./games/dhewm3, Source port of the original Doom 3

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Branch: CURRENT, Version: 1.5.1nb1, Package name: dhewm3-1.5.1nb1, Maintainer: pkgsrc-users

dhewm 3 is a Doom 3 GPL source port. The goal of dhewm 3 is bring DOOM 3
with the help of SDL to all suitable platforms.

Compared to the original version of Doom 3, dhewm3 has many bugfixes, supports
EAX-like sound effects on all operating systems and hardware (via OpenAL
Softs EFX support), has much better support for widescreen resolutions and
has 64-bit support.

Note that while the Doom 3 source code has been released under GPL, you
still need to legally own the game and provide dhewm3 the game data to play.

Required to run:
[sysutils/desktop-file-utils] [www/curl] [graphics/jpeg] [audio/libvorbis] [devel/SDL2] [audio/openal-soft]

Required to build:
[pkgtools/x11-links] [x11/xcb-proto] [x11/fixesproto4] [pkgtools/cwrappers] [x11/xorgproto]

Master sites:

SHA1: 7e8a85de922de3de217803e31131b383245b3988
RMD160: e1874530b32d285fd90d51d9f8f4064599298b5b
Filesize: 3275.051 KB

Version history: (Expand)

CVS history: (Expand)

   2021-04-21 15:25:34 by Adam Ciarcinski | Files touched by this commit (864)
Log message:
revbump for boost-libs
   2021-03-19 10:43:15 by Nia Alarie | Files touched by this commit (2) | Package updated
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 \ 
    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: \ 
        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 \ 
    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
   2020-08-18 19:58:18 by Leonardo Taccari | Files touched by this commit (549)
Log message:
*: revbump for libsndfile
   2020-05-22 12:56:49 by Adam Ciarcinski | Files touched by this commit (624)
Log message:
revbump after updating security/nettle
   2020-05-06 16:05:09 by Adam Ciarcinski | Files touched by this commit (591) | Package updated
Log message:
revbump after boost update
   2020-03-08 17:51:54 by Thomas Klausner | Files touched by this commit (2833)
Log message:
*: recursive bump for libffi
   2020-01-26 01:21:16 by Jared D. McNeill | Files touched by this commit (4)
Log message:
Replace alloca patches with USE_LANGUAGES=gnu++11, suggested by joerg
   2020-01-25 15:38:51 by Jared D. McNeill | Files touched by this commit (3)
Log message:
Use __builtin_alloca instead of alloca. Fixes build w/ gcc8.