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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 revelator » Thu Jul 05, 2012 10:26 pm

Oh cool i see he put together his own version of the glsl backend :) ill merge my changes with his and will post a diff to him if it works as expected.
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Re: Doom 3 engine release and game code

Postby revelator » Fri Jul 06, 2012 12:07 am

Hmm ok compiled his version which btw was a pita :S as he forgot to up the project files so i had to recreate them from my own project.
It loads but it seems im missing some externals. Old sikkpin data from his 1.2 version allows it to load a game but its very buggy (dark and colors are all wrong) the glsl backend is not working at all yet it seems
as it fails to compile the scripts in gl2progs. i couldnt get the game data to compile at all so i used the ones from my own which allready have sikks modifications from 1.2 but im not sure if he changed it further.
I noticed he extended the arb2 fragment path to get the depth data (i thought that to be impossible hmm but cool if it works).
Im going to see if i can move my changes for the glsl backend into his code (it autodestroys shaders after loading finished and uses pointers to determine if the program is valid).
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Re: Doom 3 engine release and game code

Postby revelator » Fri Jul 06, 2012 9:52 am

created a repo of doom3 here with my changes.

https://github.com/revelator/Revelator-Doom3
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Re: Doom 3 engine release and game code

Postby revelator » Sat Jul 07, 2012 9:25 am

Had a talk with Sikkpin and there are a few issues before integration will work.
You will need updated shader code because some internals where moved from engine to shaders (pointlights etc).
Still needs some tweaking it does load if you use the shaders provided but it will crash on game load mostly and when it manages to load a game things will look a bit weird (dark and colors are odd).
The game code should not be used as it wont work yet.
Reason the project files where missing was that sikk backported them to vs2008 and he was not sure if they would work for others.
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Re: Doom 3 engine release and game code

Postby revelator » Sun Jul 08, 2012 4:17 am

Ok its getting there slowly. You should only use the parralax or relief shaders for testing as atm they cause bugs on non flat surfaces (will hopefully be fixed once i create a new path for it in the backend).
For now enjoy these shots which are taken with normalmaps instead they are actually quite nice though not as heavily detailed as the parralax ones.





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Re: Doom 3 engine release and game code

Postby motorsep » Sun Jul 08, 2012 4:43 am

neat!!!
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Re: Doom 3 engine release and game code

Postby revelator » Sun Jul 08, 2012 1:40 pm

glsl backend updated by raynor :) but small whoops in the code was destroying the same shader twice instead of vertexshader/fragmentshader.
Works pretty well now but still some problems interacting with the ARB2 backend when custom shaders in use.
The commit can be found at the dhewm3 site.
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Re: Doom 3 engine release and game code

Postby motorsep » Sun Jul 08, 2012 2:51 pm

When did he updated? I don't see any commits in his git repo :/
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Re: Doom 3 engine release and game code

Postby revelator » Sun Jul 08, 2012 4:38 pm

He committed the new backend to dhewm3 :) not to his own repo.
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Re: Doom 3 engine release and game code

Postby revelator » Sun Jul 08, 2012 4:44 pm

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Re: Doom 3 engine release and game code

Postby motorsep » Sun Jul 08, 2012 4:48 pm

I don't see that in dhewm3. This is a GLSL backend patch for dhewm3 from dhewg himself https://github.com/dhewm/dhewm3/issues/15
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Re: Doom 3 engine release and game code

Postby revelator » Sun Jul 08, 2012 7:22 pm

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Re: Doom 3 engine release and game code

Postby motorsep » Sun Jul 08, 2012 7:32 pm

Post some screenshots please :)
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Re: Doom 3 engine release and game code

Postby revelator » Sun Jul 08, 2012 7:55 pm



hexen2 edge of chaos with ambient light + my new parralax shader
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Re: Doom 3 engine release and game code

Postby frag.machine » Sun Jul 08, 2012 8:10 pm

So, red is the new brown, huh ? j/k, looks great. I miss fantasy FPS games like Hexen and Heretic.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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