Post tutorial RSS Getting Started: Source Modding for Doom, Part 1

In this session we will briefly talk about what resources we need to compile the code and where to get them from.

Posted by on - Basic Client Side Coding

Getting Started: Source Code Modding for Doom, Part 1.
Game: Doom, Doom2.
Level: Basic.
Objective: Outline the requirements needed to compile the source code.
Resources required: See text below.
Introduction:
I realize that many members of the community following this series of tutorials are absolute beginners when it comes to the source code modding and probably have little or no knowledge of the codebase, but are enthusiastic enough to want to learn how to make a source code mod for Doom .They may have some experience with level design, graphics and sound mods..etc, amongst other things, but became increasingly aware that certain changes can only be achieved through real source code modifications. Unfortunately, unlike Wolf and Quake; since the Doom source code was released by id software many years ago, a very small number of tutorials was available on the net on this subject and most of them were just replies to queries from individuals on the forums. I hope that this series of articles on modding doom may help fill this gap, so here we go:
Procedure:
1. As I mentioned in my first tutorial, probably the biggest problem that may face beginners to source modding is how to compile the source code for one of the Doom engine source ports, and there are so many of them out there. If you can do that, then you should be on your way to "mod away!" .I did also say that some of the ports developers were kind enough to show us how to do this on their respective websites, as detailed for example in the following link for Doomsday, one of the best looking Doom ports available . It supports plenty of eye candy resources such as openGL, 3D models, Hi Res graphics and other add-ons; it is the primary choice as the platform for this series. Click here.
This page will show you how to compile the source code and where to download all the necessary resources. These include the compiler, DirectX SDK, OpenGL stuff and other support resources for audio..etc.
2. Here is a similar link for another excellent port, ZDoom with the same attention to details, check it out: click here. And one more for the popular Chocolate Doom here.
3. Now we are fortunate that the good people at Microsoft decided to allow us to download and use their Visual Studio components free of charge. We are in luck as VC++ Express can be used to build Doomsday ; ZDoom/GZdoom Chocolate Doom...etc, so you can do the modding for your favorite port for free.
4. Now I suggest you have a shot at it yourself. Begin by following the instructions given to you on those websites in the links above as this is really the best way to learn. If all goes well and you end up with your lovely, freshly compiled jdoom.dll ; zdoom.exe ; delicious chocolate-doom.exe or even the harder to compile risen3d.exe, then you are ready to go and follow the practical exercises given in our Doom Source Code Tutorials series. However, if you cannot find the required resources from the links on those sites and/or for some reason you couldn't set them up with your compiler, then I got some good news for you. I will show you a very easy short cut, but it only works for the Doomsday port. You only need to download the Microsoft VC++ Express compiler and the source code for Doomsday plus a small special file; that's all. Wait for the details in Getting Started Part 2. In some future articles I may have a go at explaining in details how to compile the code for the other 3 ports if the need arises from readers.
5. For the time being, please go ahead and download your free compiler, Visual C++ 2008 Express Edition from this link, which was working at the time of writing: click here.
Choose Visual C++ 2008 Express Edition with SP1, download it and install it to the default directory, it should place its own short cut on your desktop. Do not forget to register it with Microsoft or you will lose it after 30 days.
See you in Part 2. Bye for now.

Return to Tutorials Page.

Adam.

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