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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 motorsep » Mon Jul 02, 2012 6:19 am

AF editor (ragdolls), Sounds editor, GUI editor, Lights editor and something else (I think Scripts/Def editor) was not re-created by DarkMod folks. DarkRadiant only has particle editor and material highlighter and real-time preview. That's all.

Dhewm3 branch folks were asking if someone can convert mfc stuff into qt, so if you can do it, please do it :) That's kinda more important than GLSL port because without proper tools it's sorta pointless to even mess with Doom 3 engine.
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Re: Doom 3 engine release and game code

Postby revelator » Mon Jul 02, 2012 12:52 pm

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Re: Doom 3 engine release and game code

Postby motorsep » Mon Jul 02, 2012 6:50 pm

Aye, thanks. I passed it onto devs who were wondering about it.

Btw, would it be hard to get depth buffer exposed in Doom 3 ? (so its info could be used in the shaders)
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Re: Doom 3 engine release and game code

Postby nbohr1more » Mon Jul 02, 2012 11:35 pm

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Re: Doom 3 engine release and game code

Postby motorsep » Tue Jul 03, 2012 12:02 am

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Re: Doom 3 engine release and game code

Postby revelator » Tue Jul 03, 2012 3:05 am

I think motorsep is just trying to find out what tools are availiable for working with doom3 materials :) im sure he newer ment to slander.

Acessing the depthbuffer can be done in engine but it kinda defeats the idea of a shader based system to do it hardcoded unless for one specific project like yours :) its surely doable but maybe better to wait for the backend to work (also has more appeal to the general public).

I hope my macro comes in handy thinking about it it maybe possible to modify it for QT use also.
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Re: Doom 3 engine release and game code

Postby motorsep » Tue Jul 03, 2012 3:34 am

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Re: Doom 3 engine release and game code

Postby motorsep » Tue Jul 03, 2012 3:37 am

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Re: Doom 3 engine release and game code

Postby revelator » Tue Jul 03, 2012 5:59 am

Newer say newer ;) im not the only one working on one :)
but if push comes to shove and it takes to long ill see if i can draft some help finishing what i got.
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Re: Doom 3 engine release and game code

Postby revelator » Tue Jul 03, 2012 1:15 pm

Compiled a version of dhewm with mingw64 for 64 bit Windows 7 seems to be working ok and ill probably start moving my changes over to that when im done.
If anyone want the build to toy with comparisons ill upload it on my site.
Note it uses SDL and newer versions of vorbis ogg curl and jpeg, my curl has openssl and openssh bindings so one could toy with security hehe.
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Re: Doom 3 engine release and game code

Postby revelator » Wed Jul 04, 2012 6:18 am






shots showing what can be done with arb2 shaders :) this unfortunatly is the bulk of it and its quite buggy in places cause it uses stuff you cannot normally do with arb2 (ssao etc).
I cannot upload my mod unfortunatly as its size is to much for my hosting. If anyone wants to toy with it let me know and ill setup a temporary ftp host.
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Re: Doom 3 engine release and game code

Postby toneddu2000 » Wed Jul 04, 2012 7:18 am

wow!Awesome stuff reckless! You really powered up doom3 engine! Rocks are beautiful! They seem to be really 3d!
A thing that I don't like with d3 engine is that I never see any mod/tc with a outdoor scene with a warm/soft sunlight. I think that's because d3 wasn't built to visualize such type of scene
- my first commercial game, made with FTEQW game engine
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Re: Doom 3 engine release and game code

Postby Seven » Wed Jul 04, 2012 11:33 am

Hello reckless,

the only thing that I dont like are the extreme shiny "wet" surfaces.
That gives a plastic look (just like the _gloss textures in DarkPlaces).
I mean, did it rain recently in hell ? ;)

Your last screenshot shows how beautiful it can be.
I love this one :)
http://www.bild.me/bild.php?file=8949540shot00033.jpg

I wish Doom 3 had more hellish levels. And not the industrial/base ones.
But that is "Doom"-like. I guess I have to stick to Quake1 then...
The best Doom3 mod, that left my jaw open all the time and had this "Quake" feeling
is "In Hell - Director´s cut" by Doomi.

I guess when I would play this mod together with your extended engine, it will be exactly what I wanted :)
Could you please try to load up the "In Hell" mod with your engine files ?
Thank you for all your efforts reckless !

Best wishes,
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Re: Doom 3 engine release and game code

Postby revelator » Wed Jul 04, 2012 6:11 pm

The shiny textures are actually a bug :) npot textures from wulfens texture pack are doing some odd stuff in places (mirrror effect on some materials) i resized the textures in question and it works now.
In hell mod runs fine on my port allthough theres a lot of warnings about autosprites ??? hmm it looks quite fine though so might be a side effect of the enhanced shaders im using (no visual artifacts).
Better way than mine is to redo the whole thing which would kill incompatibilities like that but its a lot more work also. its basically the same problem as with Quake 1 in so far that i replace ingame textures by high res
ones but the doom3 engine is a lot more advanced than quake1 so there are more pitfalls. Shaders are another matter which need to be looked into, arb2 shader scripts in its days where quite ok but to really push the boundaries we need glslang (humanhead studios made some uber cool additions to doom3's shaders and i hope they can be convinced to share the code. There shader code atleast would help immensly).
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