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Some of the stuff is from DerSaidin's minimal assets package, see http://wiki.iodoom3.org/Minimum_Assets http://www.dersaidin.net/doom3/assets/doom3_minimal_assets.rar The layout textures are from ReFleX, were used in xreal and are relicensed under WTFPL with friendly permission from ReFleX.
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The following license applies to: | ||
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def/engine.def | ||
materials | ||
materials/base.mtr | ||
materials/dummy.mtr | ||
default.cfg | ||
guis/chat.gui | ||
guis/mphud.gui | ||
guis/msg.gui | ||
guis/mainmenu.gui | ||
script/doom_main.script | ||
script/doom_defs.script | ||
textures/bigchars.tga | ||
textures/dummy_black.tga | ||
textures/dummy_light.tga | ||
textures/dummy_lighta.tga | ||
textures/dummy_white.tga | ||
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE | ||
Version 2, December 2004 | ||
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Copyright (C) 2004 Sam Hocevar | ||
14 rue de Plaisance, 75014 Paris, France | ||
Everyone is permitted to copy and distribute verbatim or modified | ||
copies of this license document, and changing it is allowed as long | ||
as the name is changed. | ||
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE | ||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION | ||
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0. You just DO WHAT THE FUCK YOU WANT TO. | ||
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################################################################################ | ||
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The following license applies to: | ||
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textures/layout/*.tga | ||
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Copyright (C) 2009 Stefan Lautner | ||
Licensed under DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE version 2, | ||
see above for license text. | ||
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################################################################################ | ||
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The following license applies to: | ||
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textures/common/caulk.tga | ||
textures/common/cushion.tga | ||
textures/common/full_clip.tga | ||
textures/common/mirror.tga | ||
textures/common/nodraw.tga | ||
textures/common/player_clip.tga | ||
textures/common/slick.tga | ||
textures/triggers/trigger.tga | ||
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Copyright (C) 2000 William Joseph, under Public Domain | ||
(according to Xreal, http://xreal.svn.sourceforge.net/viewvc/xreal/trunk/xreal/base/MEDIA.txt) | ||
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################################################################################ | ||
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The following license applies to: | ||
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def/ammo.def | ||
def/player.def | ||
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maps/test.map | ||
maps/test.cm | ||
maps/test.proc | ||
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materials/common.mtr | ||
materials/deprecated.mtr | ||
materials/layout.mtr | ||
materials/triggers.mtr | ||
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strings/english.lang | ||
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textures/common/aasobstacle.tga | ||
textures/common/aassolid.tga | ||
textures/common/clipplus.tga | ||
textures/common/clip.tga | ||
textures/common/collision.tga | ||
textures/common/deprecated.tga | ||
textures/common/entitygui.tga | ||
textures/common/entitygui2.tga | ||
textures/common/entitygui3.tga | ||
textures/common/ikclip.tga | ||
textures/common/ladder.tga | ||
textures/common/monster_clip.tga | ||
textures/common/moveable_clip.tga | ||
textures/common/nodrawsolid.tga | ||
textures/common/noimpact.tga | ||
textures/common/pdagui.tga | ||
textures/common/radiochatter.tga | ||
textures/common/shadow2.tga | ||
textures/common/shadow.tga | ||
textures/common/speaker.tga | ||
textures/common/visportal.tga | ||
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textures/triggers/trigcount.tga | ||
textures/triggers/trigentitynameonce.tga | ||
textures/triggers/trigentityname.tga | ||
textures/triggers/trigfacing.tga | ||
textures/triggers/trigfade.tga | ||
textures/triggers/trigflashlight.tga | ||
textures/triggers/triggui.tga | ||
textures/triggers/trighurt.tga | ||
textures/triggers/trigmulti.tga | ||
textures/triggers/trigonce.tga | ||
textures/triggers/trigrelay.tga | ||
textures/triggers/trigtimer.tga | ||
textures/triggers/trigtouch.tga | ||
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Copyright (C) 2012 Daniel Gibson, credit would be appreciated, but is not necessary. | ||
Licensed under DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE version 2, | ||
see above for license text. |
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d3-base-assets | ||
D3 Base Assets | ||
============== | ||
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This aims to become a base for standalone games based on the free Doom3 engine | ||
This projects aims to create a standalone SDK for games based on the | ||
"dhewm3" Doom3 port (though it is useful with other ports as well), | ||
so the Open Source Doom3 Engine can be used for games without using | ||
any proprietary media from the game itself. | ||
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Currently it's rather incomplete, especially the .def files for most | ||
entities are missing. | ||
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The following files are not included and have to be copied from the | ||
original doom3 (or the demo) until dhewm3 has a working GLSL backend | ||
and corresponding shaders that are under a free license: | ||
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> glprogs/* | ||
Probably it would also be useful to use some files from def/ to have | ||
more entities available in the level editor. | ||
I plan to have recreated versions of them with a free license in the | ||
future. | ||
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HOWTO use this | ||
-------------- | ||
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* Clone dhewm3, see <https://github.com/dhewm/dhewm3/> (tested revision | ||
df81835de056cd83c1692e0cc2ec432873f7ab2b) | ||
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* Apply standalone.patch (`cd /path/to/dhewm3/ ; patch -p1 < /path/to/standalone/standalone.patch`) | ||
* Run cmake to create Makefiles | ||
- create build dir (in this example: /path/to/build) | ||
- `cd /path/to/build` | ||
- `cmake -DD3XP=NO -DBASE=NO /path/to/dhewm3/neo/` | ||
Note: the given options are just to speed up compiling and you may | ||
need additional options to make sure the standalone/ directory | ||
is used as data dir (see <https://github.com/dhewm/dhewm3/wiki/FAQ>) | ||
* Compile dhewm3. (on Linux: execute `make`) | ||
* Now you can execute dhewm3. You'll get a black screen, because there | ||
is no main menu GUI yet. | ||
But console works as expected, so you can load the test map with | ||
`map test` and quit the game with `quit` | ||
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Contributions are welcome! | ||
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Cheers, | ||
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Daniel (caedes) |
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Currently (at least) the following is missing: | ||
* Definitions for all important entities (in def/), especially: | ||
func_*, info_*, path_*, trigger_*, target_* | ||
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* GUIs, especially a main menu would be nice. | ||
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* Examples for: | ||
- Player model (incl. corresponding definitions etc) | ||
- Melee weapon, e.g. stick, (incl. scripts) | ||
- Firewarm, e.g. Pistol, Gun, ... (incl. scripts) | ||
- one or more enemies (incl. models, scripts etc; could reuse player model) | ||
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* OpenGL Shaders to replace the stuff from Doom3's glprogs/ directory | ||
(maybe one of the GLSL implementations + shaders could be improved) | ||
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* A script that replaces deprecated materials with their alternatives would be nice. | ||
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Everything in this SDK should be under a free license that also allows commercial | ||
use, e.g. WTFPL (http://sam.zoy.org/wtfpl/), a BSD-like license or a permissive | ||
CC License (e.g. http://creativecommons.org/licenses/by/3.0/deed.en_US). | ||
GPL may also be ok, but I'm trying to avoid that to make using the included assets | ||
easier for projects that use other non-free assets. |
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entityDef ammo_types { } |
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entityDef worldspawn { | ||
"editor_color" "0 .5 .8" | ||
"editor_mins" "?" | ||
"editor_maxs" "?" | ||
"no_stamina" "1" | ||
"spawnclass" "idWorldspawn" | ||
} | ||
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entityDef light { | ||
"editor_color" "0 1 0" | ||
"editor_mins" "-8 -8 -8" | ||
"editor_maxs" "8 8 8" | ||
"spawnclass" "idLight" | ||
} | ||
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entityDef info_player_start { | ||
"editor_color" "1 0 0" | ||
"editor_mins" "-16 -16 0" | ||
"editor_maxs" "16 16 64" | ||
"editor_showangle" "1" | ||
"spawnclass" "idPlayerStart" | ||
} | ||
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entityDef info_player_deathmatch { | ||
"editor_color" "1 0 0" | ||
"editor_mins" "-16 -16 0" | ||
"editor_maxs" "16 16 64" | ||
"editor_showangle" "1" | ||
"spawnclass" "idPlayerStart" | ||
} | ||
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entityDef player_doommarine { | ||
"spawnclass" "idPlayer" | ||
"scriptobject" "player" | ||
} | ||
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entityDef player_doommarine_mp { | ||
"inherit" "player_doommarine" | ||
} |
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unbindall | ||
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bind w _forward | ||
bind a _moveleft | ||
bind s _back | ||
bind d _moveright | ||
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bind CTRL _movedown | ||
bind SPACE _moveup | ||
bind SHIFT _speed |
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windowDef Desktop { | ||
rect 0, 0, 640, 480 | ||
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backcolor 0, 0, 0, 0 | ||
nocursor 1 | ||
} |
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windowDef Desktop | ||
{ | ||
rect 0, 0, 640, 480 | ||
backcolor 0, 0, 0, 1 | ||
menugui 1 | ||
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onESC | ||
{ | ||
set "cmd" "close" ; | ||
} | ||
} |
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windowDef Desktop { | ||
rect 0, 0, 640, 480 | ||
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backcolor 0, 0, 0, 0 | ||
nocursor 1 | ||
} |
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windowDef Desktop | ||
{ | ||
rect 0, 0, 640, 480 | ||
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backcolor 0, 0, 0, 0 | ||
menugui 1 | ||
} |
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