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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 mh » Thu Nov 24, 2011 2:00 am

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Re: Doom 3 engine release and game code

Postby mh » Thu Nov 24, 2011 3:16 am

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Re: Doom 3 engine release and game code

Postby mh » Thu Nov 24, 2011 3:40 am

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Re: Doom 3 engine release and game code

Postby Spike » Thu Nov 24, 2011 6:10 am

your 'original code' uses calls to glActiveStencilFaceEXT, which is the nvidia-specific form of glStencilOpSeparateATI which was made core in gl3.

almost sounds like the patentless code supports only the common fallback case?
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Re: Doom 3 engine release and game code

Postby mh » Thu Nov 24, 2011 10:05 am

The original code came from a GLIntercept log while the engine was running so I'm pretty certain that it's the Real Thing.

Guess you're right about the patentless code though.
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Re: Doom 3 engine release and game code

Postby mh » Thu Nov 24, 2011 7:15 pm

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Re: Doom 3 engine release and game code

Postby revelator » Thu Nov 24, 2011 11:25 pm

agh :S missed the release.

Just returned from the hospital after having my gall bladder removed cause of a nasty infection.

Looking forward to play around with this though :) hmm some of the function names look suspiciously familiar ?.
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Re: Doom 3 engine release and game code

Postby frag.machine » Fri Nov 25, 2011 2:02 am

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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Re: Doom 3 engine release and game code

Postby qbism » Fri Nov 25, 2011 3:00 am

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Re: Doom 3 engine release and game code

Postby Eluan » Fri Nov 25, 2011 3:37 am

Nice to see so much Quake code into Doom3, especially that QuakeC is back! (well, more or less...)
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Re: Doom 3 engine release and game code

Postby mh » Fri Nov 25, 2011 10:31 am

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Re: Doom 3 engine release and game code

Postby revelator » Fri Nov 25, 2011 2:48 pm

thanks guys :) im ok just some aches in my stomach so i should be fine again in a few weeks.

hmm is'nt radiant based on gtk ? if it is it should work fine on linux.
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Re: Doom 3 engine release and game code

Postby mh » Fri Nov 25, 2011 5:28 pm

Not this Radiant; this one is heavily MFC.
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Re: Doom 3 engine release and game code

Postby revelator » Fri Nov 25, 2011 6:57 pm

Hmm ok well i bet the linux guys can whip something up, maybe modify gtkradiant ?.

Taking a quick stroll through the source since i cannot sit before my PC for very long at a time yet, it builds fine though it coughs a bit on some paths that the danish version of win7 does not have but else it seems to compile.

I understand that carmacks reverse was taken out though since its the Z-Fail method which rick also used in his early shadow volume code (long before carmack or creative) i dunno if were trespassing into creative land if we just slam together our own versions of the Z-Fail method ?.
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Re: Doom 3 engine release and game code

Postby Spirit » Fri Nov 25, 2011 7:01 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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