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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:
F10
(unless that key is bound already) or by entering dhewm3Settings
r_useSoftParticles
, is applied automatically for all appropriater_enableDepthCapture
: Enable capturing depth buffer to texture, needed for the soft particles."_currentDepth"
texturem_invertLook
in_allowAlwaysRunInSP
r_swapInterval
s_alHRTF
s_alOutputLimiter
: Configure OpenAL's output-limiter which temporarily reduces the overalls_scaleDownAndClamp
: Clamp and reduce volume of all sounds to prevent clipping or temporaryr_windowResizable
is set, the dhewm3 window (when in windowed mode..) can be freely resized.r_vidRestartAlwaysFull 1
, so (again) a full vid_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 set r_windowResizable 0
, because resizing the window that way also triggered the bug, and in that case no vid_restart
is done at allSDL_VIDEODRIVER=wayland
)map
command in the console, without any arguments, the current map name is printedGL_ARB_debug_output
). Can be enabled with r_glDebugContext 1
.vid_restart
(or set it as startup argument)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
Published by DanielGibson 3 months ago
Release Candidate 3 for the upcoming version 1.5.4 of our Doom 3 Sourceport
(hopefully the last one)
Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information.
The only change since RC2 is a fix for Soft Particles (that made the muzzle flash in Dentonmod look wrong).
The mods themselves haven't changed, download them from RC2
Published by DanielGibson 3 months ago
Release Candidate 2 for the upcoming version 1.5.4 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 1.5.4 RC1:
Published by DanielGibson 3 months ago
Release Candidate 1 for the upcoming version 1.5.4 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:
F10
(unless that key is bound already) or by entering dhewm3Settings
r_useSoftParticles
, is applied automatically for all appropriater_enableDepthCapture
: Enable capturing depth buffer to texture, needed for the soft particles."_currentDepth"
texturem_invertLook
in_allowAlwaysRunInSP
r_swapInterval
s_alHRTF
s_alOutputLimiter
: Configure OpenAL's output-limiter which temporarily reduces the overalls_scaleDownAndClamp
: Clamp and reduce volume of all sounds to prevent clipping or temporaryr_windowResizable
is set, the dhewm3 window (when in windowed mode..) can be freely resized.r_vidRestartAlwaysFull 1
, so (again) a full vid_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 set r_windowResizable 0
, because resizing the window that way also triggered the bug, and in that case no vid_restart
is done at allSDL_VIDEODRIVER=wayland
)map
command in the console, without any arguments, the current map name is printedGL_ARB_debug_output
). Can be enabled with r_glDebugContext 1
.vid_restart
(or set it as startup argument)Published by DanielGibson 7 months ago
Release 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-2.30.1-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
CVarr_screenshotJpgQuality
andr_screenshotPngCompression
allow configuring how JPG/PNG are compressed.in_namePressed
CVar to print currently pressed key/button (useful for binding keyslibSDL2-2.0.so.0
though).Published by DanielGibson 7 months ago
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:
Published by DanielGibson 9 months ago
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
CVarr_screenshotJpgQuality
andr_screenshotPngCompression
allow configuring how JPG/PNG are compressed.Published by DanielGibson over 2 years ago
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 exactlyShift+Insert
in_grabKeyboard
CVar to make sure dhewm3 gets all keyboard inputin_ignoreConsoleKey
- if set to 1
, the console is only opened within_kbd
: When not disabling the console key,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 overflowsdhewm3log.txt
(last log is renamed to dhewm3log-old.txt
)
My Documents/My Games/dhewm3/
$HOME/Library/Application Support/dhewm3/
$XDG_DATA_HOME/dhewm3/
$HOME/.local/share/dhewm3/
)fs_game_base d3xp
via Mods menuPublished by DanielGibson over 2 years ago
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 menuPublished by DanielGibson over 2 years ago
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 exactlyShift+Insert
in_grabKeyboard
CVar to make sure dhewm3 gets all keyboard inputin_ignoreConsoleKey
- if set to 1
, the console is only opened within_kbd
: When not disabling the console key,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 overflowsdhewm3log.txt
(last log is renamed to dhewm3log-old.txt
)
My Documents/My Games/dhewm3/
$HOME/Library/Application Support/dhewm3/
$XDG_DATA_HOME/dhewm3/
$HOME/.local/share/dhewm3/
)Published by DanielGibson over 3 years ago
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)Published by DanielGibson over 3 years ago
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)Published by DanielGibson over 4 years ago
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
.Published by DanielGibson over 4 years ago
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
.Published by DanielGibson over 5 years ago
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.
sh doom3-linux-1.1.1286-demo.x86.run --tar xf demo/
My Documents/My Games/dhewm3/
, like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly thenPublished by DanielGibson almost 6 years ago
Release 1.5.0 of our Doom3 Sourceport.
Needs the original Doom3 (not BFG!) game data.
See https://dhewm3.org/ for more information
Changes since 1.4.1:
r_scaleMenusTo43 0
.-h
or -help
or --help
or /?
com_fixedTic -1
in the console (can be set back with com_fixedTic 0
).Published by DanielGibson almost 6 years ago
Release Candidate 2 for the upcoming version 1.5.0 of our Doom 3 Sourceport
Changes since RC1:
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:
r_scaleMenusTo43 0
.-h
or -help
or /?
Published by DanielGibson almost 6 years ago
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:
r_scaleMenusTo43 0
.-h
or -help
or /?
Published by DanielGibson over 8 years ago
Release 1.4.1 of our Doom 3 Sourceport.
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:
Published by DanielGibson almost 9 years ago
Release Candidate 1 for the upcoming version 1.4.1 of our Doom 3 Sourceport
Please test and report any issues!
Fixes/improvements: