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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 » Tue Nov 22, 2011 11:09 pm

It's out now.

:D
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Re: Doom 3 engine release and game code

Postby r00k » Tue Nov 22, 2011 11:17 pm

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Re: Doom 3 engine release and game code

Postby leileilol » Tue Nov 22, 2011 11:41 pm

*SNAGS REPOSITORY AS ZIP ASAP!!!

Anyone able to compile this? I don't have VS 2010, just 6.

Someone port this to VC6.
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Re: Doom 3 engine release and game code

Postby mh » Wed Nov 23, 2011 12:15 am

Got it. :)

Gonna try a quick compile before bedtime.
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Re: Doom 3 engine release and game code

Postby mh » Wed Nov 23, 2011 12:49 am

Interesting. Seems the editor uses MFC which won't work with Express. And, since the editor is integrated into the engine, it means that some surgery is required.

Alternately I could just grab a set of MFC headers and libs from work...
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Re: Doom 3 engine release and game code

Postby andrewj » Wed Nov 23, 2011 3:24 am

Man, the scripting language code (compiler and execution) looks familiar....... :wink:
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Re: Doom 3 engine release and game code

Postby r00k » Wed Nov 23, 2011 6:57 am

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Re: Doom 3 engine release and game code

Postby raynorpat » Wed Nov 23, 2011 7:20 am

@r00k: needs the 1.3.1 patch

unfortunately it also seems the typelib exe is hardcoded to look for the doom folder on the root of the hard drive to generate headers from the scripts, kinda like how qbsp is hardcoded to look for the quake folder off the root of the hard drive.
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Re: Doom 3 engine release and game code

Postby mh » Wed Nov 23, 2011 3:34 pm

Just got a clean compile (aside from a load of precompiled header warnings that I'm gonna ignore for now). Using 2010 Pro SP1, June 2010 DXSDK.

It seems as though the TypeLib project is not needed for building, so you can remove that from your Solution Explorer.

Next step is to try removing the editor and other tools code from the engine. Aside from bloating the executable (no big deal in the days of 4GB+ RAM machines IMO) the use of MFC shuts out Express users, and so it must die.
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Re: Doom 3 engine release and game code

Postby Spirit » Wed Nov 23, 2011 3:57 pm

I'd love to follow your progress through commits on Github (or else). ;)
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: Doom 3 engine release and game code

Postby mh » Wed Nov 23, 2011 5:11 pm

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Re: Doom 3 engine release and game code

Postby leileilol » Wed Nov 23, 2011 10:25 pm

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Re: Doom 3 engine release and game code

Postby mh » Wed Nov 23, 2011 11:00 pm

Got a pleasant surprise that the skybox to cubemap conversion code I put into both RMQ and DirectQ is more or less identical to that in Doom 3. :)

There's a nice looking MMX memcpy in there that might be useful.
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Re: Doom 3 engine release and game code

Postby mankrip » Thu Nov 24, 2011 1:12 am

According to the readme the Carmack's Reverse code was disabled, so it won't work. However, the readme doesn't mention whether they also removed it, so it may be hidden in there somewhere.

It's interesting to think that if the code is there, any derivative engines that re-enables it may be infringing Creative's patent.

By the way, the only thing I'd really like to have in this engine is an efficient relief mapping implementation. There's a that does it, but it runs awfully slow. I wonder how fast an updated renderer could get it working.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: Doom 3 engine release and game code

Postby hogsy » Thu Nov 24, 2011 1:54 am

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