dhewm3

dhewmGPL-3.0更新放缓

Doom 3 的跨平台开源移植版,基于 id Tech 4 引擎,修复原版在现代系统上的兼容问题,让老游戏能在 Linux 和新硬件上流畅运行。

dhewm 3 (Doom3 sourceport) main repository

1.5.5发布于 2026-06-08 13:46 UTC2,195star432fork同步于 2026-11-07 07:34 UTC

怎么上手

由 README 提炼,执行前请确认
sudo apt install git cmake build-essential libsdl2-dev libopenal-dev libcurl4-openssl-dev
cmake ../neo/
make -j8
./dhewm3 +set fs_basepath /path/to/your/doom3/
硬件要求按 README 说明

README 未说明具体显存或 GPU 型号要求,只提到在 Windows、Linux、macOS、FreeBSD 上可用;渲染基于 OpenGL,未提及 CPU 运行方式。

支持 Apple Silicon
下载:源码 zip·GitHub Releases(安装包)本站不镜像安装包

项目说明

由 README 自动翻译提炼

Doom 3 的 GPL 源码移植版,用 SDL 让这款老游戏在现代多平台上跑起来

Doom 3 的跨平台开源移植版,基于 id Tech 4 引擎,修复原版在现代系统上的兼容问题,让老游戏能在 Linux 和新硬件上流畅运行。

核心能力

  • 64 位移植,支持 Windows、Linux、macOS 和 FreeBSD
  • 用 SDL 统一处理系统底层、OpenGL 和输入
  • 用 OpenAL 输出音频,并支持 OpenAL EFX 的 EAX 类混响
  • 支持手柄操作,但震动功能尚未支持
  • 内置独立于 Mod 的高级设置菜单,默认按 F10 打开

容易踩的坑

源码不含游戏数据,需自备正版 Doom 3 并打补丁到 1.3.1;不支持 DOOM 3: BFG Edition;必须用 OpenAL Soft,Creative 和 Apple 版本不可用;项目明确拒绝 AI 生成的代码和 issue。

内容由模型根据 README 生成,可能不完整或不准确,以官方文档为准。看原文 README

最近发版

5 个版本1.5.5
  1. 1.5.5dhewm3 1.5.5最新正式版2026-06-08 · 2026-06-08 13:46 UTC

    Rejoice, dhewm3 1.5.5 is here!

    There have been lots of changes (see below for details), one highlight is that several sources of microstutters have been removed (like the old 60 vs 62.5fps problem) so the game should run smoother than before, especially when using VSync.

    Another great new feature is the support for widescreen GUIs. It requires adjusting the .ui files; Arl created versions for the base game, Resurrection of Evil and The Lost Mission, they are provided as an optional Download (dhewm3-wide-guis-*.zip).
    Note that especially the main menus may have some little glitches here and there - they're very big/complex, so converting them to widescreen wasn't exactly straightforward.

    Furthermore, dhewm3 now supports BC7-compressed (BPTC) .dds textures. They offer better quality than the older S3TC/DXT/BC1-3 texture compression standard that Doom3 always supported, at the same size as DXT3-5. Useful for high-res retexturing packs. See the full changelog below for more details.

    You can download a signed and notarized build for macOS (Apple Silicon and 64bit Intel) at https://www.macsourceports.com/game/doom3

    dhewm3-mods contains some new mods:

    • ELDOOM
    • Grimm
    • HeXen: Edge Of Chaos Demo
    • Real Gibs
      • Note: The page says it only works with the 32bit version of dhewm3, but that refers to the realgibs.dll they ship.
        Use their gamedata with the .dll/.so provided here (or build the lib yourself)
    • Blood Mod has been updated to v1.8 and now also supports Resurrection Of Evil
    • LibreCoop is now maintained as part of dhewm3-sdk, until upstream becomes active again. This means that you should use the librecoop.dll/.so/.dylib provided by the dhewm3-mods download
    • All mods got updated with gamecode changes from dhewm3 1.5.5

    Update: Now there's also builds for arm64 Linux, thanks to @TheMidnightHammer!

    Changes since 1.5.4:

    • Enable/disable Soft Particles when loading a graphics quality preset (only enabled in Ultra preset, though you can still configure it independently like before; #604)
    • Greatly improve precision of internal timing, which should eliminate micro stutters (that were esp. noticeable when using VSync with 60Hz displays).
      Related: com_showFPS is now more precise and com_showFPS 2 shows additional information
    • Support BC7-compressed (BPTC) .dds textures. They offer better quality than the older S3TC/DXT/BC1-3 texture compression standard that Doom3 always supported. Mostly relevant for high-res retexturing packs, because they offer similar quality as uncompressed TGAs while being smaller, using only a quarter of the VRAM (TGA: 4 bytes per pixel, BC7: 1 byte per pixel) and loading significantly faster because mipmaps are contained and don't have to be generated on load.
      If you have such DDS files and want to use them (instead of TGAs), you must set image_usePrecompressedTextures 1 and image_useNormalCompression 2.
      You can also set image_usePrecompressedTextures 2, then dhewm3 will only load .dds textures with BC7 data - if it only finds an old one (with S3TC/DXT/BC1-3 compression) it will use the uncompressed TGA textures instead.
      If you want to create .dds files with BC7 texture data, you can use any common texture compression tool, except for normalmaps, those must be created with my customized bc7enc with
  2. 1.5.5_RC3dhewm3 1.5.5 Release Candidate 3pre-release2026-03-16 · 2026-03-16 22:56 UTC
    查看更新说明

    Release Candidate 3 for the upcoming version 1.5.5 of our Doom 3 Sourceport

    This is outdated, please use 1.5.5 instead!

    Needs the original Doom3 (not BFG!) game data. See https://dhewm3.org/ for more information.

    dhewm3-wide-guis-v0.2.zip contains (optional) widescreen versions of several Doom3 UIs, including main menu, PDA and HUD. They are the same as in 1.5.5 RC2. They were created by the awesome @Arl90 - thanks a lot!

    Note: The provided Linux build requires SDL 2.0.12 or newer.

    Thanks to MacSourcePorts for providing the notarized Mac build (for Apple Silicon and 64bit Intel)!

    Changes since 1.5.5 RC2:

    • Fix wrong (flipped) labels of Prev./Next Weapon in dhewm3 settings menu (#731)
    • Gamepad trigger axes can now also be used for ducking and jumping (#733)
    • Updated to Dear ImGui v1.92.5
    • Fix bug in map compiling (dmap) that could lead to errors when loading the map, due to "dangling edges" in collision models (#742)
    • Fix stutters/hangs in Radiant (Level Editor) 2D/3D views (#738)
    • Tell SDL2/3 to hide onscreen keyboards (relevant on Steamdeck; #739)
    • Fix some signed int overflows (mostly relevant on PowerPC64 CPUs #744, #745)
  3. 1.5.5_RC2dhewm3 1.5.5 Release Candidate 2pre-release2026-01-26 · 2026-01-26 05:18 UTC
    查看更新说明

    Release Candidate 2 for the upcoming version 1.5.5 of our Doom 3 Sourceport

    This is outdated, please use 1.5.5 instead!

    Needs the original Doom3 (not BFG!) game data. See https://dhewm3.org/ for more information.

    dhewm3-wide-guis-v0.2.zip contains (optional) widescreen versions of several Doom3 UIs, including main menu, PDA and HUD. They were created by the awesome @Arl90 - thanks a lot!
    They have been updated to fix some graphical issues.

    Note: The provided Linux build requires SDL 2.0.12 or newer.

    Thanks to MacSourcePorts for providing the notarized Mac build (for Apple Silicon and 64bit Intel)!

    dhewm3-mods contains some new mods:

    Changes since 1.5.5 RC1:

    • Fixed a crash when using an incomplete cubemap texture (missing one side).
      Will now print a warning about the missing side.
    • Loading Blood Mod for d3xp (Resurrection of Evil) via Mods menu works now
    • The timescale CVar works again (broke with the "smoother timing" changes)
    • Fixed some timing issues, esp. when trying to sleep for one frame in scripts, introduced with the "smoother timing" changes (#727)
    • Fixed MD3 animation issue when multiple instances of the same model were visible (#727)
  4. 1.5.5_RC1dhewm3 1.5.5 Release Candidate 1pre-release2026-01-11 · 2026-01-11 17:03 UTC
    查看更新说明

    Release Candidate 1 for the upcoming version 1.5.5 of our Doom 3 Sourceport

    This is outdated, please use 1.5.5 instead!

    Needs the original Doom3 (not BFG!) game data. See https://dhewm3.org/ for more information.

    dhewm3-wide-guis-v0.1.zip contains (optional) widescreen versions of several Doom3 UIs, including main menu, PDA and HUD. They were created by the awesome @Arl90 - thanks a lot!

    Note: The provided Linux build requires SDL 2.0.12 or newer.

    Thanks to MacSourcePorts for providing the notarized Mac build (for Apple Silicon and 64bit Intel)!

    dhewm3-mods contains some new mods:

    • ELDOOM
    • Grimm
    • HeXen: Edge Of Chaos Demo
    • Real Gibs
      • Note: The page says it only works with the 32bit version of dhewm3, but that refers to the realgibs.dll they ship.
        Use their gamedata with the .dll/.so provided here (or build the lib yourself)
    • Blood Mod v1.8 now also supports the Resurrection Of Evil (d3xp) addon

    Changes since 1.5.4:

    • Enable/disable Soft Particles when loading a graphics quality preset (only enabled in Ultra preset, though you can still configure it independently like before; #604)
    • Greatly improve precision of internal timing, which should eliminate micro stutters (that were esp. noticeable when using VSync with 60Hz displays).
      Related: com_showFPS is now more precise and com_showFPS 2 shows additional information
    • Support BC7-compressed (BPTC) .dds textures. They offer better quality than the older S3TC/DXT/BC1-3 texture compression standard that Doom3 always supported. Mostly relevant for high-res retexturing packs, because they offer similar quality as uncompressed TGAs while being smaller, using only a quarter of the VRAM (TGA: 4 bytes per pixel, BC7: 1 byte per pixel) and loading significantly faster because mipmaps are contained and don't have to be generated on load.
      If you have such DDS files and want to use them (instead of TGAs), you must set image_usePrecompressedTextures 1 and image_useNormalCompression 2.
      You can also set image_usePrecompressedTextures 2, then dhewm3 will only load .dds textures with BC7 data - if it only finds an old one (with S3TC/DXT/BC-13 compression) it will use the uncompressed TGA textures instead.
      If you want to create .dds files with BC7 texture data, you can use any common texture compression tool, except for normalmaps, those must be created with my customized bc7enc with the -r2a flag! (Because Doom3 requires that normalmaps have the red channel moved into the alpha channel, id confusingly called that "RXGB", and AFAIK no other tool supports that for BC7.)
      Just like the old DXT .dds files, they must be in the dds/ subdirectory of a mod (either directly in the filesystem or in a .pk4).
    • Allow creating aspect-ratio-independent GUIs (HUD and menus), based on code from CstDoom3, but greatly extended (#324).
      Note that this won't work out of the box with the original Doom3 game data, but requires updated GUIs. See docs/GUIs.md for how to use these features when creating GUIs.
    • Support SDL3 (SDL2 and, to some degree, SDL1.2 are also still supported)
    • Fix bugs on 64bit Big Endian platforms (#472, #625)
    • Fixes for high-poly models (use heap a
  5. 1.5.4dhewm3 1.5.42024-08-03 · 2024-08-03 14:55 UTC
    查看更新说明

    By the way: There is a newer release - you probably want that instead :)


    Release 1.5.4 of our Doom 3 Sourceport

    Celebrating 20 years of Doom 3!

    Needs the original Doom3 (not BFG!) game data. See https://dhewm3.org/ for more information.

    Note: The provided Linux build now requires SDL 2.0.12 or newer.
    If your system has an older version of SDL2 (e.g. 2.0.10 on Ubuntu 20.04), you can put the libSDL2-2.0.so.0 from sdl-2.30.0-linux-amd64.tar.gz into dhewm3/libs/ to make dhewm3 use this updated version of SDL2 (2.30.0).

    An up-to-date version for macOS is available at http://www.macsourceports.com/sourceport/dhewm3

    Changes since 1.5.3:

    • dhewm3-mods now contains game DLLs/libs for several new mods:
    • A brand new settings menu that uses Dear ImGui.
      Can be opened with F10 (unless that key is bound already) or by entering dhewm3Settings in the console. It has lots of settings that the original options menu doesn't have and can be easily navigated with gamepad or keyboard (or the mouse, of course). It can also be opened while in the game, which then is paused (if Single Player) but still visible, so the effect of most graphics settings can be seen immediately. Needs SDL2 and C++11.
    • "Soft" Particles (that don't "cut" into geometry but fade smoothly), based on code from The Dark Mod 2.04. Can be enabled/disabled with r_useSoftParticles, is applied automatically for all appropriate particles (view-aligned, using additive or alpha blending and not too small)
    • r_enableDepthCapture: Enable capturing depth buffer to texture, needed for the soft particles. Can be used in custom materials by using the "_currentDepth" texture
    • Replaced dependency on (external) zlib with integrated miniz
    • HighDPI/Retina support
    • Allow inverted mouse look (horizontally, vertically or both) with m_invertLook
    • CVar to allow always run in single player (still drains stamina though!): in_allowAlwaysRunInSP
    • VSync can be enabled/disabled on the fly, without restarting the renderer (still with r_swapInterval or in the menu, of course; needs SDL2)
    • Allow enabling/disabling HRTF with s_alHRTF
    • s_alOutputLimiter: Configure OpenAL's output-limiter which temporarily reduces the overall volume when too many too loud sounds play at once, to avoid issues like clipping
    • s_scaleDownAndClamp: Clamp and reduce volume of all sounds to prevent clipping or temporary downscaling by OpenAL's output limiter
    • If r_windowResizable is set, the dhewm3 window (when in windowed mode..) can be freely resized. Needs SDL2; with 2.0.5 and newer it's applied immediately, otherwise when creating the window.
    • If switching between fullscreen and windowed mode or similar changes causes issues (like here), you can set r_vidRestartAlwaysFull 1, so (again) a full vid_restart is done, instead of the partial one which usually suffices for just changing the resolution or fullscreen state. If you run into that issue (probably a driver bug), you'll probably also want to set r_windowResizable 0, because resizing the window that way also triggered the bug, and in that case no `vid_re

用户点评

登录用户的真实使用记录,可按版本和硬件筛选
共 0 条

    还没有人点评。第一个说出真实体验的人最有价值。

    README 原文

    未翻译

    ABOUT

    dhewm 3 is a Doom 3 GPL source port, known to work on at least Windows, Linux, macOS and FreeBSD.

    The goal of dhewm 3 is bring DOOM 3 with the help of SDL to all suitable platforms.

    Bugs present in the original DOOM 3 will be fixed (when identified) without altering the original gameplay.

    The official homepage is: https://dhewm3.org

    Mods supported by dhewm3: https://dhewm3.org/mods.html

    Mod SDK for dhewm3: https://github.com/dhewm/dhewm3-sdk

    The project is hosted at: https://github.com/dhewm

    Download the latest release: https://github.com/dhewm/dhewm3/releases/latest

    Consult the FAQ at: https://github.com/dhewm/dhewm3/wiki/FAQ

    Report bugs here: https://github.com/dhewm/dhewm3/issues

    CHANGES

    Compared to the original DOOM 3, the changes of dhewm 3 worth mentioning are:

    • 64-bit port
    • SDL for low-level OS support, OpenGL and input handling
    • OpenAL for audio output, all OS-specific audio backends are gone
    • OpenAL EFX for EAX reverb effects (read: EAX-like sound effects on all platforms/hardware)
    • Gamepad support
      • Rumble is currently not supported
    • Better support for widescreen (and arbitrary display resolutions)
    • A portable build system based on CMake
    • (Cross-)compilation with MinGW-w64
    • An advanced, mod-independent settings menu (opened with F10 by default)

    See Changelog.md for a more complete changelog.

    GENERAL NOTES

    Game data and patching

    This source release does not contain any game data, the game data is still covered by the original EULA and must be obeyed as usual.

    You must patch the game to the latest version (1.3.1). See the FAQ for details, including how to get the game data from Steam on Linux or OSX.

    Note that the original Doom 3 and Doom 3: Resurrection of Evil (together with DOOM 3: BFG Edition, which is not supported by dhewm3) are available from the Steam Store at

    https://store.steampowered.com/app/208200/DOOM_3/

    See https://dhewm3.org/#how-to-install for game data installation instructions.

    Configuration

    See Configuration.md for dhewm3-specific configuration, especially for using gamepads or the new settings menu.

    Compiling

    The build system is based on CMake: http://cmake.org/

    Required libraries are not part of the tree. These are:

    • OpenAL (OpenAL Soft required, Creative's and Apple's versions are made of fail)
    • SDL v1.2 or 2.0 (2.0 recommended)
    • libcurl (optional, required for server downloads)
    • Optionally, on non-Windows: libbacktrace (usually linked statically)
      • sometimes (e.g. on debian-based distros like Ubuntu) it's part of libgcc (=> always available), sometimes (e.g. Arch Linux, openSUSE) it's in a separate package
      • If this is available, dhewm3 prints more useful backtraces if it crashes

    For UNIX-like systems, these libraries need to be installed (including the developer files). It is recommended to use the software management tools of your OS (apt, dnf, portage, BSD ports, Homebrew for macOS, ...).

    For Windows, there are three options:

    • Use the provided binaries (recommended, see below)
    • Compile these libraries yourself
    • Use vcpkg to install the dependencies

    Create a distinct build folder outside of this source repository and issue the cmake command there, pointing it at the neo/ folder from this repository:

    cmake /path/to/repository/neo

    macOS users need to point CMake at OpenAL Soft (better solutions welcome):

    cmake -DOPENAL_LIBRARY=/usr/local/opt/openal-soft/lib/libopenal.dylib -DOPENAL_INCLUDE_DIR=/usr/local/opt/openal-soft/include /path/to/repository/neo

    Newer versions of Homebrew install openal-soft to another directory, so use this instead:

    cmake -DOPENAL_LIBRARY="/opt/homebrew/opt/openal-soft/lib/libopenal.dylib" -DOPENAL_INCLUDE_DIR="/opt/homebrew/opt/openal-soft/include" /path/to/repo/neo

    Compiling example using Ubuntu

    Should be the same for Debian and other Debian-derivatives, but apart from the first step (installing build dependecies) it should be the same on other Linux distros and even other UNIX-likes in general.

    Open a terminal and follow these steps:

    • Install build dependencies:
      sudo apt install git cmake build-essential libsdl2-dev libopenal-dev libcurl4-openssl-dev
      • The build-essential package on Debian/Ubuntu/... installs some basics for compiling code like GCC (incl. g++), GNU Make and the glibc development package
      • Instead of libcurl4-openssl-dev, other libcurl*-dev packages should also work - or none at all, curl is optional.
      • Not strictly necessary, but I recommend making libbacktrace available. On distributions not based on Debian, you may have to manually install some kind of libbacktrace development package.
    • Use git to get the code from Github (alternatively you can also download the code as an archive and extract that):
      git clone https://github.com/dhewm/dhewm3.git
    • Change into the dhewm3 directory, create a directory to build in and change into the build directory:
      cd dhewm3 then mkdir build then cd build
    • Create a Makefile with CMake: cmake ../neo/
      • You can set different options for CMake with arguments like -DDEDICATED=ON (to enable the dedicated server). You can show a list of supported options by running cmake -LH ../neo/. You can run CMake again with another -DFOO=BAR option to change that option (previously set options are remembered, unless you remove all contents of the build/ dir).
      • You could also install the cmake-qt-gui package and run cmake-gui ../neo/, which will let you configure the build in a GUI instead of using -D commandline-arguments.
    • Compile dhewm3: make -j8
      • -j8 specifies the number of compiler processes to run in parallel (8 in this example), it makes sense to use the number of CPU threads (or cores) in your system.

    When all steps are done and no errors occurred, you should be able to run dhewm3 right there, like:
    ./dhewm3 +set fs_basepath /path/to/your/doom3/
    Replace /path/to/your/doom3/ with the path to your Doom3 installation (that contains base/ with pak000.pk4 to pak008.pk4)

    Using the provided Windows binaries

    Get a clone of the latest binaries here: https://github.com/dhewm/dhewm3-libs

    There are two subfolders:

    • 32-bit binaries are located in i686-w64-mingw32
    • 64-bit binaries are located in x86_64-w64-mingw32

    Issue the appropriate command from the build folder, for example (for VS2019 and 32bit):

    cmake -G "Visual Studio 16 2019" -A Win32 -DDHEWM3LIBS=/path/to/dhewm3-libs/i686-w64-mingw32 /path/to/repository/neo

    For 64bit dhewm3 binaries, use -A x64 and /path/to/dhewm3-libs/x86_64-w64-mingw32 instead (note that the official dhewm3 binaries for Windows are 32bit).
    For Visual Studio 2022 it's "Visual Studio 17 2022".

    For 32bit MinGW use: cmake -G "MinGW Makefiles" -DDHEWM3LIBS=/path/to/dhewm3-libs/i686-w64-mingw32 /path/to/repository/neo

    The binaries are compatible with MinGW-w64 and all MSVC versions.

    Cross-compiling

    For cross-compiling, a CMake Toolchain file is required.

    For the MinGW-w64 toolchain i686-w64-mingw32 on Ubuntu 12.04, it looks like:

    set(CMAKE_SYSTEM_NAME Windows)
    set(CMAKE_SYSTEM_PROCESSOR i686)
    
    set(CMAKE_C_COMPILER i686-w64-mingw32-gcc)
    set(CMAKE_CXX_COMPILER i686-w64-mingw32-g++)
    set(CMAKE_RC_COMPILER i686-w64-mingw32-windres)
    
    set(CMAKE_FIND_ROOT_PATH /usr/i686-w64-mingw32)
    
    set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
    set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
    set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
    

    Then point CMake at your toolchain file: cmake -DCMAKE_TOOLCHAIN_FILE=/path/to/Toolchain.cmake -DDHEWM3LIBS=/path/to/dhewm3-libs/i686-w64-mingw32 /path/to/repository/neo

    NOTE: The DHEWM3LIBS path must be an absolute path, i.e. it must start with /!

    If you want to build for x86_64 aka AMD64 aka x64, replace all instances of i686 in the toolchain file with x86_64.

    Contributing

    Contributions in the form of Pull Requests or by creating (meaningful) bugreports are welcome!

    But please note that only human-written code is accepted for dhewm3.

    Do not submit code developed with the assistance of generative "AI"!

    ... like Microsoft Copilot, Anthropic Claude, ChatGPT, etc.

    Don't generate bugreports/issues or comments with "AI" either.

    Doing it anyway may get you banned from this project.

    This is not open for discussion.

    Back End Rendering of Stencil Shadows

    The Doom 3 GPL source code release did not include functionality enabling rendering of stencil shadows via the "depth fail" method, a functionality commonly known as "Carmack's Reverse".
    It has been restored in dhewm3 1.5.1 after Creative Labs' patent finally expired.

    Note that this did not change the visual appearance of the game, and didn't seem to make a noticeable performance difference (on halfway-recent hardware) either.

    MayaImport

    The code for our Maya export plugin is included, if you are a Maya licensee you can obtain the SDK from Autodesk.

    LICENSE

    See COPYING.txt for the GNU GENERAL PUBLIC LICENSE

    ADDITIONAL TERMS: The Doom 3 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 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.

    EXCLUDED CODE: The code described below and contained in the Doom 3 GPL Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms. You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.

    Dear ImGui

    neo/libs/imgui/*

    The MIT License (MIT)

    Copyright (c) 2014-2024 Omar Cornut

    Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

    PropTree

    neo/tools/common/PropTree/*

    Copyright (C) 1998-2001 Scott Ramsay

    [email protected]

    http://www.gonavi.com

    This material is provided "as is", with absolutely no warranty expressed or implied. Any use is at your own risk.

    Permission to use or copy this software for any purpose is hereby granted without fee, provided the above notices are retained on all copies. Permission to modify the code and to distribute modified code is granted, provided the above notices are retained, and a notice that the code was modified is included with the above copyright notice.

    If you use this code, drop me an email. I'd like to know if you find the code useful.

    Base64 implementation

    neo/idlib/Base64.cpp

    Copyright (c) 1996 Lars Wirzenius. All rights reserved.

    June 14 2003: TTimo [email protected]

    modified + endian bug fixes

    http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=197039

    Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

    1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

    2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

    THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

    miniz

    src/framework/miniz/*

    The MIT License (MIT)

    Copyright 2013-2014 RAD Game Tools and Valve Software Copyright 2010-2014 Rich Geldreich and Tenacious Software LLC

    All Rights Reserved.

    Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

    IO on .zip files using minizip

    src/framework/minizip/*

    Copyright (C) 1998-2010 Gilles Vollant (minizip) ( http://www.winimage.com/zLibDll/minizip.html )

    Modifications of Unzip for Zip64 Copyright (C) 2007-2008 Even Rouault

    Modifications for Zip64 support Copyright (C) 2009-2010 Mathias Svensson ( http://result42.com )

    This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

    Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

    1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
    2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
    3. This notice may not be removed or altered from any source distribution.

    MD4 Message-Digest Algorithm

    neo/idlib/hashing/MD4.cpp

    Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved.

    License to copy and use this software is granted provided that it is identified as the "RSA Data Security, Inc. MD4 Message-Digest Algorithm" in all material mentioning or referencing this software or this function.

    License is also granted to make and use derivative works provided that such works are identified as "derived from the RSA Data Security, Inc. MD4 Message-Digest Algorithm" in all material mentioning or referencing the derived work.

    RSA Data Security, Inc. makes no representations concerning either the merchantability of this software or the suitability of this software for any particular purpose. It is provided "as is" without express or implied warranty of any kind.

    These notices must be retained in any copies of any part of this documentation and/or software.

    MD5 Message-Digest Algorithm

    neo/idlib/hashing/MD5.cpp

    This code implements the MD5 message-digest algorithm. The algorithm is due to Ron Rivest. This code was written by Colin Plumb in 1993, no copyright is claimed. This code is in the public domain; do with it what you wish.

    CRC32 Checksum

    neo/idlib/hashing/CRC32.cpp

    Copyright (C) 1995-1998 Mark Adler

    stb_image and stb_vorbis

    neo/renderer/stb_image.h neo/sound/stb_vorbis.h

    Used to decode JPEG and OGG Vorbis files.

    from https://github.com/nothings/stb/

    Copyright (c) 2017 Sean Barrett

    Released under MIT License and Unlicense (Public Domain)

    Brandelf utility

    neo/sys/linux/setup/brandelf.c

    Copyright (c) 1996 Søren Schmidt All rights reserved.

    Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

    1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer in this position and unchanged.
    2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
    3. The name of the author may not be used to endorse or promote products derived from this software withough specific prior written permission

    THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

    $FreeBSD: src/usr.bin/brandelf/brandelf.c,v 1.16 2000/07/02 03:34:08 imp Exp $

    makeself - Make self-extractable archives on Unix

    neo/sys/linux/setup/makeself/*, neo/sys/linux/setup/makeself/README Copyright (c) Stéphane Peter Licensing: GPL v2