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Release Candiate 1 preparations, other small fixes
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DanielGibson committed Oct 3, 2015
1 parent 5ab546f commit dad0eda
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5 changes: 4 additions & 1 deletion .gitignore
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@@ -1,4 +1,7 @@
build
/build*
*~
.*.swp
*.pyc
.cproject
.project
.settings/
13 changes: 11 additions & 2 deletions README.md
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Expand Up @@ -23,6 +23,7 @@ Compared to the original _DOOM 3_, the changes of _dhewm 3_ worth mentioning are
- SDL for low level OS support, OpenGL and input handling
- OpenAL for audio output, all OS specific audio backends are gone
- OpenAL EFX for EAX reverb effects (read: EAX on all platforms)
- Better support for widescreen (and arbitrary display resolutions)
- A portable build system based on CMake
- (Cross-)compilation with mingw-w64

Expand All @@ -34,14 +35,22 @@ Compared to the original _DOOM 3_, the changes of _dhewm 3_ worth mentioning are
This source 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.
You must patch the game to the latest version (1.3.1). See the FAQ for details, including
how to get the game data from Steam on Linux or OSX.

Note that _Doom 3_ and _Doom 3: Resurrection of Evil_ are available from the Steam store at

http://store.steampowered.com/app/9050/

http://store.steampowered.com/app/9070/

You can also buy Steam keys at the Humble Store; currently this seems the only way to
buy a Doom3 Steam key in Germany (Note that Germans still can't buy the RoE Addon there):

https://www.humblebundle.com/store/p/doom3_storefront

https://www.humblebundle.com/store/p/doom3_resofevil_storefront

## Compiling

The build system is based on CMake: http://cmake.org/
Expand Down Expand Up @@ -119,7 +128,7 @@ Then point CMake at your Toolchain file:
## Back End Rendering of Stencil Shadows

The Doom 3 GPL source code release does not include functionality enabling rendering
of stencil shadows via the “depth fail” method, a functionality commonly known as
of stencil shadows via the "depth fail" method, a functionality commonly known as
"Carmack's Reverse".

## MayaImport
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2 changes: 1 addition & 1 deletion neo/framework/BuildDefines.h
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Expand Up @@ -75,7 +75,7 @@ If you have questions concerning this license or the applicable additional terms
#define ID_ALLOW_TOOLS
#endif

#define ID_ENFORCE_KEY_CLIENT 0
#define ID_ENFORCE_KEY 0

#ifndef ID_ENFORCE_KEY
# if !defined( ID_DEDICATED )
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2 changes: 1 addition & 1 deletion neo/framework/Licensee.h
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Expand Up @@ -36,7 +36,7 @@ If you have questions concerning this license or the applicable additional terms

#define GAME_NAME "dhewm 3" // appears on window titles and errors

#define ENGINE_VERSION "dhewm 3 1.4.0" // printed in console
#define ENGINE_VERSION "dhewm 3 1.4.0 RC1" // printed in console

// paths
#define BASE_GAMEDIR "base"
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2 changes: 1 addition & 1 deletion neo/ui/UserInterface.cpp
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Expand Up @@ -344,7 +344,7 @@ const char *idUserInterfaceLocal::HandleEvent( const sysEvent_t *event, int _tim
if ( event->evType == SE_MOUSE ) {
if ( !desktop || (desktop->GetFlags() & WIN_MENUGUI) ) {
// DG: this is a fullscreen GUI, scale the mousedelta added to cursorX/Y
// so by 640/w, because the GUI pretends that everything is 640x480
// by 640/w, because the GUI pretends that everything is 640x480
// even if the actual resolution is higher => mouse moved too fast
float w = renderSystem->GetScreenWidth();
float h = renderSystem->GetScreenHeight();
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