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InsideQC Forums • View topic - Doom 3 source code after Rage release in october!

Doom 3 source code after Rage release in october!

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Doom 3 source code after Rage release in october!

Postby frag.machine » Fri Aug 05, 2011 12:34 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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Postby toneddu2000 » Fri Aug 05, 2011 7:28 am

I'm really curious to find out if the doom3 engine is so better than Darkplaces!I think that, except for the physics and skeletal animation system, they should be equivalent(plus that Darkplaces has soft shadows and iqm models support).
Thanks for the news!
Any external link to the original news?

EDIT: I noticed just now that image was a link ,sorry! :oops:
but anti spam configuration system didn't allow me to edit my own post
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Postby revelator » Fri Aug 05, 2011 7:49 am

different atleast :) doom3 is in C++ as far as i know.

will be interresting to look at the source, might also give me the opportunity of fixing an old gripe i had with it not playing nice with widescreen hehe.

btw doom3 had an early version of megatexture (disabled though) but someone found out how to enable it allready, so atleast that is something different from darkplaces.
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Postby goldenboy » Fri Aug 05, 2011 9:58 am

I expect that Doom3 will beat Darkplaces when it comes to performance. But it's an unfair comparison.
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Postby revelator » Fri Aug 05, 2011 10:09 am

indeed quake was newer meant to have ppl and only got it by using some tricks :) but its slow compared to an engine built with that in mind.

darkplaces does a nice job in that regard but doom3 was built for it so it will definatly be a lot faster.
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Postby Chip » Sun Aug 07, 2011 3:15 pm





Fear not the dark, but what the dark hides.
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Postby revelator » Sun Aug 07, 2011 5:16 pm

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Postby goldenboy » Sun Aug 07, 2011 6:17 pm

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Postby mh » Sun Aug 07, 2011 7:33 pm

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Postby revelator » Mon Aug 08, 2011 5:28 pm

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Postby leileilol » Tue Aug 09, 2011 11:16 pm

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Postby revelator » Wed Aug 10, 2011 12:29 am

hmm i think theres actually something like that allready... classic doom mod for doom3 i believe its called ...checking yep i had it downloaded but havent got around to trying it out yet.

as for modifying the source well lets see :) atm im only after fixing some buggers i encountered later on when my hardware was updated like widescreen autodetection (small stuff mostly).

it actually works fine with widescreen but you have to set it by hand in the config file on newer hardware :/
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Postby Irritant » Sun Aug 14, 2011 2:21 pm

http://red.planetarena.org - Alien Arena and the CRX engine
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Postby mh » Sun Aug 14, 2011 3:52 pm

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Postby qbism » Sun Aug 14, 2011 4:54 pm

Throw ETXreal, Qfusion, and CRX into the comparison mix?

Why did Xreal never really gain momentum? An incredible tech demo back in 2008, supporting D3 models, but devs did not flock to it. Will D3 source have same issue? In this realm, many hobbyist/indies might be going to Unreal or Unity, with open-source not being a main factor.

This is qfusion from 2005, realtime lighting and deluxemaps. The fps explains why some of us didn't jump in to advanced lighting- didn't have the hardware!
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(sorry for the hotlink, 3d-zone)
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