Dhewm3
dhewm 3 main repository
Install / Use
/learn @dhewm/Dhewm3README
ABOUT
dhewm 3 is a Doom 3 GPL source port, known to work on at least Windows, Linux, macOS and FreeBSD.
The goal of dhewm 3 is bring DOOM 3 with the help of SDL to all suitable platforms.
Bugs present in the original DOOM 3 will be fixed (when identified) without altering the original gameplay.
The official homepage is: https://dhewm3.org
Mods supported by dhewm3: https://dhewm3.org/mods.html
Mod SDK for dhewm3: https://github.com/dhewm/dhewm3-sdk
The project is hosted at: https://github.com/dhewm
Download the latest release: https://github.com/dhewm/dhewm3/releases/latest
Consult the FAQ at: https://github.com/dhewm/dhewm3/wiki/FAQ
Report bugs here: https://github.com/dhewm/dhewm3/issues
CHANGES
Compared to the original DOOM 3, the changes of dhewm 3 worth mentioning are:
- 64-bit port
- 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-like sound effects on all platforms/hardware)
- Gamepad support
- Rumble is currently not supported
- Better support for widescreen (and arbitrary display resolutions)
- A portable build system based on CMake
- (Cross-)compilation with MinGW-w64
- An advanced, mod-independent settings menu (opened with
F10by default)
See Changelog.md for a more complete changelog.
GENERAL NOTES
Game data and patching
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 (1.3.1). See the FAQ for details, including how to get the game data from Steam on Linux or OSX.
Note that the original Doom 3 and Doom 3: Resurrection of Evil (together with DOOM 3: BFG Edition, which is not supported by dhewm3) are available from the Steam Store at
https://store.steampowered.com/app/208200/DOOM_3/
See https://dhewm3.org/#how-to-install for game data installation instructions.
Configuration
See Configuration.md for dhewm3-specific configuration, especially for using gamepads or the new settings menu.
Compiling
The build system is based on CMake: http://cmake.org/
Required libraries are not part of the tree. These are:
- OpenAL (OpenAL Soft required, Creative's and Apple's versions are made of fail)
- SDL v1.2 or 2.0 (2.0 recommended)
- libcurl (optional, required for server downloads)
- Optionally, on non-Windows: libbacktrace (usually linked statically)
- sometimes (e.g. on debian-based distros like Ubuntu) it's part of libgcc (=> always available), sometimes (e.g. Arch Linux, openSUSE) it's in a separate package
- If this is available, dhewm3 prints more useful backtraces if it crashes
For UNIX-like systems, these libraries need to be installed (including the developer files). It is recommended to use the software management tools of your OS (apt, dnf, portage, BSD ports, Homebrew for macOS, ...).
For Windows, there are three options:
- Use the provided binaries (recommended, see below)
- Compile these libraries yourself
- Use vcpkg to install the dependencies
- Remember to set
CMAKE_TOOLCHAIN_FILEas described in their Getting Started Guide
- Remember to set
Create a distinct build folder outside of this source repository and issue the cmake command there, pointing it at the neo/ folder from this repository:
cmake /path/to/repository/neo
macOS users need to point CMake at OpenAL Soft (better solutions welcome):
cmake -DOPENAL_LIBRARY=/usr/local/opt/openal-soft/lib/libopenal.dylib -DOPENAL_INCLUDE_DIR=/usr/local/opt/openal-soft/include /path/to/repository/neo
Newer versions of Homebrew install openal-soft to another directory, so use this instead:
cmake -DOPENAL_LIBRARY="/opt/homebrew/opt/openal-soft/lib/libopenal.dylib" -DOPENAL_INCLUDE_DIR="/opt/homebrew/opt/openal-soft/include" /path/to/repo/neo
Compiling example using Ubuntu
Should be the same for Debian and other Debian-derivatives, but apart from the first step (installing build dependecies) it should be the same on other Linux distros and even other UNIX-likes in general.
Open a terminal and follow these steps:
- Install build dependencies:
sudo apt install git cmake build-essential libsdl2-dev libopenal-dev libcurl4-openssl-dev- The build-essential package on Debian/Ubuntu/... installs some basics for compiling code like GCC (incl. g++), GNU Make and the glibc development package
- Instead of libcurl4-openssl-dev, other libcurl*-dev packages should also work - or none at all, curl is optional.
- Not strictly necessary, but I recommend making libbacktrace available. On distributions not based on Debian, you may have to manually install some kind of libbacktrace development package.
- Use git to get the code from Github (alternatively you can also download the code as an archive and extract that):
git clone https://github.com/dhewm/dhewm3.git - Change into the dhewm3 directory, create a directory to build in and change into the build directory:
cd dhewm3thenmkdir buildthencd build - Create a Makefile with CMake:
cmake ../neo/- You can set different options for CMake with arguments like
-DDEDICATED=ON(to enable the dedicated server). You can show a list of supported options by runningcmake -LH ../neo/. You can run CMake again with another-DFOO=BARoption to change that option (previously set options are remembered, unless you remove all contents of the build/ dir). - You could also install the cmake-qt-gui package and run
cmake-gui ../neo/, which will let you configure the build in a GUI instead of using-Dcommandline-arguments.
- You can set different options for CMake with arguments like
- Compile dhewm3:
make -j8-j8specifies the number of compiler processes to run in parallel (8 in this example), it makes sense to use the number of CPU threads (or cores) in your system.
When all steps are done and no errors occurred, you should be able to run dhewm3 right there, like:
./dhewm3 +set fs_basepath /path/to/your/doom3/
Replace /path/to/your/doom3/ with the path to your Doom3 installation (that contains base/ with
pak000.pk4 to pak008.pk4)
Using the provided Windows binaries
Get a clone of the latest binaries here: https://github.com/dhewm/dhewm3-libs
There are two subfolders:
- 32-bit binaries are located in
i686-w64-mingw32 - 64-bit binaries are located in
x86_64-w64-mingw32
Issue the appropriate command from the build folder, for example (for VS2019 and 32bit):
cmake -G "Visual Studio 16 2019" -A Win32 -DDHEWM3LIBS=/path/to/dhewm3-libs/i686-w64-mingw32 /path/to/repository/neo
For 64bit dhewm3 binaries, use -A x64 and /path/to/dhewm3-libs/x86_64-w64-mingw32 instead (note that the official dhewm3 binaries for Windows are 32bit).
For Visual Studio 2022 it's "Visual Studio 17 2022".
For 32bit MinGW use:
cmake -G "MinGW Makefiles" -DDHEWM3LIBS=/path/to/dhewm3-libs/i686-w64-mingw32 /path/to/repository/neo
The binaries are compatible with MinGW-w64 and all MSVC versions.
Cross-compiling
For cross-compiling, a CMake Toolchain file is required.
For the MinGW-w64 toolchain i686-w64-mingw32 on Ubuntu 12.04, it looks like:
set(CMAKE_SYSTEM_NAME Windows)
set(CMAKE_SYSTEM_PROCESSOR i686)
set(CMAKE_C_COMPILER i686-w64-mingw32-gcc)
set(CMAKE_CXX_COMPILER i686-w64-mingw32-g++)
set(CMAKE_RC_COMPILER i686-w64-mingw32-windres)
set(CMAKE_FIND_ROOT_PATH /usr/i686-w64-mingw32)
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
Then point CMake at your toolchain file:
cmake -DCMAKE_TOOLCHAIN_FILE=/path/to/Toolchain.cmake -DDHEWM3LIBS=/path/to/dhewm3-libs/i686-w64-mingw32 /path/to/repository/neo
NOTE: The DHEWM3LIBS path must be an absolute path, i.e. it must start with /!
If you want to build for x86_64 aka AMD64 aka x64, replace all instances of i686
in the toolchain file with x86_64.
Back End Rendering of Stencil Shadows
The Doom 3 GPL source code release did not include functionality enabling rendering
of stencil shadows via the "depth fail" method, a functionality commonly known as
"Carmack's Reverse".
It has been restored in dhewm3 1.5.1 after Creative Labs' patent
finally expired.
Note that this did not change the visual appearance of the game, and didn't seem to make a noticeable performance difference (on halfway-recent hardware) either.
MayaImport
The code for our Maya export plugin is included, if you are a Maya licensee you can obtain the SDK from Autodesk.
LICENSE
See COPYING.txt for the GNU GENERAL PUBLIC LICENSE
ADDITIONAL TERMS: The Doom 3 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 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.
EXCLUDED CODE: The code described below and contained in the Doom 3 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.
Dear ImGui
neo/libs/imgui/*
The MIT License (MIT)
Copyright (c) 2014-2024 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy
