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DOOM-BFA Readme - https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG

Thank you for downloading DOOM-BFA.

DOOM: BFA (Big Freaking Anniversary) Edition is a source port based on RBDOOM-3-BFG and enchance the experience of Ultimate DOOM, DOOM 2 and DOOM 3.

CONTENTS

This file contains the following sections:

1) SYSTEM REQUIREMENT

2) GENERAL NOTES

3) LICENSE

4) GETTING THE SOURCE CODE

5) COMPILING ON WINDOWS WITH VISUAL STUDIO

6) COMPILING ON GNU/LINUX

7) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME

8) OVERALL CHANGES

9) CONSOLE VARIABLES

10) KNOWN ISSUES

11) BUG REPORTS

12) GAME MODIFICATIONS

13) CODE LICENSE EXCEPTIONS

14) VCPKG DEPEDENCY LICENSES

1) SYSTEM REQUIREMENTS

Minimum system requirements:

OS: Windows 7 or Linux
CPU: 2 GHz dual core
System Memory: 3GB
Graphics card: NVIDIA GeForce 9800 GT / ATI Radeon HD 5750 / Intel HD graphics 530
OpenGL Version: 3.3 or later

Recommended system requirements:

OS: Windows 10 or Linux
CPU: 3 GHz dual core
System Memory: 3GB
Graphics card: NVIDIA GeForce GTX 260 / ATI Radeon HD 5850 or higher
OpenGL Version: 4.6 with Direct State Access Support

Additional Requirements for XAudio2 (if it is included):

  • For Windows XP (No longer supported): DirectX 2010 support
  • For Windows 7, 8, 8.1: XAudio 2.9. See 7.A

2) GENERAL NOTES

This release does not contain any game data, the game data is still covered by the original EULA and must be obeyed as usual.

You must patch the game to the latest version.

Note that Doom 3 BFG Edition is available on:

Steam API:

The Doom BFA Edition GPL Source Code release does include functionality for integrating with Steam & Discord through Open Platform Api. This includes only achievements and the overlay.

Bink:

The DOOM BFA Edition GPL Source Code release includes functionality for rendering Bink Videos through FFmpeg.

Back End Rendering of Stencil Shadows:

The Doom BFA Edition GPL Source Code release does include functionality enabling rendering of stencil shadows via the "depth fail" method, a functionality commonly known as "Carmack's Reverse".

This method was patented by Creative Labs and has finally expired on 2019-10-13. (see https://patents.google.com/patent/US6384822B1/en for expiration status)

3) LICENSE

See COPYING.txt for the GNU GENERAL PUBLIC LICENSE

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.

4) GETTING THE SOURCE CODE

This project's GitHub.net Git repository can be checked out through Git with the following instruction set:

> git clone --recursive https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG.git

If you don't want to use git, you can download the source as a zip file at https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG/archive/master.zip

Tip: Make sure to change the file path on line 3 of neo/CMakeLists.txt to the folder path of vcpkg you have installed on your system (if you have it already installed)

5) COMPILING ON WINDOWS WITH VISUAL STUDIO

A) Preperation

  1. Download and install Visual Studio (For new Versions make sure the "Desktop Development with C++" component is checked on the installer and the individual component cmake)

  2. Download and install DirectX SDK:

    a. For June 2010 Release (Windows XP compatible/Legacy): Download and Install it from Microsoft's website https://www.microsoft.com/en-us/download/details.aspx?id=8109

    b. For Modern DirectX:

    • XInput 9.1.0 and Direct Input comes pre-installed on Windows 7 and later (.dll that the game will load).
    • XAudio2. It has two versions 2.8 (only for Windows 8 and later) and XAudio 2.9 (backwards compatilble with Windows 7). 2.8 like with XInput comes pre-installed with the OS. For 2.9 you must download it. See 7.A for more details
  3. (Optional if you want to use cmake presets with Visual Studio) Download and install the latest CMake (recommended 3.8 for compile and run out of the box).

  4. (Optional if you don't want to use vcpkg) Download the latest stable ffmpeg (5.0) shared from https://github.com/BtbN/FFmpeg-Builds/releases (only 64-bit available) and put them on the game's folder (where the origianal .exe is)

B) Project Configuration and Genenration

For old Versions of Visual Studio.

1) Generate the VC projects using CMake by doubleclicking a matching configuration .bat file in the neo/ folder.

For Visual Studio 2019 and newer.

1) Open the repository folder on Visual Studio and set the CMake source the neo folder (it will prompt you to set it)
2) Select the desired preset.
	Available Presets:
		64-bit Windows: Actively used, uses OpenGL, OpenAL and XAudio2.9
		64-bit Windows with Vulkan: Expirimental FOR DEVS ONLY. uses Vulkan, OpenAL and XAudio2.9
		32-bit Windows: 32-bit version of the x64-bit windows

C) Compiling Project

  1. Use the VC solution to compile what you need: Classic-RBDOOM-3-BFG/build(Lib&cpuType)/DoomBFA.sln

(NOTE: The pre-built binaries are made wth buildx64 with Retail Profile)

  1. Select Desired Profile and compile (either by right clicking the DoomBFA project and selecting 'Build' or by running the debugger (F5))

    Available Profiles:

     Debug: No Optimizations and with Debug symbols, used ONLY for debuging
     Release: With Optimizationd and with some Debug elements
     Retail: With Optimizations and without any Debug element, used for distributing pre-build binaries
    

NOTE: The Working Directory has been set the default install directory of DOOM 3 BFG Edition on C: drive

NOTE 2: By default the launch argument "+set r_fullscreen 0" is used. If you are in a single monitor system is HEAVILY recommented to be left on

6) COMPILING ON GNU/LINUX

A) Preperation

  1. Make sure you have installed GNU GCC on your system.

    In order to check it, open a terminal and type 'gcc -v', if it returns an output then it is intstalled.

    If it doesn't then try to install gcc using the package manager of your system (Some distros might support also the 'build-essentials' which might include some addons) NOTE: You need GCC 11 or newer in order to compile the code

  2. Install required packages in order to compile and run the game:

    On Debian or Ubuntu:

     > apt-get install cmake libglu1-mesa-dev freeglut3-dev mesa-common-dev libxmu-dev libxi-dev libgl-dev libx11-dev libxft-dev libxext-dev nasm
    

    On Fedora

     // ffmpeg-devel is found in the rpm-fusion repo. Can be enabled from Gnome Software if not already enabled
     
     > dnf install cmake gcc-c++
    

    On ArchLinux

     > sudo pacman -S cmake
    

    On openSUSE (tested in 13.1)

     > zypper in cmake
    
     NOTE: SDL 1 is not so well supported and it's missing various features and optimizations
     For SDL 2 replace "libSDL-devel" with "libSDL2-devel".
     "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.
     If you have the repo and compiles with ffmpeg support, make sure you download "libffmpeg1-devel", and not "libffmpeg-devel".
    

    Instead of SDL2 development files you can also use SDL1.2. Install SDL 1.2 and add to the cmake parameters -DSDL2=OFF

    SDL2 has better input support (especially in the console) and better support for multiple displays (especially in fullscreen mode).

B) Project Configuration and Genenration

Without cmake presets:

1.To Generate the Makefiles using CMake:

> cd neo/
> ./cmake-linux-<profile>.sh (recommended retail profile)

With CMake presets:

CMake GUI (also applies to Windows):

- Open GUI
- Select the neo folder as source
- The dropdown below the source will become active
- Select profile
- Press Config and then Generate

Visual Studio Code IDE (might apply to other IDE's with similar CMake support):

- Make sure you have installed Microsoft's C/C++ - Extension Pack
- Open the repository folder
- Select desired Profile

Available Profiles: See 5.C.2

C) Compiling Project

1.To Compile DOOM BFA

> cd ../build
> make (add DoomBFA in order to skip game.so's compilation)

or

> make -j <number of CPU cores> (for faster compiles)

7) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME

A) Installing Additional Requirements

  1. Installing XAudio 2.9 (for Windows 7, 8 & 8.1 users ONLY)

    • Download the NuGet package of XAudio 2.9 Redist from here: https://www.nuget.org/packages/Microsoft.XAudio2.Redist/
    • Rename file extension to zip
    • Extract the .dll file from build\native\release\bin(x64 or x86)
    • Rename the .dll file and simply remove the "redist" from it's name
    • Put it on the Game's folder

B) Installing the Game

Windows:

- Download and install the appropriate client (Steam, GOG Galaxy, Epic Game Store, Xbox App)
- Login with your credentials
- Install either DOOM 3 BFG Edition or DOOM 3 Bethesda.net Edition (2019)

Linux:

Steam:

- Download and install the Steam client
- Login with your credentials
- Install either DOOM 3 BFG Edition or DOOM 3 Bethesda.net Edition (2019) (try to set up it's installation directory to somewhere where it's easy to access it's files)

GOG:

- Login with your credentials to GOG.com
- Go to your game collection
- Select the game (DOOM 3 BFG Edition)
- Go to the extra
- Download the offline installer
- Download Wine from https://winehq.org/download (check website for more details)
- Run the offline installer through wine (cli example: wine setup_doom_3_bfg_1.14_\(13452\)_\(g\).exe) (from it's settings set it to install it somewhere where is easy to access it's files)

Epic Game Store:

- Download launcher
- Download Wine from https://winehq.org/download (check website for more details)
- Use wine to install the launcher
- Login to the launcher with your credentials
- Install DOOM 3 (try to set up it's installation directory to somewhere where it's easy to access it's files)

C) Setup Assets

  1. base folder Just copy paste the base folder from the source code to the Game's base folder

  2. zBFA folder

    • Copy paste the zBFA folder to your own Game's folder (/path/to/Doom3BFG)
      • (Optional) Copy paste the base/renderprogs folder in the zBFA folder
    • Open DoomBFA.exe with the launch argument +set com_allowConsole 1
    • Open Doom 3 and activate the console (press ~ key)
    • Type writeresourcefilewithdir zBFA
    • Copy paste from C:\Users<username>\Saved Games\Id Software\DOOM BFA\base\zBFA.resources (or /home//.doombfa/base/zBFA.resources for Linux) to your Game's base folder (/path/to/Doom3BFG) in the maps folder

D) Run/Debug DOOM BFA

Windows:

On windows with Visual Studio everything is pretty much preset. If you need to add additional launch arguments or change the working directory:

- Right click on DoomBFA project
- Select Properties
- Go to the Debugging section

Linux:

On linux Visual Studio Code is prefered for Debugging. For Visual Studio Code:

- Make sure you have Microsoft's C/C++ extension
- Open the .vscode/tasks.json and change the options.cwd to the build folder you are using (example: BuildDebug for the Debug profile with Cmake Presets)
- Open the .vscode/launch.json and change the progam's value to reflect where the executable is (example: ${workspaceFolder}/buildDebug/DoomBFA)
- On the .vscode/launch.json change cwd to the game's folder
- Finally you can use .vscode/launch.json's args to add additional launch arguments

E) Extras

  1. EAX support

Download this addon https://www.moddb.com/mods/classic-rbdoom-3-bfg-edition/downloads/roe-addon and extract it to the directory on your own Doom 3 BFG directory (/path/to/Doom3BFG)

  1. Final DOOM

    • Buy Final DOOM (Steam, GOG)
    • Copy and paste both WAD files (TNT.WAD, PUTONIA.WAD) into the Game's base/wads folder
  2. Master Levels

    • Buy DOOM 2 + Master Levels (Steam, GOG)
    • Create a folder named master inside the Game's base/wads folder
    • Copy and paste all the 20 Master Level wads inside the master folder (from the previous step)
  3. XAudio2 backend on Windows

    • Copy the text with the brackets from the neo/xaudio29redist.txt to neo/vcpkg.json (each entry is separated with comma)
    • On CMakePresets.json in the windows-base configuration change the value of USE_XAUDIO2_PACKAGE from OFF to ON
    • Follow steps from Chapter 5
  4. DXGI (Windows ONLY) Newer GPU drivers (AMD and nVidia) offer the option to make OpenGL games to render on a DX12 Context provided by the GPU driver sofware.

    AMD:

     - Open the AMD Adrenaline Software
     - Go to 'GAMING' tab
     - Go to "Graphics' tab
     - On the drop down select 'Advanced View'
     - Enable OpenGL triple-buffering and 10-bit pixel format (for HDR support)
    

    nVidia:

     - Open nVidia Control Panel
     - Go to '3D Settings'
     - Go to 'Manage 3D Settings'
     - Set 'Vulkan/OpenGL present method' to 'Prefer layered on DXGI Swapchain'
    

8) OVERALL CHANGES

  • Flexible build system using CMake

  • Linux support (32 and 64 bit)

  • Win64 support

  • OS X support (untested on this fork)

  • OpenAL Soft sound backend primarily developed for Linux but works on Windows as well

  • Bink video support through FFmpeg

  • PNG image support

  • Soft shadows using PCF hardware shadow mapping

    The implementation uses sampler2DArrayShadow and PCF which usually requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should be widely supported. All 3 light types are supported which means parallel lights (sun) use scene independent cascaded shadow mapping. The implementation is very fast with single taps (400 fps average per scene on a GTX 660 ti OC) however I defaulted it to 12 taps using a Poisson disc algorithm so the shadows look really good which should give you stable 100 fps on todays hardware (2014).

  • Changed light interaction shaders to use Half-Lambert lighting like in Half-Life 2 to make the game less dark. https://developer.valvesoftware.com/wiki/Half_Lambert

  • True 64 bit HDR lighting with adaptive tone mapping and gamma-correct rendering in linear RGB space

  • Enhanced Subpixel Morphological Antialiasing For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/

  • Filmic post process effects like Technicolor color grading and film grain

  • Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique

  • Support for Classic DOOM launch arguments

  • Extended mod support for Classic DOOM (Vanilla + Partial BOOM compatibility)

  • Restored Flashlight from the original DOOM 3 (2004)

  • Revmaped settings with more options on both DOOM 3 and the Classic DOOM games

9) CONSOLE VARIABLES

Check here: https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG/wiki/3.-New-Parameters

10) KNOWN ISSUES

  • In some cases activating both SSAO and Soft Shadows might result in shadow artifacts
  • Using the latest AMD Windows Driver (22.7.1 and newer) might result in worse performance than with previous versions (22.6.1 or older)

11) BUG REPORTS

DOOM-BFA is not perfect, it is not bug free as every other software. For fixing as much problems as possible we need as much bug reports as possible. We cannot fix anything if we do not know about the problems.

The best way for telling us about a bug is by submitting a bug report at our GitHub bug tracker page:

https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG/issues?state=open

The most important fact about this tracker is that we cannot simply forget to fix the bugs which are posted there. It is also a great way to keep track of fixed stuff.

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.

* Search on Google
* Include the computer's hardware and software description ( CPU, RAM, 3D Card, distribution, kernel etc. )
* If appropriate, send a console log, a screenshot, an strace ..
* If you are sending a console log, make sure to enable developer output:

          DoomBFA.exe +set developer 1 +set logfile 2
		  
	You can find your qconsole.log on Windows in C:\Users\<your user name>\Saved Games\id Software\DOOM BFA\base\

NOTE: We cannot help you with OS-specific issues like configuring OpenGL correctly, configuring ALSA or configuring the network.

12) GAME MODIFICATIONS

The Doom 3 BFG Edition GPL Source Code release allows mod editing, in order for it to accept any change in your mod directory, you should first specify your mod directory adding the following command to the launcher:

"+set fs_game modDirectoryName"

so it would end up looking like: DoomBFA +set fs_game modDirectoryName

Also now you can package your mod in .resource files for more info check: https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG/wiki

Classic doom mods are enabled and can be used with the old "-file" parameter like this: RBDoom3BFG -file "classicmod.wad"

IMPORTANT: DOOM-BFA does not support old Doom 3 (2004) modiciations that include sourcecode modifications in binary form (.dll) You can fork DOOM-BFA and create a new binary (.dll) that includes all required C++ game code modifications.

13) CODE LICENSE EXCEPTIONS - The parts that are not covered by the GPL:

EXCLUDED CODE: The code described below and contained in the Doom 3 BFG Edition GPL Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms. You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.

JPEG library

neo/libs/jpeg-6/*

Copyright (C) 1991-1995, Thomas G. Lane

Permission is hereby granted to use, copy, modify, and distribute this software (or portions thereof) for any purpose, without fee, subject to these conditions: (1) If any part of the source code for this software is distributed, then this README file must be included, with this copyright and no-warranty notice unaltered; and any additions, deletions, or changes to the original files must be clearly indicated in accompanying documentation. (2) If only executable code is distributed, then the accompanying documentation must state that "this software is based in part on the work of the Independent JPEG Group". (3) Permission for use of this software is granted only if the user accepts full responsibility for any undesirable consequences; the authors accept NO LIABILITY for damages of any kind.

These conditions apply to any software derived from or based on the IJG code, not just to the unmodified library. If you use our work, you ought to acknowledge us.

NOTE: unfortunately the README that came with our copy of the library has been lost, so the one from release 6b is included instead. There are a few 'glue type' modifications to the library to make it easier to use from the engine, but otherwise the dependency can be easily cleaned up to a better release of the library.

zlib library

neo/libs/zlib/*

Copyright (C) 1995-2012 Jean-loup Gailly and Mark Adler

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

Base64 implementation

neo/idlib/Base64.cpp

Copyright (c) 1996 Lars Wirzenius. All rights reserved.

June 14 2003: TTimo ttimo@idsoftware.com modified + endian bug fixes http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=197039

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

  1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

  2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

IO for (un)compress .zip files using zlib

neo/libs/zlib/minizip/*

Copyright (C) 1998-2010 Gilles Vollant (minizip) ( http://www.winimage.com/zLibDll/minizip.html )

Modifications of Unzip for Zip64 Copyright (C) 2007-2008 Even Rouault

Modifications for Zip64 support Copyright (C) 2009-2010 Mathias Svensson ( http://result42.com )

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

MD4 Message-Digest Algorithm

neo/idlib/hashing/MD4.cpp Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved.

License to copy and use this software is granted provided that it is identified as the "RSA Data Security, Inc. MD4 Message-Digest Algorithm" in all material mentioning or referencing this software or this function.

License is also granted to make and use derivative works provided 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.

RSA Data Security, Inc. makes no representations concerning either 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.

These notices must be retained in any copies of any part of this documentation and/or software.

MD5 Message-Digest Algorithm

neo/idlib/hashing/MD5.cpp 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.

CRC32 Checksum

neo/idlib/hashing/CRC32.cpp Copyright (C) 1995-1998 Mark Adler

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.

Timidity

neo/libs/timidity/*

Copyright (c) 1995 Tuukka Toivonen

From http://www.cgs.fi/~tt/discontinued.html :

If you'd like to continue hacking on TiMidity, feel free. I'm hereby extending the TiMidity license agreement: you can now select the most convenient license for your needs from (1) the GNU GPL, (2) the GNU LGPL, or (3) the Perl Artistic License.

14) VCPKG Depedency Licenses:

Each pre-build binary include a folder named third-party-licenses. Inside the folder you can find any additional license for each vcpkg depedency that have been used for the creation of the distributed binary.

A) XAudio 2.9 redist

If XAudio 2.9 redist package is included in the project, only the header files of that package are used in order to maintain Windows 7, 8, 8.1 compatibility.

About

DOOM: BFA (Big Freaking Anniversary) Edition (former Classic RBDoom 3 BFG) is a source port based on RBDOOM-3-BFG and enchance the experience of Ultimate DOOM, DOOM 2 and DOOM 3.

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