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dhewm3 1.5.1

14 Mar 04:32
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Release 1.5.1 of our Doom3 Sourceport.

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information

By the way: There is a newer release - you probably want that instead :)

UPDATE 2021-05-04: Turns out dhewm3-mods_1.5.1_win32.zip was missing cdoom.dll.
Added dhewm3-mods-1.5.1_upd_win32.zip that contains all mod dlls, including cdoom.dll (for CLASSIC DOOM III). No further changes.

UPDATE 2021-12-20: Added Win32 and Linux amd64 binaries for the Doom 3: Hard Corps Mod

Click to see changes since 1.5.0
  • The (Windows-only) integrated editing tools of Doom3 are back!
    • They can only be built with non-Express versions of Visual Studio (tested Community Editions of VS2013 and VS2017) and can be disabled via CMake
    • Official dhewm3 Windows binaries are built with tools enabled, of course.
    • Only supports 32bit builds, because in contrast to the rest of dhewm3's code, the tool code is not 64bit compatible at all.
    • Based on Code from the dhewm3 branch of SteelStorm2, thanks to Motorsep for donating that code!
    • Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor doesn't break the viewport of the game any more.
    • Thanks to Tommy Hanusa for testing and reporting some issues (that were subsequently fixed)!
  • While prior dhewm3 releases for Windows have been built with Visual Studio 2010, this is built with Visual Studio 2017, so if it doesn't start on your system make sure you have the Visual C++ 2017 Redistributable installed - but chances are good you already have it.
  • 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

dhewm3 1.5.1 Release Candidate 3

22 Feb 05:32
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Release Candidate 3 for the upcoming version 1.5.1 of our Doom 3 Sourceport

This is outdated, please use version 1.5.1 instead!

Hopefully the last Release Candidate before the proper release, please test!

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information

Click to see changes since Release Candidate 2

Changes since Release Candidate 2:

  • 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)
  • Uploaded updated builds of Mod DLLs, now also supporting LibreCoop and The Lost Mission
  • 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
  • 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)
  • Fixed clipping bug in delta1 (see #328)
  • Improve compatibility with some custom scripts ("t->c->value.argSize == func->parmTotal" Assertion; see #303)
  • Update savegame format (see #303 and #344)
    • old savegames still work, but new savegames can't be loaded with older versions of dhewm3

dhewm3 1.5.1 Release Candidate 2

21 Jul 14:03
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Release Candidate 2 for the upcoming version 1.5.1 of our Doom 3 Sourceport

This is outdated, please use version 1.5.1 instead!

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information

(Click "▸ Assets" below to see the downloadable files)

Click to see changes since 1.5.0

Changes since Release Candidate 1:

  • Several fixes for Editor-related bugs (thanks to Tommy Hanusa for reporting!)
    • When switching from an editor to the game, the game shouldn't get rendered in a tiny rectangle in the lower left corner anymore (#300)
    • When switching from Radiant into the Engine (e.g. with F2), the game isn't frozen anymore
  • 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
    • As it's a quite invasive change this needs testing!
  • Should build on macOS again (thanks Dave Nicolson, #302)
  • idFileSystemLocal::ListMods() doesn't search / or C:\ anymore (it did so when one of the paths, like fs_cdpath, was empty)

Changes since 1.5.1:

  • The (Windows-only) integrated editing tools of Doom3 are back!
    • They can only be built with non-Express versions of Visual Studio (tested Community Editions of VS2013 and VS2017) and can be disabled via CMake
    • Official dhewm3 Windows binaries are built with tools enabled, of course.
    • Only supports 32bit builds, because in contrast to the rest of dhewm3's code, the tool code is not 64bit compatible at all.
    • Based on Code from the dhewm3 branch of SteelStorm2, thanks to Motorsep for donating that code!
    • Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor doesn't break the viewport of the game any more.
  • While prior dhewm3 releases for Windows have been built with Visual Studio 2010, this is built with Visual Studio 2017, so if it doesn't start on your system make sure you have the Visual C++ 2017 Redistributable installed - but chances are good you already have it.
  • dhewm3 now supports the Doom3 Demo gamedata
  • 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
    • The 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
  • 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.

dhewm3 1.5.1 Release Candidate 1

13 Jul 03:43
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Pre-release

Release Candidate 1 for the upcoming version 1.5.1 of our Doom 3 Sourceport

This is outdated, please use version 1.5.1 instead!

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information

Click to see changes since 1.5.0
  • The (Windows-only) integrated editing tools of Doom3 are back!
    • They can only be built with non-Express versions of Visual Studio (tested Community Editions of VS2013 and VS2017) and can be disabled via CMake
    • Official dhewm3 Windows binaries are built with tools enabled, of course.
    • Only supports 32bit builds, because in contrast to the rest of dhewm3's code, the tool code is not 64bit compatible at all.
    • Based on Code from the dhewm3 branch of SteelStorm2, thanks to Motorsep for donating that code!
    • Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor doesn't break the viewport of the game any more.
  • While prior dhewm3 releases for Windows have been built with Visual Studio 2010, this is built with Visual Studio 2017, so if it doesn't start on your system make sure you have the Visual C++ 2017 Redistributable installed - but chances are good you already have it.
  • dhewm3 now supports the Doom3 Demo gamedata
  • 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
    • The 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
  • 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.

dhewm3 1.5.1 Prerelease 1

11 Mar 02:03
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A first prerelease of dhewm3 1.5.1

There are no immediate plans for the final 1.5.1 release, but the current status might be interesting :)
UPDATE: This is outdated, please try 1.5.1 instead.

Click to see changes since 1.5.0
  • The (Windows-only) integrated editing tools of Doom3 are back!
    • They can only be built with non-Express versions of Visual Studio (tested Community Editions of VS2013 and VS2017) and can be disabled via CMake
    • The attached dhewm3_1.5.1pre1_win32.zip has them enabled, of course
      • While prior dhewm3 releases have been built with Visual Studio 2010, this is built with Visual Studio 2013, so if it doesn't start on your system make sure you have the Visual C++ 2013 Redistributable installed - but chances are good you already have it.
    • Only tested in 32bit builds, in contrast to the rest of dhewm3's code, the tool code might not be 64bit-clean
    • Based on Code from the dhewm3 branch of SteelStorm2, thanks to Motorsep for donating that code!
    • Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor doesn't break the viewport of the game any more.
  • dhewm3 now supports the Doom3 Demo gamedata (D3Demo.exe or doom3-linux-1.1.1286-demo.x86.run)
    • On Windows, just run D3Demo.exe to install the demo, on Linux (and probably others) you can extract the relevant file from the .run installer with sh doom3-linux-1.1.1286-demo.x86.run --tar xf demo/
    • This is based on Gabriel Cuvillier's code for D3Wasm, which ports dhewm3 to web browsers, thanks!
  • (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

dhewm3 1.5.0

16 Dec 02:25
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Release 1.5.0 of our Doom3 Sourceport.

By the way: There is a newer release - you probably want that instead!

Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information

Changes since 1.4.1:

  • We've got a proper homepage now: https://dhewm3.org
  • Support for some Mods via custom SDK: Classic Doom3, Fitz Packerton, HardQore2, Denton's Enhanced Doom3, Rivensin (formerly known as Ruiner).
  • Supports High DPI displays on Windows now
  • Scale menus, fullscreen videos and the PDA to 4:3 (with black bars left/right) on widescreen displays so they don't look stretched/distorted. Can be disabled with r_scaleMenusTo43 0.
    No, this unfortunately can't be done for the HUD (except for the crosshair), because it also handles fullscreen effects (for example when receiving damage), and those would look bad with black/empty bars on left/right.
  • Commandline option to display some help on supported commandline arguments: -h or -help or --help or /?
  • (Experimental) uncapped framerate, enable by entering com_fixedTic -1 in the console (can be set back with com_fixedTic 0).
  • Providing binaries for Linux amd64 (x86_64) now
  • Updated some libraries bundled in the Win32 build: SDL2 2.0.9, OpenAL-soft 1.19.1 and curl 7.62.0
  • Support for the AROS and OpenBSD operating systems
  • Several bugfixes

dhewm3 1.5.0 Release Candidate 2

20 Nov 14:15
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Release 1.5.1 is available, please use that instead: https://github.com/dhewm/dhewm3/releases/tag/1.5.1






Release Candidate 2 for the upcoming version 1.5.0 of our Doom 3 Sourceport

Changes since RC1:

  • Fixes performance issues that RC1 had (due to a SDL bug)
  • the mods contain a DLL for Rivensin now, as it has been released, see also https://www.moddb.com/mods/ruiner

Please test and report any issues! - Feedback is also welcome when it works, so I know it has been tested ;-)

Changes since 1.4.1:

  • We've got a proper homepage now: https://dhewm3.org
  • Support for some Mods via custom SDK: Classic Doom3, HardQore2, Denton's Enhanced Doom3 and Rivensin.
    • dhewm3-mods_1.5.0_RC2_win32.zip contains the game DLLs for those Mods and a README that tells you where to get the game data
    • See https://github.com/dhewm/dhewm3-sdk for more details about mod support and the SDK.
    • This has also broken backwards compatibility with 1.4.x game DLLs, that's why this version will be 1.5.0 and not 1.4.2.
  • Supports High DPI displays on Windows now
  • Scale menus, fullscreen videos and the PDA to 4:3 (with black bars left/right) on widescreen displays so they don't look stretched/distorted. Can be disabled with r_scaleMenusTo43 0.
    No, this unfortunately can't be done for the HUD, because the HUD also handles fullscreen effects (for example when receiving damage), and those would look bad with black/empty bars on left/right.
  • Commandline option to display some help on supported commandline arguments: -h or -help or /?
  • Updated some libraries bundled in the Win32 build: SDL2 2.0.9, OpenAL-soft 1.19.1 and curl 7.62.0
  • Support for the AROS and OpenBSD operating systems
  • Several bugfixes

dhewm3 1.5.0 Release Candidate 1

12 Nov 01:47
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Release 1.5.1 is available, please use that instead: https://github.com/dhewm/dhewm3/releases/tag/1.5.1





Release Candidate 1 for the upcoming version 1.5.0 of our Doom 3 Sourceport

Please test and report any issues! - Feedback is also welcome when it works, so I know it has been tested ;-)

Changes since 1.4.1:

  • We've got a proper homepage now: https://dhewm3.org
  • Support for some Mods via custom SDK: Classic Doom3, HardQore2, Denton's Enhanced Doom3 and soon Rivensin (formerly known as Ruiner).
    • dhewm3-mods_1.5.0_RC1_win32.zip contains the game DLLs for those Mods and a README that tells you where to get the game data
    • See https://github.com/dhewm/dhewm3-sdk for more details about mod support and the SDK.
    • This has also broken backwards compatibility with 1.4.x game DLLs, that's why this version will be 1.5.0 and not 1.4.2.
  • Supports High DPI displays on Windows now
  • Scale menus, fullscreen videos and the PDA to 4:3 (with black bars left/right) on widescreen displays so they don't look stretched/distorted. Can be disabled with r_scaleMenusTo43 0.
    No, this unfortunately can't be done for the HUD, because the HUD also handles fullscreen effects (for example when receiving damage), and those would look bad with black/empty bars on left/right.
  • Commandline option to display some help on supported commandline arguments: -h or -help or /?
  • Updated some libraries bundled in the Win32 build: SDL2 2.0.9, OpenAL-soft 1.19.1 and curl 7.62.0
  • Support for the AROS and OpenBSD operating systems
  • Several bugfixes

dhewm3 1.4.1 Release

18 Jun 23:54
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Release 1.4.1 of our Doom 3 Sourceport.

NOTE: There are newer releases with many improvements, you probably want the latest release instead.

Needs the original Doom3 (not BFG!) game data.
See https://github.com/dhewm/dhewm3/blob/master/README.md
and https://github.com/dhewm/dhewm3/wiki/FAQ
for more information.

Fixes/improvements since 1.4.0:

  • Fixed some (kinda rare) crashes due to assertion errors, especially observed in the last boss fights of both doom3 and the Resurrection of Evil Addon.
  • Improved compatibility with AZERTY keyboards (the row of keys with 1...9, 0 is now usable)
  • Fixed a crash (at least on FreeBSD) when loading Resurrection of Evil's last level
  • Compatibility with Microsoft Visual Studio 2015
  • Video resolutions in menu now sorted, added 2880x1800
  • Support for up to 8 mouse buttons (on Linux this needs SDL2 2.0.4)

dhewm3 1.4.1 Release Candiate 1

23 Dec 03:12
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Release Candidate 1 for the upcoming version 1.4.1 of our Doom 3 Sourceport

Please test and report any issues!

Fixes/improvements:

  • Fixed some (kinda rare) crashes due to assertion errors, especially observed in the last boss fights of both doom3 and the Resurrection of Evil Addon.
  • Improved compatibility AZERTY Keyboards (the row of keys with 1...9, 0 is now usable)
  • Fixed a crash (at least on FreeBSD) when loading Resurrection of Evil's last level
  • Compatibility with Microsoft Visual Studio 2015
  • Video resolutions in menu now sorted, added 2880x1800
  • Support for up to 8 mouse buttons (on Linux this needs the not-yet-released SDL2 2.0.4 or recent code from their hg repo)