4 ms·
Build Doom3 on MacOSX with XCode4
- lloeki 15y agoDoes the Doom3 source code includes RoE? There's no Mac port of RoE so now it could be possible to port it.
- prg318 15y agoThe idtech4 source code release does not include any game data whatsoever (only the game engine source code), so the short answer to your question is "no".
- barrettcolin 15y agoThe slightly longer and more correct answer is the source release contains the game engine source and the Doom 3 and RoE game DLL source. The Doom 3/RoE game data is still required.
- barrettcolin 15y agoIt includes the source code for the expansion pack game dll (in d3xp). You'll still need the original RoE assets (when I went to install them on Windows, the installer crapped out because I wasn't on Windows 2000 or XP, but you can just copy them from a directory on the CD- they're in a d3xp directory or something like that).
- albertzeyer 15y agoWhy not just get these changes upstream? Also, instead of forking it on GitHub, he just reuploaded the whole thing again (https://github.com/fabiensanglard/Doom3-for-MacOSX- https://github.com/fabiensanglard/Doom3-for-MacOSX-) so that others cannot easily merge these changes. And neither in his repo nor in his post, there is a reference to the original repo (https://github.com/TTimo/doom3.gpl https://github.com/TTimo/doom3.gpl). Also, on the original repo, there were already a few fixes for Xcode4 and there is also a pull request with further fixes (https://github.com/TTimo/doom3.gpl/pull/13 https://github.com/TTimo/doom3.gpl/pull/13). I haven't checked it myself but it might actually work already. Btw., further development is probably going on here: http://www.iodoom3.org/ http://www.iodoom3.org/ (http://news.ycombinator.com/item?id=3277150 http://news.ycombinator.com/item?id=3277150) (https://github.com/TimeDoctor/iodoom3 https://github.com/TimeDoctor/iodoom3)
- timdorr 15y agoThey can easily merge those changes. You just have to use the git command line. It's possible to merge in a separate repo. Like so: git remote add d3mac https://github.com/fabiensanglard/Doom3-for-MacOSX-.git git fetch d3mac git merge d3mac/master
- albertzeyer 15y agoNo, you cannot do that easily the way you described: $ git fetch d3mac warning: no common commits $ git merge d3mac/master [ many many conflicts ... ] CONFLICT (add/add): Merge conflict in neo/ui/Winvar.h Automatic merge failed; fix conflicts and then commit the result.
- uxp 15y agoHere's the original repo with Fabien Sanglard's patch applied on top of it. https://github.com/uxp/doom3.gpl https://github.com/uxp/doom3.gpl Just like his concern, I haven't tested building this on windows (VC 2010), so this repo needs to be cleaned up before it should be merged back into the main repo.
- lloeki 15y ago> Also, instead of forking it on GitHub, he just reuploaded the whole thing again He responded in his comments: > If not, the fork will remain buried as a Pull Request with no visibility at all. Which is loads of bullshit. By design git is decentralized so upstream is a mere convention, where usually the closest to upstream is either the original author's repository or the most active repository.
- zbowling 15y agoI was actually writing a blog post on this issue as we speak. GitHub's approach is broken to how they handle forks. It's a long post but I updated it to mention your comment here. http://zbowling.github.com/blog/2011/11/25/github/ http://zbowling.github.com/blog/2011/11/25/github/
- thedangler 15y agoI thought this was open source why do I have to buy Doom 3 to get the assets? If not where are they?
- peterb 15y ago"brew install doom3" would be sweet.
- aw3c2 15y agoNo idea what brew is but be aware that the game media is not free.
- nathos 15y agohttp://mxcl.github.com/homebrew/ http://mxcl.github.com/homebrew/
- coyotej 15y agoSure. Linux distributions used to deal with this all the time, you could install the old doom, quake packages, etc., and you'd have to provide your own game-media - but the package manager would install the linux-native game binaries for you.
- endlessvoid94 15y agoAs someone who isn't familiar with game development, could someone explain what exactly is and isn't free? What happens if I try to run the game without the Doom3 media? How might one go about making their own media for the game? Does it even make sense to do so? How tightly coupled is the released source code to the media?
- wladimir 15y agocould someone explain what exactly is and isn't free? The source to the game executable (rendering, script interpreter, physics, pathfinding) is free and released under GPL. The assets, however, such as scripts, textures, shaders are still under the original commercial license. It is certainly possible to make your own media for the game; it will be a lot of work, but arguably less work than writing your own game engine AND making the assets. It makes sense because the Doom3 engine is very flexible and you can do a lot with it, some of which has already been done in the form of mods (as the SDK has been available for a long time).
- endlessvoid94 15y agoThanks. So if I wanted, theoretically, to modify the mechanics of the game, how would I do that with "assets"? For example, if I wanted to add "magic" or something (like mana from diablo 2), and perhaps change the way "score" is calculated, is that part of an asset as well? Do engines provide a DSL for making games? I guess that's my question. It seems like media assets only allow you to reskin Doom instead of making a new kind of game.
- lt 15y agoIn iD games, there's a clean division between game-specific logic (which is usually in a separate DLL, haven't looked too closely at Doom3 yet), and framework/engine code. On Quake 2, you could replace the DLL to switch between the regular game and capture the flag. An expansion with new mecanics could, theoretically, be done with only DLL code and new assets. You'd need to change the engine code only to add new kind of effects that it didn't support yet. So yes, if you don't change any code, you'll only reskin Doom by creating new assets (it's usually called Total Conversion). If you want to add new game mechanics, you have to write some code.
- AndreyKarpov 15y agoPVS-Studio: analyzing Doom 3 code: http://www.viva64.com/en/b/0120/ http://www.viva64.com/en/b/0120/
- AlanWahaha 15y agocool job!
- lanstein 15y agoMy main issue is that I don't see why he's using a Das Keyboard with the letters on the keys. Doesn't that defeat the point?
- kxs 15y agoSorry to hijack, but has anyone been able to do similar for wolfenstein: enemy territory (on OS X Lion)?