This is an OpenVR port of RBDOOM-3-BFG
Only submit issues to: https://github.com/Codes4Fun/RBDOOM-3-BFG/issues.
CONTENTS
This file contains the following sections:
1) GENERAL NOTES
2) LICENSE
3) GETTING THE SOURCE CODE
4) COMPILING ON WIN32 WITH VISUAL C++ 2013 EXPRESS EDITION
5) COMPILING ON GNU/LINUX
6) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME
7) OVERALL CHANGES
8) CONSOLE VARIABLES
9) KNOWN ISSUES
10) BUG REPORTS
11) GAME MODIFICATIONS
12) CODE LICENSE EXCEPTIONS
1) GENERAL NOTES
This release does not contain any game data, the game data is still covered by the original EULA and must be obeyed as usual.
You must patch the game to the latest version.
Note that Doom 3 BFG Edition is available from the Steam store at http://store.steampowered.com/app/208200/
The Doom 3 BFG Edition GPL Source Code release does not include functionality for integrating with Steam. This includes roaming profiles, achievements, leaderboards, matchmaking, the overlay, or any other Steam features.
The RBDoom3BFG Edition GPL Source Code release includes functionality for rendering Bink Videos through FFmpeg.
The Doom 3 BFG Edition GPL Source Code release does not include functionality enabling rendering of stencil shadows via the "depth fail" method, a functionality commonly known as "Carmack's Reverse".
2) LICENSE
See COPYING.txt for the GNU GENERAL PUBLIC LICENSE
ADDITIONAL TERMS: The Doom 3 BFG Edition GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU GPL which accompanied the Doom 3 BFG Edition GPL Source Code. If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
3) GETTING THE SOURCE CODE
This project's GitHub.net Git repository can be checked out through Git with the following instruction set:
> git clone https://github.com/Codes4Fun/RBDOOM-3-BFG.git
If you don't want to use git, you can download the source as a zip file at https://github.com/Codes4Fun/RBDOOM-3-BFG/archive/openvr.zip
4) COMPILING ON WINDOWS WITH VISUAL C++ 2013 EXPRESS EDITION OR 2015 COMMUNITY EDITION
Download and install the Visual C++ 2013 Express Edition or 2015 Community Edition.
Download and install the DirectX SDK (June 2010) here: http://www.microsoft.com/en-us/download/details.aspx?id=6812
Download and install the latest CMake, saying YES to adding CMake to your path.
Generate the VC13 or VC15 projects using CMake by doubleclicking a matching configuration .bat file in the neo/ folder.
Use the VC13 or VC15 solution to compile what you need: RBDOOM-3-BFG/build/RBDoom3BFG.sln
Download ffmpeg-20151105-git-c878082-win32-shared.7z from https://ffmpeg.zeranoe.com/builds/win32/shared/2015/ or ffmpeg-20151105-git-c878082-win64-shared.7z from https://ffmpeg.zeranoe.com/builds/win64/shared/2015/
Extract the FFmpeg DLLs to your current build directory under RBDOOM-3-BFG/build/
Copy DOOM-3-BFG\neo\libs\openvr\bin\win32\openvr_api.dll or DOOM-3-BFG\neo\libs\openvr\bin\win64\openvr_api.dll to your current build directory
Note. For release you may get an ffmpeg avcodec dll error about missing CoUninitialize function. To fix that, in VC, go to the RBDoom3BFG project property page. Configuration Properties > Linker > Optimization And change References to "No (/OPT:NOREF)"
5) COMPILING ON GNU/LINUX
You need the following dependencies in order to compile RBDoom3BFG with all features:
On Debian or Ubuntu:
> apt-get install cmake libsdl2-dev libopenal-dev libavcodec-dev libavformat-dev libavutil-dev libswscale-dev
On Fedora
// TODO add ffmpeg libs for bink videos
> yum install cmake SDL-devel openal-devel
On ArchLinux
> sudo pacman -S sdl2 ffmpeg openal cmake
On openSUSE (tested in 13.1)
> zypper in openal-soft-devel cmake libSDL-devel libffmpeg1-devel
For SDL 2 replace "libSDL-devel" with "libSDL2-devel".
"libffmpeg1-devel" requires the PackMan repository. If you don't have that repo, and don't want to add it, remove the "libffmpeg1-devel" option and compile without ffmpeg support.
If you have the repo and compiles with ffmpeg support, make sure you download "libffmpeg1-devel", and not "libffmpeg-devel".
Instead of SDL2 development files you can also use SDL1.2. Install SDL 1.2 and add to the cmake parameters -DSDL2=OFF
SDL2 has better input support (especially in the console) and better support for multiple displays (especially in fullscreen mode).
Generate the Makefiles using CMake:
cd neo/ ./cmake-eclipse-linux-profile.sh
Compile RBDOOM-3-BFG targets with
cd ../build make
6) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME
If you use the prebuilt Win32 binaries then simply extract them to your C:\Program Files (x86)\Steam\SteamApps\common\Doom 3 BFG Edition\ directory and run RBDoom3BFG.exe.
The following instructions are primarily intented for Linux users and all hackers on other operating systems.
To play the game, you need the game data from a legal copy of the game, which unfortunately requires Steam for Windows - Steam for Linux or OSX won't do, because (at least currently) the Doom 3 BFG game is only installable on Steam for Windows. Even the DVD version of Doom 3 BFG only contains encrytped data that is decoded by Steam on install.
On Linux and OSX the easiest way to install is with SteamCMD: https://developer.valvesoftware.com/wiki/SteamCMD See the description on https://developer.valvesoftware.com/wiki/SteamCMD#Linux (OS X is directly below that) on how to install SteamCMD on your system. You won't have to create a new user.
Then you can download Doom 3 BFG with
./steamcmd.sh +@sSteamCmdForcePlatformType windows +login
+force_install_dir ./doom3bfg/ +app_update 208200 validate +quit
(replace
NOTE that we've previously recommended using download_depot in the Steam console to install the game data. That turned out to be unreliable and result in broken, unusable game data. So use SteamCMD instead, as described above.
Anyway:
Install Doom 3 BFG in Steam (Windows version) or SteamCMD, make sure it's getting updated/patched.
Create your own Doom 3 BFG directory, e.g. /path/to/Doom3BFG/
Copy the game-data's base dir from Steam to that directory (e.g. /path/to/Doom3BFG/), it's in /your/path/to/Steam/steamapps/common/DOOM 3 BFG Edition/base/ or, if you used SteamCMD, in the path you used above.
Copy your RBDoom3BFG executable that you created in 5) or 6) and the FFmpeg DLLs to your own Doom 3 BFG directory (/path/to/Doom3BFG).
Your own Doom 3 BFG directory now should look like: /path/to/Doom3BFG/ -> RBDoom3BFG (or RBDoom3BFG.exe on Windows) -> openvr_api.dll -> avcodec-57.dll -> avdevice-57.dll -> avfilter-6.dll -> avformat-57.dll -> avutil-55.dll -> postproc-54.dll -> swresample-2.dll -> swscale-4.dll -> base/ -> classicmusic/ -> _common.crc -> (etc)
Run the game by executing the RBDoom3BFG executable.
Enjoy
If you run into bugs, please report them, see 11)
7) OVERALL CHANGES
Flexible build system using CMake
Linux support (32 and 64 bit)
Win64 support
OS X support
OpenAL Soft sound backend primarily developed for Linux but works on Windows as well
Bink video support through FFmpeg
PNG image support
Soft shadows using PCF hardware shadow mapping
The implementation uses sampler2DArrayShadow and PCF which usually requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should be widely supported. All 3 light types are supported which means parallel lights (sun) use scene independent cascaded shadow mapping. The implementation is very fast with single taps (400 fps average per scene on a GTX 660 ti OC) however I defaulted it to 12 taps using a Poisson disc algorithm so the shadows look really good which should give you stable 100 fps on todays hardware (2014).
Changed light interaction shaders to use Half-Lambert lighting like in Half-Life 2 to make the game less dark. https://developer.valvesoftware.com/wiki/Half_Lambert
True 64 bit HDR lighting with adaptive tone mapping and gamma-correct rendering in linear RGB space
Enhanced Subpixel Morphological Antialiasing For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/
Filmic post process effects like Technicolor color grading and film grain
Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique
8) CONSOLE VARIABLES
vr_resetPose - for seated mode, sets your position and forward direction.
vr_resolutionScale - default 1.0, scales resolution, requires a restart
vr_playerHeightCM - default 171, set your height in centimeters
vr_aimLook [0 or 1] - default 0, in seated mode shoot where you look
vr_seated [0 or 1] - default 0, seated mode
vr_forceGamepad [0 or 1] - default 0, use gamepad instead of VR controllers
vr_knockbackScale - default 1.0, scales movement from damage (default 1.0)
r_selfShadow [0 or 1] - default 1, For stencil shadows enables characters casting shadows on themselves
r_selfShadowAdjust [0 or 1] - default 1, For self shadowing, an adjustment that reduces artifacts
r_forceAmbient - default 0.01, increases overall ambient light
r_antiAliasing - Different Anti-Aliasing modes
r_useShadowMapping [0 or 1] - Use soft shadow mapping instead of hard stencil shadows
r_useHDR [0 or 1] - Use High Dynamic Range lighting
r_hdrAutoExposure [0 or 1] - Adaptive tonemapping with HDR This allows to have very bright or very dark scenes but the camera will adopt to it so the scene won't loose details
r_exposure [0 .. 1] - Default 0.5, Controls brightness and affects HDR exposure key This is what you change in the video brightness options
r_useSSAO [0 .. 1] - Use Screen Space Ambient Occlusion to darken the corners in the scene
r_useFilmicPostProcessEffects [0 or 1] - Apply several post process effects to mimic a filmic look"
9) KNOWN ISSUES
Some lights cause shadow acne with shadow mapping
Some shadows might almost disappear due to the shadow filtering
10) BUG REPORTS
RBDOOM-3-BFG is not perfect, it is not bug free as every other software. For fixing as much problems as possible we need as much bug reports as possible. We cannot fix anything if we do not know about the problems.
The best way for telling us about a bug is by submitting a bug report at our GitHub bug tracker page:
https://github.com/Codes4Fun/RBDOOM-3-BFG/issues?state=open
The most important fact about this tracker is that we cannot simply forget to fix the bugs which are posted there. It is also a great way to keep track of fixed stuff.
If you want to report an issue with the game, you should make sure that your report includes all information useful to characterize and reproduce the bug.
* Search on Google
* Include the computer's hardware and software description ( CPU, RAM, 3D Card, distribution, kernel etc. )
* If appropriate, send a console log, a screenshot, an strace ..
* If you are sending a console log, make sure to enable developer output:
RBDoom3BFG.exe +set developer 1 +set logfile 2
You can find your qconsole.log on Windows in C:\Users\<your user name>\Saved Games\id Software\RBDOOM 3 BFG\base\
NOTE: We cannot help you with OS-specific issues like configuring OpenGL correctly, configuring ALSA or configuring the network.
11) GAME MODIFCATIONS
The Doom 3 BFG Edition GPL Source Code release allows mod editing, in order for it to accept any change in your mod directory, you should first specify your mod directory adding the following command to the launcher:
"+set fs_game modDirectoryName"
so it would end up looking like: RBDoom3BFG +set fs_game modDirectoryName
IMPORTANT: RBDOOM-3-BFG does not support old Doom 3 modiciations that include sourcecode modifications in binary form (.dll) You can fork RBDOOM-3-BFG and create a new renamed binary that includes all required C++ game code modifications.
12) CODE LICENSE EXCEPTIONS - The parts that are not covered by the GPL:
EXCLUDED CODE: The code described below and contained in the Doom 3 BFG Edition GPL Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms. You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.
neo/libs/jpeg-6/*
Copyright (C) 1991-1995, Thomas G. Lane
Permission is hereby granted to use, copy, modify, and distribute this software (or portions thereof) for any purpose, without fee, subject to these conditions: (1) If any part of the source code for this software is distributed, then this README file must be included, with this copyright and no-warranty notice unaltered; and any additions, deletions, or changes to the original files must be clearly indicated in accompanying documentation. (2) If only executable code is distributed, then the accompanying documentation must state that "this software is based in part on the work of the Independent JPEG Group". (3) Permission for use of this software is granted only if the user accepts full responsibility for any undesirable consequences; the authors accept NO LIABILITY for damages of any kind.
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NOTE: unfortunately the README that came with our copy of the library has been lost, so the one from release 6b is included instead. There are a few 'glue type' modifications to the library to make it easier to use from the engine, but otherwise the dependency can be easily cleaned up to a better release of the library.
neo/libs/zlib/*
Copyright (C) 1995-2012 Jean-loup Gailly and Mark Adler
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
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neo/idlib/Base64.cpp
Copyright (c) 1996 Lars Wirzenius. All rights reserved.
June 14 2003: TTimo ttimo@idsoftware.com modified + endian bug fixes http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=197039
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
neo/libs/zlib/minizip/*
Copyright (C) 1998-2010 Gilles Vollant (minizip) ( http://www.winimage.com/zLibDll/minizip.html )
Modifications of Unzip for Zip64 Copyright (C) 2007-2008 Even Rouault
Modifications for Zip64 support Copyright (C) 2009-2010 Mathias Svensson ( http://result42.com )
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Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
neo/idlib/hashing/MD4.cpp Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved.
License to copy and use this software is granted provided that it is identified as the "RSA Data Security, Inc. MD4 Message-Digest Algorithm" in all material mentioning or referencing this software or this function.
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These notices must be retained in any copies of any part of this documentation and/or software.
neo/idlib/hashing/MD5.cpp This code implements the MD5 message-digest algorithm. The algorithm is due to Ron Rivest. This code was written by Colin Plumb in 1993, no copyright is claimed. This code is in the public domain; do with it what you wish.
neo/idlib/hashing/CRC32.cpp Copyright (C) 1995-1998 Mark Adler
neo/renderer/OpenGL/glext.h neo/renderer/OpenGL/wglext.h
Copyright (c) 2007-2012 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and/or associated documentation files (the "Materials"), to deal in the Materials without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Materials, and to permit persons to whom the Materials are furnished to do so, subject to the following conditions:
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neo/libs/timidity/*
Copyright (c) 1995 Tuukka Toivonen
From http://www.cgs.fi/~tt/discontinued.html :
If you'd like to continue hacking on TiMidity, feel free. I'm hereby extending the TiMidity license agreement: you can now select the most convenient license for your needs from (1) the GNU GPL, (2) the GNU LGPL, or (3) the Perl Artistic License.
neo/libs/openvr/*
Copyright (c) 2015, Valve Corporation All rights reserved.
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