dhewm 3 main repository
Release 1.5.3 of our Doom 3 Sourceport
Needs the original Doom3 (not BFG!) game data. See https://dhewm3.org/ for more information.
UPDATE 2024-04-19:
The Linux binaries of this release were buggy, see #572.
If you want to use the Linux amd64 binaries provided here (instead of compiling yourself), please use the updated dhewm3-1.5.3try2_Linux_amd64.tar.gz and dhewm3-mods-1.5.3try2_Linux_amd64.tar.gz instead.
To avoid confusion, I deleted the old Linux binary archives from the downloads below.
The only change compared to 1.5.3 is https://github.com/dhewm/dhewm3/commit/6daf1e9e7f05e435ad01c8a0b2c6860d33b26182, and as far as I can tell this bug only manifests itself when compiling with ancient versions of GCC (I use 4.7.2 in my build environment; current Linux distributions ship GCC 9 or newer), so I decided against creating an entire new dhewm3 release for this.
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-2.30.1-linux-amd64.tar.gz
into dhewm3/libs/
to make dhewm3 use this updated version of SDL2 (2.30.1).
Changes since 1.5.2:
r_screenshotFormat
CVar
(0 = TGA, still the default, 1 = BMP, 2 = PNG, 3 = JPG). r_screenshotJpgQuality
and
r_screenshotPngCompression
allow configuring how JPG/PNG are compressed.
Thanks eezstreet (Nick Whitlock)!in_namePressed
CVar to print currently pressed key/button (useful for binding keys
in the console or configs). Thanks Biel Bestué de Luna!libSDL2-2.0.so.0
though).Release Candidate 2 for the upcoming version 1.5.3 of our Doom 3 Sourceport
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).
Changes since 1.5.3 RC1:
Release Candidate 1 for the upcoming version 1.5.3 of our Doom 3 Sourceport
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).
Note: There are no new builds of mod .DLL/.so files yet, the ones from 1.5.2 work with 1.5.3 as well.
Changes since 1.5.2:
r_screenshotFormat
CVar
(0 = TGA, still the default, 1 = BMP, 2 = PNG, 3 = JPG). r_screenshotJpgQuality
and
r_screenshotPngCompression
allow configuring how JPG/PNG are compressed.
Thanks eezstreet (Nick Whitlock)!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
r_gammaInShaders 0
com_enableDebuggerServer
and com_dbgClientAdr
and com_dbgServerAdr
.debugger
in the console.com_numQuicksaves
CVar allows setting the number of QuickSaves (#392)r_locksurfaces 1
. Originally it was supposed to render exactly
the surfaces that were visible then, but I couldn't get that to work.Shift+Insert
in_grabKeyboard
CVar to make sure dhewm3 gets all keyboard inputin_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)s_alReverbGain
CVar to reduce EFX reverb effect intensity (#365)strncpy()
with something safer to prevent buffer overflows
(remaining cases should be safe).
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/
)fs_game_base d3xp
via Mods menu
(currently, The Lost Mission and LibreCoop d3xp are supported)Release Candidate 2 for the upcoming version 1.5.2 of our Doom 3 Sourceport
Also providing updated mod DLLs!
Small Update: Added dhewm3_1.5.2rc2_win32_lighteditor-fix.zip
which has a bugfix that makes the Lights Editor work in the D3Radiant (Windows-only level editor) again. It contains just dhewm3.exe, take the other files from dhewm3_1.5.2_RC2_win32.zip
.
Needs the original Doom3 (not BFG!) game data. See https://dhewm3.org/ for more information
fs_game_base d3xp
via Mods menu
(currently, The Lost Mission and LibreCoop d3xp are supported)Release Candidate 1 for the upcoming version 1.5.2 of our Doom 3 Sourceport
Needs the original Doom3 (not BFG!) game data. See https://dhewm3.org/ for more information
r_gammaInShaders 0
com_enableDebuggerServer
and com_dbgClientAdr
and com_dbgServerAdr
.debugger
in the console.com_numQuicksaves
CVar allows setting the number of QuickSaves (#392)r_locksurfaces 1
. Originally it was supposed to render exactly
the surfaces that were visible then, but I couldn't get that to work.Shift+Insert
in_grabKeyboard
CVar to make sure dhewm3 gets all keyboard inputin_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)s_alReverbGain
CVar to reduce EFX reverb effect intensity (#365)strncpy()
with something safer to prevent buffer overflows
(remaining cases should be safe).
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/
)Needs the original Doom3 (not BFG!) game data. See https://dhewm3.org/ for more information
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
r_fullscreenDesktop
CVar to set if fullscreen mode should be "classic" or "Desktop" which means a borderless window at desktop resolutiondhewm3_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)glStencilOpSeparate()
if available
r_useCarmacksReverse
and r_useStencilOpSeparate
CVars allow switching both things on/off for comparisong_hitEffect
: If set to 0
, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled (by dobosken, #279).My Documents/My Games/dhewm3/
, like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly thenREPRODUCIBLE_BUILD
.idFileSystemLocal::ListMods()
doesn't search /
or C:\
anymore (it did so if one of the paths, like fs_cdpath
, was empty)Release Candidate 3 for the upcoming version 1.5.1 of our Doom 3 Sourceport
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
Changes since Release Candidate 2:
r_fullscreenDesktop
CVar to set if fullscreen mode should be "classic" or "Desktop" which means a borderless window at desktop resolutiondhewm3_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)Release Candidate 2 for the upcoming version 1.5.1 of our Doom 3 Sourceport
Needs the original Doom3 (not BFG!) game data. See https://dhewm3.org/ for more information
(Click "▸ Assets" below to see the downloadable files)
Changes since Release Candidate 1:
F2
), the game isn't frozen anymoreidFileSystemLocal::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:
glStencilOpSeparate()
if available
r_useCarmacksReverse
and r_useStencilOpSeparate
CVars allow switching both things on/off for comparisong_hitEffect
: If set to 0
, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled (by dobosken, #279).My Documents/My Games/dhewm3/
, like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly thenREPRODUCIBLE_BUILD
.Release Candidate 1 for the upcoming version 1.5.1 of our Doom 3 Sourceport
Needs the original Doom3 (not BFG!) game data. See https://dhewm3.org/ for more information
glStencilOpSeparate()
if available
r_useCarmacksReverse
and r_useStencilOpSeparate
CVars allow switching both things on/off for comparisong_hitEffect
: If set to 0
, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled (by dobosken, #279).My Documents/My Games/dhewm3/
, like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly thenREPRODUCIBLE_BUILD
.