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Com.n0n3m4.diii4a

IdTech4A++, idTech engine game For Android, DOOM III/Quake 4/Prey(2006)/TDM/Quake 3/RTCW/Quake 2
Updated 1 month ago

idTech4A++ (Harmattan Edition)

DOOM III/Quake 4/Prey(2006) for Android/Linux

毁灭战士3/雷神之锤4/掠食(2006)安卓/Linux移植版.

Original named DIII4A++, based on com.n0n3m4.diii4a's OpenGLES version.

Latest version: 1.1.0harmattan39(natasha)
Latest update: 2024-04-10
Arch: arm64 armv7-a
Platform: Android 4.4+
License: GPLv3


Feature

  • Linux/Windows(MinGW/MSVC(without editor)) build
  • multi-threading renderer
  • png/dds texture image
  • jpeg/png/bmp/dds format of screenshot
  • obj format static model
  • dae format static model
  • pure soft shadow with shadow-mapping
  • OpenGLES2.0/OpenGLES3.0
  • OpenAL(soft) and EFX Reverb
  • no-lighting rendering and no-lighting material
  • translucent stencil shadow
  • DOOM3 mods: DOOM3(with full body awareness mod); The Lost Mission; Classic DOOM; Rivensin; Hardcorps; Overthinked; SABot-a7x; HexenEOC; Fragging-Free; LibreCoop
  • Quake4(with bot mod, full body awareness mod) and Raven's idTech4 engine
  • Prey(2006)(with full body awareness mod) and HumanHead's idTech4 engine
  • Quake2(Yamagi Quake II) and mods: ctf; rogue; xatrix; zaero
  • Quake III Arena/Quake III Team Arena(ioquake3)
  • Return to Castle Wolfenstein(iortcw)
  • The Dark Mod

Get it on F-Droid

Or download the latest APK from the Releases Section. Tag with -free only for F-Droid update.

Feature Github F-Droid
Ouya TV Yes No

Update

  • Support perforated surface shadow in shadow mapping.
  • Add LibreCoop mod of DOOM3 support, game data directory named librecoop. More view in LibreCoop.
  • Add Quake II support, game data directory named baseq2. More view in Quake II.
  • Add Quake III Arena support, game data directory named baseq3; Add Quake III Team Arena support, game data directory named missionpack. More view in Quake III Arena.
  • Add Return to Castle Wolfenstein support, game data directory named main. More view in Return to Castle Wolfenstein.
  • Add The Dark Mod 2.11 support, game data directory named darkmod. More view in The Dark Mod.
  • Add a on-screen button theme.

About Prey(2006)

For playing Prey(2006)(jmarshall 's PreyDoom). Now can play all levels, but some levels has bugs.
  1. Putting PC Prey game data file to preybase folder and START directly.
  2. Some problems solution: e.g. using cvar harm_ui_translateAlienFont to translate Alien text on GUI.
  3. Exists bugs: e.g. some incorrect collision(using noclip), some GUIs not work(Music CD in RoadHouse).
  4. If settings UI is not work, can edit preyconfig.cfg for binding extras key.
  • bind "Your key of spirit walk" "_impulse54"
  • bind "Your key of second mode attack of weapons" "_attackAlt"
  • bind "Your key of toggle lighter" "_impulse16"
  • bind "Your key of drop" "_impulse25"

About Quake IV

For playing Quake 4(jmarshall 's Quake4Doom). Now can play all levels, but some levels has bugs.
  1. Putting PC Quake 4 game data file to q4base folder and START directly.
  2. Suggest to extract Quake 4 patch resource to q4base game data folder first(in menu Other -> Extract resource).
  • SABot a9 mod multiplayer-game map aas files and bot scripts(for bots in multiplayer-game).
Problems and resolutions
  1. Particle system: Now is not work(Quake4 using new advanced BSE particle system, it not open-source, jmarshall has realized and added by decompiling ETQW's BSE binary file, also see jmarshall23/Quake4BSE), but it not work yet. Now implementing a OpenBSE with DOOM3 original FX/Particle system, some effects can played, but has incorrect render.
  2. Entity render: Some game entities render incorrect.
Bot mod
  1. Added SABot a7 mod support.
  2. Extract q4base/sabot_a9.pk4 file in apk to Quake4 game data folder, it includes some defs, scripts and MP game map AAS file.
  3. Set cvar harm_g_autoGenAASFileInMPGame to 1 for generating a bad AAS file when loading map in Multiplayer-Game and not valid AAS file in current map, you can also put your MP map's AAS file to maps/mp folder(botaas32).
  4. Set harm_si_autoFillBots to 1 for automatic fill bots when start MP game.
  5. Execute addbots for add multiplayer bot.
  6. Execute fillbots for auto fill multiplayer bots.

Screenshot

Game

Classic bathroom

Classic bathroom in Rivensin mod

Quake IV on DOOM3

Prey(2006) on DOOM3

Mod

Resurrection of EvilThe lost mission Classic DOOMHardcorps RivensinQuake IV Prey(2006)


Changes:

Change logs


Build:

Engine

  1. _MULTITHREAD: Add multithread support for rendering.
  2. _USING_STB: Using stb header for jpeg/png/dds texture image and jpeg/png/bmp/dds screenshot support.
  3. _K_CLANG: If compiling by clang not GCC.
  4. _MODEL_OBJ: Add obj static model support.
  5. _MODEL_DAE: Add dae static model support.
  6. _SHADOW_MAPPING: Add Shadow mapping support.
  7. _OPENGLES3: Add OpenGLES3.0 support.
  8. _OPENAL _OPENAL_EFX _OPENAL_SOFT: Add OpenAL(soft) and EFX Reverb support.
  9. _NO_LIGHT: Add no lighting support.
  10. _TRANSLUCENT_STENCIL_SHADOW: Add translucent stencil shadow support.

If want to port Quake4 or Prey(2006) to PC or other platform of based on DOOM3 engine open-source version, because DIII4A based on Android platform and OpenGLES, so has some differences with original version. But I mark some macros in source as patches at all changes, although must find these macros in source code and manual use these patches.

And for keeping original DOOM3 source file structures, for all new source files, I put them on a new folder, and in these folder has same directory structure with DOOM3(e.g. framework, renderer, idlib...).

Quake 4

_RAVEN, _QUAKE4 is patches macros, find them in DIII4A source code.
All new sources files put on raven folder.
  1. _RAVEN: for compile core engine (DOOM3 source code) and idlib (DOOM3 source code).
  2. _QUAKE4: for compile game (Q4SDK source code) library.
  3. Build core engine: define macro _RAVEN, _RAVEN_FX(OpenBSE if need, unnecessary)
  4. Build game library: define macro _RAVEN, _QUAKE4
About BSE

Because BSE not open-source, so I default supply a NULL implement and a uncompleted but working implement with DOOM3 Particle/Fx system(using macros _RAVEN_FX marked).

About BOT

Define macro MOD_BOTS will compile SABot a7(from DOOM3) mod source code for bot support in multiplayer-game.

Prey(2006)

_HUMANHEAD, _PREY is patches macros, find them in DIII4A source code.
All new sources files put on humanhead folder.
  1. _HUMANHEAD: for compile core engine (DOOM3 source code) and idlib (DOOM3 source code).
  2. _PREY: for compile game (PreySDK source code) library.
  3. Build core engine: define macro _HUMANHEAD
  4. Build game library: define macro _HUMANHEAD, _PREY, and original SDK macros HUMANHEAD

Android

Define macro __ANDROID__.
  1. _OPENSLES: Add OpenSLES support for sound.

Linux

  1. REQUIRE ALSA, zlib, X11, EGL

Windows(MinGW/MSVC)

  1. REQUIRE SDL2, zlib, cURL

About:

  • Source in assets/source folder in APK file.

Branch:

master:

  • /idTech4Amm: frontend source
  • /Q3E /Q3E/src/main/jni/doom3: game source
  • /CHECK_FOR_UPDATE.json: Check for update config JSON

free:

  • For F-Droid pure free version.

package:

  • /screenshot: screenshot pictures
  • /source: Reference source
  • /pak: Game resource

n0n3m4_original_old_version:

  • Original old n0n3m4 version source.

Extras download:


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