The zip file is 9 megs, 55 megs unzipped.
You will need to have non-free (i.e. not Express) version of Visual Studio 2010 and also download and install DirectX SDK (550 megs, free) to compile the code.
For me it failed in Release configuration with the following errors:
mt.exe error: Google suggested that there could be missing > bracket in <Mt in
"C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets" - not in my case
The error was gone next time a hit Build on the solution. Weird.
ALenum errors: the fix was to add missing ID_ALCHAR directives on the following line in sound\snd_system.cpp file:
#if ID_OPENAL common->Printf( "%8d kB total OpenAL audio memory used\n", ( alGetInteger( alGetEnumValue( "AL_EAX_RAM_SIZE" ) ) - alGetInteger( alGetEnumValue( "AL_EAX_RAM_FREE" ) ) ) >> 10 ); #endif
#if ID_OPENAL common->Printf( "%8d kB total OpenAL audio memory used\n", ( alGetInteger( alGetEnumValue( ID_ALCHAR "AL_EAX_RAM_SIZE" ) ) - alGetInteger( alGetEnumValue( ID_ALCHAR "AL_EAX_RAM_FREE" ) ) ) >> 10 ); #endif
After these changes, I was able to compile it and it ended up with 204 megs in build\Win32\Release subfolder, among which there was DOOM3.exe.
Now I'm off to draw some textures and get that Radiant editor or DarkRadiant which is supposed to be more suitable for Doom3 modding ... ;)
Update 1: How to use that built DOOM3.exe
- Create the folder like C:\MyGames\Doom3
- Place doom3.exe in the above folder
- Copy base folder from the source code into the above
- Copy compiled gamex86.dll into base folder
- Run the command line below in base folder to create initial folders layout
- Run doom3.exe - it will start and then stop with error "_default material not found" - I'm off to investigate it now