Skip to content

Releases: dhewm/dhewm3

dhewm3 1.5.5

Choose a tag to compare

@DanielGibson DanielGibson released this 08 Jun 13:46
hireme-180-shadow2

Rejoice, dhewm3 1.5.5 is here!

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.

Another great new feature is the support for widescreen GUIs. It requires adjusting the .ui files; Arl created versions for the base game, Resurrection of Evil and The Lost Mission, they are provided as an optional Download (dhewm3-wide-guis-*.zip).
Note that especially the main menus may have some little glitches here and there - they're very big/complex, so converting them to widescreen wasn't exactly straightforward.

Furthermore, dhewm3 now supports BC7-compressed (BPTC) .dds textures. They offer better quality than the older S3TC/DXT/BC1-3 texture compression standard that Doom3 always supported, at the same size as DXT3-5. Useful for high-res retexturing packs. See the full changelog below for more details.

You can download a signed and notarized build for macOS (Apple Silicon and 64bit Intel) at https://www.macsourceports.com/game/doom3

dhewm3-mods contains some new mods:

  • ELDOOM
  • Grimm
  • HeXen: Edge Of Chaos Demo
  • Real Gibs
    • Note: The page says it only works with the 32bit version of dhewm3, but that refers to the realgibs.dll they ship.
      Use their gamedata with the .dll/.so provided here (or build the lib yourself)
  • Blood Mod has been updated to v1.8 and now also supports Resurrection Of Evil
  • LibreCoop is now maintained as part of dhewm3-sdk, until upstream becomes active again.
    This means that you should use the librecoop.dll/.so/.dylib provided by the dhewm3-mods download
  • All mods got updated with gamecode changes from dhewm3 1.5.5

Update: Now there's also builds for arm64 Linux, thanks to @TheMidnightHammer!

Changes since 1.5.4:

  • Enable/disable Soft Particles when loading a graphics quality preset (only enabled in Ultra preset,
    though you can still configure it independently like before; #604)
  • Greatly improve precision of internal timing, which should eliminate micro stutters
    (that were esp. noticeable when using VSync with 60Hz displays).
    Related: com_showFPS is now more precise and com_showFPS 2 shows additional information
  • 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 significantly
    faster because mipmaps are contained and don't have to be generated on load.
    If you have such DDS files and want to use them (instead of TGAs), you must set
    image_usePrecompressedTextures 1 and image_useNormalCompression 2.
    You can also set image_usePrecompressedTextures 2, then dhewm3 will only load .dds textures
    with BC7 data - if it only finds an old one (with S3TC/DXT/BC1-3 compression) it will use the
    uncompressed TGA textures instead.
    If you want to create .dds files with BC7 texture data, you can use any common texture compression
    tool, except for normalmaps, those must be created with my
    customized bc7enc with the -r2a flag!
    (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.)

    Just like the old DXT .dds files, they must be in the dds/ subdirectory of a mod (either directly
    in the filesystem or in a .pk4).
  • Allow creating aspect-ratio-independent GUIs (HUD and menus), based on code from
    CstDoom3, but greatly extended (#324).
    Note that this won't work out of the box with the original Doom3 game data, but requires updated GUIs.
    See docs/GUIs.md for how to use these features when creating GUIs.
  • Support SDL3 (SDL2 and, to some degree, SDL1.2 are also still supported)
  • Fix bugs on 64bit Big Endian platforms (#472, #625)
  • Fixes for high-poly models (use heap allocation instead of alloca() for big buffers; #528)
  • Fix building dhewm3ded with newer OpenAL Soft headers (#633)
  • Better support for High-DPI mice:
    • Don't ignore mouse input on fast movement ("ridiculous mouse delta"; #616)
    • Allow setting sensitivity to values < 1 in the dhewm3 settings menu to allow sane speeds
      for looking around with High-DPI mice (otherwise it might be way too fast)
  • Fix a crash (assertion) on start with ImGui if SDL_GetWindowDisplayIndex()
    or SDL_GetDisplayDPI() failed and the imgui_scale CVar was set to the default value of -1
    (setting it to 1 worked around the bug; #632)
  • Fix scaling of Grabber cursor in Resurrection of Evil in non-4:3 resolutions (#637)
  • Add com_disableAutoSaves CVar: If set to 1, Autosaves (when starting a level) are disabled (#620)
  • Add support for "nospecular" parm of lights, enabled by setting "allow_nospecular" "1" in a maps
    worldspawn, or by setting the r_allowNoSpecular CVar to 1.
    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).
  • Make sure macOS doesn't show popups for key-alternatives when pressing a key for longer while ingame
  • Windows: Show error MessageBox if dhewm3log.txt can't be created on startup (#544)
  • Running a timedemo with sound disabled (s_noSound 1) doesn't crash anymore (#163)
  • Show some OpenGL/GPU information in the Video Options tab of the dhewm3 Settings Menu
  • Fix saving/loading of idSpring (func_spring) entity (#31)
  • Fix several issues (incl. crashes and missing shadows) with MD3 models (#698)
  • Fix the "shrivel" effect of MD5 models (SHADERPARM_MD5_SKINSCALE)
  • Optionally integrate the Tracy profiler.
    Disabled unless you enable it in CMake.
  • Fixed a crash in AI pathfinding code that could happen in the lotsaimps testmap (#721)
  • Disabled assertion in TestHugeTranslation() that led to "crashes" in several user-maps (#720)
  • Fixed concatenation of timed GUI commands that sometimes lead to glitches in UIs
  • Added fs_gameDllPath 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 fs_gameDllPath to the build dir, no need to copy the DLL/.so/.dylib)
  • Fixed a crash when using an incomplete cubemap texture (missing one side).
    Will now print a warning about the missing side.
  • Fix bug in map compiling (dmap) that could lead to errors when loading the map,
    due to "dangling edges" in collision models (#742)
  • Fix wrong (flipped) labels of Prev./Next Weapon in dhewm3 settings menu (#731)
  • Gamepad trigger axes can now also be used for ducking and jumping (#733)
  • Updated Dear ImGui to v1.92.5 (thanks Klaus Silveira!)
  • Fix that after dying the wrong autosave might be loaded (#762)
  • Increase MAX_EYEBALL_TRIS to 20, so mods can have eyeballs with more triangles in their models (#758)
  • Work around a problem with compiler math optimizations leading to assertion errors on Raspberry Pi 5 (#749)
  • Default to building as C++98 if ImGui is disabled - with ImGui it still defaults to C++11.
    The dhewm3-sdk does the same to avoid issues with compilers defaulting to C++20 that are unhappy
    about variables named "requires" (which is a keyword in C++20).
  • Several smaller fixes for all kinds of things incl. build issues

dhewm3 1.5.5 Release Candidate 3

Pre-release

Choose a tag to compare

@DanielGibson DanielGibson released this 16 Mar 22:56

Release Candidate 3 for the upcoming version 1.5.5 of our Doom 3 Sourceport

This is outdated, please use 1.5.5 instead!

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information.

dhewm3-wide-guis-v0.2.zip contains (optional) widescreen versions of several Doom3 UIs, including main menu, PDA and HUD. They are the same as in 1.5.5 RC2. They were created by the awesome @Arl90 - thanks a lot!

Note: The provided Linux build requires SDL 2.0.12 or newer.

Thanks to MacSourcePorts for providing the notarized Mac build (for Apple Silicon and 64bit Intel)!

Changes since 1.5.5 RC2:

  • Fix wrong (flipped) labels of Prev./Next Weapon in dhewm3 settings menu (#731)
  • Gamepad trigger axes can now also be used for ducking and jumping (#733)
  • Updated to Dear ImGui v1.92.5
  • Fix bug in map compiling (dmap) that could lead to errors when loading the map,
    due to "dangling edges" in collision models (#742)
  • Fix stutters/hangs in Radiant (Level Editor) 2D/3D views (#738)
  • Tell SDL2/3 to hide onscreen keyboards (relevant on Steamdeck; #739)
  • Fix some signed int overflows (mostly relevant on PowerPC64 CPUs #744, #745)

dhewm3 1.5.5 Release Candidate 2

Pre-release

Choose a tag to compare

@DanielGibson DanielGibson released this 26 Jan 05:18

Release Candidate 2 for the upcoming version 1.5.5 of our Doom 3 Sourceport

This is outdated, please use 1.5.5 instead!

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information.

dhewm3-wide-guis-v0.2.zip contains (optional) widescreen versions of several Doom3 UIs, including main menu, PDA and HUD. They were created by the awesome @Arl90 - thanks a lot!
They have been updated to fix some graphical issues.

Note: The provided Linux build requires SDL 2.0.12 or newer.

Thanks to MacSourcePorts for providing the notarized Mac build (for Apple Silicon and 64bit Intel)!

dhewm3-mods contains some new mods:

Changes since 1.5.5 RC1:

  • Fixed a crash when using an incomplete cubemap texture (missing one side).
    Will now print a warning about the missing side.
  • Loading Blood Mod for d3xp (Resurrection of Evil) via Mods menu works now
  • The timescale CVar works again (broke with the "smoother timing" changes)
  • Fixed some timing issues, esp. when trying to sleep for one frame in scripts, introduced with the "smoother timing" changes (#727)
  • Fixed MD3 animation issue when multiple instances of the same model were visible (#727)

dhewm3 1.5.5 Release Candidate 1

Pre-release

Choose a tag to compare

@DanielGibson DanielGibson released this 11 Jan 17:03

Release Candidate 1 for the upcoming version 1.5.5 of our Doom 3 Sourceport

This is outdated, please use 1.5.5 instead!

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information.

dhewm3-wide-guis-v0.1.zip contains (optional) widescreen versions of several Doom3 UIs, including main menu, PDA and HUD. They were created by the awesome @Arl90 - thanks a lot!

Note: The provided Linux build requires SDL 2.0.12 or newer.

Thanks to MacSourcePorts for providing the notarized Mac build (for Apple Silicon and 64bit Intel)!

dhewm3-mods contains some new mods:

  • ELDOOM
  • Grimm
  • HeXen: Edge Of Chaos Demo
  • Real Gibs
    • Note: The page says it only works with the 32bit version of dhewm3, but that refers to the realgibs.dll they ship.
      Use their gamedata with the .dll/.so provided here (or build the lib yourself)
  • Blood Mod v1.8 now also supports the Resurrection Of Evil (d3xp) addon

Changes since 1.5.4:

  • Enable/disable Soft Particles when loading a graphics quality preset (only enabled in Ultra preset,
    though you can still configure it independently like before; #604)
  • Greatly improve precision of internal timing, which should eliminate micro stutters
    (that were esp. noticeable when using VSync with 60Hz displays).
    Related: com_showFPS is now more precise and com_showFPS 2 shows additional information
  • 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 significantly
    faster because mipmaps are contained and don't have to be generated on load.
    If you have such DDS files and want to use them (instead of TGAs), you must set
    image_usePrecompressedTextures 1 and image_useNormalCompression 2.
    You can also set image_usePrecompressedTextures 2, 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.
    If you want to create .dds files with BC7 texture data, you can use any common texture compression
    tool, except for normalmaps, those must be created with my
    customized bc7enc with the -r2a flag!
    (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.)

    Just like the old DXT .dds files, they must be in the dds/ subdirectory of a mod (either directly
    in the filesystem or in a .pk4).
  • Allow creating aspect-ratio-independent GUIs (HUD and menus), based on code from
    CstDoom3, but greatly extended (#324).
    Note that this won't work out of the box with the original Doom3 game data, but requires updated GUIs.
    See docs/GUIs.md for how to use these features when creating GUIs.
  • Support SDL3 (SDL2 and, to some degree, SDL1.2 are also still supported)
  • Fix bugs on 64bit Big Endian platforms (#472, #625)
  • Fixes for high-poly models (use heap allocation instead of alloca() for big buffers; #528)
  • Fix building dhewm3ded with newer OpenAL Soft headers (#633)
  • Better support for High-DPI mice:
    • Don't ignore mouse input on fast movement ("ridiculous mouse delta"; #616)
    • Allow setting sensitivity to values < 1 in the dhewm3 settings menu to allow sane speeds
      for looking around with High-DPI mice (otherwise it might be way too fast)
  • Fix a crash (assertion) on start with ImGui if SDL_GetWindowDisplayIndex()
    or SDL_GetDisplayDPI() failed and the imgui_scale CVar was set to the default value of -1
    (setting it to 1 worked around the bug; #632)
  • Updated Dear ImGui to 1.91.7
  • Fix scaling of Grabber cursor in Resurrection of Evil in non-4:3 resolutions (#637)
  • Add com_disableAutoSaves CVar: If set to 1, Autosaves (when starting a level) are disabled (#620)
  • Add support for "nospecular" parm of lights, enabled by setting "allow_nospecular" "1" in a maps
    worldspawn, or by setting the r_allowNoSpecular CVar to 1.
    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).
  • Make sure macOS doesn't show popups for key-alternatives when pressing a key for longer while ingame
  • Windows: Show error MessageBox if dhewm3log.txt can't be created on startup (#544)
  • Running a timedemo with sound disabled (s_noSound 1) doesn't crash anymore (#163)
  • Show some OpenGL/GPU information in the Video Options tab of the dhewm3 Settings Menu
  • Fix saving/loading of idSpring (func_spring) entity (#31)
  • Fix several issues (incl. crashes and missing shadows) with MD3 models (#698)
  • Fix the "shrivel" effect of MD5 models (SHADERPARM_MD5_SKINSCALE)
  • Optionally integrate the Tracy profiler.
    Disabled unless you enable it in CMake.
  • Fixed a crash in AI pathfinding code that could happen in the lotsaimps testmap (#721)
  • Disabled assertion in TestHugeTranslation() that led to "crashes" in several user-maps (#720)
  • Fixed concatenation of timed GUI commands that sometimes lead to glitches in UIs
  • Added fs_gameDllPath 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 fs_gameDllPath to the build dir, no need to copy the DLL/.so/.dylib)
  • Several smaller fixes for all kinds of things incl. build issues

dhewm3 1.5.4

Choose a tag to compare

@DanielGibson DanielGibson released this 03 Aug 14:55

By the way: There is a newer release - you probably want that instead :)


Release 1.5.4 of our Doom 3 Sourceport

Celebrating 20 years of Doom 3!

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information.

Note: The provided Linux build now requires SDL 2.0.12 or newer.
If your system has an older version of SDL2 (e.g. 2.0.10 on Ubuntu 20.04), you can put the libSDL2-2.0.so.0 from sdl-2.30.0-linux-amd64.tar.gz into dhewm3/libs/ to make dhewm3 use this updated version of SDL2 (2.30.0).

An up-to-date version for macOS is available at http://www.macsourceports.com/sourceport/dhewm3

Changes since 1.5.3:

  • dhewm3-mods now contains game DLLs/libs for several new mods:
  • A brand new settings menu that uses Dear ImGui.
    Can be opened with F10 (unless that key is bound already) or by entering dhewm3Settings
    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.
  • "Soft" Particles (that don't "cut" into geometry but fade smoothly), based on code from The Dark Mod
    2.04. Can be enabled/disabled with r_useSoftParticles, is applied automatically for all appropriate
    particles (view-aligned, using additive or alpha blending and not too small)
  • r_enableDepthCapture: Enable capturing depth buffer to texture, needed for the soft particles.
    Can be used in custom materials by using the "_currentDepth" texture
  • Replaced dependency on (external) zlib with integrated miniz
  • HighDPI/Retina support
  • Allow inverted mouse look (horizontally, vertically or both) with m_invertLook
  • CVar to allow always run in single player (still drains stamina though!): in_allowAlwaysRunInSP
  • VSync can be enabled/disabled on the fly, without restarting the renderer (still with r_swapInterval
    or in the menu, of course; needs SDL2)
  • Allow enabling/disabling HRTF with s_alHRTF
  • s_alOutputLimiter: 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
  • s_scaleDownAndClamp: Clamp and reduce volume of all sounds to prevent clipping or temporary
    downscaling by OpenAL's output limiter
  • If r_windowResizable 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.
  • If switching between fullscreen and windowed mode or similar changes causes issues (like here), you can set r_vidRestartAlwaysFull 1, so (again) a full vid_restart is done, instead of the partial one which usually 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 r_windowResizable 0, because resizing the window that way also triggered the bug, and in that case no vid_restart is done at all
  • Fixed screenshots when using native Wayland (SDL_VIDEODRIVER=wayland)
  • If you enter the map command in the console, without any arguments, the current map name is printed
  • Support OpenGL debug contexts and messages (GL_ARB_debug_output). Can be enabled with r_glDebugContext 1.
    Changing that CVar requires a vid_restart (or set it as startup argument)
  • In the Win32 release, updated the bundled SDL2 to 2.30.5 and cURL to 8.9.0
  • In the dhewm3-mods archive for Linux, the librecoop libs have been rebuild (fix #589)

Thank you very much to everyone who tested this, especially @j4reporting, @ALord7, @Eonfge and @tomkidd (who also maintains the macOS port at http://www.macsourceports.com/sourceport/dhewm3)!

Special thanks to Valkyries733 from the idtech4 Discord channel who created the picture celebrating 20years of Doom3 used in the newspost

dhewm3 1.5.4 Release Candidate 3

Pre-release

Choose a tag to compare

@DanielGibson DanielGibson released this 30 Jul 00:53

Release Candidate 3 for the upcoming version 1.5.4 of our Doom 3 Sourceport
(hopefully the last one)

This is outdated, please use 1.5.4 instead!

Click to see the rest of this outdated post

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information.

The only change since RC2 is a fix for Soft Particles (that made the muzzle flash in Dentonmod look wrong).

The mods themselves haven't changed, download them from RC2

dhewm3 1.5.4 Release Candidate 2

Pre-release

Choose a tag to compare

@DanielGibson DanielGibson released this 29 Jul 01:39

Release Candidate 2 for the upcoming version 1.5.4 of our Doom 3 Sourceport

This is outdated, please use 1.5.4 instead!

Click to see the rest of this outdated post

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information.

Note: The provided Linux build now requires SDL 2.0.12 or newer.
If your system has an older version of SDL2 (e.g. 2.0.10 on Ubuntu 20.04), you can put the libSDL2-2.0.so.0 from sdl-2.30.0-linux-amd64.tar.gz into dhewm3/libs/ to make dhewm3 use this updated version of SDL2 (2.30.0).

Changes since 1.5.4 RC1:

  • 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)
  • Make entries for base game and Resurrection of Evil (d3xp) in mods menu clearer
  • Fixed Perfected Doom 3 ROE (so it actually starts)
  • Applied fix to Perfected Doom 3 and Sikkmod so the crosshair is round in widescreen resolutions

dhewm3 1.5.4 Release Candidate 1

Pre-release

Choose a tag to compare

@DanielGibson DanielGibson released this 26 Jul 04:16

Release Candidate 1 for the upcoming version 1.5.4 of our Doom 3 Sourceport

This is outdated, please use 1.5.4 instead!

Click to see the rest of this outdated post

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information.

Note: The provided Linux build now requires SDL 2.0.12 or newer.
If your system has an older version of SDL2 (e.g. 2.0.10 on Ubuntu 20.04), you can put the libSDL2-2.0.so.0 from sdl-2.30.0-linux-amd64.tar.gz into dhewm3/libs/ to make dhewm3 use this updated version of SDL2 (2.30.0).

Changes since 1.5.3:

  • dhewm3-mods now contains game DLLs/libs for several new mods:
  • A brand new settings menu that uses Dear ImGui.
    Can be opened with F10 (unless that key is bound already) or by entering dhewm3Settings
    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.
  • "Soft" Particles (that don't "cut" into geometry but fade smoothly), based on code from The Dark Mod
    2.04. Can be enabled/disabled with r_useSoftParticles, is applied automatically for all appropriate
    particles (view-aligned, using additive or alpha blending and not too small)
  • r_enableDepthCapture: Enable capturing depth buffer to texture, needed for the soft particles.
    Can be used in custom materials by using the "_currentDepth" texture
  • Replaced dependency on (external) zlib with integrated miniz
  • HighDPI/Retina support
  • Allow inverted mouse look (horizontally, vertically or both) with m_invertLook
  • CVar to allow always run in single player (still drains stamina though!): in_allowAlwaysRunInSP
  • VSync can be enabled/disabled on the fly, without restarting the renderer (still with r_swapInterval
    or in the menu, of course; needs SDL2)
  • Allow enabling/disabling HRTF with s_alHRTF
  • s_alOutputLimiter: 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
  • s_scaleDownAndClamp: Clamp and reduce volume of all sounds to prevent clipping or temporary
    downscaling by OpenAL's output limiter
  • If r_windowResizable 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.
  • If switching between fullscreen and windowed mode or similar changes causes issues (like here), you can set r_vidRestartAlwaysFull 1, so (again) a full vid_restart is done, instead of the partial one which usually 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 r_windowResizable 0, because resizing the window that way also triggered the bug, and in that case no vid_restart is done at all
  • Fixed screenshots when using native Wayland (SDL_VIDEODRIVER=wayland)
  • If you enter the map command in the console, without any arguments, the current map name is printed
  • Support OpenGL debug contexts and messages (GL_ARB_debug_output). Can be enabled with r_glDebugContext 1.
    Changing that CVar requires a vid_restart (or set it as startup argument)
  • In the Win32 release, updated the bundled SDL2 to 2.30.5 and cURL to 8.9.0
  • In the dhewm3-mods archive for Linux, the librecoop libs have been rebuild (fix #589)

dhewm3 1.5.3

Choose a tag to compare

@DanielGibson DanielGibson released this 29 Mar 04:26

Release 1.5.3 of our Doom 3 Sourceport

By the way: There is a newer release - you probably want that instead :)

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information.


UPDATE 2024-04-19:

The Linux binaries of this release were buggy, see #572.
If you want to use the Linux amd64 binaries provided here (instead of compiling yourself), please use the updated dhewm3-1.5.3try2_Linux_amd64.tar.gz and dhewm3-mods-1.5.3try2_Linux_amd64.tar.gz instead.

To avoid confusion, I deleted the old Linux binary archives from the downloads below.

The only change compared to 1.5.3 is 6daf1e9, and as far as I can tell this bug only manifests itself when compiling with ancient versions of GCC (I use 4.7.2 in my build environment; current Linux distributions ship GCC 9 or newer), so I decided against creating an entire new dhewm3 release for this.


Note: The provided Linux build now requires SDL 2.0.12 or newer.
If your system has an older version of SDL2 (e.g. 2.0.10 on Ubuntu 20.04), you can put the libSDL2-2.0.so.0 from sdl-2.30.1-linux-amd64.tar.gz into dhewm3/libs/ to make dhewm3 use this updated version of SDL2 (2.30.1).

Changes since 1.5.2:

  • Support for gamepads (based on code from Quadrilateral Cowboy,
    but heavily expanded). See Configuration.md for more information. Needs SDL2.
  • Support different file formats for screenshots by setting the r_screenshotFormat CVar
    (0 = TGA, still the default, 1 = BMP, 2 = PNG, 3 = JPG). r_screenshotJpgQuality and
    r_screenshotPngCompression allow configuring how JPG/PNG are compressed.
    Thanks eezstreet (Nick Whitlock)!
  • Fixed problems with lights after loading a savegame (#495)
  • Fix volume of some weapon sounds, like chaingun being too quit (#326)
  • Increase stack size on Windows to 8MB (instead default of 1MB) to make loading huge models work
  • Fixed crash in Radiant Model Preview Dialog (#496)
  • Fix MD3 model support
  • Several new CMake options:
    • To enable Clang/GCC Address Sanitizer and Undefined Behavior Sanitizer
    • Hardlink the game code into the executable (instead of using game DLLs,
      only supports base or d3xp then; needed for Undefined Behavior Sanitizer)
    • Force colored diagnostic output from GCC or Clang (esp. useful when building with ninja)
  • Fix several compiler warnings
  • Added build instructions for Linux (and similar systems) to README.md
  • Added documentation for dhewm3-specific settings (mostly CVars): Configuration
  • Updated stb_image and stb_vorbis
  • Updated minizip (from zlib/contrib) to latest upstream code
  • Added in_namePressed CVar to print currently pressed key/button (useful for binding keys
    in the console or configs). Thanks Biel Bestué de Luna!
  • Updated bundled libs on Windows: OpenAL Soft 1.23.1, SDL 2.30.1, cURL 8.6.0, zlib 1.3.1
  • Linux binary build provided here now requires SDL 2.0.12 or newer (I provide an updated libSDL2-2.0.so.0 though).
    If you compile dhewm3 yourself, older SDL2 versions (and SDL1.2) are still supported (however, SDL1.2 doesn't support gamepads).

dhewm3 1.5.3 Release Candidate 2

Pre-release

Choose a tag to compare

@DanielGibson DanielGibson released this 18 Mar 03:37

Release Candidate 2 for the upcoming version 1.5.3 of our Doom 3 Sourceport

This is outdated, please use 1.5.3 instead.

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information.

Note: The provided Linux build now requires SDL 2.0.12 or newer.
If your system has an older version of SDL2 (e.g. 2.0.10 on Ubuntu 20.04), you can put the libSDL2-2.0.so.0 from sdl-2.30.0-linux-amd64.tar.gz into dhewm3/libs/ to make dhewm3 use this updated version of SDL2 (2.30.0).

Changes since 1.5.3 RC1:

  • Updated minizip (from zlib/contrib) to latest upstream code
  • Fix bug with detecting if cursor is on ingame-UI or not, leading to mixing up the A/B/X/Y buttons on gamepads in normal gameplay.
    (NOTE: This fix requires changes in the game DLLs, so if you want to play the supported mods make sure to use the latest builds linked below, or rebuild them yourself from latest git code)