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Subject: CVS commit: pkgsrc/games/dhewm3
From: Nia Alarie
Date: 2021-03-19 10:43:15
Message id: 20210319094315.649E0FA95@cvs.NetBSD.org
Log Message:
dhewm3: Update to 1.5.1
Update savegame format (see #303 and #344)
old savegames still work, but new savegames can't be loaded with older \
versions of dhewm3!
Uploaded updated builds of Mod DLLs, now also supporting LibreCoop and The \
Lost Mission
dhewm3 now supports the Doom3 Demo gamedata
See below for installation instructions
This is based on Gabriel Cuvillier's code for D3Wasm, which ports dhewm3 \
to web browsers, thanks!
Create the game window on the display the cursor is currently on (when using \
more than one display)
Added r_fullscreenDesktop CVar to set if fullscreen mode should be \
"classic" or "Desktop" which means a borderless window at \
desktop resolution
Fullscreen modes that are not at the current desktop resolution should work \
better now
including nvidia DSR / AMD VSR; for that you might have to use the \
supplied dhewm3_notools.exe, as DSR/VSR seem to be incompatible with \
applications that use MFC (the GUI framework used for the Doom3 tools like the \
D3Radiant)
Several sound-related bugfixes:
Lags in starting to play a sound which for example caused the machinegun \
or plasmagun sounds to stutter have been eliminated (#141)
Trying to reset disconnected OpenAL devices, this esp. helps with \
display audio on Intel GPUs on Windows, when switching to fullscreen (#209)
Looping .wav sounds with leadin now work (#291)
The game still works if no sound devices are available at all (#292)
Make "idSoundCache: error unloading data from OpenAL hardware \
buffer" a Warning instead of an Error so it doesn't terminate game (by \
Corey O'Connor, #235)
Restore "Carmack's Reverse" Z-Fail stencil shadows; use \
glStencilOpSeparate() if available
That bloody patent finally expired last October: \
https://patents.google.com/patent/US6384822B1/en
This neither seems to make a visual nor performance difference on any \
hardware I tried (including Raspberry Pi 4), so this is mostly out of principle
Based on Code by Leith Bade and Pat Raynor.
The r_useCarmacksReverse and r_useStencilOpSeparate CVars allow \
switching both things on/off for comparison
New CVar g_hitEffect: If set to 0, the player camera damage effects (like \
double-vision and extreme tilt) when being hit are disabled (by dobosken, #279).
(On Windows) stdout.txt and stderr.txt are not saved next to the binary \
anymore, but in My Documents/My Games/dhewm3/, like save games, because the \
binary dir might not be writable and dhewm3 wouldn't start properly then
Fix lingering messages in HUD after loading savegame
Sometimes the "Game saved..." message didn't go away after \
loading a savegame (when having saved while it still was showing from last save)
Fixed clipping bug in delta1 (see #328)
Improve compatibility with some custom scripts \
("t->c->value.argSize == func->parmTotal" Assertion; see \
#303)
Registering multiplayer servers at id's master-server fixed, so they can be \
found in the multiplayer menu (by Stradex, #293)
Support for reproducible builds by setting the CMake option REPRODUCIBLE_BUILD.
Should build on recent versions of macOS, also on Apple Silicon (thanks Dave \
Nicolson and Petter Uvesten).
Proper handling of paths with dots in directory names (#299, #301)
Some string functions that are intended to find/cut off/replace/... file \
extensions did cut off the whole path at dots..
Especially fixes loading and saving maps from such paths in the builtin \
D3Radiant level editor
idFileSystemLocal::ListMods() doesn't search / or C:\ anymore (it did so if \
one of the paths, like fs_cdpath, was empty)
Don't use translation in Autosave filenames (see #305)
In the Spanish translation all the Alpha Lab autosaves got the same \
name, now the autosave name is based on the mapename instead which is distinct
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