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Doom 3 engine release and game code

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toneddu2000

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Post Tue Feb 07, 2012 8:59 pm

Re: Doom 3 engine release and game code

for the one interested I found something on the iddevnet site
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reckless

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Post Thu Feb 09, 2012 12:19 pm

Re: Doom 3 engine release and game code

thanks :) sifting through it.

Damn im scared stiff either im getting old or my update package adds a bit to much detail to the gore hehe.
Productivity is a state of mind.
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reckless

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Post Thu Feb 09, 2012 12:22 pm

Re: Doom 3 engine release and game code

Mom i made a mess :P

Image

Where in Hell am i ???

Image
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toneddu2000

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Post Fri Feb 10, 2012 12:17 pm

Re: Doom 3 engine release and game code

wow, amazing results! Look at the weapon! it seems so.. real!
On the first image: are those .. reflections on the blood?! Impressive
Very good quality mister!
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leileilol

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Post Fri Feb 10, 2012 8:39 pm

Re: Doom 3 engine release and game code

WoW can U port it to the psp.
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Jukki

Posts: 210

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Post Fri Feb 10, 2012 8:46 pm

Re: Doom 3 engine release and game code

leileilol wrote:WoW can U port it to the psp.


Hey now you are just mean, he didn't mention anything about psp -_-



On the other hand nice :)
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reckless

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Post Sat Feb 11, 2012 11:32 am

Re: Doom 3 engine release and game code

you need a rather decent gfx card if you want playable fps so psp ... well i guess that would be a no :) besides that runs like oil on a 560 ti.
the blood effect is from sikkmod's shaders and aye it looks good :) the high detail is due to oversize textures (a few of them are 3rd party) doom3's textures are actually pretty good but the detail level was cut on them so the game wouldnt kill the gfx cards at that time.
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reckless

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Post Sat Feb 11, 2012 11:53 pm

Re: Doom 3 engine release and game code

Sorry my harddisk broke down :S and yes those are reflections on the blood :) a lot of the oversized textures i created from wulfens parralax texture pack + some from rygels. The size is scary though (about 4 gigs in compressed pk4) dont try and guess the size uncompressed you might get nightmares :P. This unfortunatly increases load times by a good portion but when loaded it runs just fine on newer gfx cards.

A shot showing mh's shadows at there best and a pretty good look at the parallax occlusion bumpmapping.

Image

And heres one with lens flares.

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toneddu2000

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Post Sun Feb 12, 2012 3:09 pm

Re: Doom 3 engine release and game code

unbelievable. It barely seems doom 3 engine. great work!

EDIT:
A shot showing mh's shadows at there best and a pretty good look at the parallax occlusion bumpmapping.

mh?! Did mh rewrite doom3 shadowing system?! Any chance to have one day a whole source pack of this modification?
Sorry, I'm starting now learning programming and I'm completely overwhelmed of this new incoming news! :)
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reckless

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Post Sun Feb 12, 2012 3:42 pm

Re: Doom 3 engine release and game code

mh recreated carmacks shadow code which was removed due to legal reasons (creative patent) it uses a different path now so im not certain it still applies, its also a bit faster on newer cards :)

the source is free so if you want ill upload it to my old google code site :) the shadow changes are in draw_common.cpp with some initialization code in rendersystem_init.cpp .
i also added raynors glsl backend with some changes by logicalerror (looks much better now) unfortunatly it cringes with gfx mods so avoid using any if you want to try the glsl renderer (yes my update pack breaks it as well :( ) to use the glsl renderer type r_renderer glsl in the console and hit enter. remember to copy the base\gshader folder to doom3\base\glshader.
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reckless

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Post Sun Feb 12, 2012 3:43 pm

Re: Doom 3 engine release and game code

Productivity is a state of mind.
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reckless

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Post Sun Feb 12, 2012 3:46 pm

Re: Doom 3 engine release and game code

ill see if i can pack up my update package to some reasonable size also (the google code site has a limit of 200 mb :S ) im not to certain i can get it that low but lets see.
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reckless

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Post Sun Feb 12, 2012 4:35 pm

Re: Doom 3 engine release and game code

eeek no best i could do was 2 gig :( so i put it on my ftp her you go.

ftp://90.184.233.166:21/base-update.7z

unzip it directly in doom3\base. the special options are in the menu FX Options (some are experimantal like ssao you can try it out but it makes skyboxes look weird) ssil works fine though. theres also hdr light and cellshading (looks a bit odd with bumpmaps hehe) and much more. toy with the different options untill you find something you like :)
Productivity is a state of mind.
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toneddu2000

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Location: Italy

Post Sun Feb 12, 2012 9:09 pm

Re: Doom 3 engine release and game code

wow, thanks a lot reckless for the comprehensive explanation and for the links, of course!
I'll try it immediately! :)
just 1 question more:
the change mh did to shadow code, is it legal?I mean, if someone uses that code, could it be in trouble?
thanks again
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mh

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Post Sun Feb 12, 2012 9:13 pm

Re: Doom 3 engine release and game code

I suspect it's probably illegal as the patent applies to the algorithm rather than to the code. That's moderately silly as the algorithm is basically this:
  Code:
-1 + 1 = 0
1 - 1 = 0
0 - 1 = -1
0 + 1 = 1

But that's US patent law for you...

There's really nothing I did aside from restore z-fail and switch to using two-sided stencil (instead of separate passes). A bit of snooping at the original engine with a tool like GL Intercept would give you all that you needed for that. It's not going to be much faster on modern GPUs as Doom 3 is heavily bottlenecked on the CPU (specifically it's construction of shadow volumes, skeletal animation and mildly WTF-ey use of VBOs) so any GPU-side improvement will be in the order of a few percent and no more. Nowadays you'd rewrite the shadow volume code to use a geometry shader and animate on the GPU in your vertex shader (which would necessitate a different interaction shader for MD5s as for everything else). Nothing much can be done with VBOs as VBOs are broken in OpenGL 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.
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