Doom 3 Mac Demo Download

dhewm3 is a source port of the original Doom3 (notDoom3 BFG, for that you may want to try RBDoom3BFG). It's known to work on Windows, Linux, macOS, FreeBSD, OpenBSD and AROS, but it should work on (or be easily portable to) any system that supports OpenGL 1.4 with ARB shaders, SDL and OpenAL.
Compared to the original version of Doom3, dhewm3 has many bugfixes, supports EAX-like sound effects on all operating systems and hardware (via OpenAL Softs EFX support), has much better support for widescreen resolutions and has 64bit support.

  1. Doom 3 Mac Demo Download Free
  2. Doom 3 Mac Demo Download Full
  3. Doom Free Mac

It only supports old Mods if they either don't require their own game DLL or have been ported to dhewm3 - see the Mods page for more information.

Note that while the Doom3 source code has been released under GPL, you still need to legally own the game and provide dhewm3 the game data to play. See the How to Install section for more information.

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2021-03-14: dhewm3 1.5.1

dhewm3 1.5.1 is done.

Apart from lots of bugfixes, the biggest changes since 1.5.0 are support for the (Windows-only) editing tools and for the Doom3 Demo gamedata.
See below for a more detailed changelog.

Furthermore, there now is a coop mode for dhewm3: LibreCoop, see the dhewm3 mods page for more details. Thanks a lot to Stradex for creating it!
Another Mod that is now supported is The Lost Mission, see also here - thanks to Arl90 for making this possible!

You can download dhewm3 1.5.1 at Github (incl. builds for Windows and 64bit Linux)

Changes since 1.5.0:

  • The (Windows-only) integrated editing tools of Doom3 are back!
    • They can only be built with non-Express versions of Visual Studio (tested Community Editions of VS2013 and VS2017) and can be disabled via CMake
    • Official dhewm3 Windows binaries are built with tools enabled, of course.
    • Only supports 32bit builds, because in contrast to the rest of dhewm3's code, the tool code is not 64bit compatible at all.
    • Based on Code from the dhewm3 branch of SteelStorm2, thanks to Motorsep for donating that code!
    • Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor doesn't break the viewport of the game any more.
    • Thanks to Tommy Hanusa for testing and reporting some issues (that were subsequently fixed)!
  • While prior dhewm3 releases for Windows have been built with Visual Studio 2010, this is built with Visual Studio 2017, so if it doesn't start on your system make sure you have the Visual C++ 2017 Redistributable installed - but chances are good you already have it.
    • Also updated some DLLs that are bundled with the Windows release:
      SDL2 2.0.14, OpenAL-soft 1.21.1 and curl 7.70.0
  • Update savegame format (see #303 and #344)
    • old savegames still work, but new savegames can't be loaded with older versions of dhewm3!
  • Uploaded updated builds of Mod DLLs (esp. Dentonmod should run a lot more stable now).
    Added Mod DLLs of LibreCoop and The Lost Mission.
    See the Mods page for more details.
  • dhewm3 now supports the Doom3 Demo gamedata
    • See below for installation instructions
    • This is based on Gabriel Cuvillier's code for D3Wasm, which ports dhewm3 to web browsers, thanks!
  • Create the game window on the display the cursor is currently on (when using more than one display)
  • Added r_fullscreenDesktop CVar to set if fullscreen mode should be 'classic' or 'Desktop' which means a borderless window at desktop resolution
  • Fullscreen modes that are not at the current desktop resolution should work better now
    • including nvidia DSR / AMD VSR; for that you might have to use the supplied dhewm3_notools.exe, as DSR/VSR seem to be incompatible with applications that use MFC (the GUI framework used for the Doom3 tools like the D3Radiant)
  • Several sound-related bugfixes:
    • Lags in starting to play a sound which for example caused the machinegun or plasmagun sounds to stutter have been eliminated (#141)
    • Trying to reset disconnected OpenAL devices, this esp. helps with display audio on Intel GPUs on Windows, when switching to fullscreen (#209)
    • Looping .wav sounds with leadin now work (#291)
    • The game still works if no sound devices are available at all (#292)
    • Make 'idSoundCache: error unloading data from OpenAL hardware buffer' a Warning instead of an Error so it doesn't terminate game (by Corey O'Connor, #235)
  • Restore 'Carmack's Reverse' Z-Fail stencil shadows; use glStencilOpSeparate() if available
    • That bloody patent finally expired last October: https://patents.google.com/patent/US6384822B1/en
    • This neither seems to make a visual nor performance difference on any hardware I tried (including Raspberry Pi 4), so this is mostly out of principle
    • Based on Code by Leith Bade and Pat Raynor.
    • The r_useCarmacksReverse and r_useStencilOpSeparate CVars allow switching both things on/off for comparison
  • New CVar g_hitEffect: If set to 0, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled (by dobosken, #279).
  • (On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in My Documents/My Games/dhewm3/, like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly then
  • Fix lingering messages in HUD after loading savegame
    • Sometimes the 'Game saved...' message didn't go away after loading a savegame (when having saved while it still was showing from last save)
  • Fixed clipping bug in delta1 which sometimes occured and made climbing some ladders impossible (see #328)
  • Improve compatibility with some custom scripts ('t->c->value.argSize func->parmTotal' Assertion; see #303)
  • Registering multiplayer servers at id's master-server fixed, so they can be found in the multiplayer menu (by Stradex, #293)
  • Support for reproducible builds by setting the CMake option REPRODUCIBLE_BUILD.
  • Should build on recent versions of macOS, also on Apple Silicon (thanks Dave Nicolson and Petter Uvesten).
  • Proper handling of paths with dots in directory names (#299, #301)
    • Some string functions that are intended to find/cut off/replace/... file extensions did cut off the whole path at dots..
    • Especially fixes loading and saving maps from such paths in the builtin D3Radiant level editor
  • idFileSystemLocal::ListMods() doesn't search / or C: anymore (it did so if one of the paths, like fs_cdpath, was empty)
  • Don't use translation in Autosave filenames (see #305)
    • In the Spanish translation all the Alpha Lab autosaves got the same name, now the autosave name is based on the mapename instead which is distinct

2021-02-23: dhewm3 1.5.1 Release Candidate 3

Finally, the third (and hopefully last) Release Candidate of the upcoming 1.5.1 release is available!

Click to see the rest of this (outdated) newspost

You can download it at Github (incl. builds for Windows and 64bit Linux)

Changes since Release Candidate 2:

  • Fix lingering messages in HUD after loading savegame
    • Sometimes the 'Game saved...' message didn't go away after loading a savegame (when having saved while it still was showing from last save)
  • Uploaded updated builds of Mod DLLs, now also supporting LibreCoop and The Lost Mission
  • Don't use translation in Autosave filenames (see #305)
    • In the Spanish translation all the Alpha Lab autosaves got the same name, now the autosave name is based on the mapename instead which is distinct
  • Create the game window on the display the cursor is currently on (when using more than one display)
  • Added r_fullscreenDesktop CVar to set if fullscreen mode should be 'classic' or 'Desktop' which means a borderless window at desktop resolution
  • Fullscreen modes that are not at the current desktop resolution should work better now
    • including nvidia DSR / AMD VSR; for that you might have to use the supplied dhewm3_notools.exe, as DSR/VSR seem to be incompatible with applications that use MFC (the GUI framework used for the Doom3 tools like the D3Radiant)
  • Fixed clipping bug in delta1 (see #328)
  • Improve compatibility with some custom scripts ('t->c->value.argSize func->parmTotal' Assertion; see #303)
  • Update savegame format (see #303 and #344)
    • old savegames still work, but new savegames can't be loaded with older versions of dhewm3

2020-07-21: dhewm3 1.5.1 Release Candidate 2

The second Release Candidate of the upcoming 1.5.1 release is available!

Click to see the rest of this (outdated) newspost

You can download it at Github (incl. builds for Windows and 64bit Linux)

Changes since Release Candidate 1:

  • Several fixes for Editor-related bugs (thanks to Tommy Hanusa for reporting!)
    • When switching from an editor to the game, the game shouldn't get rendered in a tiny rectangle in the lower left corner anymore (#300)
    • When switching from Radiant into the Engine (e.g. with F2), the game isn't frozen anymore
  • Proper handling of paths with dots in directory names (#299, #301)
    • Some string functions that are intended to find/cut off/replace/... file extensions did cut off the whole path at dots..
    • Especially fixes loading and saving maps from such paths in the builtin D3Radiant level editor
    • As it's a quite invasive change this needs testing!
  • Should build on macOS again (thanks Dave Nicolson, #302)
  • idFileSystemLocal::ListMods() doesn't search / or C: anymore (it did so when one of the paths, like fs_cdpath, was empty)

2020-07-13: dhewm3 1.5.1 Release Candidate 1

A first Release Candidate of the upcoming 1.5.1 release is available!

Click to see the rest of this (outdated) newspost

You can download it at Github (incl. builds for Windows and 64bit Linux)

Changes since 1.5.0:

  • The (Windows-only) integrated editing tools of Doom3 are back!
    • They can only be built with non-Express versions of Visual Studio (tested Community Editions of VS2013 and VS2017) and can be disabled via CMake
    • Official dhewm3 Windows binaries are built with tools enabled, of course.
    • Only supports 32bit builds, because in contrast to the rest of dhewm3's code, the tool code is not 64bit compatible at all.
    • Based on Code from the dhewm3 branch of SteelStorm2, thanks to Motorsep for donating that code!
    • Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor doesn't break the viewport of the game any more.
  • While prior dhewm3 releases for Windows have been built with Visual Studio 2010, this is built with Visual Studio 2017, so if it doesn't start on your system make sure you have the Visual C++ 2017 Redistributable installed - but chances are good you already have it.
    • Also updated some DLLs that are bundled with the Windows release:
      SDL2 2.0.12, OpenAL-soft 1.20.1 and curl 7.70.0
  • dhewm3 now supports the Doom3 Demo gamedata
    • See below for installation instructions
    • This is based on Gabriel Cuvillier's code for D3Wasm, which ports dhewm3 to web browsers, thanks!
  • Several sound-related bugfixes:
    • Lags in starting to play a sound which for example caused the machinegun or plasmagun sounds to stutter have been eliminated (#141)
    • Trying to reset disconnected OpenAL devices, this esp. helps with display audio on Intel GPUs on Windows, when switching to fullscreen (#209)
    • Looping .wav sounds with leadin now work (#291)
    • The game still works if no sound devices are available at all (#292)
    • Make 'idSoundCache: error unloading data from OpenAL hardware buffer' a Warning instead of an Error so it doesn't terminate game (by Corey O'Connor, #235)
  • Restore 'Carmack's Reverse' Z-Fail stencil shadows; use glStencilOpSeparate() if available
    • That bloody patent finally expired last October: https://patents.google.com/patent/US6384822B1/en
    • This neither seems to make a visual nor performance difference on any hardware I tried (including Raspberry Pi 4), so this is mostly out of principle
    • Based on Code by Leith Bade and Pat Raynor.
    • The r_useCarmacksReverse and r_useStencilOpSeparate CVars allow switching both things on/off for comparison
  • New CVar g_hitEffect: If set to 0, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled (by dobosken, #279).
  • (On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in My Documents/My Games/dhewm3/, like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly then
  • Registering multiplayer servers at id's master-server fixed, so they can be found in the multiplayer menu (by Stradex, #293)
  • Support for reproducible builds by setting the CMake option REPRODUCIBLE_BUILD.

2019-03-11: A first prerelease of dhewm3 1.5.1

There are no immediate plans for the final 1.5.1 release, but the current status might be interesting :-)

Click to see the rest of this (outdated) newspost

Changes since 1.5.0:

  • The (Windows-only) integrated editing tools of Doom3 are back!
    • They can only be built with non-Express versions of Visual Studio (tested Community Editions of VS2013 and VS2017) and can be disabled via CMake
    • The dhewm3_1.5.1pre1_win32.zip available on Github has them enabled, of course
      • While prior dhewm3 releases have been built with Visual Studio 2010, this is built with Visual Studio 2013, so if it doesn't start on your system make sure you have the Visual C++ 2013 Redistributable installed - but chances are good you already have it.
    • Only tested in 32bit builds, in contrast to the rest of dhewm3's code, the tool code might not be 64bit-clean
    • Based on Code from the dhewm3 branch of SteelStorm2, thanks to Motorsep for donating that code!
    • Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor doesn't break the viewport of the game any more.
  • dhewm3 now supports the Doom3 Demo gamedata (D3Demo.exe or doom3-linux-1.1.1286-demo.x86.run)
    • On Windows, just run D3Demo.exe to install the demo, on Linux (and probably others) you can extract the relevant file from the .run installer with sh doom3-linux-1.1.1286-demo.x86.run --tar xf demo/
    • This is based on Gabriel Cuvillier's code for D3Wasm, which ports dhewm3 to web browsers, thanks!
  • (On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in My Documents/My Games/dhewm3/, like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly then

2018-12-16: dhewm3 1.5.0 released

The final version of 1.5.0 release is now available!
You can download it (incl. builds for Windows and 64bit Linux) at Github

Changes since 1.4.1:

  • Support for some Mods via custom SDK: Classic Doom3, Fitz Packerton, HardQore2, Denton's Enhanced Doom3 and Rivensin (formerly known as Ruiner).
    • dhewm3-mods_1.5.0_win32.zip contains prebuild Windows game DLLs for those Mods (except Rivensin) and a README that tells you where to get the game data
    • See the Mods page for more information.
    • This has also broken backwards compatibility with 1.4.x game DLLs, that's why this version will be 1.5.0 and not 1.4.2.
  • Supports High DPI displays on Windows now
  • Scale menus, fullscreen videos and the PDA to 4:3 (with black bars left/right) on widescreen displays so they don't look stretched/distorted. Can be disabled with r_scaleMenusTo43 0.
    No, this unfortunately can't be done for the HUD (except for the crosshair), because it also handles fullscreen effects (for example when receiving damage), and those would look bad with black/empty bars on left/right.
  • Commandline option to display some help on supported commandline arguments: -h or --help or -help or /?
  • (Experimental) uncapped framerate, enable by entering com_fixedTic -1 in the console (can be set back with com_fixedTic 0). (this turned out to be broken)
  • Providing binaries for Linux amd64 (x86_64) now
    • Should work on any halfway-recent distro, needs libSDL2-2.0.so.0, libopenal.so.1 and libcurl.so.4 installed
  • Updated some libraries bundled in the Win32 build: SDL2 2.0.9, OpenAL-soft 1.19.1 and curl 7.62.0
  • Support for the AROS and OpenBSD operating systems
  • Several bugfixes

2018-07-11: dhewm3.org launched

dhewm3 now has an official homepage!

I guess it makes sense to be a bit less dependent on Github (especially as it has been bought by Microsoft, but also in general), so I decided to create this homepage with a domain I control.
Another advantage is that it has some screenshots and more user-centric documentation than the README.md.
We'll continue to use Github for hosting the code and issues (and indeed this page via github pages), but if we need to migrate to another hoster some day, dhewm3.org will still be reachable and will link to the new code repo and issue tracker instead.

2016-06-18: dhewm3 1.4.1 released

Fixes/improvements since 1.4.0:

  • Fixed some (kinda rare) crashes due to assertion errors, especially observed in the last boss fights of both doom3 and the Resurrection of Evil Addon.
  • Improved compatibility with AZERTY keyboards (the row of keys with 1...9, 0 is now usable)
  • Fixed a crash (at least on FreeBSD) when loading Resurrection of Evil's last level
  • Compatibility with Microsoft Visual Studio 2015
  • Video resolutions in menu now sorted, added 2880x1800
  • Support for up to 8 mouse buttons (on Linux this needs SDL2 2.0.4 or newer to work)

Getting the Doom3 Game Data

You'll need the game data from a Doom3 installation patched to 1.3.1. Specifically, you'll need the following .pk4 files for the main game:

FilenameSizeMD5-sum
base/pak000.pk4337MB71b8d37b2444d3d86a36fd61783844fe
base/pak001.pk4220MB4bc4f3ba04ec2b4f4837be40e840a3c1
base/pak002.pk4398MBfa84069e9642ad9aa4b49624150cc345
base/pak003.pk4303MBf22d8464997924e4913e467e7d62d5fe
base/pak004.pk4227MB38561a3c73f93f2e6fd31abf1d4e9102
base/pak005.pk4540KB2afd4ece27d36393b7538d55a345b90d
base/pak006.pk4214KBa6e7003fa9dcc75073dc02b56399b370
base/pak007.pk4118KB6319f086f930ec1618ab09b4c20c268c
base/pak008.pk412KB28750b7841de9453eb335bad6841a2a5

... and (optionally) these .pk4 files for the Resurrection of Evil addon:

FilenameSizeMD5-sum
d3xp/pak000.pk4514MBa883fef0fd10aadeb73d34c462ff865d
d3xp/pak001.pk498KB06fc9be965e345587064056bf22236d2

(You can also use the Demo version of Doom3, see below)

... from CD/DVD + Patch

If you bought the game on CDs/DVD, base/pak000.pk4 - pak004.pk4 and d3xp/pak000.pk4 can be copied from the disks, the other files are from the patch.

On Linux (and probably other Unix-like systems and maybe even Windows with a mingw shell) you can extract the needed files from the official 1.3.1 patch for Linux with:

sh /path/to/doom3-linux-1.3.1.1304.x86.run --tar xvf --wildcards base/pak* d3xp/pak*

On Windows you can just install the game and the official 1.3.1 patch for Windows and then get the files from the installation directory (or copy dhewm3 in there).

... from Steam

Doom 3 mac demo download full

First you need to buy Doom3 of course (and the Resurrection of Evil Addon, if you want that too; Note that the Addon is not available in Germany).

Thankfully the game from Steam is already fully patched to 1.3.1.

On Windows, just install it and copy the game data from there (see above for what files are needed).

Doom 3 demo download

Same on Linux, thanks to Steam Play / Proton, though you might have to enable it:
In Steam in the SteamSettings menu, under Steam Play, check both:

☑ Enable Steam Play for supported titles
☑ Enable Steam Play for all other titles

On macOS unfortunately you can't just install the game (unless you run Windows Steam in Wine), because it's Windows-only on Steam and Steam (currently?) doesn't use Proton on Mac.

However, you can still download it with SteamCMD.
See this description for macOS or here for Linux on how to install SteamCMD on your system. You won't have to create a new user.

Then you can download Doom3 with

Doom mac download

./steamcmd.sh +@sSteamCmdForcePlatformType windows +login <YOUR_STEAM_LOGIN_NAME> +force_install_dir ./doom3/ +app_update 9050 validate +quit

(replace <YOUR_STEAM_LOGIN_NAME> with your steam login name)
When it's done you should have the normal windows installation of doom3 in ./doom3/ and the needed files in ./doom3/base/
It should be possible to get the Resurection of Evil data in the same way, by replacing 9050 with 9070; the files should be in ./doom3/d3xp/ then.

By the way, that number is the 'AppID' of Doom3/RoE; if you wanna use this to get the data of other games you own, you can look up the AppID at SteamDB.

Doom 3 Mac Demo Download Free

Using the Doom3 Demo gamedata

First you need to download the Doom3 Demo, of course.

For Windows, you can get D3Demo.exe at Fileplanet and just run the installer.

For Linux (and other operating systems that have a POSIX-compatible shell and tar) you can download doom3-linux-1.1.1286-demo.x86.run from Holarse or some other page that has that file.
Then you can extract the relevant file from the .run installer with

sh doom3-linux-1.1.1286-demo.x86.run --tar xf demo/

You'll need demo/demo00.pk4 for playing, either in exactly that directory, or you can copy it into base/.
Note that you don't need the patches of the full version, adding their pk4s when using Demo gamedata breaks the game.

demo00.pk4 has a size of 462MB but there are minimal differences between the one for Linux and Windows, so they have different md5sums:

Both work on all platforms though, but the Linux demo had been released two months after the Demo for Windows and contains at least one tiny bugfix: A missing string for ' or ' which is used when binding multiple keys to the same action - the Windows Demo shows a nonsense string instead.

Getting dhewm3 executables

Doom 3 Mac Demo Download Full

On Windows you can just download the Win32 binaries from the Download page.
You can either extract them into your Doom3 installation directory, or into a fresh directory and copy the needed game data (see above) in there.
Similarly, you can find x86_64 (amd64) Linux binaries there.

On Linux and *BSD it might be that your package manager provides a dhewm3 package/port that you can install; please refer to that packages documentation on where to put the game data.
You could also try telling dhewm3 where to find the game data with:

dhewm3 +set fs_basepath /home/HansWerner/Games/doom3

(adjust the path to your needs)

Doom Free Mac

If your package manager does not provide dhewm3 (or you're on macOS/OSX and there is none), or you want to use the very latest code, you'll have to compile it yourself. It's not super hard, see the README for details on compiling and the FAQ on where to put the game data.