Release 1.5.2 of our Doom3 Sourceport.
Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information
UPDATE 2022-06-13 13:32:19 UTC: Replaced dhewm3-mods_1.5.2_win32.zip - the original archive's d3le.dll was broken
Click to see changes since 1.5.1
Can be disabled (so hardware gamma is used again) with r_gammaInShaders 0
Original Doom3 didn't have it (Quake4 did), but the Doom3 GPL source contained
most of it. HarrievG implemented the missing parts and we added some new
features. It can even be used over the network and while the client part
(the debugger GUI) is Windows-only, the server can run on all supported
platforms, so you can debug a game running on Linux or macOS, for example.
Relevant CVars for network debugging are:
com_enableDebuggerServer
and com_dbgClientAdr
and com_dbgServerAdr
.
To debug the running game on the same PC, just enter debugger
in the console.
Quicksave. The com_numQuicksaves
CVar allows setting the number of QuickSaves (#392)
It doesn't do exactly what its description and name suggests: it renders
everything that is currently visible from the position/view the player had
when setting r_locksurfaces 1
. Originally it was supposed to render exactly
the surfaces that were visible then, but I couldn't get that to work.
This is pretty similar, but there may be differences with opened doors and such.
by using scancodes for otherwise unknown keys
You can paste text from the clipboard into the console or other edit fields
with Shift+Insert
(can be bound to different actions than their left counterparts)
in_grabKeyboard
CVar to make sure dhewm3 gets all keyboard input
Prevents the Windows-key or Alt-Tab or whatever from taking focus from the game
in_ignoreConsoleKey
- if set to 1
, the console is only opened with
Shift+Esc, and the "console key" (that key between Esc, 1 and Tab) can be freely
bound to an action (and its char can be typed in the console without closing it).
in_kbd
: When not disabling the console key,
dhewm3 will try to automatically detect it if in_kbd
is set to "auto" (now default)
(except for the PDA, because it's implemented weirdly).
This made releasing the mouse in the main menu possible, as now the ingame cursor
is at the same position as the system cursor.
s_alReverbGain
CVar to reduce EFX reverb effect intensity (#365)
and optionally libCURL (and of course the C and C++ runtimes)
backtraces in case of crashes (usually linked statically)
strncpy()
with something safer to prevent buffer overflows
(remaining cases should be safe).
but there were some compiler warnings in newer GCC versions.
dhewm3log.txt
(last log is renamed to dhewm3log-old.txt
)
My Documents/My Games/dhewm3/
$HOME/Library/Application Support/dhewm3/
$XDG_DATA_HOME/dhewm3/
(usually $HOME/.local/share/dhewm3/
)
the dead "monster_zsec_shotgun_12" into the void (#409)
fs_game_base d3xp
via Mods menu
(currently, The Lost Mission and LibreCoop d3xp are supported)
when starting a new Classic Doom3 game (#461)