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InsideQC Forums • View topic - MHDoom finished

MHDoom finished

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Re: MHDoom finished

Postby revelator » Mon Jun 09, 2014 7:40 am

Hmm checked out if at all possible to add bfg's GLSL backend and it is.

There are a few things that will be a problem though.

It uses some new types from idlib so we probably have to use the idlib from BFG.
matrixes are GLSL shaders now so huge rewrite incomming.
draw_common.cpp is now tr_backend_draw.cpp and other types now also have other names or are in different pkaces.
a few functions have been removed like glasswarp and diffuse cubemaps.

the good things.

material.cpp is pretty much still the same as vanilla just modified to use the GLSL find shader function and it has megatextures removed ( was newer used anyway "old version").
treb's shadowmapping, might even be possible to use his depth code to implement real SSAO.

still it will take time and im not sure if im up to the task without help.
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Re: MHDoom finished

Postby revelator » Tue Jun 10, 2014 1:38 pm

Tbh im planning on using the working shaders from sikkmod like HDR/Bloom LUT (possibly lensflares and sunshafts also) and adding it to venoms menu,
as an update to Doom3 (maybe put it under an advanced setting in the video menu ?).
Could allways add SSAO setiings later when the bugs with it have been fixed :) .

With a little help from someone at Doom3world i fixed the bug with starting a new game with different skill levels not working so that part is ok,
still todo would be coercing venoms menu to overwrite old savegames (it cant atm you have to create new save) and fixing an old bug where the id logo would refuse to fade out after the id logo video.
besides these small buggers its a rather nice upgrade of the old Doom3 menu :).

I would like to ask sikkpin for permission but since doom3world is down i hope he stills visits here.
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Re: MHDoom finished

Postby revelator » Tue Jun 10, 2014 8:19 pm

Tried finding good shot of the weird shadow bug and this is the best so far look closely

Image

notice the rail is casting a semitransparent white shadow ? i pointed my crosshair at it :(
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Re: MHDoom finished

Postby toneddu2000 » Tue Jun 10, 2014 8:29 pm

I cannot understand which object is producing shadow. What do you mean for "rail"? The rusty curved pipe?
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Re: MHDoom finished

Postby revelator » Tue Jun 10, 2014 8:53 pm

The handrail or banister right in my crosshair :) sorry forgot the name earlier im not from UK ;)

if you look down at the floor on that pic you can see a white shadow from it.
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Re: MHDoom finished

Postby revelator » Tue Jun 10, 2014 9:01 pm

Image

marked it ;)
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Re: MHDoom finished

Postby toneddu2000 » Tue Jun 10, 2014 9:07 pm

ak ok thanks now I've seen it. It's even weirder, because the handrail which could cast the shadow is too far from the shadow itself! :shock:
Are you sure it's not related to the material which the object is composed of? I mean, some material script which has some effect that could cause that bug?
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Re: MHDoom finished

Postby revelator » Wed Jun 11, 2014 1:10 am

it seems to be a mix of things for instance sikkpins interaction shader allmost newer causes this but it does happen occasionally, also it only sems to happen in certain areas so im starting to suspect
a fault in a map or brushmodel, maybe a bug in the tools used (dmap i think ?)
strangely enough the function Doom3 uses for shadow occlusion lies in the dmap compiler code and it seems to be from a dev at nvidia Oo atleast thats what the comment says.

hmm just checked and its not in dmap but it is from nvidia

// this is the code from Cass at nvidia, it is more precise, but slower
return R_CalcIntersectionScissor( lightDef, entityDef, tr.viewDef );

hmm gonna try and see what it does :) need to set r_useInteractionScissors to -2 before it uses the nvidia scissors.
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Re: MHDoom finished

Postby revelator » Wed Jun 11, 2014 1:37 am

Heh ok this cvar was rather interresting at -2 it shows the casted shadows as colored lines at -1 it uses the nvidia scissors (which crash the game btw ouch) at 1 it just uses normal scissors and at 2 it uses portal scissors as well. Strangely enough at the debug setting -2 it uses the nvidia code only like at -1 and does not crash there hmm ?!?.
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Re: MHDoom finished

Postby revelator » Wed Jun 11, 2014 2:43 pm

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Re: MHDoom finished

Postby revelator » Wed Jun 11, 2014 8:42 pm

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Re: MHDoom finished

Postby revelator » Thu Jun 12, 2014 5:45 am

Seems i finally nailed the shadow bug, was a bad C++ reinterpret_cast<evil>(666) grrrr.

if not sure stay the hell away from using it unless a static or const_cast cant do it. dynamic_cast is rather seldomly used fortunatly and thank god for that.
const_cast are used for throwing away the const incase you need it recast to a non cont type ( messy stuff this ).
static_cast mostly works like a C style cast.

damn thing took me 24 hours to hunt down :( newer making that mistake again i swear.
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Re: MHDoom finished

Postby toneddu2000 » Thu Jun 12, 2014 5:57 pm

cool man! I wish I had your skills! :)
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Re: MHDoom finished

Postby revelator » Thu Jun 12, 2014 6:10 pm

If i was truely skillfull i would have avoided a bug like that in the first place ;) but thanks for the nice words :)

btw could anyone test if doom3 crashes for them if using r_useinteractionscissors -1 or -2 ? it does not happen at once so let it run a while.
these values are mostly for debugging scissors but i find it kinda odd that they cause crashes.
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Re: MHDoom finished

Postby revelator » Thu Jun 12, 2014 10:50 pm

Hmm debugging it turned out that a NULL pointer is passed to the interaction from somewhere in the frustum code when using the nvidia scissors,
could'nt get much more than that out of it :S but it has to be local in tr_shadowbounds.cpp since id's scissors dont seem to cause this.
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