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<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>dhewm3 - Doom3 Source Port</title>
<meta property="og:title" content="dhewm3 - Doom3 Source Port">
<meta property="og:type" content="website">
<meta property="og:description" content="Project Page of the dhewm3 Source Port of Doom3">
<meta property="og:image" content="http://dhewm3.org/og_image.jpg" />
<meta property="twitter:image" content="http://dhewm3.org/twitter_image.jpg" />
<link rel="stylesheet" href="./fonts/stylesheet.css" />
<link rel="stylesheet" href="./css/main.css" media="all" />
<link rel="icon" href="./favicon.ico">
</head>
<body>
<header class="header">
<a href="./"><img src="logo2.svg" width=640 style="max-width:90%;margin-left:auto;margin-right:auto;display:block"></a>
<br>
<nav class="nav">
<ul class="nav-links">
<li><a href="https://github.com/dhewm/dhewm3/releases/"><b>Download</b></a></li>
<li>|</li>
<li><a href="./mods.html">Supported <b>Mods</b></a></li>
<li>|</li>
<li><a href="https://github.com/dhewm/dhewm3/wiki/FAQ">FAQ</a></li>
<li>|</li>
<li><a href="https://github.com/dhewm/dhewm3/issues">Report Issues</a></li>
<li>|</li>
<li><a href="https://github.com/dhewm/dhewm3/blob/master/README.md">View Readme</a></li>
</ul>
</nav>
<nav class="nav">
<ul class="nav-links">
<li><a href="#about">About</a></li>
<li>|</li>
<li><a href="#news">News</a></li>
<li>|</li>
<li><a href="#how-to-install">How to Install</a></li>
<li>|</li>
<li><a href="https://github.com/dhewm/dhewm3">Github Project <img src="github-mark-64.png" height=16></a></li>
<!-- li>|</li>
<li><a href="https://modwiki.dhewm3.org">idTech4 ModWiki</a></li -->
</ul>
</nav>
<nav class="nav">
<ul class="nav-links">
<li><a href="https://modwiki.dhewm3.org">idTech4 ModWiki</a></li>
<li>|</li>
<li><a href="https://iddevnet.dhewm3.org/">idDevNet Mirror</a></li>
</ul>
</nav>
</header>
<div class="screenshots">
<br>
<a href="./dhewm3-linux.jpg" title="dhewm3 on Linux"><img src="small-dhewm3-linux.jpg" height=200></a>
<a href="./dhewm3-win.jpg" title="dhewm3 on Windows"><img src="small-dhewm3-win.jpg" height=200></a>
<a href="./dhewm3-osx.jpg" title="dhewm3 on macOS/OSX"><img src="small-dhewm3-osx.jpg" height=200></a>
<a href="./dhewm3-aros.jpg" title="dhewm3 on AROS (AmigaOS clone)"><img src="small-dhewm3-aros.jpg" height=200></a>
<a href="./dhewm3-switch-linux.jpg" title="dhewm3 on a jailbroken Switch running Linux"><img src="small-dhewm3-switch-linux.jpg" height=200></a>
<a href="./dhewm3-1.jpg" title="Gameplay of Doom3"><img src="small-dhewm3-1.jpg" height=200></a>
<a href="./dhewm3-d3xp1.jpg" title="Gameplay of the Ressurection of Evil Addon"><img src="small-dhewm3-d3xp1.jpg" height=200></a>
</div>
<main class="content" role="main">
<!-- part2 is generated from index.md after that index.html_part3 closes it all -->
<h1 id="about">About</h1>
<p><strong>dhewm3</strong> is a source port of the original Doom3
(<strong>not</strong> <em>Doom3 BFG</em>, for that you may want to try
<a
href="https://github.com/RobertBeckebans/RBDOOM-3-BFG/">RBDoom3BFG</a>).
It’s known to work on Windows, Linux, macOS, <a
href="https://freebsd.org">FreeBSD</a>, <a
href="https://openbsd.org">OpenBSD</a> and <a
href="http://www.aros.org/">AROS</a>, but it should work on (or be
easily portable to) any system that supports OpenGL 1.4 with <a
href="https://en.wikipedia.org/wiki/ARB_assembly_language">ARB
shaders</a>, <a href="http://libsdl.org">SDL</a> and <a
href="http://openal.org">OpenAL</a>.<br />
Compared to the original version of Doom3, dhewm3 has many bugfixes,
supports EAX-like sound effects on all operating systems and hardware
(via <a href="http://openal-soft.org/">OpenAL Softs</a> EFX support),
has much better support for widescreen resolutions and has 64bit
support.<br />
It also has a great new mod-independent <a
href="#dhewm3settingsmenu">Settings Menu</a>.</p>
<p>It only supports <strong>old Mods</strong> if they <em>either</em>
don’t require their own game DLL <em>or</em> have been ported to dhewm3
- see the <a href="./mods.html">Mods page</a> for more information.</p>
<p>Note that while the Doom3 source code has been released under GPL,
you still need to legally own the game and provide dhewm3 the game data
to play. See the <a href="#how-to-install">How to Install</a> section
for more information.</p>
<h1 id="news">News</h1>
<h4 id="dhewm3-1.5.5-release-candidate-3">2026-03-16: <em>dhewm3 1.5.5
Release Candidate 3</em></h4>
<p>The third (hopefully last) Release Candidate of the upcoming 1.5.5
release is available!</p>
<p>You can <strong><a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.5_RC3">download
it at Github</a></strong> (incl. builds for Windows, macOS and 64bit
Linux).</p>
<p><strong>Changes since 1.5.5 RC2:</strong></p>
<ul>
<li>Fix wrong (flipped) labels of Prev./Next Weapon in dhewm3 settings
menu (<a
href="https://github.com/dhewm/dhewm3/issues/731">#731</a>)</li>
<li>Gamepad trigger axes can now also be used for ducking and jumping
(<a href="https://github.com/dhewm/dhewm3/issues/733">#733</a>)</li>
<li>Updated to Dear ImGui v1.92.5</li>
<li>Fix bug in map compiling (<code>dmap</code>) that could lead to
errors when loading the map, due to “dangling edges” in collision models
(<a href="https://github.com/dhewm/dhewm3/issues/742">#742</a>)</li>
<li>Fix stutters/hangs in Radiant (Level Editor) 2D/3D views (<a
href="https://github.com/dhewm/dhewm3/issues/738">#738</a>)</li>
<li>Tell SDL2/3 to hide onscreen keyboards (relevant on Steamdeck; <a
href="https://github.com/dhewm/dhewm3/issues/739">#739</a>)</li>
<li>Fix some signed int overflows (mostly relevant on PowerPC64 CPUs <a
href="https://github.com/dhewm/dhewm3/issues/744">#744</a>, <a
href="https://github.com/dhewm/dhewm3/issues/745">#745</a>)</li>
</ul>
<h4 id="dhewm3-1.5.5-release-candidate-2">2026-01-26: <em>dhewm3 1.5.5
Release Candidate 2</em></h4>
<p>The second Release Candidate of the upcoming 1.5.5 release is
available!</p>
<p>You can <strong><a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.5_RC2">download
it at Github</a></strong> (incl. builds for Windows, macOS and 64bit
Linux).</p>
<p><strong>Changes since 1.5.5 RC1:</strong></p>
<ul>
<li>New Mod: <a
href="https://www.moddb.com/mods/desolated-the-crying-fate/">Desolated -
The Crying Fate</a></li>
<li>Widescreen GUIs have been updated</li>
<li>Fixed a crash when using an incomplete cubemap texture (missing one
side).<br />
Will now print a warning about the missing side.</li>
<li>Loading Blood Mod for d3xp (Resurrection of Evil) via Mods menu
works now</li>
<li>The <code>timescale</code> CVar works again (broke with the
“smoother timing” changes)</li>
<li>Fixed some timing issues, esp. when trying to sleep for one frame in
scripts, introduced with the “smoother timing” changes (<a
href="https://github.com/dhewm/dhewm3/issues/727">#727</a>)</li>
</ul>
<h4 id="dhewm3-1.5.5-release-candidate-1">2026-01-11: <em>dhewm3 1.5.5
Release Candidate 1</em></h4>
<p>A first Release Candidate of the upcoming 1.5.5 release is
available!</p>
<p>You can <strong><a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.5_RC1">download
it at Github</a></strong> (incl. builds for Windows and 64bit
Linux).</p>
<p>There have been lots of changes (see below for details), one
highlight is that several sources of microstutters have been removed
(like the old 60 vs 62.5fps problem) so the game should run smoother
than before, especially when using VSync.</p>
<p>Another great new feature is the support for widescreen GUIs. It
requires adjusting the .ui files; <em>Arl</em> created versions for the
base game, Resurrection of Evil and The Lost Mission, they are provided
as an optional <a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.5_RC1">Download</a>
(dhewm3-wide-guis-*.zip).</p>
<p><strong>dhewm3-mods</strong> contains some new mods:</p>
<ul>
<li><a
href="https://www.moddb.com/mods/eldoom/downloads/eldoom-v10">ELDOOM</a></li>
<li><a
href="https://www.moddb.com/mods/grimm-quest-for-the-gatherers-key">Grimm</a></li>
<li><a
href="https://www.moddb.com/games/doom-iii/downloads/hexen-edge-of-chaos-dhewm3-edition">HeXen:
Edge Of Chaos Demo</a></li>
<li><a
href="https://www.moddb.com/games/doom-iii/addons/real-gibs-v106-for-dhewm3-32-bit">Real
Gibs</a>
<ul>
<li>Note: The page says it only works with the 32bit version of dhewm3,
but that refers to the realgibs.dll <strong>they</strong> ship.<br />
Use their gamedata with the .dll/.so provided here (or build the lib
yourself)</li>
</ul></li>
<li><a href="https://www.moddb.com/mods/blood-mod">Blood Mod</a> has
been updated to v1.8 and now also supports Resurrection Of Evil</li>
<li>All mods (except for LibreCoop) got updated with gamecode changes
from dhewm3 1.5.5</li>
</ul>
<p><strong>Changes since 1.5.4:</strong></p>
<ul>
<li>Enable/disable Soft Particles when <strong>loading</strong> a
graphics quality preset (only enabled in Ultra preset, though you can
still configure it independently like before; <a
href="https://github.com/dhewm/dhewm3/issues/604">#604</a>)</li>
<li>Greatly improve precision of internal timing, which should eliminate
micro stutters (that were esp. noticeable when using VSync with 60Hz
displays).<br />
Related: <code>com_showFPS</code> is now more precise and
<code>com_showFPS 2</code> shows additional information</li>
<li>Support BC7-compressed (BPTC) .dds textures. They offer better
quality than the older S3TC/DXT/BC1-3 texture compression standard that
Doom3 always supported. Mostly relevant for high-res retexturing packs,
because they offer similar quality as uncompressed TGAs while being
smaller, using only a quarter of the VRAM (TGA: 4 bytes per pixel, BC7:
1 byte per pixel) and loading <em>significantly</em> faster because
mipmaps are contained and don’t have to be generated on load.<br />
If you have such DDS files and want to use them (instead of TGAs), you
must set <code>image_usePrecompressedTextures 1</code> and
<code>image_useNormalCompression 2</code>.<br />
You can also set <code>image_usePrecompressedTextures 2</code>, then
dhewm3 will only load .dds textures with BC7 data - if it only finds an
old one (with S3TC/DXT/BC-13 compression) it will use the uncompressed
TGA textures instead.<br />
If you want to <em>create</em> .dds files with BC7 texture data, you can
use any common texture compression tool, <strong>except</strong> for
<strong>normalmaps</strong>, those must be created with my <a
href="https://github.com/DanielGibson/bc7enc_rdo"><strong>customized
bc7enc</strong></a> with the <code>-r2a</code> flag! <em>(Because Doom3
requires that normalmaps have the red channel moved into the alpha
channel, id confusingly called that “RXGB”, and AFAIK no other tool
supports that for BC7.)</em><br />
Just like the old DXT .dds files, they must be in the <code>dds/</code>
subdirectory of a mod (either directly in the filesystem or in a
.pk4).</li>
<li>Allow creating aspect-ratio-independent GUIs (HUD and menus), based
on code from <a href="https://www.moddb.com/mods/cstdoom3">CstDoom3</a>,
but greatly extended (<a
href="https://github.com/dhewm/dhewm3/issues/324">#324</a>).<br />
Note that this won’t work out of the box with the original Doom3 game
data, but requires updated GUIs. See <a
href="docs/GUIs.md">docs/GUIs.md</a> for how to use these features when
creating GUIs.</li>
<li>Support SDL3 (SDL2 and, to some degree, SDL1.2 are also still
supported)</li>
<li>Fix bugs on 64bit Big Endian platforms (<a
href="https://github.com/dhewm/dhewm3/issues/472">#472</a>, <a
href="https://github.com/dhewm/dhewm3/issues/625">#625</a>)</li>
<li>Fixes for high-poly models (use heap allocation instead of
<code>alloca()</code> for big buffers; <a
href="https://github.com/dhewm/dhewm3/issues/528">#528</a>)</li>
<li>Fix building dhewm3ded with newer OpenAL Soft headers (<a
href="https://github.com/dhewm/dhewm3/issues/633">#633</a>)</li>
<li>Better support for High-DPI mice:
<ul>
<li>Don’t ignore mouse input on fast movement (“ridiculous mouse delta”;
<a href="https://github.com/dhewm/dhewm3/issues/616">#616</a>)</li>
<li>Allow setting sensitivity to values <code>< 1</code> in the
dhewm3 settings menu to allow sane speeds for looking around with
High-DPI mice (otherwise it might be way too fast)</li>
</ul></li>
<li>Fix a crash (assertion) on start with ImGui if
<code>SDL_GetWindowDisplayIndex()</code> or
<code>SDL_GetDisplayDPI()</code> failed and the <code>imgui_scale</code>
CVar was set to the default value of <code>-1</code> (setting it to
<code>1</code> worked around the bug; <a
href="https://github.com/dhewm/dhewm3/issues/632">#632</a>)</li>
<li>Updated Dear ImGui to 1.91.7</li>
<li>Fix scaling of Grabber cursor in Resurrection of Evil in non-4:3
resolutions (<a
href="https://github.com/dhewm/dhewm3/issues/637">#637</a>)</li>
<li>Add <code>com_disableAutoSaves</code> CVar: If set to
<code>1</code>, Autosaves (when starting a level) are disabled (<a
href="https://github.com/dhewm/dhewm3/issues/620">#620</a>)</li>
<li>Add support for “nospecular” parm of lights, enabled by setting
<code>"allow_nospecular" "1"</code> in a maps worldspawn, or by setting
the <code>r_allowNoSpecular</code> CVar to <code>1</code>.<br />
Note that this required changing the format of demos. dhewm3 can still
play old demos, but ones recorded with current dhewm3 are not compatible
with older dhewm3 versions, original Doom3 or other source ports (unless
they do the same change).</li>
<li>Make sure macOS doesn’t show popups for key-alternatives when
pressing a key for longer while ingame</li>
<li>Windows: Show error MessageBox if dhewm3log.txt can’t be created on
startup (<a
href="https://github.com/dhewm/dhewm3/issues/544">#544</a>)</li>
<li>Running a timedemo with sound disabled (<code>s_noSound 1</code>)
doesn’t crash anymore (<a
href="https://github.com/dhewm/dhewm3/issues/163">#163</a>)</li>
<li>Show some OpenGL/GPU information in the <em>Video Options</em> tab
of the <em>dhewm3 Settings Menu</em></li>
<li>Fix saving/loading of <code>idSpring</code>
(<code>func_spring</code>) entity (<a
href="https://github.com/dhewm/dhewm3/issues/31">#31</a>)</li>
<li>Fix several issues (incl. crashes and missing shadows) with MD3
models (<a
href="https://github.com/dhewm/dhewm3/issues/698">#698</a>)</li>
<li>Fix the “shrivel” effect of MD5 models
(<code>SHADERPARM_MD5_SKINSCALE</code>)</li>
<li>Optionally integrate the <a
href="https://github.com/wolfpld/tracy">Tracy</a> profiler. Disabled
unless you enable it in CMake.</li>
<li>Fixed a crash in AI pathfinding code that could happen in the
lotsaimps testmap (<a
href="https://github.com/dhewm/dhewm3/pull/721">#721</a>)</li>
<li>Disabled assertion in <code>TestHugeTranslation()</code> that led to
“crashes” in several user-maps (<a
href="https://github.com/dhewm/dhewm3/issues/720">#720</a>)</li>
<li>Fixed concatenation of timed GUI commands that sometimes lead to
glitches in UIs</li>
<li>Added <code>fs_gameDllPath</code> CVar: If set, game DLLs will be
searched in that directory before the other standard places (like next
to the executable). Especially useful for developing/debugging mod DLLs
(you can just set <code>fs_gameDllPath</code> to the build dir, no need
to copy the DLL/.so/.dylib)</li>
<li>Several smaller fixes for all kinds of things incl. build
issues</li>
<li>The Windows build now comes with SDL2 2.32.10, cURL 8.18.0 and
OpenAL-Soft 1.25.0</li>
</ul>
<h4 id="dhewm3-1.5.4">2024-08-03: <em>dhewm3 1.5.4</em></h4>
<p>Twenty years ago to the day, Doom 3 was released!</p>
<p><a href="./pinky-cake.jpg" title="Happy 20th Birthday, Doom3!"><img src="./small-pinky-cake.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a></p>
<p>To celebrate this, dhewm3 1.5.4 is released today!</p>
<p>The biggest new features since 1.5.3 are a new mod-independent
<strong>Settings Menu</strong> that uses <a
href="https://github.com/ocornut/imgui">Dear ImGui</a> and <strong>Soft
Particles</strong> (that don’t “cut” into geometry but fade
smoothly).</p>
<p id="dhewm3settingsmenu">
The <em>Settings Menu</em> can be opened by pressing the
<code>F10</code> key (unless some other action is already bound to that
key) or by entering <code>dhewm3Settings</code> in the console (which
can be opened with <code>Shift+Esc</code>). It lets you configure many
basic and advanced options, can be navigated with gamepad, keyboard or
mouse and has an improved keybindings menu (compared to the original
options menu).
</p>
<p><a href="./dhewm3-1.5.4.jpg" title="dhewm3 1.5.4"><img src="./small-dhewm3-1.5.4.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a></p>
<p>You can <strong><a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.4">download
dhewm3 1.5.4 at Github</a></strong> (incl. builds for
<strong>Windows</strong> and 64bit <strong>Linux</strong>).<br />
An up-to-date version for <strong>macOS</strong> is available at
<strong><a
href="http://www.macsourceports.com/sourceport/dhewm3">MacSourcePorts.com</a></strong>.</p>
<p><a href="./dhewm3-soft-particles.jpg" title="Classic Particles vs Soft Particles"><img src="./small-dhewm3-soft-particles.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a></p>
<p><strong>NOTE:</strong> On some systems, Soft Particles noticeably
<strong>slow down rendering</strong>! If the performance of dhewm3 1.5.4
is worse than you’d expect, try disabling them
(<code>r_useSoftParticles 0</code> or in the new <em>Settings Menu</em>
under<br />
<em>Video Options</em> uncheck ☐ <em>Use Soft Particles</em>).</p>
<p><strong>Changes since 1.5.3:</strong></p>
<ul>
<li>dhewm3-mods now contains game DLLs/libs for several new mods:
<ul>
<li><a
href="https://www.moddb.com/games/doom-iii/addons/blood-mod-v15-for-dhewm3-32-bit">Blood
Mod v1.5</a></li>
<li><a
href="https://www.moddb.com/mods/perfected-doom-3-version-500/downloads">Perfected
Doom3 (ROE) v7</a></li>
<li><a
href="https://www.moddb.com/mods/sikkmod/downloads/sikkmod-v12">Sikkmod
v1.2</a> and <a
href="https://www.moddb.com/mods/sikkmod/downloads/sikkmod-v11-roe">Sikkmod
RoE v1.1</a></li>
<li>See the <a href="./mods.html">Mods section</a> for more details, and
the <a href="https://github.com/dhewm/dhewm3-sdk/">dhewm3-sdk
repository</a> for source code</li>
</ul></li>
<li>A brand new <strong>settings menu</strong> that uses <a
href="https://github.com/ocornut/imgui">Dear ImGui</a>.<br />
Can be opened with <code>F10</code> (unless that key is bound already)
or by entering <code>dhewm3Settings</code> in the console. It has lots
of settings that the original options menu doesn’t have and can be
easily navigated with gamepad or keyboard (or the mouse, of course). It
can also be opened while in the game, which then is paused (if Single
Player) but still visible, so the effect of most graphics settings can
be seen immediately. Needs SDL2 and C++11.</li>
<li><strong>“Soft” Particles</strong> (that don’t “cut” into geometry
but fade smoothly), based on code from <a
href="https://www.thedarkmod.com/main/">The Dark Mod</a> 2.04. Can be
enabled/disabled with <code>r_useSoftParticles</code>, is applied
automatically for all appropriate particles (view-aligned, using
additive or alpha blending and not too small)</li>
<li><code>r_enableDepthCapture</code>: Enable capturing depth buffer to
texture, needed for the soft particles. Can be used in custom materials
by using the <code>"_currentDepth"</code> texture</li>
<li>Replaced dependency on (external) zlib with integrated <a
href="https://github.com/richgel999/miniz">miniz</a></li>
<li><strong>HighDPI</strong>/Retina support</li>
<li>Allow inverted mouse look (horizontally, vertically or both) with
<code>m_invertLook</code></li>
<li>CVar to allow always run in single player (still drains stamina
though!): <code>in_allowAlwaysRunInSP</code></li>
<li>VSync can be enabled/disabled on the fly, without restarting the
renderer (still with <code>r_swapInterval</code> or in the menu, of
course; needs SDL2)</li>
<li>Allow enabling/disabling <a
href="https://en.wikipedia.org/wiki/Head-related_transfer_function">HRTF</a>
with <code>s_alHRTF</code></li>
<li><code>s_alOutputLimiter</code>: Configure OpenAL’s output-limiter
which temporarily reduces the overall volume when too many too loud
sounds play at once, to avoid issues like clipping</li>
<li><code>s_scaleDownAndClamp</code>: Clamp and reduce volume of all
sounds to prevent clipping or temporary downscaling by OpenAL’s output
limiter</li>
<li>If <code>r_windowResizable</code> is set, the dhewm3 window (when in
windowed mode..) can be freely resized. Needs SDL2; with 2.0.5 and newer
it’s applied immediately, otherwise when creating the window.</li>
<li>If switching between fullscreen and windowed mode or similar changes
causes issues (like <a
href="https://github.com/dhewm/dhewm3/issues/587#issuecomment-2205807989">here</a>),
you can set <code>r_vidRestartAlwaysFull 1</code>, so (again) a full
<code>vid_restart</code> is done, instead of the partial one which
<em>usually</em> suffices for just changing the resolution or fullscreen
state. If you run into that issue (probably a driver bug), you’ll
probably also want to set <code>r_windowResizable 0</code>, because
resizing the window that way also triggered the bug, and in that case no
<code>vid_restart</code> is done at all</li>
<li>Fixed screenshots when using native Wayland
(<code>SDL_VIDEODRIVER=wayland</code>)</li>
<li>If you enter the <code>map</code> command in the console, without
any arguments, the current map name is printed</li>
<li>Support OpenGL debug contexts and messages
(<code>GL_ARB_debug_output</code>). Can be enabled with
<code>r_glDebugContext 1</code>. Changing that CVar requires a
<code>vid_restart</code> (or set it as startup argument)</li>
<li>In the Win32 release, updated the bundled SDL2 to 2.30.5 and cURL to
8.9.0</li>
<li>In the dhewm3-mods archive for Linux, the librecoop libs have been
rebuild (fix <a
href="https://github.com/dhewm/dhewm3/issues/589">#589</a>)</li>
</ul>
<p>Thank you very much to everyone who tested this, especially <span
class="citation" data-cites="j4reporting">@j4reporting</span>, <span
class="citation" data-cites="ALord7">@ALord7</span>, <span
class="citation" data-cites="Eonfge">@Eonfge</span> and <span
class="citation" data-cites="tomkidd">@tomkidd</span> (who also
maintains MacSourcePorts)!</p>
<p>Special thanks to <strong>Valkyries733</strong> from the <em>idtech
4</em> Discord server for creating the awesome picture with the birthday
cake!</p>
<h4 id="dhewm3-1.5.4-release-candidate-3">2024-07-29: <em>dhewm3 1.5.4
Release Candidate 3</em></h4>
<p>The third Release Candidate for the upcoming 1.5.4 release is
available!</p>
<details>
<summary>
Click to see the rest of this (outdated) newspost
</summary>
<p>It fixes an issue with the Soft Particles first noticed in Dentonmod,
but the way I had to fix it was kinda intrusive so
<strong>testing</strong> would be <strong>very welcome</strong>.</p>
<p>You can <strong><a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.4_RC3">download
it at Github</a></strong> (incl. builds for Windows and 64bit
Linux).</p>
<p><em>(Note: The mod DLLs haven’t changed, so if you want to test the
supported mods just use the dhewm3-mods archive from <a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.4_RC2">1.5.4
RC2</a>)</em></p>
</details>
<h4 id="dhewm3-1.5.4-release-candidate-2">2024-07-28: <em>dhewm3 1.5.4
Release Candidate 2</em></h4>
<p>The second Release Candidate for the upcoming 1.5.4 release is
available!</p>
<details>
<summary>
Click to see the rest of this (outdated) newspost
</summary>
<p>You can <strong><a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.4_RC2">download
it at Github</a></strong> (incl. builds for Windows and 64bit
Linux).</p>
<p>It only has some minor changes:</p>
<ul>
<li>Fixed mods menu to support Perfected Doom 3 ROE and Sikkmod RoE (so
they automatically get fs_game_base set to d3xp when started from the
menu)</li>
<li>Make entries for base game and Resurrection of Evil (d3xp) in mods
menu clearer</li>
<li>Fixed the Perfected Doom 3 ROE mod (so it actually starts)</li>
<li>Applied fixes to Perfected Doom 3 and Sikkmod so the crosshair is
round in widescreen resolutions</li>
</ul>
<p><em>(see the newspost just below this one for changes since
1.5.3)</em></p>
</details>
<h4 id="dhewm3-1.5.4-release-candidate-1">2024-07-27: <em>dhewm3 1.5.4
Release Candidate 1</em></h4>
<p>A first Release Candidate of the upcoming 1.5.4 release is
available!</p>
<details>
<summary>
Click to see the rest of this (outdated) newspost
</summary>
<p><a href="./dhewm3-1.5.4rc1.jpg" title="dhewm3 1.5.4 RC1"><img src="./small-dhewm3-1.5.4rc1.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a></p>
<p>The biggest new features since 1.5.3 are a new mod-independent
<strong>Settings Menu</strong> that uses <a
href="https://github.com/ocornut/imgui">Dear ImGui</a> and <strong>Soft
Particles</strong> (that don’t “cut” into geometry but fade
smoothly).<br />
The <em>Settings Menu</em> can be opened by pressing the
<code>F10</code> key (unless some other action is already bound to that
key) or by entering <code>dhewm3Settings</code> in the console and lets
you configure many basic and advanced options, can be navigated with
gamepad, keyboard or mouse and has an improved keybindings menu
(compared to the original options menu).</p>
<p>You can <strong><a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.4_RC1">download
it at Github</a></strong> (incl. builds for Windows and 64bit
Linux).</p>
<p><a href="./dhewm3-soft-particles.jpg" title="Classic Particles vs Soft Particles"><img src="./small-dhewm3-soft-particles.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a></p>
<p><strong>Changes since 1.5.3:</strong></p>
<ul>
<li>dhewm3-mods now contains game DLLs/libs for several new mods:
<ul>
<li><a
href="https://www.moddb.com/games/doom-iii/addons/blood-mod-v15-for-dhewm3-32-bit">Blood
Mod v1.5</a></li>
<li><a
href="https://www.moddb.com/mods/perfected-doom-3-version-500/downloads">Perfected
Doom3 (ROE) v7</a></li>
<li><a
href="https://www.moddb.com/mods/sikkmod/downloads/sikkmod-v12">Sikkmod
v1.2</a> and <a
href="https://www.moddb.com/mods/sikkmod/downloads/sikkmod-v11-roe">Sikkmod
RoE v1.1</a></li>
<li>See the <a href="./mods.html">Mods section</a> for more details, and
the <a href="https://github.com/dhewm/dhewm3-sdk/">dhewm3-sdk
repository</a> for source code</li>
</ul></li>
<li>A brand new <strong>settings menu</strong> that uses <a
href="https://github.com/ocornut/imgui">Dear ImGui</a>.<br />
Can be opened with <code>F10</code> (unless that key is bound already)
or by entering <code>dhewm3Settings</code> in the console. It has lots
of settings that the original options menu doesn’t have and can be
easily navigated with gamepad or keyboard (or the mouse, of course). It
can also be opened while in the game, which then is paused (if Single
Player) but still visible, so the effect of most graphics settings can
be seen immediately. Needs SDL2 and C++11.</li>
<li><strong>“Soft” Particles</strong> (that don’t “cut” into geometry
but fade smoothly), based on code from <a
href="https://www.thedarkmod.com/main/">The Dark Mod</a> 2.04. Can be
enabled/disabled with <code>r_useSoftParticles</code>, is applied
automatically for all appropriate particles (view-aligned, using
additive or alpha blending and not too small)</li>
<li><code>r_enableDepthCapture</code>: Enable capturing depth buffer to
texture, needed for the soft particles. Can be used in custom materials
by using the <code>"_currentDepth"</code> texture</li>
<li>Replaced dependency on (external) zlib with integrated <a
href="https://github.com/richgel999/miniz">miniz</a></li>
<li><strong>HighDPI</strong>/Retina support</li>
<li>Allow inverted mouse look (horizontally, vertically or both) with
<code>m_invertLook</code></li>
<li>CVar to allow always run in single player (still drains stamina
though!): <code>in_allowAlwaysRunInSP</code></li>
<li>VSync can be enabled/disabled on the fly, without restarting the
renderer (still with <code>r_swapInterval</code> or in the menu, of
course; needs SDL2)</li>
<li>Allow enabling/disabling <a
href="https://en.wikipedia.org/wiki/Head-related_transfer_function">HRTF</a>
with <code>s_alHRTF</code></li>
<li><code>s_alOutputLimiter</code>: Configure OpenAL’s output-limiter
which temporarily reduces the overall volume when too many too loud
sounds play at once, to avoid issues like clipping</li>
<li><code>s_scaleDownAndClamp</code>: Clamp and reduce volume of all
sounds to prevent clipping or temporary downscaling by OpenAL’s output
limiter</li>
<li>If <code>r_windowResizable</code> is set, the dhewm3 window (when in
windowed mode..) can be freely resized. Needs SDL2; with 2.0.5 and newer
it’s applied immediately, otherwise when creating the window.</li>
<li>If switching between fullscreen and windowed mode or similar changes
causes issues (like <a
href="https://github.com/dhewm/dhewm3/issues/587#issuecomment-2205807989">here</a>),
you can set <code>r_vidRestartAlwaysFull 1</code>, so (again) a full
<code>vid_restart</code> is done, instead of the partial one which
<em>usually</em> suffices for just changing the resolution or fullscreen
state. If you run into that issue (probably a driver bug), you’ll
probably also want to set <code>r_windowResizable 0</code>, because
resizing the window that way also triggered the bug, and in that case no
<code>vid_restart</code> is done at all</li>
<li>Fixed screenshots when using native Wayland
(<code>SDL_VIDEODRIVER=wayland</code>)</li>
<li>If you enter the <code>map</code> command in the console, without
any arguments, the current map name is printed</li>
<li>Support OpenGL debug contexts and messages
(<code>GL_ARB_debug_output</code>). Can be enabled with
<code>r_glDebugContext 1</code>. Changing that CVar requires a
<code>vid_restart</code> (or set it as startup argument)</li>
<li>In the Win32 release, updated the bundled SDL2 to 2.30.5 and cURL to
8.9.0</li>
<li>In the dhewm3-mods archive for Linux, the librecoop libs have been
rebuild (fix <a
href="https://github.com/dhewm/dhewm3/issues/589">#589</a>)</li>
</ul>
</details>
<h4 id="dhewm3-1.5.3">2024-03-29: <em>dhewm3 1.5.3</em></h4>
<p><a href="./dhewm3-1.5.3.jpg" title="dhewm3 1.5.3"><img src="./small-dhewm3-1.5.3.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a></p>
<p>Just in time for the Easter weekend, dhewm3 1.5.3 is done!</p>
<p>This brings (the often-requested) support for
<strong>gamepads</strong>, as long as they’re supported by SDL2. This
includes XBox Controllers (and compatible ones), Playstation 3-5
controllers, Nintendo Switch Pro Controllers, many thirdparty
controllers for those consoles, and lots of other gamepads for PC.<br />
See the <a
href="https://github.com/dhewm/dhewm3/blob/master/Configuration.md#using-gamepads">Configuration
documentation</a> for how to make make it work (well, basically you can
just plug in your gamepad and configure bindings in the Controls menu,
but I also provide configs with default bindings that you could
use).<br />
Furthermore, dhewm3 now supports taking <strong>screenshots in different
formats</strong>: TGA (like before), BMP, JPEG and PNG.<br />
Last but not least, there were several <strong>bugfixes</strong> and
other small improvements, see the list below for details.</p>
<p>You can <strong><a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.3">download
dhewm3 1.5.3 at Github</a></strong> (incl. builds for Windows and 64bit
Linux for both dhewm3 <strong>and the <a href="./mods.html">supported
mods</a></strong>).</p>
<p><strong>Changes since 1.5.2:</strong></p>
<ul>
<li>Support for gamepads (based on code from <a
href="https://github.com/blendogames/quadrilateralcowboy">Quadrilateral
Cowboy</a>, but heavily expanded). See <a
href="https://github.com/dhewm/dhewm3/blob/master/Configuration.md#using-gamepads">Configuration.md</a>
for more information.</li>
<li>Support different file formats for screenshots by setting the
<code>r_screenshotFormat</code> CVar (0 = TGA, still the default, 1 =
BMP, 2 = PNG, 3 = JPG). <code>r_screenshotJpgQuality</code> and
<code>r_screenshotPngCompression</code> allow configuring how JPG/PNG
are compressed. Thanks <em>eezstreet (Nick Whitlock)</em>!</li>
<li>Fixed problems with lights after loading a savegame (<a
href="https://github.com/dhewm/dhewm3/issues/495">#495</a>)</li>
<li>Fix volume of some weapon sounds, like chaingun being too quit (<a
href="https://github.com/dhewm/dhewm3/issues/326">#326</a>)</li>
<li>Increase stack size on Windows to 8MB (instead default of 1MB) to
make loading huge models work</li>
<li>Fixed crash in Radiant Model Preview Dialog (<a
href="https://github.com/dhewm/dhewm3/issues/496">#496</a>)</li>
<li>Fix MD3 model support</li>
<li>Several new CMake options:
<ul>
<li>To enable Clang/GCC Address Sanitizer and Undefined Behavior
Sanitizer</li>
<li>Hardlink the game code into the executable (instead of using game
DLLs, only supports base <em>or</em> d3xp then; needed for Undefined
Behavior Sanitizer)</li>
<li>Force colored diagnostic output from GCC or Clang (esp. useful when
building with ninja)</li>
</ul></li>
<li>Fix several compiler warnings</li>
<li>Added build instructions for Linux (and similar systems) to <a
href="https://github.com/dhewm/dhewm3?tab=readme-ov-file#compiling-example-using-ubuntu">README.md</a></li>
<li>Added documentation for dhewm3-specific settings (mostly CVars): <a
href="https://github.com/dhewm/dhewm3/blob/master/Configuration.md">Configuration.md</a></li>
<li>Updated stb_image and stb_vorbis</li>
<li>Updated minizip (from zlib/contrib) to latest upstream code</li>
<li>Added <code>in_namePressed</code> CVar to print currently pressed
key/button (useful for binding keys in the console or configs). Thanks
<em>Biel Bestué de Luna</em>!</li>
<li>Probably more bugfixes I forgot to list here..</li>
<li>Updated bundled libs in build for Windows: OpenAL Soft 1.23.1, SDL
2.30.0, cURL 8.6.0, zlib 1.3.1</li>
<li>Linux binary build now requires SDL 2.0.12 or newer (I provide an
updated <code>libSDL2-2.0.so.0</code> though).<br />
If you compile dhewm3 yourself, older SDL2 versions (and SDL1.2) are
still supported (however, SDL1.2 doesn’t support gamepads)</li>
</ul>
<h4 id="dhewm3-1.5.3-release-candidate-2">2024-03-19: <em>dhewm3 1.5.3
Release Candidate 2</em></h4>
<p>The second release candidate for 1.5.3 fixes a bug with gamepad
support (sometimes the gamepad buttons were mixed up after using ingame
UI panels) and updates the integrated minizip library.</p>
<p>Furthermore, all the mods have been updated for gamepad support and
the bugfixes since 1.5.2.</p>
<p>Download <strong><a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.3_RC2">dhewm3
1.5.3 RC2 at Github</a></strong> (incl. builds for Windows and 64bit
Linux)!</p>
<h4 id="dhewm3-1.5.3-release-candidate-1">2024-02-04: <em>dhewm3 1.5.3
Release Candidate 1</em></h4>
<p>A first Release Candidate of the upcoming 1.5.3 release is
available!</p>
<details>
<summary>
Click to see the rest of this (outdated) newspost
</summary>
<p>This brings support for <strong>gamepads</strong>, as long as they’re
supported by SDL2. This includes XBox Controllers (and compatible ones),
Playstation 3-5 controllers, Nintendo Switch Pro Controllers, many
thirdparty controllers for those consoles, and lots of other gamepads
for PC.<br />
Furthermore, dhewm3 now supports taking <strong>screenshots in different
formats</strong>: TGA (like before), BMP, JPEG and PNG.<br />
Last but not least, there were several <strong>bugfixes</strong> and
other small improvements, see the list below for details.</p>
<p>You can <strong><a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.3_RC1">download
it at Github</a></strong> (incl. builds for Windows and 64bit
Linux).</p>
<p><strong>Changes since 1.5.2:</strong></p>
<ul>
<li>Support for gamepads (based on code from <a
href="https://github.com/blendogames/quadrilateralcowboy">Quadrilateral
Cowboy</a>, but heavily expanded). See <a
href="https://github.com/dhewm/dhewm3/blob/master/Configuration.md#using-gamepads">Configuration.md</a>
for more information.</li>
<li>Support different file formats for screenshots by setting the
<code>r_screenshotFormat</code> CVar (0 = TGA, still the default, 1 =
BMP, 2 = PNG, 3 = JPG). <code>r_screenshotJpgQuality</code> and
<code>r_screenshotPngCompression</code> allow configuring how JPG/PNG
are compressed. Thanks <em>eezstreet (Nick Whitlock)</em>!</li>
<li>Fixed problems with lights after loading a savegame (<a
href="https://github.com/dhewm/dhewm3/issues/495">#495</a>)</li>
<li>Fix volume of some weapon sounds, like chaingun being too quit (<a
href="https://github.com/dhewm/dhewm3/issues/326">#326</a>)</li>
<li>Increase stack size on Windows to 8MB (instead default of 1MB) to
make loading huge models work</li>
<li>Fixed crash in Radiant Model Preview Dialog (<a
href="https://github.com/dhewm/dhewm3/issues/496">#496</a>)</li>
<li>Fix MD3 model support</li>
<li>Several new CMake options:
<ul>
<li>To enable Clang/GCC Address Sanitizer and Undefined Behavior
Sanitizer</li>
<li>Hardlink the game code into the executable (instead of using game
DLLs, only supports base <em>or</em> d3xp then; needed for Undefined
Behavior Sanitizer)</li>
<li>Force colored diagnostic output from GCC or Clang (esp. useful when
building with ninja)</li>
</ul></li>
<li>Fix several compiler warnings</li>
<li>Probably more bugfixes I forgot to list here..</li>
<li>Added build instructions for Linux (and similar systems) to <a
href="https://github.com/dhewm/dhewm3?tab=readme-ov-file#compiling-example-using-ubuntu">README.md</a></li>
<li>Updated stb_image and stb_vorbis</li>
<li>Updated bundled libs in build for Windows: OpenAL Soft 1.23.1, SDL
2.30.0, cURL 8.6.0, zlib 1.3.1</li>
<li>Linux binary build now requires SDL 2.0.12 or newer (I provide an
updated <code>libSDL2-2.0.so.0</code> though).<br />
If you compile dhewm3 yourself, older SDL2 versions (and SDL1.2) are
still supported (however, SDL1.2 doesn’t support gamepads)</li>
</ul>
</details>
<h4 id="dhewm3-1.5.2">2022-06-13: <em>dhewm3 1.5.2</em></h4>
<p><a href="./dhewm3-1.5.2.jpg" title="dhewm3 1.5.2 with ridiculously high gamma and brightness"><img src="./small-dhewm3-1.5.2.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a></p>
<p>dhewm3 1.5.2 is done.</p>
<p>You can <strong><a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.2">download it at
Github</a></strong> (incl. builds for Windows and 64bit Linux for both
dhewm3 <strong>and the supported mods</strong>)</p>
<p>Since dhewm3 1.5.1, there have been a lot of enhancements, like
better compatibility with Wayland, or applying gamma and brightness in
shaders, which means that those settings work better on all platforms
and are visible in screenshots (to demonstrate this, the screenshot
above has been taken with <code>r_gamma 2.0</code> and
<code>r_brightness 1.9</code>).<br />
Furthermore, both keyboard- and mouse-input have been improved and now
there are multiple Quicksave slots (that are cycled through), so if you
accidentally saved in a bad situation, you can still load the previous
Quicksave.<br />
Last but not least, there were lots of bugfixes and the (sadly still
Windows-only) tools have been improved again with nice new features like
High-DPI support, 64bit-compatibility and <strong>the Script Debugger
you might remember from Quake4</strong>!</p>
<p><a href="./dhewm3-script_debugger.jpg" title="dhewm3 Script Debugger"><img src="./small-dhewm3-script-debugger.jpg" style="max-width:50%;margin-left:auto;margin-right:auto;display:block"></a></p>
<p>See the following list for more details.</p>
<p><strong>Changes since 1.5.1:</strong></p>
<ul>
<li>Gamma and Brightness are now applied in the shaders instead of by
setting hardware gamma.<br />
Can be disabled (so hardware gamma is used again) with
<code>r_gammaInShaders 0</code></li>
<li>Improvements for (Windows-only) MFC-based tools:
<ul>
<li>Added the script debugger! (thanks <em>HarrievG</em>!)<br />
Original Doom3 didn’t have it (Quake4 did), but the Doom3 GPL source
contained most of it. <em>HarrievG</em> implemented the missing parts
and we added some new features. It can even be used over the network and
while the client part (the debugger GUI) is Windows-only, the server can
run on all supported platforms, so you can debug a game running on Linux
or macOS, for example.<br />
Relevant CVars for network debugging are:
<code>com_enableDebuggerServer</code> and <code>com_dbgClientAdr</code>
and <code>com_dbgServerAdr</code>.<br />
To debug the running game on the same PC, just enter
<code>debugger</code> in the console.</li>
<li>All tools can now be built in 64bit (thanks
<em>raynorpat</em>!)</li>
<li>HighDPI support (thanks <em>HarrievG</em>!)</li>
<li>PDAEditor works now</li>
<li>Additional bugfixes</li>
</ul></li>
<li>Cycle through multiple Quicksave slots instead of immediately
overwriting the last Quicksave. The <code>com_numQuicksaves</code> CVar
allows setting the number of QuickSaves (<a
href="https://github.com/dhewm/dhewm3/issues/392">#392</a>)</li>
<li>Make r_locksurfaces work (<a
href="https://github.com/dhewm/dhewm3/issues/357">#357</a>)<br />
It doesn’t do exactly what its description and name suggests: it renders
everything that is <em>currently</em> visible from the position/view the
player had when setting <code>r_locksurfaces 1</code>. Originally it was
supposed to render exactly the surfaces that <em>were</em> visible then,
but I couldn’t get that to work.<br />
This is pretty similar, but there may be differences with opened doors
and such.</li>
<li>Keyboard input improvements (mostly SDL2-only):
<ul>
<li>Support (hopefully) all keyboard keys on all kinds of keyboard
layouts by using scancodes for otherwise unknown keys</li>
<li>Support typing in non-ASCII characters, if supported by Doom3 (it
supports ISO-8859-1)</li>
<li>Support the clipboard also on non-Windows platforms<br />
You can paste text from the clipboard into the console or other edit
fields with <code>Shift+Insert</code></li>
<li>Explicit support for Right Ctrl, Alt and Shift keys<br />
(can be bound to different actions than their left counterparts)</li>
<li>Added <code>in_grabKeyboard</code> CVar to make sure dhewm3 gets
<em>all</em> keyboard input<br />
Prevents the Windows-key or Alt-Tab or whatever from taking focus from
the game</li>
<li>Added <code>in_ignoreConsoleKey</code> - if set to <code>1</code>,
the console is only opened with Shift+Esc, and the “console key” (that
key between Esc, 1 and Tab) can be freely bound to an action (and its
char can be typed in the console without closing it).</li>
<li>Added (SDL2-only) “auto” option for <code>in_kbd</code>: When not
disabling the console key, dhewm3 will try to automatically detect it if
<code>in_kbd</code> is set to “auto” (now default)</li>
</ul></li>
<li>Reworked mouse-input and -grabbing code, using absolute mouse mode
in fullscreen GUIs (except for the PDA, because it’s implemented
weirdly).<br />
This made releasing the mouse in the main menu possible, as now the
ingame cursor is at the same position as the system cursor.</li>
<li><code>s_alReverbGain</code> CVar to reduce EFX reverb effect
intensity (<a
href="https://github.com/dhewm/dhewm3/issues/365">#365</a>)</li>
<li>Pause (looped) sounds when entering menu (<a
href="https://github.com/dhewm/dhewm3/issues/330">#330</a>)</li>
<li>Fixes for looped sounds (<a
href="https://github.com/dhewm/dhewm3/issues/390">#390</a>)</li>
<li>Replace libjpeg with stb_image and libogg/libvorbis(file) with
stb_vorbis
<ul>
<li>Now the only required external dependencies should be OpenAL, SDL,
zlib and optionally libCURL (and of course the C and C++ runtimes)</li>
</ul></li>
<li>(Optionally) use libbacktrace on non-Windows platforms for more
useful backtraces in case of crashes (usually linked statically)</li>
<li>Fixed a deadlock (freeze) on Windows when printing messages from
another thread</li>
<li>Fixed endless loop (game locking up at startup) if graphics settings
couldn’t be applied (<a
href="https://github.com/dhewm/dhewm3/issues/386">#386</a>)</li>
<li>Fixed some warnings and uninitialized variables (thanks
<em>turol</em>!)</li>
<li>Work around dmap bug caused by GCC using FMA “optimizations” (<a
href="https://github.com/dhewm/dhewm3/issues/147">#147</a>)</li>
<li>Prevent dhewm3 from being run as root on Unix-like systems to
improve security</li>
<li>Replaced most usages of <code>strncpy()</code> with something safer
to prevent buffer overflows (remaining cases should be safe).
<ul>
<li>Just a precaution, I don’t know if any of them could actually be
exploited, but there were some compiler warnings in newer GCC
versions.</li>
</ul></li>
<li>Console output is now logged to <code>dhewm3log.txt</code> (last log
is renamed to <code>dhewm3log-old.txt</code>)
<ul>
<li>On Windows it’s in <code>My Documents/My Games/dhewm3/</code></li>
<li>On Mac it’s in
<code>$HOME/Library/Application Support/dhewm3/</code></li>
<li>On other Unix-like systems like Linux it’s in
<code>$XDG_DATA_HOME/dhewm3/</code> (usually
<code>$HOME/.local/share/dhewm3/</code>)</li>
</ul></li>
<li>Improved compatibility with Wayland (<a
href="https://github.com/dhewm/dhewm3/issues/426">#426</a>)</li>
<li>Work around assertion in AlphaLabs4 due to “ride_of_death” yeeting
the dead “monster_zsec_shotgun_12” into the void (<a
href="https://github.com/dhewm/dhewm3/issues/409">#409</a>)</li>
<li>Support loading some mods known to need
<code>fs_game_base d3xp</code> via Mods menu (currently, <em>The Lost
Mission</em> and <em>LibreCoop d3xp</em> are supported)</li>
<li>Disable assertion in idSampleDecoderLocal::DecodeOGG() that
triggered when starting a new Classic Doom3 game (<a
href="https://github.com/dhewm/dhewm3/issues/461">#461</a>)</li>
</ul>
<h4 id="dhewm3-1.5.2-release-candidate-2">2022-05-29: <em>dhewm3 1.5.2
Release Candidate 2</em></h4>
<p>The second Release Candidate of the upcoming 1.5.2 release is
available!</p>
<details>
<summary>
Click to see the rest of this (outdated) newspost
</summary>
<p>You can <strong><a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.2_RC2">download
it at Github</a></strong> (incl. builds for Windows and 64bit Linux for
both dhewm3 <strong>and the supported mods</strong>)</p>
<p><strong>Changes since 1.5.2 Release Candidate 1:</strong></p>
<ul>
<li>Updated the code of all mods hosted in <a
href="https://github.com/dhewm/dhewm3-sdk">dhewm3-sdk repository</a>
with relevant changes from dhewm3.</li>
<li>The SDL2.dll in the Windows download has been downgraded to 2.0.20
to avoid a regression in SDL 2.0.22 (<a
href="https://github.com/dhewm/dhewm3/issues/460">#460</a>)</li>
<li>Support loading some mods known to need
<code>fs_game_base d3xp</code> via Mods menu (currently, <em>The Lost
Mission</em> and <em>LibreCoop d3xp</em> are supported)</li>
<li>Disable assertion in idSampleDecoderLocal::DecodeOGG() that
triggered when starting a new Classic Doom3 game (<a
href="https://github.com/dhewm/dhewm3/issues/461">#461</a>)</li>
<li>Fix assertion when loading a mod via menu (<a
href="https://github.com/dhewm/dhewm3/issues/458">#458</a>)<br />
(this was a regression introduced with the keyboard improvements after
1.5.1)</li>
<li>Fix mouse remaining ungrabbed when running map from Radiant (this
was a regression introduced with the reworked mouse grabbing code after
1.5.1)</li>
</ul>
</details>
<h4 id="dhewm3-1.5.2-release-candidate-1">2022-05-16: <em>dhewm3 1.5.2
Release Candidate 1</em></h4>
<p>A first Release Candidate of the upcoming 1.5.2 release is
available!</p>
<details>
<summary>
Click to see the rest of this (outdated) newspost
</summary>
<p>You can <strong><a
href="https://github.com/dhewm/dhewm3/releases/tag/1.5.2_RC1">download
it at Github</a></strong> (incl. builds for Windows and 64bit Linux)</p>
<p><strong>Changes since 1.5.1:</strong></p>
<ul>
<li>Gamma and Brightness are now applied in the shaders instead of by
setting hardware gamma.<br />
Can be disabled (so hardware gamma is used again) with
<code>r_gammaInShaders 0</code></li>
<li>Improvements for (Windows-only) MFC-based tools:
<ul>
<li>Added the script debugger! (thanks <em>HarrievG</em>!)<br />
Original Doom3 didn’t have it (Quake4 did), but the Doom3 GPL source
contained most of it. <em>HarrievG</em> implemented the missing parts
and we added some new features. It can even be used over the network and
while the client part (the debugger GUI) is Windows-only, the server can
run on all supported platforms, so you can debug a game running on Linux
or macOS, for example.<br />
Relevant CVars for network debugging are:
<code>com_enableDebuggerServer</code> and <code>com_dbgClientAdr</code>
and <code>com_dbgServerAdr</code>.<br />
To debug the running game on the same PC, just enter
<code>debugger</code> in the console.</li>
<li>All tools can now be built in 64bit (thanks
<em>raynorpat</em>!)</li>
<li>HighDPI support (thanks <em>HarrievG</em>!)</li>
<li>PDAEditor works now</li>
<li>Additional bugfixes</li>
</ul></li>
<li>Cycle through multiple Quicksave slots instead of immediately
overwriting the last Quicksave. The <code>com_numQuicksaves</code> CVar
allows setting the number of QuickSaves (<a
href="https://github.com/dhewm/dhewm3/issues/392">#392</a>)</li>
<li>Make r_locksurfaces work (<a
href="https://github.com/dhewm/dhewm3/issues/357">#357</a>)<br />
It doesn’t do exactly what its description and name suggests: it renders
everything that is <em>currently</em> visible from the position/view the
player had when setting <code>r_locksurfaces 1</code>. Originally it was
supposed to render exactly the surfaces that <em>were</em> visible then,
but I couldn’t get that to work.<br />
This is pretty similar, but there may be differences with opened doors
and such.</li>
<li>Keyboard input improvements (mostly SDL2-only):
<ul>
<li>Support (hopefully) all keyboard keys on all kinds of keyboard
layouts by using scancodes for otherwise unknown keys</li>
<li>Support typing in non-ASCII characters, if supported by Doom3 (it
supports ISO-8859-1)</li>
<li>Support the clipboard also on non-Windows platforms<br />
You can paste text from the clipboard into the console or other edit
fields with <code>Shift+Insert</code></li>
<li>Explicit support for Right Ctrl, Alt and Shift keys<br />
(can be bound to different actions than their left counterparts)</li>
<li>Added <code>in_grabKeyboard</code> CVar to make sure dhewm3 gets
<em>all</em> keyboard input<br />
Prevents the Windows-key or Alt-Tab or whatever from taking focus from
the game</li>
<li>Added <code>in_ignoreConsoleKey</code> - if set to <code>1</code>,
the console is only opened with Shift+Esc, and the “console key” (that
key between Esc, 1 and Tab) can be freely bound to an action (and its
char can be typed in the console without closing it).</li>
<li>Added (SDL2-only) “auto” option for <code>in_kbd</code>: When not
disabling the console key, dhewm3 will try to automatically detect it if
<code>in_kbd</code> is set to “auto” (now default)</li>
</ul></li>
<li>Reworked mouse-input and -grabbing code, using absolute mouse mode
in fullscreen GUIs (except for the PDA, because it’s implemented
weirdly).<br />