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dhewm3 1.5.1

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@DanielGibson DanielGibson released this 14 Mar 04:32
· 212 commits to master since this release

Release 1.5.1 of our Doom3 Sourceport.

Needs the original Doom3 (not BFG!) game data.
See for more information

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

UPDATE 2021-05-04: Turns out was missing cdoom.dll.
Added that contains all mod dlls, including cdoom.dll (for CLASSIC DOOM III). No further changes.

UPDATE 2021-12-20: Added Win32 and Linux amd64 binaries for the Doom 3: Hard Corps Mod

Click to see changes since 1.5.0
  • The (Windows-only) integrated editing tools of Doom3 are back!
    • They can only be built with non-Express versions of Visual Studio (tested Community Editions of VS2013 and VS2017) and can be disabled via CMake
    • Official dhewm3 Windows binaries are built with tools enabled, of course.
    • Only supports 32bit builds, because in contrast to the rest of dhewm3's code, the tool code is not 64bit compatible at all.
    • Based on Code from the dhewm3 branch of SteelStorm2, thanks to Motorsep for donating that code!
    • Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor doesn't break the viewport of the game any more.
    • Thanks to Tommy Hanusa for testing and reporting some issues (that were subsequently fixed)!
  • While prior dhewm3 releases for Windows have been built with Visual Studio 2010, this is built with Visual Studio 2017, so if it doesn't start on your system make sure you have the Visual C++ 2017 Redistributable installed - but chances are good you already have it.
  • 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:
    • 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