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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 » Mon Aug 12, 2013 9:37 am




looks like this on my rig :)

i can make some shots showing 2D decals like blood for comparison, not sure whats causing that bug on your gfx Cards since it seem to Work just fine here.
Id really wish someone with some time on there hands and an ATI Card could go over the code to iron out the buggers that seem to happen on those :).
Further improvements are also welcome.
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Re: Doom 3 engine release and game code

Postby revelator » Mon Aug 12, 2013 9:47 am

Going to move the stuff i know Works on all Cards to a fresh checkout of Vanilla.

My previous engine while a lot cleaner is also a bit lobotomized as i removed all the internal mapping tools (also removed from the game dll's hence why my engine breaks if you use the old game dll's cause there missing exports).
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Re: Doom 3 engine release and game code

Postby qbism » Mon Aug 12, 2013 5:01 pm

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Re: Doom 3 engine release and game code

Postby revelator » Mon Aug 12, 2013 9:51 pm

Only changed thing is the menu but i tried without that and it still Works here.

Not aware of any other changes to the game ressources.

Damn weird is what it is :o
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Re: Doom 3 engine release and game code

Postby revelator » Tue Aug 13, 2013 8:48 am

SLowly porting my optimizations to Vanilla, uploading a build you can try out atm. Ill post the link when its up.

Finally got the threaded deferred shadow volumes working (small oversight by me grrr i hate porting by hand).

The good news it Works like a charm and the 15 FPS increase the author mentioned is highly likely :) might even run faster now with MH's mapbuffer fix.

Atleast i can now prepare a patch for Vanilla with everything included.

The Bad well you need the vccomp dll but thats about it and i have included it in my package together with the HD menu and sikkmod for Doom3 And Ressurection of evil.

Also added my wrapper executables for easy access to sikkmod (runs the main Doom3.exe with the correct cvars) its the ones with hd in the name.
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Re: Doom 3 engine release and game code

Postby revelator » Tue Aug 13, 2013 9:27 am



Lets have fun :twisted:
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Re: Doom 3 engine release and game code

Postby revelator » Wed Aug 14, 2013 3:13 am

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Re: Doom 3 engine release and game code

Postby anonreclaimer » Wed Aug 14, 2013 4:26 am

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Re: Doom 3 engine release and game code

Postby revelator » Wed Aug 14, 2013 6:25 am

Let me know if something pops up :) and thanks for the report.

Actually hit a bit of a snag but i seem to have some trouble debugging it.

Used a few of the bugfixes from dhewm3 and now it crashes whenever i fire a weapon with a debug assertion failure. Well thats all and well but the assert cant tell me where it crashes :lol:
and the debugger cant either lol.

If someone got some time id be happy to upload the source, maybe someone can figure out why the bugger suddenly got major unstable.
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Re: Doom 3 engine release and game code

Postby anonreclaimer » Thu Aug 15, 2013 3:59 am

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Re: Doom 3 engine release and game code

Postby revelator » Thu Aug 15, 2013 4:43 am

Sure but where can i get them ? :)

Btw i fixed the bug it seems.

omp threads are very picky with the compiler optimization vars, i had to create my own set of macros to print out where Things started to go wrong and Doom3 was creating so many threads that vcomp simply stalled :S.
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Re: Doom 3 engine release and game code

Postby anonreclaimer » Thu Aug 15, 2013 5:27 am

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Re: Doom 3 engine release and game code

Postby revelator » Thu Aug 15, 2013 11:04 am

Slowly adding stuff back in from my port also (hopefully avoiding the one that broke ati Cards) :).

Atm i think its better to ditch openmp support untill someone with some insight in threading can have a look at it cause its massively buggy with the implementation i got.

I have created the basic framework though so its easy to add back in when someone gets it to run stable.

The build i uploaded actually did not have omp enabled cause i forgot to set the openmp flag in the compiler :S
i have tried enabling it and while the engine loads it crashes immediatly if you use any kind of weapon. (thread stall).
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Re: Doom 3 engine release and game code

Postby revelator » Fri Aug 16, 2013 5:56 am



woo that sure looks purty now :)
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Re: Doom 3 engine release and game code

Postby revelator » Fri Aug 16, 2013 6:06 am

One odd bug left.

vid_restart is not working with ttimos latest source, instead of reebooting the engine it exits Oo.
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