Planning an SDK port for the mod "Perfected Doom 3"
RPerrodin opened this issue · 5 comments
I would like to contribute to the Dhewm3 source port by making my favorite mod playable on it. So I did the direct way of adding the source code to the sdk repository and compile the .so files (I'm on Linux)
However when I run the executable with './dhewm3 +set fs_game perfected' I'm getting an error message:
----- Game Map Shutdown -----
ERROR: Error: file script/doom_events.script, line 13: Unknown event 'isLowered'
I don't know how I can address this so any help would be appreciated.
EDIT: I tried to redo the .so file since I didn't take into account the added .cpp and .h files in both the game and d3xp folders.
However when I try to recompile the .so files I get this error message:
/home/username/dhewm3/dhewm3-sdk-perfected/game/../idlib/../renderer/qgl.h:45:10: fatal error: SDL_opengl.h: No such file or directory
45 | #include <SDL_opengl.h>
| ^~~~~~~~~~~~~~
I installed and compiled the latest release of SDL2 and is in fact located at /usr/include/SDL2
I don't know what is wrong now.
I think the problem is that building the .so failed.
I wonder why that SDL include is in there (the SDK shouldn't use SDL) and why I haven't noticed that before..
I'll look into it this weekend, but you could try if commenting out #include <SDL_opengl.h>
fixes the build
Ok, I think the reason I never noticed this is that in the "pure" SDK and the existing mods qgl.h
isn't included anywhere, so it's unused (I should probably remove it from the SDK).
Are you sure you need it? IMO mods should be independent of the renderering backend and thus shouldn't call OpenGL directly.
PD3 also mods lighting and most graphic rendering too. I would love to be able to isolate gameplay from its graphical modifications.
Could you share the git repo with your modified dhewm3 sdk code?
I briefly looked at the "Perfected Doom 3 version 7 Source Code" and there is not a single call to an opengl function in it.
Are you sure you need qgl.h?