Release 1.5.4 of our Doom 3 Sourceport
Celebrating 20 years of Doom 3!
Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information.
Note: The provided Linux build now requires SDL 2.0.12 or newer.
If your system has an older version of SDL2 (e.g. 2.0.10 on Ubuntu 20.04), you can put the libSDL2-2.0.so.0
from sdl-2.30.0-linux-amd64.tar.gz
into dhewm3/libs/
to make dhewm3 use this updated version of SDL2 (2.30.0).
An up-to-date version for macOS is available at http://www.macsourceports.com/sourceport/dhewm3
Changes since 1.5.3:
- dhewm3-mods now contains game DLLs/libs for several new mods:
- Blood Mod v1.5
- Perfected Doom3 (ROE) v7
- Sikkmod v1.2 and Sikkmod RoE v1.1
- See the README files in the dhewm3-mods archives for more details, and the dhewm3-sdk repository for source code
- A brand new settings menu that uses Dear ImGui.
Can be opened withF10
(unless that key is bound already) or by enteringdhewm3Settings
in the console. It has lots of settings that the original options menu doesn't have and
can be easily navigated with gamepad or keyboard (or the mouse, of course).
It can also be opened while in the game, which then is paused (if Single Player) but still visible,
so the effect of most graphics settings can be seen immediately.
Needs SDL2 and C++11. - "Soft" Particles (that don't "cut" into geometry but fade smoothly), based on code from The Dark Mod
2.04. Can be enabled/disabled withr_useSoftParticles
, is applied automatically for all appropriate
particles (view-aligned, using additive or alpha blending and not too small) r_enableDepthCapture
: Enable capturing depth buffer to texture, needed for the soft particles.
Can be used in custom materials by using the"_currentDepth"
texture- Replaced dependency on (external) zlib with integrated miniz
- HighDPI/Retina support
- Allow inverted mouse look (horizontally, vertically or both) with
m_invertLook
- CVar to allow always run in single player (still drains stamina though!):
in_allowAlwaysRunInSP
- VSync can be enabled/disabled on the fly, without restarting the renderer (still with
r_swapInterval
or in the menu, of course; needs SDL2) - Allow enabling/disabling HRTF with
s_alHRTF
s_alOutputLimiter
: Configure OpenAL's output-limiter which temporarily reduces the overall
volume when too many too loud sounds play at once, to avoid issues like clippings_scaleDownAndClamp
: Clamp and reduce volume of all sounds to prevent clipping or temporary
downscaling by OpenAL's output limiter- If
r_windowResizable
is set, the dhewm3 window (when in windowed mode..) can be freely resized.
Needs SDL2; with 2.0.5 and newer it's applied immediately, otherwise when creating the window. - If switching between fullscreen and windowed mode or similar changes causes issues (like here), you can set
r_vidRestartAlwaysFull 1
, so (again) a fullvid_restart
is done, instead of the partial one which usually suffices for just changing the resolution or fullscreen state. If you run into that issue (probably a driver bug), you'll probably also want to setr_windowResizable 0
, because resizing the window that way also triggered the bug, and in that case novid_restart
is done at all - Fixed screenshots when using native Wayland (
SDL_VIDEODRIVER=wayland
) - If you enter the
map
command in the console, without any arguments, the current map name is printed - Support OpenGL debug contexts and messages (
GL_ARB_debug_output
). Can be enabled withr_glDebugContext 1
.
Changing that CVar requires avid_restart
(or set it as startup argument) - In the Win32 release, updated the bundled SDL2 to 2.30.5 and cURL to 8.9.0
- In the dhewm3-mods archive for Linux, the librecoop libs have been rebuild (fix #589)
Thank you very much to everyone who tested this, especially @j4reporting, @ALord7, @Eonfge and @tomkidd (who also maintains the macOS port at http://www.macsourceports.com/sourceport/dhewm3)!
Special thanks to Valkyries733 from the idtech4 Discord channel who created the picture celebrating 20years of Doom3 used in the newspost