Update savegame format (see #303 and #344)
old savegames still work, but new savegames can't be loaded with older versions of dhewm3!
Uploaded updated builds of Mod DLLs, now also supporting LibreCoop and The Lost Mission
dhewm3 now supports the Doom3 Demo gamedata
See below for installation instructions
This is based on Gabriel Cuvillier's code for D3Wasm, which ports dhewm3 to web browsers, thanks!
Create the game window on the display the cursor is currently on (when using more than one display)
Added r_fullscreenDesktop CVar to set if fullscreen mode should be "classic" or "Desktop" which means a borderless window at desktop resolution
Fullscreen modes that are not at the current desktop resolution should work better now
including nvidia DSR / AMD VSR; for that you might have to use the supplied dhewm3_notools.exe, as DSR/VSR seem to be incompatible with applications that use MFC (the GUI framework used for the Doom3 tools like the D3Radiant)
Several sound-related bugfixes:
Lags in starting to play a sound which for example caused the machinegun or plasmagun sounds to stutter have been eliminated (#141)
Trying to reset disconnected OpenAL devices, this esp. helps with display audio on Intel GPUs on Windows, when switching to fullscreen (#209)
Looping .wav sounds with leadin now work (#291)
The game still works if no sound devices are available at all (#292)
Make "idSoundCache: error unloading data from OpenAL hardware buffer" a Warning instead of an Error so it doesn't terminate game (by Corey O'Connor, #235)
Restore "Carmack's Reverse" Z-Fail stencil shadows; use glStencilOpSeparate() if available
That bloody patent finally expired last October: https://patents.google.com/patent/US6384822B1/en
This neither seems to make a visual nor performance difference on any hardware I tried (including Raspberry Pi 4), so this is mostly out of principle
Based on Code by Leith Bade and Pat Raynor.
The r_useCarmacksReverse and r_useStencilOpSeparate CVars allow switching both things on/off for comparison
New CVar g_hitEffect: If set to 0, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled (by dobosken, #279).
(On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in My Documents/My Games/dhewm3/, like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly then
Fix lingering messages in HUD after loading savegame
Sometimes the "Game saved..." message didn't go away after loading a savegame (when having saved while it still was showing from last save)
Fixed clipping bug in delta1 (see #328)
Improve compatibility with some custom scripts ("t->c->value.argSize == func->parmTotal" Assertion; see #303)
Registering multiplayer servers at id's master-server fixed, so they can be found in the multiplayer menu (by Stradex, #293)
Support for reproducible builds by setting the CMake option REPRODUCIBLE_BUILD.
Should build on recent versions of macOS, also on Apple Silicon (thanks Dave Nicolson and Petter Uvesten).
Proper handling of paths with dots in directory names (#299, #301)
Some string functions that are intended to find/cut off/replace/... file extensions did cut off the whole path at dots..
Especially fixes loading and saving maps from such paths in the builtin D3Radiant level editor
idFileSystemLocal::ListMods() doesn't search / or C:\ anymore (it did so if one of the paths, like fs_cdpath, was empty)
Don't use translation in Autosave filenames (see #305)
In the Spanish translation all the Alpha Lab autosaves got the same name, now the autosave name is based on the mapename instead which is distinct
dhewm 3 is a Doom 3 GPL source port. The goal of dhewm 3 is bring DOOM 3
with the help of SDL to all suitable platforms.
Compared to the original version of Doom 3, dhewm3 has many bugfixes, supports
EAX-like sound effects on all operating systems and hardware (via OpenAL
Softs EFX support), has much better support for widescreen resolutions and
has 64-bit support.
Note that while the Doom 3 source code has been released under GPL, you
still need to legally own the game and provide dhewm3 the game data to play.