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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 » Sun Nov 11, 2012 1:57 am

hehe yeah the 6000 series was quite nice mine actually lasted untill i had the cash for a 8800gtx (was not wealthy in those days and that card costed an arm and a leg here in DK).
So that early ??? could have sworn i had a ti4200 back then but my memory might not be the best anymore (age heh).
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Re: Doom 3 engine release and game code

Postby leileilol » Sun Nov 11, 2012 5:22 am

Geforce2 GTS worked in Doom3 as well. Too bad the Radeon7x00 didn't, but anyway that's only thanks to GF4MX's market saturation
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Re: Doom 3 engine release and game code

Postby revelator » Sun Nov 11, 2012 8:04 am

Seems like a millenia ago since i had a geforce2 :( newer quite liked the MX cards, i still remember the MX4 version which where more or less dumped down geforce 3's and performed worse than a geforce2 :lol:
The only radeon card i have left is the first version by ati and funny enough the only version i newer had problems with any games on though if i tried todays games it would probably burn :mrgreen:
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Re: Doom 3 engine release and game code

Postby tobis87 » Sun Nov 11, 2012 12:44 pm

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Re: Doom 3 engine release and game code

Postby revelator » Sun Nov 11, 2012 5:58 pm

I do have a github account but im stuck with a very frustrating performance bug (especially on ATI cards) so i havent updated the repo yet :(
As for the VBO stuff listNum is probably the index number so removing it is not recommended.
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Re: Doom 3 engine release and game code

Postby tobis87 » Sun Nov 11, 2012 6:16 pm

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Re: Doom 3 engine release and game code

Postby revelator » Sun Nov 11, 2012 6:22 pm

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Re: Doom 3 engine release and game code

Postby mh » Sun Nov 11, 2012 7:41 pm

It's copied twice yeah, but it's just setting a GLuint to a GLuint so it's not actually a problem, just minor code smell.
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Re: Doom 3 engine release and game code

Postby revelator » Mon Nov 12, 2012 5:14 am

Patched my version by hand guess i overlooked this one ;) the FRAME_MEMORY_BYTES was just an experiment with a larger pool to test if it helped with some of sikkmods heavier stuff.

Btw some have asked what the advantage was with my updated image handlers, turns out it fixes some custom skins which earlier led to them being rendered black or otherwise incorrect :D

like this fella ->

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Re: Doom 3 engine release and game code

Postby ceriux » Mon Nov 12, 2012 1:25 pm

hey i tried using the git for iodoom3 but it didnt seem to work. is there another doom3 engine i could try?
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Re: Doom 3 engine release and game code

Postby revelator » Mon Nov 12, 2012 1:48 pm

iodoom3 seems stillborn :/ theres been little to no activity on the site in several months.
Atm theres probably nothing prebuilt (besides my little project) but my version has a few performance bugs (mostly ATI related).
Else Dhewm3 is probably the engine with the most recent changes atm, but its incompatible with mods unless you got the option to recompile there game dll's against it (protocol change).
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Re: Doom 3 engine release and game code

Postby ceriux » Mon Nov 12, 2012 3:53 pm

that really sucks, id like to see new engines for doom 3 like there are so many for quake.
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Re: Doom 3 engine release and game code

Postby revelator » Mon Nov 12, 2012 4:11 pm

I think it will catch up but many devs are waiting for the BFG edition source code (less work fixing stuff) ;)
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Re: Doom 3 engine release and game code

Postby ceriux » Mon Nov 12, 2012 6:48 pm

i heard they fixed up the network code in BFG?
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Re: Doom 3 engine release and game code

Postby revelator » Tue Nov 13, 2012 4:27 am

They also moved the fps cap from 60 to 120 ;) and the flashlight is now allways on (no need for ducttape mod anymore).
The renderer also had some house cleaning it seems.
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