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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 Sikkpin » Sat Aug 11, 2012 2:39 am

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Re: Doom 3 engine release and game code

Postby revelator » Sat Aug 11, 2012 5:47 am

Raised limits the problem was loading textures above a certain size.

Not sure why my driver refuses to load anything above that but it does and quite heavy handed to since it crashes the driver.
How much Vram do you have sikkpin ?.

Bit strange also since some textures load fine even upto 4096x4096 in textures but it chokes on models :S
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Re: Doom 3 engine release and game code

Postby revelator » Sat Aug 11, 2012 6:24 pm

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Re: Doom 3 engine release and game code

Postby Spiney » Sun Aug 12, 2012 7:47 pm

I experimented with huge textures once, game didn't crash but the swapping in and out of textures into video memory caused noticeable hitches.
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Re: Doom 3 engine release and game code

Postby revelator » Sun Aug 12, 2012 9:57 pm

Yip also get that from time to time :) its pretty annoying but my best guess it wont get better untill we have a deffered renderer.
The above patch should also help some if it worked :`(
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Re: Doom 3 engine release and game code

Postby mh » Sun Aug 12, 2012 10:07 pm

A deferred renderer might help some with the lighting (although it would look very different as a lot of Doom 3's lighting is dependent on projected and falloff textures rather than just using a standard attenuation formula), but it wouldn't be able to handle shadows.
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Re: Doom 3 engine release and game code

Postby motorsep » Sun Aug 12, 2012 10:17 pm

Can someone please help me to re-enable tools for Windows build in Dhewm3 fork?
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Re: Doom 3 engine release and game code

Postby revelator » Sun Aug 12, 2012 11:59 pm

look in builddefines.h unless he removed the whole deal the defines for turning on the tools are in there :)
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Re: Doom 3 engine release and game code

Postby revelator » Mon Aug 13, 2012 12:05 am

@Mh true i wonder if the idea of loading textures like discussed in another thread´might be worth it for Doom3.
As i progressed i also noticed that the textures tile very badly most notably with high res ones, maybe a bug ? its very visible on brick textures when looked at from an angle you can see the seems ;S
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Re: Doom 3 engine release and game code

Postby motorsep » Mon Aug 13, 2012 12:11 am

He has it there:

#if defined( _WIN32 ) && defined(_MFC_VER) && !defined( ID_DEDICATED )
#define ID_ALLOW_TOOLS
#endif

However, when cmake creates project files and solution for VS2010, there is no trace of the resources, headers and cpp files of the tools in it. Being Linux adept, dhewm3 author despises Microsoft and completely ripped out tools from his fork recently. It's stupid, I know :/ The only way to make his fork suitable for modding is to make tools to be included when cmake generates VS project file and have it compiling under Windows.
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Re: Doom 3 engine release and game code

Postby mh » Mon Aug 13, 2012 12:55 am

There are other reasons for removing them besides hating Microsoft. The main one is that they're heavily dependent on MFC, and MFC cannot be used with Visual C++ Express. So if you want to compile the project, and if you don't want to fork out Big Money on a non-Express edition (or can't get one elsewhere), then you're screwed. Secondary reasons are that they bloat the executable (debug builds come in at 30mb) and give compile times that can be measured in epochs. For any kind of serious engine work a fast compile time is utterly essential, otherwise the turnaround time for compile/test iterations is stupid.

For modding you don't need a forked engine build anyway; you can just use the original. There's no benefit to having a modified engine if the tools code is just going to be the very same as it always was. It's also sensible to mod on the original engine so that you can be more certain of your work working with everything. So this is a total non-issue.
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Re: Doom 3 engine release and game code

Postby motorsep » Mon Aug 13, 2012 2:00 am

Well, for once dhewm3 debug builds are already 30+ Mb :)

If we would be able to have tools in dhewm3, I would buy MSVC before we release the game. It's so much better for users to have native tools and be able to work with lights / sounds / etc. in-game vs doing that in notepad and DarkRadiant. Plus AF editor doesn't exist outside of idTech 4.

What's the point of going stand-alone if even a free standalone game will require users to buy Doom 3 to use foll set of tools for modding. Also dhewm3 is 100% incompatible with Doom 3's game libs and _all_ of the mods for Doom 3 (unless those are recompiled against dhewm3).
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Re: Doom 3 engine release and game code

Postby WickedShell » Mon Aug 13, 2012 4:12 am

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Re: Doom 3 engine release and game code

Postby motorsep » Mon Aug 13, 2012 4:22 am

I heard about that issue before, but I run Doom 3 on Linux at 60+ fps with _way_ weaker hardware. I am gonna give it a spin and see if it will run at 100+ fps :P
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Re: Doom 3 engine release and game code

Postby WickedShell » Mon Aug 13, 2012 4:27 am

That's not gonna get you to 100... It preserves the 60FPS cap. :)

I can time demo at 180+ FPS, but I would still randomly drop down when actually playing, (and showed even less less cpu usage when playing). This is only going to help you under Linux, I haven’t looked at any of the other platform specific code.
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