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InsideQC Forums • View topic - MHDoom finished

MHDoom finished

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Re: MHDoom finished

Postby revelator » Fri May 30, 2014 10:06 pm

:lol: yeah
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Re: MHDoom finished

Postby revelator » Sat May 31, 2014 4:59 pm

Small warning mods built for vanilla will most likely crash with MHDoom because of missing exports (i removed a lot of unused stuff) those mods would have to be rebuilt with MHDoom as the sdk,
sorry about that but even dhewm3 has that problem, to many changes in code.

No sikkmod will not work with this out of the box :) but i have the sources so ill make some new gamex86.dll's that will work ;).

Btw feel free to submit patches to github if you have something you feel would be a great improvement :)
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Re: MHDoom finished

Postby revelator » Sat May 31, 2014 7:27 pm

Doooh ok i found out what caused the shadow problem was a minor optimization i made to avoid state changing as much but i used the wrong call disabling something that should have been enabled :oops:
Fixed on github now.

Also uploading sikkmods game dll sources if someone wants to use them.
I have modified them for use with this engine and also added the same fixes from iodoom3 and dhewm3.
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Re: MHDoom finished

Postby Spiney » Sat May 31, 2014 8:29 pm

As for image quality, perhaps this trick would help a little?
http://www.iquilezles.org/www/articles/ ... exture.htm
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Re: MHDoom finished

Postby revelator » Sat May 31, 2014 11:20 pm

That could be an option unfortunatly its a GLSL shader and i have no idea how to port that to ARB2 assembly shading :S

Another option is something similar i once nicked from twilight its an interpolation method that does allmost exactly the same but its in plain C :) shoulf be pretty easy to convert it to C++ though.
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Re: MHDoom finished

Postby revelator » Sun Jun 01, 2014 12:58 am

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Re: MHDoom finished

Postby toneddu2000 » Sun Jun 01, 2014 11:26 am

great reckless! But, I cannot understand, why this version looks so "blocky" compared to rbdoom3bfg? What mh did to this version?
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Re: MHDoom finished

Postby revelator » Sun Jun 01, 2014 4:39 pm

He bumped everything to ultra levels and then a bit more :)
btw BFG uses higher res textures but there compressed and in binary format so its not easy making texture packs for it.

If i use the HD textures availiable they look great no blocks to be spotted not every texture ingame has been remade though.
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Re: MHDoom finished

Postby revelator » Sun Jun 01, 2014 5:42 pm

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Re: MHDoom finished

Postby Spiney » Sun Jun 01, 2014 9:37 pm

I also noticed some flickering/disappearing shadows at the cantina windows on Mars city and some other places. (GF GTX660, driver 320.49)
Did you change the texture filtering on those pics? That doesn't look right even for something that low res, could be block compression?
Iirc MH swapped the normalization lookup texture with math, giving cleaner/crisper results, like you now get specular inside the bilinear filtered crevices between adjacent texels.
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Re: MHDoom finished

Postby toneddu2000 » Sun Jun 01, 2014 10:27 pm

- my first commercial game, made with FTEQW game engine
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Re: MHDoom finished

Postby revelator » Mon Jun 02, 2014 1:15 pm

Compression is DXT5 i think so its doable with the directx sdk atleast, worst part seems to be that the images uses a binary format so its a mess to craft new ones.

@spiney havent touched the texture filtering but i bumped the versions on TGA and Jpeg maybe a bug snuck in the TGA code hmm ?.

If anyone spots the bug feel free to submit patches its the only thing holding off atm else it runs great even on ATI.
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Re: MHDoom finished

Postby revelator » Mon Jun 02, 2014 5:59 pm

Hmm so im not the only one noticing the shadows sometimes behave weird.
Also in some places with this bug i noticed i could see the outlines on the stencil shadows Oo (faint ghostly copy of the model casting the shadow).
Strangely enough the unmodified source does the same so its not something caused by the changes i have made atleast, bugger though as i have no idea whats causing it or where to start looking even :S.
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Re: MHDoom finished

Postby revelator » Wed Jun 04, 2014 2:31 pm

Ok the plot thickens :S after painfully going through the source comparing every single file to vanilla i was unable to find any change that would cause this,
today i updated the project to use msvc 2013 and ...shadows work fine again W.T.F @trademark !!! sadly the msvc 2013 build is a lot slower than the 2010 build (still playable but huh ?).
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Re: MHDoom finished

Postby qbism » Wed Jun 04, 2014 4:32 pm

Did you update any libs after switching to VS2013? Sometimes I wonder if the toolset version difference between 2008, 2010, and 2013 releases (some range like V90 to V120) makes a difference for 3d performance, but never tested it.
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