereby extending the TiMidity license agreement: you can now
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select the most convenient license for your needs from (1) the
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GNU GPL, (2) the GNU LGPL, or (3) the Perl Artistic License.
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