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Doom 3 BFG Edition

3,080

Doom 3 GPL source release

Doom 3 GPL source release

Doom 3 BFG Edition source port with updated DX12 / Vulkan renderer and modern game engine features

Chocolate Doom is a Doom source port that is minimalist and historically accurate.

Quick Overview

dhewm3 is an open-source port of the original Doom 3 game engine. It aims to improve the original engine by adding modern features, fixing bugs, and enhancing compatibility with current operating systems and hardware. The project maintains the core gameplay experience while making it more accessible to modern gamers.

Pros

  • Cross-platform compatibility (Windows, Linux, macOS, FreeBSD)
  • Improved graphics and performance on modern hardware
  • Support for high-resolution widescreen displays
  • Active community and ongoing development

Cons

  • Requires original Doom 3 game data to play
  • Some mods designed for the original Doom 3 may not be compatible
  • Limited documentation for advanced features and customization

Getting Started

  1. Download the latest release from the dhewm3 GitHub releases page.
  2. Extract the downloaded files to a directory of your choice.
  3. Copy the following files from your original Doom 3 installation to the dhewm3 directory:
    • base/pak000.pk4
    • base/pak001.pk4
    • base/pak002.pk4
    • base/pak003.pk4
    • base/pak004.pk4
  4. Run the dhewm3 executable to start the game.

For more detailed instructions and information on command-line options, consult the README.md file in the repository.

Competitor Comparisons

Doom 3 BFG Edition

Pros of DOOM-3-BFG

  • Official release by id Software, ensuring authenticity and alignment with the original vision
  • Includes enhanced graphics and features for modern hardware
  • Incorporates the BFG Edition content, providing additional gameplay

Cons of DOOM-3-BFG

  • Less actively maintained compared to dhewm3
  • May have more limited platform support
  • Potentially larger resource requirements due to enhanced graphics

Code Comparison

dhewm3:

void idRenderWorldLocal::AddEntityDefs( int numNewDefs, idRenderEntityLocal **newDefs ) {
    for ( int i = 0 ; i < numNewDefs ; i++ ) {
        AddEntityDef( newDefs[i]->index, newDefs[i] );
    }
}

DOOM-3-BFG:

void idRenderWorldLocal::AddEntityDefs( int numNewDefs, idRenderEntityLocal **newDefs ) {
    for ( int i = 0 ; i < numNewDefs ; i++ ) {
        AddEntityDef( newDefs[i]->index, newDefs[i] );
    }
}

The code comparison shows similarities in structure and function naming, indicating a shared codebase. However, specific implementations and optimizations may differ between the two projects.

3,080

Doom 3 GPL source release

Pros of DOOM-3

  • Original source code from id Software
  • Complete game codebase, including assets and tools
  • Historical significance as a groundbreaking game engine

Cons of DOOM-3

  • Outdated and not actively maintained
  • Limited cross-platform support
  • May require older development tools and libraries

Code Comparison

DOOM-3:

void idRenderWorldLocal::AddEntityDefs( int numNewDefs, idRenderEntityLocal **newDefs ) {
    for ( int i = 0 ; i < numNewDefs ; i++ ) {
        AddEntityDef( newDefs[i]->index, &newDefs[i]->parms );
    }
}

dhewm3:

void idRenderWorldLocal::AddEntityDefs( int numNewDefs, idRenderEntityLocal **newDefs ) {
    for ( int i = 0 ; i < numNewDefs ; i++ ) {
        AddEntityDef( newDefs[i]->index, &newDefs[i]->parms );
    }
}

Summary

While DOOM-3 offers the original, complete codebase with historical significance, dhewm3 provides an actively maintained, cross-platform port with modern improvements. The code comparison shows similarities in structure, indicating dhewm3's faithful adaptation of the original DOOM-3 codebase while addressing compatibility and performance issues.

Doom 3 GPL source release

Pros of doom3.gpl

  • Original source code released by id Software
  • Includes the full game engine and tools
  • Closer to the original Doom 3 experience

Cons of doom3.gpl

  • Less actively maintained
  • Fewer modern platform optimizations
  • Limited cross-platform support

Code Comparison

doom3.gpl:

void idRenderWorldLocal::AddEntityDefs( int numNewDefs, idRenderEntityLocal **newDefs ) {
    int i;

    for ( i = 0 ; i < numNewDefs ; i++ ) {
        AddEntityDef( newDefs[i]->index, newDefs[i] );
    }
}

dhewm3:

void idRenderWorldLocal::AddEntityDefs( int numNewDefs, idRenderEntityLocal **newDefs ) {
    for ( int i = 0; i < numNewDefs; i++ ) {
        AddEntityDef( newDefs[i]->index, newDefs[i] );
    }
}

The code comparison shows minor differences in coding style, with dhewm3 using more modern C++ conventions like in-loop variable declaration.

dhewm3 focuses on cross-platform compatibility, improved performance, and bug fixes. It supports various platforms including Windows, Linux, macOS, and FreeBSD. The project is actively maintained and includes numerous enhancements over the original Doom 3 source code.

doom3.gpl, being the original source release, provides a more authentic representation of the game as it was initially developed. However, it lacks the modernizations and optimizations found in dhewm3.

Doom 3 BFG Edition source port with updated DX12 / Vulkan renderer and modern game engine features

Pros of RBDOOM-3-BFG

  • Enhanced graphics and visual effects, including improved lighting and shadows
  • Support for virtual reality (VR) gameplay
  • More active development and frequent updates

Cons of RBDOOM-3-BFG

  • Higher system requirements due to advanced graphics features
  • Potentially less stable than dhewm3 due to more experimental features
  • May have compatibility issues with some mods designed for the original Doom 3

Code Comparison

RBDOOM-3-BFG (renderer improvements):

void R_AddDrawSurf( const srfTriangles_t *tri, const viewEntity_t *space,
                    const renderEntity_t *renderEntity,
                    const idMaterial *shader,
                    const idScreenRect &scissor ) {
    drawSurf_t * drawSurf = R_GetDrawSurf();
    drawSurf->geo = tri;
    drawSurf->space = space;
    drawSurf->material = shader;
    drawSurf->scissorRect = scissor;
    drawSurf->sort = shader->GetSort();
}

dhewm3 (original renderer):

void R_AddDrawSurf( const srfTriangles_t *tri, const viewEntity_t *space,
                    const idMaterial *shader ) {
    drawSurf_t * drawSurf = R_GetDrawSurf();
    drawSurf->geo = tri;
    drawSurf->space = space;
    drawSurf->material = shader;
    drawSurf->sort = shader->GetSort();
}

The RBDOOM-3-BFG code shows additional parameters for enhanced rendering capabilities, while dhewm3 maintains a simpler approach closer to the original Doom 3 implementation.

Chocolate Doom is a Doom source port that is minimalist and historically accurate.

Pros of Chocolate Doom

  • More faithful to the original Doom experience, aiming for pixel-perfect accuracy
  • Supports a wider range of classic Doom-engine games (Doom, Heretic, Hexen, Strife)
  • Lighter system requirements due to its focus on original graphics and gameplay

Cons of Chocolate Doom

  • Less modern graphical enhancements and visual improvements
  • Fewer customization options for gameplay and graphics settings
  • Limited support for high-resolution displays and widescreen formats

Code Comparison

Chocolate Doom (C):

void D_DoomMain(void)
{
    // Initialize subsystems
    DEH_Init();
    M_SetConfigDir(NULL);
    D_InitNetGame();
    I_InitTimer();
    I_InitJoystick();

dhewm3 (C++):

int main(int argc, char **argv) {
    // Initialize the engine
    if (idLib::Init(argc, argv, NULL, NULL, false, NULL, NULL) == false) {
        Sys_Error("idLib::Init failed");
    }
    idLib::SetProduction(true);

Both projects aim to recreate classic Doom experiences, but Chocolate Doom focuses on accuracy to the original, while dhewm3 modernizes Doom 3 with improved graphics and features. Chocolate Doom's codebase is in C and closely mirrors the original, while dhewm3 uses C++ and incorporates more modern programming practices.

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README

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
  • 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

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

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

sramsay@gonavi.com

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 ttimo@idsoftware.com

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