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InsideQC Forums • View topic - Doom 3 engine release and game code

Doom 3 engine release and game code

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Re: Doom 3 engine release and game code

Postby raynorpat » Sat Jun 23, 2012 2:13 pm

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Re: Doom 3 engine release and game code

Postby motorsep » Sat Jun 23, 2012 2:44 pm

Aye, someone have already rewritten ARB shaders :) I just wish there was a way to get depth buffer without modifying the engine :(

Btw, are you planning in finishing your GLSL backport ? :)
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Re: Doom 3 engine release and game code

Postby raynorpat » Sat Jun 23, 2012 6:03 pm

Don't think I probably will finish it anytime soon unfortunately since it was more of a quick challenge when I was unemployed for a while.

Working on quake2 is more gratifying for me right now :D
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Re: Doom 3 engine release and game code

Postby motorsep » Sat Jun 23, 2012 6:31 pm

That's why I got these ARB shaders, cos I've had a feeling Doom 3 won't get GLSL any time soon ;)
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Re: Doom 3 engine release and game code

Postby mh » Sat Jun 23, 2012 10:41 pm

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Re: Doom 3 engine release and game code

Postby motorsep » Sat Jun 23, 2012 11:04 pm

Eeh, yeah, I can learn from ARB shader that is proprietary and create my own. It's just a math and it will be the same for third-party shaders. There is no way the case could go to court and even if it does, it would be very hard to win it.

In other words, these shaders I have now are written from scratch, but are compatible with Doom 3 / RoE. So why wouldn't we be able to release them under whatever license we want to (or just use them for production) ?
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Re: Doom 3 engine release and game code

Postby Spirit » Sat Jun 23, 2012 11:10 pm

ARB -> GLSL can be done by http://icculus.org/mojoshader/ if I followed icculus' talk correctly.
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Re: Doom 3 engine release and game code

Postby motorsep » Sat Jun 23, 2012 11:16 pm

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Re: Doom 3 engine release and game code

Postby motorsep » Sat Jun 30, 2012 7:34 am

Sent some pm's, please check :)
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Re: Doom 3 engine release and game code

Postby revelator » Sat Jun 30, 2012 6:50 pm

poking a bit on the mojoshader (hmm fails with mingw compilers cannot find libraries ouch) :/.

Got your pm motorsep ill make a diff of my current work.
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Re: Doom 3 engine release and game code

Postby JasonX » Mon Jul 02, 2012 4:59 am

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Re: Doom 3 engine release and game code

Postby motorsep » Mon Jul 02, 2012 5:17 am

yeah, that's what we use, but there is no GLSL backend. Also the author created a patch for aggregated GLSL backend work (raynorpat's and logical error's put together), but it's still the same half-way done GLSL back end.
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Re: Doom 3 engine release and game code

Postby revelator » Mon Jul 02, 2012 5:26 am

<not related to the above but i discovered a big whoops by the ID folks

#define ID_STATIC_TEMPLATE static was used as a template for __forceinline well you cannot do that as __forceinline is allready static by nature. msvc lets it pass but both mingw and intel refuses to compile this xD.

In regards to motorseps issue im still working on it but someone more used to shader code might have better luck adding the missing parts (two or so functions missing).
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Re: Doom 3 engine release and game code

Postby motorsep » Mon Jul 02, 2012 5:34 am

Btw, has anyone started porting mfc stuff for the editors to qt or something similar ? Otherwise we will end up without tools because mfc only supported with commercial MSVC (not Express).
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Re: Doom 3 engine release and game code

Postby revelator » Mon Jul 02, 2012 6:07 am

Havent looked into it myself but i remember earlier in this thread that the darkmod folks had created a working standalone editor for doom3 :)
In case others need to convert MFC code to wxwidgets for crossplatform i do have a handy macro for visual studio that does a lot of the work.
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