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InsideQC Forums • View topic - What are you working on?

What are you working on?

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Re: What are you working on?

Postby revelator » Sat May 24, 2014 10:13 am

Used the DXSDK_Jun10 :) cmake should get its path automatically when installed.
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Re: What are you working on?

Postby toneddu2000 » Sat May 24, 2014 12:53 pm

Thanks a lot reckless, it worked! :)
Next step: did anyone try to use BFG Source code to create a completely new game from scratch(instead of using it to run doom 3 bfg game data)?
( I always ask... never know! :roll: )
Last edited by toneddu2000 on Sat May 24, 2014 1:47 pm, edited 1 time in total.
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Re: What are you working on?

Postby Spiney » Sat May 24, 2014 12:54 pm

Works like a charm :D
I did notice the player head is not part of the shadow with g_showplayershadow 1, but the teeth(?) are.
I'll post a screenshot if you cannot reproduce it.
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Re: What are you working on?

Postby revelator » Sat May 24, 2014 1:17 pm

Hmm thats a rather funny bug :) havent messed with the shadow code so not sure what gives.
As for anyone using the BFG source for modding i havent seen anything yet, but in time it might come.
Biggest problem seems to be repacking BFG's resource files,
not even sure sure how to load HD textures with this :s would be nice to have the option to use wulfens TGA's.
Also the old graphics mods that used ARB shaders will not work unless ported to GLSL (Sikkmod etc).

And doom3world is still down so its a bit hard getting news :( maybe a subsection of inside3d could handle Doom3 related stuff ?.
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Re: What are you working on?

Postby toneddu2000 » Sat May 24, 2014 1:47 pm

- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby revelator » Sat May 24, 2014 2:03 pm

Lets hope frikac is just as entusiastic about a new subsection :).

Ok didn't know about kot ill have a look.

iodoom3 newer got far indeed but there fixes live on in ports like dhewm3 so it was not a total wash up :).

I seem to remember selfshadowing was turned of by default because it was buggy with id's shader code,
sikkpin fixed that but unless someone ports it and packs up a resource to override the games shaders it most likely cannot be used.

Or maybe hardcode it ? cause i noticed RBDoom3 used embedded shaders. The material parts would be hard though.
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Re: What are you working on?

Postby revelator » Sat May 24, 2014 7:06 pm

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Re: What are you working on?

Postby Tr3B » Sat May 24, 2014 8:19 pm

I found some people who are left from the D3W community.

They are located at http://www.moddb.com/members/thehappyfr ... oom3world/

and http://idtechforums.fuzzylogicinc.com

reckless I don't have a lot of time to merge stuff by other people. Github really helps to collaborate. I already merged patches by other people with a single click.
Those git pull requests are really a nice feature. Fork my engine into your account, make a branch for a feature, do your commits and then make a pull request like Radegast this week. He patched in Mac OS X support.
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Re: What are you working on?

Postby Tr3B » Sat May 24, 2014 8:26 pm

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Re: What are you working on?

Postby revelator » Sat May 24, 2014 11:38 pm

Np tr3b i allready forked your source :) just need to carry over my changes from the non git checkout.
Mostly some updates to the parts that were in the original doom + some fixes.

I had a feeling that might be the case, also why i originally opted for updating vanillas code with the BFG renderer and possbly networking also.
Atleast one guy here started doing that with his morpheus engine but im not sure how far he has gotten.
Last time i tried it would not run on my ATI cards but maybe he has fixed that.
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Re: What are you working on?

Postby toneddu2000 » Sun May 25, 2014 10:20 am

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Re: What are you working on?

Postby revelator » Sun May 25, 2014 12:02 pm

Vanilla Doom3 uses a non flash gui system so no problem there :)
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Re: What are you working on?

Postby toneddu2000 » Sun May 25, 2014 12:15 pm

Ah, ok then, thanks. The only thing not so clear to me is the scripting part. If I understood correctly, Doom3 has a big part of the game code made in C++ native code and weapons/AI stuff made in some sort of "DoomScript" which is more like an interpreted VM language (a little like quakec). I didn't find any site where this difference is explained and HOW to use it. Very strange that ID didn't leave any guidelines. :shock:
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Re: What are you working on?

Postby revelator » Sun May 25, 2014 7:18 pm

A lot of those guides were on doom3world :(

but there should be other sources as well.

Doom3 uses a system not to far from Q2/Q3 when it comes to clientside effects in gamex86.dll,
besides that it uses scripts for materials / entity definitions / particle effects / etc.

Im no mapper by far and even i can mostly find my way around in the scripts :)
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Re: What are you working on?

Postby toneddu2000 » Mon May 26, 2014 3:44 pm

thanks, reckless
so gamecode -> c++ , game "entities" connected to maps -> scripts.
So, theorically a game would work even without scripts?
If someone knows other sources will be blessed! :)
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