{"id":13505220,"url":"https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG","last_synced_at":"2025-03-29T23:31:17.809Z","repository":{"id":38870533,"uuid":"87165433","full_name":"MadDeCoDeR/Classic-RBDOOM-3-BFG","owner":"MadDeCoDeR","description":"DOOM: BFA (Big Freaking Anniversary) Edition (former Classic RBDoom 3 BFG) is a source port based on RBDOOM-3-BFG and enchance the experience of Ultimate DOOM, DOOM 2 and DOOM 3.","archived":false,"fork":false,"pushed_at":"2024-10-21T19:53:24.000Z","size":46370,"stargazers_count":212,"open_issues_count":33,"forks_count":22,"subscribers_count":17,"default_branch":"master","last_synced_at":"2024-10-22T13:33:57.537Z","etag":null,"topics":["doom","doom-2","doom-mod","doom2","doom2d","doom3"],"latest_commit_sha":null,"homepage":"","language":"C++","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"gpl-3.0","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/MadDeCoDeR.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":"CONTRIBUTING.md","funding":null,"license":"COPYING.txt","code_of_conduct":"CODE_OF_CONDUCT.md","threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2017-04-04T08:48:51.000Z","updated_at":"2024-09-15T08:22:43.000Z","dependencies_parsed_at":"2023-09-28T22:51:00.469Z","dependency_job_id":"f768c97f-f5e9-44de-9377-b9a8d0ab0e04","html_url":"https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG","commit_stats":null,"previous_names":[],"tags_count":386,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/MadDeCoDeR%2FClassic-RBDOOM-3-BFG","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/MadDeCoDeR%2FClassic-RBDOOM-3-BFG/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/MadDeCoDeR%2FClassic-RBDOOM-3-BFG/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/MadDeCoDeR%2FClassic-RBDOOM-3-BFG/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/MadDeCoDeR","download_url":"https://codeload.github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG/tar.gz/refs/heads/master","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":246258884,"owners_count":20748573,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["doom","doom-2","doom-mod","doom2","doom2d","doom3"],"created_at":"2024-08-01T00:01:00.096Z","updated_at":"2025-03-29T23:31:12.779Z","avatar_url":"https://github.com/MadDeCoDeR.png","language":"C++","funding_links":[],"categories":["Legend"],"sub_categories":["Doom 3: BFG Edition"],"readme":"```\n______ _____  ________  ___     ____________ ___   \n|  _  \\  _  ||  _  |  \\/  |  _  | ___ \\  ___/ _ \\  \n| | | | | | || | | | .  . | (_) | |_/ / |_ / /_\\ \\ \n| | | | | | || | | | |\\/| |     | ___ \\  _||  _  | \n| |/ /\\ \\_/ /\\ \\_/ / |  | |  _  | |_/ / |  | | | | \n|___/  \\___/  \\___/\\_|  |_/ (_) \\____/\\_|  \\_| |_/ \n                                                   \n ___________ _____ _____ _____ _____ _   _         \n|  ___|  _  \\_   _|_   _|_   _|  _  | \\ | |        \n| |__ | | | | | |   | |   | | | | | |  \\| |        \n|  __|| | | | | |   | |   | | | | | | . ` |        \n| |___| |/ / _| |_  | |  _| |_\\ \\_/ / |\\  |        \n\\____/|___/  \\___/  \\_/  \\___/ \\___/\\_| \\_/      \n```\n\nDOOM-BFA Readme - https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG\n\nThank you for downloading DOOM-BFA.\n\nDOOM: BFA (Big Freaking Anniversary) Edition is a source port based on RBDOOM-3-BFG and enchance the experience of\nUltimate DOOM, DOOM 2 and DOOM 3.\n\n\n## CONTENTS\n\nThis file contains the following sections:\n\n[1) SYSTEM REQUIREMENT](#1-system-requirements)\n\n[2) GENERAL NOTES](#2-general-notes)\n\n[3) LICENSE](#3-license)\n\n[4) GETTING THE SOURCE CODE](#4-getting-the-source-code)\n\n[5) COMPILING ON WINDOWS WITH VISUAL STUDIO](#5-compiling-on-windows-with-visual-studio)\n\n[6) COMPILING ON GNU/LINUX](#6-compiling-on-gnulinux)\n\n[7) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME](#7-installation-getting-the-gamedata-running-the-game)\n\n[8) OVERALL CHANGES](#8-overall-changes)\n\n[9) CONSOLE VARIABLES](#9-console-variables)\n\n[10) KNOWN ISSUES](#10-known-issues)\n\n[11) BUG REPORTS](#11-bug-reports)\n\n[12) GAME MODIFICATIONS](#12-game-modifications)\n\n[13) CODE LICENSE EXCEPTIONS](#13-code-license-exceptions---the-parts-that-are-not-covered-by-the-gpl)\n\n[14) VCPKG DEPEDENCY LICENSES](#14-vcpkg-depedency-licenses)\n\n\n\n## 1) SYSTEM REQUIREMENTS\n\nMinimum system requirements:\n\n\tOS: Windows 7 or Linux\n\tCPU: 2 GHz dual core\n\tSystem Memory: 3GB\n\tGraphics card: NVIDIA GeForce 9800 GT / ATI Radeon HD 5750 / Intel HD graphics 530\n\tOpenGL Version: 3.3 or later\n\nRecommended system requirements:\n\n\tOS: Windows 10 or Linux\n\tCPU: 3 GHz dual core\n\tSystem Memory: 3GB\n\tGraphics card: NVIDIA GeForce GTX 260 / ATI Radeon HD 5850 or higher\n\tOpenGL Version: 4.6 with Direct State Access Support\n\n\nAdditional Requirements for XAudio2 (if it is included):\n\n- For Windows XP (No longer supported): DirectX 2010 support\n- For Windows 7, 8, 8.1: XAudio 2.9. See [7.A](#a-installing-additional-requirements)\n\n\n## 2) GENERAL NOTES\n\nThis release does not contain any game data, the game data is still\ncovered by the original EULA and must be obeyed as usual.\n\nYou must patch the game to the latest version.\n\nNote that Doom 3 BFG Edition is available on:\n\n- Steam store: http://store.steampowered.com/app/208200/\n- GOG store: https://www.gog.com/game/doom_3_bfg_edition\n- Bethesda.net store: https://bethesda.net/en/store/product/DO3CBFPCBG01\n- Bethesda.net store (2019): https://bethesda.net/en/store/product/DO3GNGPCBG01\n- Epic Game Store (2019): https://store.epicgames.com/en-US/p/doom-3\n- Windows Store (2019): https://www.xbox.com/en-us/games/store/doom-3/9nsl68d814gc\n\n\nSteam API:\n------\nThe Doom BFA Edition GPL Source Code release does include functionality for integrating with \nSteam \u0026 Discord through Open Platform Api.  This includes only achievements and the overlay.\n\n\nBink:\n-----\nThe DOOM BFA Edition GPL Source Code release includes functionality for rendering Bink Videos through FFmpeg.\n\n\nBack End Rendering of Stencil Shadows:\n--------------------------------------\n\nThe Doom BFA Edition GPL Source Code release does include functionality enabling rendering\nof stencil shadows via the \"depth fail\" method, a functionality commonly known as \"Carmack's Reverse\".\n\nThis method was patented by Creative Labs and has finally expired on 2019-10-13.\n(see https://patents.google.com/patent/US6384822B1/en for expiration status)\n\n\n\n## 3) LICENSE\n\nSee COPYING.txt for the GNU GENERAL PUBLIC LICENSE\n\nADDITIONAL 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.\n\n## 4) GETTING THE SOURCE CODE\n\nThis project's GitHub.net Git repository can be checked out through Git with the following instruction set: \n\n\t\u003e git clone --recursive https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG.git\n\nIf you don't want to use git, you can download the source as a zip file at\n\thttps://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG/archive/master.zip\n\nTip: Make sure to change the file path on line 3 of neo/CMakeLists.txt to the folder path of vcpkg you have installed on your system (if you have it already installed)\n\n\n## 5) COMPILING ON WINDOWS WITH VISUAL STUDIO\n\nA) Preperation\n--------------\n\n1. Download and install Visual Studio (For new Versions make sure the \"Desktop Development with C++\" component is checked on the installer and the individual component cmake)\n\n2. Download and install DirectX SDK:\n\n\ta. For June 2010 Release (Windows XP compatible/Legacy): Download and Install it from Microsoft's website https://www.microsoft.com/en-us/download/details.aspx?id=8109\n\n\tb. For Modern DirectX: \n\t\n\t- XInput 9.1.0 and Direct Input comes pre-installed on Windows 7 and later (.dll that the game will load). \n\t- XAudio2. It has two versions 2.8 (only for Windows 8 and later) and XAudio 2.9 (backwards compatilble with Windows 7). \n\t\t2.8 like with XInput comes pre-installed with the OS. For 2.9 you must download it. See [7.A](#a-installing-additional-requirements) for more details\n\n3. (Optional if you want to use cmake presets with Visual Studio) Download and install the latest CMake (recommended 3.8 for compile and run out of the box).\n\n5. (Optional if you don't want to use vcpkg) Download the latest stable ffmpeg (5.0) shared from https://github.com/BtbN/FFmpeg-Builds/releases (only 64-bit available) and put them on the game's folder (where the origianal .exe is)\n\n\nB) Project Configuration and Genenration\n-----------------------------------------\n\nFor old Versions of Visual Studio.\n\n\t1) Generate the VC projects using CMake by doubleclicking a matching configuration .bat file in the neo/ folder.\n\nFor Visual Studio 2019 and newer. \n\n\t1) Open the repository folder on Visual Studio and set the CMake source the neo folder (it will prompt you to set it)\n\t2) Select the desired preset.\n\t\tAvailable Presets:\n\t\t\t64-bit Windows: Actively used, uses OpenGL, OpenAL and XAudio2.9\n\t\t\t64-bit Windows with Vulkan: Expirimental FOR DEVS ONLY. uses Vulkan, OpenAL and XAudio2.9\n\t\t\t32-bit Windows: 32-bit version of the x64-bit windows\n\n\nC) Compiling Project\n--------------------\n\n1. Use the VC solution to compile  what you need:\n\tClassic-RBDOOM-3-BFG/build(Lib\u0026cpuType)/DoomBFA.sln\n\t\n(NOTE: The pre-built binaries are made wth buildx64 with Retail Profile)\n\n2. Select Desired Profile and compile (either by right clicking the DoomBFA project and selecting 'Build' or by running the debugger (F5))\n\n\tAvailable Profiles:\n\t------------------\n\t\tDebug: No Optimizations and with Debug symbols, used ONLY for debuging\n\t\tRelease: With Optimizationd and with some Debug elements\n\t\tRetail: With Optimizations and without any Debug element, used for distributing pre-build binaries\n\nNOTE: The Working Directory has been set the default install directory of DOOM 3 BFG Edition on C: drive\n\nNOTE 2: By default the launch argument \"+set r_fullscreen 0\" is used. If you are in a single monitor system is HEAVILY recommented to be left on\n\n\n## 6) COMPILING ON GNU/LINUX\n\nA) Preperation\n--------------\n\n1. Make sure you have installed GNU GCC on your system.\n\n\tIn order to check it, open a terminal and type 'gcc -v', if it returns an output then it is intstalled.\n\t\n\tIf it doesn't then try to install gcc using the package manager of your system (Some distros might support also the 'build-essentials' which might include some addons)\n\tNOTE: You need GCC 11 or newer in order to compile the code\n\n1. Install required packages in order to compile and run the game:\n \n\tOn Debian or Ubuntu:\n\n\t\t\u003e apt-get install cmake libglu1-mesa-dev freeglut3-dev mesa-common-dev libxmu-dev libxi-dev libgl-dev libx11-dev libxft-dev libxext-dev nasm\n\t\n\tOn Fedora\n\n\t\t// ffmpeg-devel is found in the rpm-fusion repo. Can be enabled from Gnome Software if not already enabled\n\t\t\n\t\t\u003e dnf install cmake gcc-c++\n\t\n\tOn ArchLinux \n\t\n\t\t\u003e sudo pacman -S cmake\n\t\n\tOn openSUSE (tested in 13.1)\n\t\n\t\t\u003e zypper in cmake\n\t\n\t\tNOTE: SDL 1 is not so well supported and it's missing various features and optimizations\n\t\tFor SDL 2 replace \"libSDL-devel\" with \"libSDL2-devel\".\n\t\t\"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.\n\t\tIf you have the repo and compiles with ffmpeg support, make sure you download \"libffmpeg1-devel\", and not \"libffmpeg-devel\".\n\t\n\tInstead of SDL2 development files you can also use SDL1.2. Install SDL 1.2 and add to the cmake parameters -DSDL2=OFF\n\t\n\tSDL2 has better input support (especially in the console) and better \n\tsupport for multiple displays (especially in fullscreen mode).\n\t\n\nB) Project Configuration and Genenration\n----------------------------------------\n\nWithout cmake presets:\n\n1.To Generate the Makefiles using CMake (old and deprecated):\n\n\t\u003e cd neo/\n\t\u003e ./cmake-linux-\u003cprofile\u003e.sh (recommended retail profile)\n\t\n\t\nWith CMake presets (new and currently used):\n\nTerminal:\n\n\t\u003e cd neo/\n \t\u003e cmake -B ../build_\u003cprofile\u003e --preset=linux-\u003cprofile\u003e\n\t\n\nCMake GUI (also applies to Windows):\n\n\t- Open GUI\n\t- Select the neo folder as source\n\t- The dropdown below the source will become active\n\t- Select profile\n\t- Press Config and then Generate\n\nVisual Studio Code IDE (might apply to other IDE's with similar CMake support):\n\n\t- Make sure you have installed Microsoft's C/C++ - Extension Pack\n\t- Open the repository folder\n\t- Select desired Profile\n\nAvailable Profiles: See [5.C.2](#available-profiles)\n\nC) Compiling Project\n--------------------\n\t\n1.To Compile DOOM BFA\n\n\t\u003e cd ../build\n\t\u003e make (add DoomBFA in order to skip game.so's compilation)\n\t\n\tor\n\t\n\t\u003e make -j \u003cnumber of CPU cores\u003e (for faster compiles)\n\n\n## 7) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME\n\nA) Installing Additional Requirements\n--------------------------------------\n1. Installing XAudio 2.9 (for Windows 7, 8 \u0026 8.1 users ONLY)\n\n\t- Download the NuGet package of XAudio 2.9 Redist from here: https://www.nuget.org/packages/Microsoft.XAudio2.Redist/\n\t- Rename file extension to zip\n\t- Extract the .dll file from build\\native\\release\\bin\\(x64 or x86)\n\t- Rename the .dll file and simply remove the \"redist\" from it's name\n\t- Put it on the Game's folder\n\nB) Installing the Game\n----------------------\nWindows:\n\n\t- Download and install the appropriate client (Steam, GOG Galaxy, Epic Game Store, Xbox App)\n\t- Login with your credentials\n\t- Install either DOOM 3 BFG Edition or DOOM 3 Bethesda.net Edition (2019)\n\nLinux:\n\nSteam:\n\n\t- Download and install the Steam client\n\t- Login with your credentials\n\t- Install either DOOM 3 BFG Edition or DOOM 3 Bethesda.net Edition (2019) (try to set up it's installation directory to somewhere where it's easy to access it's files)\n\nGOG:\n\n\t- Login with your credentials to GOG.com\n\t- Go to your game collection\n\t- Select the game (DOOM 3 BFG Edition)\n\t- Go to the extra\n\t- Download the offline installer\n\t- Download Wine from https://winehq.org/download (check website for more details)\n\t- Run the offline installer through wine (cli example: wine setup_doom_3_bfg_1.14_\\(13452\\)_\\(g\\).exe) (from it's settings set it to install it somewhere where is easy to access it's files)\n\nEpic Game Store:\n\n\t- Download launcher\n\t- Download Wine from https://winehq.org/download (check website for more details)\n\t- Use wine to install the launcher\n\t- Login to the launcher with your credentials\n\t- Install DOOM 3 (try to set up it's installation directory to somewhere where it's easy to access it's files)\n\nC) Setup Assets\n---------------\n1. base folder\nJust copy paste the base folder from the source code to the Game's base folder\n\n2. zBFA folder\n\n\t- Copy paste the zBFA folder to your own Game's folder (/path/to/Doom3BFG)\n\t   - (Optional) Copy paste the base/renderprogs folder in the zBFA folder \n\t- Open DoomBFA.exe with the launch argument +set com_allowConsole 1\n\t- Open Doom 3 and activate the console (press ~ key)\n\t- Type writeresourcefilewithdir zBFA\n\t- Copy paste from C:\\Users\\\u003cusername\u003e\\Saved Games\\Id Software\\DOOM BFA\\base\\zBFA.resources (or /home/\u003cusername\u003e/.doombfa/base/zBFA.resources for Linux) to your Game's base folder (/path/to/Doom3BFG) in the maps folder\n\nD) Run/Debug DOOM BFA\n---------------------------\nWindows:\n\nOn windows with Visual Studio everything is pretty much preset. If you need to add additional launch arguments or change the working directory:\n\n\t- Right click on DoomBFA project\n\t- Select Properties\n\t- Go to the Debugging section\n\nLinux:\n\nOn linux Visual Studio Code is prefered for Debugging.\nFor Visual Studio Code:\n\n\t- Make sure you have Microsoft's C/C++ extension\n\t- Open the .vscode/tasks.json and change the options.cwd to the build folder you are using (example: BuildDebug for the Debug profile with Cmake Presets)\n\t- Open the .vscode/launch.json and change the progam's value to reflect where the executable is (example: ${workspaceFolder}/buildDebug/DoomBFA)\n\t- On the .vscode/launch.json change cwd to the game's folder\n\t- Finally you can use .vscode/launch.json's args to add additional launch arguments\n\nE) Extras\n---------\n1. EAX support\n\nDownload this addon https://www.moddb.com/mods/classic-rbdoom-3-bfg-edition/downloads/roe-addon\nand extract it to the directory on your own Doom 3 BFG directory (/path/to/Doom3BFG)\n\n2. Final DOOM\n\n\t- Buy Final DOOM (Steam, GOG)\n\t- Copy and paste both WAD files (TNT.WAD, PUTONIA.WAD) into the Game's base/wads folder\n\n3. Master Levels\n\n\t- Buy DOOM 2 + Master Levels (Steam, GOG)\n\t- Create a folder named master inside the Game's base/wads folder\n\t- Copy and paste all the 20 Master Level wads inside the master folder (from the previous step)\n\n4. XAudio2 backend on Windows\n\n\t- Copy the text with the brackets from the neo/xaudio29redist.txt to neo/vcpkg.json (each entry is separated with comma)\n\t- On CMakePresets.json in the windows-base configuration change the value of USE_XAUDIO2_PACKAGE from OFF to ON\n\t- Follow steps from [Chapter 5](#5-compiling-on-windows-with-visual-studio)\n\n5. DXGI (Windows ONLY)\n\tNewer GPU drivers (AMD and nVidia) offer the option to make OpenGL games to render on a DX12 Context provided by the GPU driver sofware.\n\n\tAMD:\n\n\t\t- Open the AMD Adrenaline Software\n\t\t- Go to 'GAMING' tab\n\t\t- Go to \"Graphics' tab\n\t\t- On the drop down select 'Advanced View'\n\t\t- Enable OpenGL triple-buffering and 10-bit pixel format (for HDR support)\n\n\tnVidia:\n\n\t\t- Open nVidia Control Panel\n\t\t- Go to '3D Settings'\n\t\t- Go to 'Manage 3D Settings'\n\t\t- Set 'Vulkan/OpenGL present method' to 'Prefer layered on DXGI Swapchain'\n\n## 8) OVERALL CHANGES\n\n- Flexible build system using CMake\n\n- Linux support (32 and 64 bit)\n\n- Win64 support\n\n- OS X support (untested on this fork)\n\n- OpenAL Soft sound backend primarily developed for Linux but works on Windows as well\n\n- Bink video support through FFmpeg\n\n- PNG image support\n\n- Soft shadows using PCF hardware shadow mapping\n\n\tThe implementation uses sampler2DArrayShadow and PCF which usually\n\trequires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should\n\tbe widely supported.\n\tAll 3 light types are supported which means parallel lights (sun) use\n\tscene independent cascaded shadow mapping.\n\tThe implementation is very fast with single taps (400 fps average per\n\tscene on a GTX 660 ti OC) however I defaulted it to 12 taps using a Poisson disc algorithm so the shadows look\n\treally good which should give you stable 100 fps on todays hardware (2014).\n\n- Changed light interaction shaders to use Half-Lambert lighting like in Half-Life 2 to \n\tmake the game less dark. https://developer.valvesoftware.com/wiki/Half_Lambert\n\n- True 64 bit HDR lighting with adaptive tone mapping and gamma-correct rendering in linear RGB space\n\n- Enhanced Subpixel Morphological Antialiasing\n\tFor more information see \"Anti-Aliasing Methods in CryENGINE 3\" and the docs at http://www.iryoku.com/smaa/\n\n- Filmic post process effects like Technicolor color grading and film grain\n\n- Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique\n\n- Support for Classic DOOM launch arguments\n\n- Extended mod support for Classic DOOM (Vanilla + Partial BOOM compatibility)\n\n- Restored Flashlight from the original DOOM 3 (2004)\n\n- Revmaped settings with more options on both DOOM 3 and the Classic DOOM games\n\n## 9) CONSOLE VARIABLES\n\nCheck here: https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG/wiki/3.-New-Parameters\n\n## 10) KNOWN ISSUES\n\n- In some cases activating both SSAO and Soft Shadows might result in shadow artifacts\n- Using the latest AMD Windows Driver (22.7.1 and newer) might result in worse performance than with previous versions (22.6.1 or older)\n\n## 11) BUG REPORTS\n\nDOOM-BFA is not perfect, it is not bug free as every other software.\nFor fixing as much problems as possible we need as much bug reports as possible.\nWe cannot fix anything if we do not know about the problems.\n\nThe best way for telling us about a bug is by submitting a bug report at our GitHub bug tracker page:\n\n\thttps://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG/issues?state=open\n\nThe most important fact about this tracker is that we cannot simply forget to fix the bugs which are posted there. \nIt is also a great way to keep track of fixed stuff.\n\nIf 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.\n\n    * Search on Google\n    * Include the computer's hardware and software description ( CPU, RAM, 3D Card, distribution, kernel etc. )\n    * If appropriate, send a console log, a screenshot, an strace ..\n    * If you are sending a console log, make sure to enable developer output:\n\n              DoomBFA.exe +set developer 1 +set logfile 2\n\t\t\t  \n\t\tYou can find your qconsole.log on Windows in C:\\Users\\\u003cyour user name\u003e\\Saved Games\\id Software\\DOOM BFA\\base\\\n\nNOTE: We cannot help you with OS-specific issues like configuring OpenGL correctly, configuring ALSA or configuring the network.\n\n## 12) GAME MODIFICATIONS\n\t\nThe Doom 3 BFG Edition GPL Source Code release allows mod editing, in order for it to accept any change in your\nmod directory, you should first specify your mod directory adding the following command to the launcher:\n\n\"+set fs_game modDirectoryName\"\n\nso it would end up looking like: DoomBFA +set fs_game modDirectoryName\n\nAlso now you can package your mod in .resource files for more info check: https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG/wiki\n\nClassic doom mods are enabled and can be used with the old \"-file\" parameter like this: RBDoom3BFG -file \"classicmod.wad\"\n\nIMPORTANT: DOOM-BFA does not support old Doom 3 (2004) modiciations that include sourcecode modifications in binary form (.dll)\nYou can fork DOOM-BFA and create a new binary (.dll) that includes all required C++ game code modifications.\n\n\n## 13) CODE LICENSE EXCEPTIONS - The parts that are not covered by the GPL:\n\n\nEXCLUDED CODE:  The code described below and contained in the Doom 3 BFG Edition GPL Source Code release\nis not part of the Program covered by the GPL and is expressly excluded from its terms. \nYou are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.\n\n\nJPEG library\n-----------------------------------------------------------------------------\nneo/libs/jpeg-6/*\n\nCopyright (C) 1991-1995, Thomas G. Lane\n\nPermission is hereby granted to use, copy, modify, and distribute this\nsoftware (or portions thereof) for any purpose, without fee, subject to these\nconditions:\n(1) If any part of the source code for this software is distributed, then this\nREADME file must be included, with this copyright and no-warranty notice\nunaltered; and any additions, deletions, or changes to the original files\nmust be clearly indicated in accompanying documentation.\n(2) If only executable code is distributed, then the accompanying\ndocumentation must state that \"this software is based in part on the work of\nthe Independent JPEG Group\".\n(3) Permission for use of this software is granted only if the user accepts\nfull responsibility for any undesirable consequences; the authors accept\nNO LIABILITY for damages of any kind.\n\nThese conditions apply to any software derived from or based on the IJG code,\nnot just to the unmodified library.  If you use our work, you ought to\nacknowledge us.\n\nNOTE: unfortunately the README that came with our copy of the library has\nbeen lost, so the one from release 6b is included instead. There are a few\n'glue type' modifications to the library to make it easier to use from\nthe engine, but otherwise the dependency can be easily cleaned up to a\nbetter release of the library.\n\nzlib library\n---------------------------------------------------------------------------\nneo/libs/zlib/*\n\nCopyright (C) 1995-2012 Jean-loup Gailly and Mark Adler\n\nThis software is provided 'as-is', without any express or implied\nwarranty.  In no event will the authors be held liable for any damages\narising from the use of this software.\n\nPermission is granted to anyone to use this software for any purpose,\nincluding commercial applications, and to alter it and redistribute it\nfreely, subject to the following restrictions:\n\n1. The origin of this software must not be misrepresented; you must not\n claim that you wrote the original software. If you use this software\n in a product, an acknowledgment in the product documentation would be\n appreciated but is not required.\n2. Altered source versions must be plainly marked as such, and must not be\n misrepresented as being the original software.\n3. This notice may not be removed or altered from any source distribution.\n\nBase64 implementation\n---------------------------------------------------------------------------\nneo/idlib/Base64.cpp\n\nCopyright (c) 1996 Lars Wirzenius.  All rights reserved.\n\nJune 14 2003: TTimo \u003cttimo@idsoftware.com\u003e\n\tmodified + endian bug fixes\n\thttp://bugs.debian.org/cgi-bin/bugreport.cgi?bug=197039\n\nRedistribution and use in source and binary forms, with or without\nmodification, are permitted provided that the following conditions\nare met:\n\n1. Redistributions of source code must retain the above copyright\n   notice, this list of conditions and the following disclaimer.\n\n2. Redistributions in binary form must reproduce the above copyright\n   notice, this list of conditions and the following disclaimer in the\n   documentation and/or other materials provided with the distribution.\n\nTHIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR\nIMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\nWARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\nDISCLAIMED.  IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT,\nINDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR\nSERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)\nHOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,\nSTRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN\nANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE\nPOSSIBILITY OF SUCH DAMAGE.\n\nIO for (un)compress .zip files using zlib\n---------------------------------------------------------------------------\nneo/libs/zlib/minizip/*\n\nCopyright (C) 1998-2010 Gilles Vollant (minizip) ( http://www.winimage.com/zLibDll/minizip.html )\n\nModifications of Unzip for Zip64\nCopyright (C) 2007-2008 Even Rouault\n\nModifications for Zip64 support\nCopyright (C) 2009-2010 Mathias Svensson ( http://result42.com )\n\nThis software is provided 'as-is', without any express or implied\nwarranty.  In no event will the authors be held liable for any damages\narising from the use of this software.\n\nPermission is granted to anyone to use this software for any purpose,\nincluding commercial applications, and to alter it and redistribute it\nfreely, subject to the following restrictions:\n\n1. The origin of this software must not be misrepresented; you must not\n   claim that you wrote the original software. If you use this software\n   in a product, an acknowledgment in the product documentation would be\n   appreciated but is not required.\n2. Altered source versions must be plainly marked as such, and must not be\n   misrepresented as being the original software.\n3. This notice may not be removed or altered from any source distribution.\n\nMD4 Message-Digest Algorithm\n-----------------------------------------------------------------------------\nneo/idlib/hashing/MD4.cpp\nCopyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All\nrights reserved.\n\nLicense to copy and use this software is granted provided that it\nis identified as the \"RSA Data Security, Inc. MD4 Message-Digest\nAlgorithm\" in all material mentioning or referencing this software\nor this function.\n\nLicense is also granted to make and use derivative works provided\nthat such works are identified as \"derived from the RSA Data\nSecurity, Inc. MD4 Message-Digest Algorithm\" in all material\nmentioning or referencing the derived work.\n\nRSA Data Security, Inc. makes no representations concerning either\nthe merchantability of this software or the suitability of this\nsoftware for any particular purpose. It is provided \"as is\"\nwithout express or implied warranty of any kind.\n\nThese notices must be retained in any copies of any part of this\ndocumentation and/or software.\n\nMD5 Message-Digest Algorithm\n-----------------------------------------------------------------------------\nneo/idlib/hashing/MD5.cpp\nThis code implements the MD5 message-digest algorithm.\nThe algorithm is due to Ron Rivest.  This code was\nwritten by Colin Plumb in 1993, no copyright is claimed.\nThis code is in the public domain; do with it what you wish.\n\nCRC32 Checksum\n-----------------------------------------------------------------------------\nneo/idlib/hashing/CRC32.cpp\nCopyright (C) 1995-1998 Mark Adler\n\nOpenGL headers\n---------------------------------------------------------------------------\nneo/renderer/OpenGL/glext.h\nneo/renderer/OpenGL/wglext.h\n\nCopyright (c) 2007-2012 The Khronos Group Inc.\n\nPermission is hereby granted, free of charge, to any person obtaining a\ncopy of this software and/or associated documentation files (the\n\"Materials\"), to deal in the Materials without restriction, including\nwithout limitation the rights to use, copy, modify, merge, publish,\ndistribute, sublicense, and/or sell copies of the Materials, and to\npermit persons to whom the Materials are furnished to do so, subject to\nthe following conditions:\n\nThe above copyright notice and this permission notice shall be included\nin all copies or substantial portions of the Materials.\n\nTHE MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\nMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\nIN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\nCLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\nTORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\nMATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.\n\nTimidity\n---------------------------------------------------------------------------\nneo/libs/timidity/*\n\nCopyright (c) 1995 Tuukka Toivonen \n\nFrom http://www.cgs.fi/~tt/discontinued.html :\n\nIf you'd like to continue hacking on TiMidity, feel free. I'm\nhereby extending the TiMidity license agreement: you can now \nselect the most convenient license for your needs from (1) the\nGNU GPL, (2) the GNU LGPL, or (3) the Perl Artistic License.  \n\n\n## 14) VCPKG Depedency Licenses:\nEach pre-build binary include a folder named third-party-licenses. \nInside the folder you can find any additional license for each vcpkg depedency that have been used for the creation of the distributed binary.\n\nA) XAudio 2.9 redist\n--------------------------------------\nIf XAudio 2.9 redist package is included in the project, only the header files of that package are used in order to maintain Windows 7, 8, 8.1 compatibility.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FMadDeCoDeR%2FClassic-RBDOOM-3-BFG","html_url":"https://awesome.ecosyste.ms/projects/github.com%2FMadDeCoDeR%2FClassic-RBDOOM-3-BFG","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FMadDeCoDeR%2FClassic-RBDOOM-3-BFG/lists"}