FAQ  •  Register  •  Login

Doom 3 engine release and game code

Moderator: Inside3D Admins

<<

reckless

Posts: 1637

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Fri Nov 25, 2011 7:21 pm

Re: Doom 3 engine release and game code

darkradiant ofc :)

hmm plenty possibilities QT which resembles MFC but can handle more complex operations and is availiable on both win32 and linux, gtk also works on windows but its a bit more painfull to use.
personally id prefer tools in QT but thats just me.

Hmm the game dll seems to have some problems building "unable to load default.cfg" i tried moving it into a subfolder named base with the built doom3.exe but still fails so something is acting up.
Productivity is a state of mind.
<<

Jok3r098

Posts: 3

Joined: Fri Nov 25, 2011 5:10 pm

Post Fri Nov 25, 2011 7:27 pm

Re: Doom 3 engine release and game code

You need to set the basepath so where your baspeath is as default it uses the working directory.

  Code:
+set fs_basepath "C:\Program Files (x86)\Steam\steamapps\common\doom 3"
<<

mh

User avatar

Posts: 2172

Joined: Sat Jan 12, 2008 1:38 am

Post Sat Nov 26, 2011 1:23 am

Re: Doom 3 engine release and game code

Hmm, well I've recreated the Reverse using two-sided stencil and it works perfectly, but I'm thinking that treading carefully is a better option. I'm certain that if there was an alternate way that could do it in one pass, and that didn't have patent heebeegeebies attached, JC would have included it in the released code. The two pass alternative (assuming you use two-sided stencil; 4-pass if not) only kicks in when the viewpoint is inside a shadow volume, so it's not really that big a deal to begin with.
Like the fifth day of playing 24-hour Scrabble when you don't want to use any letters because each one means a world to you because you're so deranged.
<<

New Horizon

Posts: 6

Joined: Sat Nov 26, 2011 3:24 am

Post Sat Nov 26, 2011 3:28 am

Re: Doom 3 engine release and game code

reckless wrote:darkradiant ofc :)


Hi, I'm one of the team members associated with The Dark Mod for Doom 3. Our upcoming Dark Radiant update is even closer to reaching feature parity with D3Edit. The new release will have animation previews, particle editing...and I'm sure a lot more. :) It's tailored for Darkmod editing but it also works with D3 and Quake 4. Should work with Prey as well. Now that the source code is released, hopefully we can achieve some tighter integration.
<<

r00k

Posts: 908

Joined: Sat Nov 13, 2004 10:39 pm

Post Sat Nov 26, 2011 5:19 am

Re: Doom 3 engine release and game code

mh wrote:Hmm, well I've recreated the Reverse using two-sided stencil and it works perfectly, but I'm thinking that treading carefully is a better option.


Can this be done with a shadowmap and still side-step the patent lurkers, and still look better?
<<

Spike

Posts: 2070

Joined: Fri Nov 05, 2004 3:12 am

Location: UK

Post Sat Nov 26, 2011 7:09 am

Re: Doom 3 engine release and game code

shadow mapping has no patents that I am aware of.
<<

Jok3r098

Posts: 3

Joined: Fri Nov 25, 2011 5:10 pm

Post Sat Nov 26, 2011 11:58 am

Re: Doom 3 engine release and game code

Does the engine have a built in light baking system or is it all stencil shadows.
<<

reckless

Posts: 1637

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Sat Nov 26, 2011 2:51 pm

Re: Doom 3 engine release and game code

Hi, I'm one of the team members associated with The Dark Mod for Doom 3. Our upcoming Dark Radiant update is even closer to reaching feature parity with D3Edit. The new release will have animation previews, particle editing...and I'm sure a lot more. It's tailored for Darkmod editing but it also works with D3 and Quake 4. Should work with Prey as well. Now that the source code is released, hopefully we can achieve some tighter integration.


Great :)
Productivity is a state of mind.
<<

reckless

Posts: 1637

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Sat Nov 26, 2011 2:58 pm

Re: Doom 3 engine release and game code

Hmm comes to mind several z-fail methods existed in the old tenebrae2 source (one for each card type if i remember correctly) we might end up making the code faster than it was to start with :)

ofc plenty new stuff that might work better.
Productivity is a state of mind.
<<

mh

User avatar

Posts: 2172

Joined: Sat Jan 12, 2008 1:38 am

Post Sat Nov 26, 2011 5:12 pm

Re: Doom 3 engine release and game code

Interestingly, the Reverse patent is probably unenforcable in the EU. Anybody fancy being a test case? ;)

http://en.wikipedia.org/wiki/Software_p ... Convention
Like the fifth day of playing 24-hour Scrabble when you don't want to use any letters because each one means a world to you because you're so deranged.
<<

reckless

Posts: 1637

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Sat Nov 26, 2011 6:24 pm

Re: Doom 3 engine release and game code

well im in the EU ;) so if you like sure :)
Productivity is a state of mind.
<<

mh

User avatar

Posts: 2172

Joined: Sat Jan 12, 2008 1:38 am

Post Sat Nov 26, 2011 8:47 pm

Re: Doom 3 engine release and game code

A possible other alternative exists. This is fully depth-pass for both cases and seems to work in my (admittedly limited) testing so far.
  Code:
      if (external)
      {
         glDepthFunc (GL_LEQUAL);

         // view outside the shadow volume
         GL_TwoSidedStencil (backEnd.viewDef->isMirror ? GL_FRONT : GL_BACK, GL_KEEP, GL_KEEP, tr.stencilIncr);
         GL_TwoSidedStencil (backEnd.viewDef->isMirror ? GL_BACK : GL_FRONT, GL_KEEP, GL_KEEP, tr.stencilDecr);

         RB_DrawShadowElementsWithCounters (tri, numIndexes);
      }
      else
      {
         glDepthFunc (GL_GEQUAL);

         // view inside the shadow volume
         GL_TwoSidedStencil (backEnd.viewDef->isMirror ? GL_FRONT : GL_BACK, GL_KEEP, GL_KEEP, tr.stencilDecr);
         GL_TwoSidedStencil (backEnd.viewDef->isMirror ? GL_BACK : GL_FRONT, GL_KEEP, GL_KEEP, tr.stencilIncr);

         RB_DrawShadowElementsWithCounters (tri, numIndexes);
      }

"GL_TwoSidedStencil" just selects the appropriate two-sided stencil algorithm to use (EXT, ATI or core GL 2.0); on GL 2.0 or better hardware you'd just replace it with a call to glStencilOpSeparate.

If this does turn out to be a robust replacement that doesn't violate the patent, it just shows even more clearly how utterly nuts the patent was to begin with.
Like the fifth day of playing 24-hour Scrabble when you don't want to use any letters because each one means a world to you because you're so deranged.
<<

reckless

Posts: 1637

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Sat Nov 26, 2011 9:21 pm

Re: Doom 3 engine release and game code

gonna try it out :) ill report back.
Productivity is a state of mind.
<<

mh

User avatar

Posts: 2172

Joined: Sat Jan 12, 2008 1:38 am

Post Sat Nov 26, 2011 10:13 pm

Re: Doom 3 engine release and game code

Just re-read the Creative patent; it seems as though this kind of depth-test inversion was what the patent specifically referred to, so it's not safe to use. It does mean that their claim with reference to the Doom 3 method (zfail) seems to be on somewhat shakier grounds though.
Like the fifth day of playing 24-hour Scrabble when you don't want to use any letters because each one means a world to you because you're so deranged.
<<

raynorpat

Posts: 23

Joined: Tue Feb 26, 2008 12:21 am

Location: USA

Post Sat Nov 26, 2011 10:40 pm

Re: Doom 3 engine release and game code

Working on a GLSL backend:

Image

btw, has anyone checked out draw_exp.cpp? :)
PreviousNext

Return to General Programming

Who is online

Users browsing this forum: No registered users and 0 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.
Icons provided by Aha Soft