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Doom 3 engine release and game code

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Re: Doom 3 engine release and game code

Postby revelator » Sun Jan 01, 2012 9:58 pm

it should offer some better optimization but benching it here allready hits the hardcoded 60 fps limit on my gfx card so i cant tell.
if someone has an older gfx card i would be interrested to hear results as well.
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Re: Doom 3 engine release and game code

Postby revelator » Sun Jan 01, 2012 10:06 pm

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Re: Doom 3 engine release and game code

Postby New Horizon » Sun Jan 01, 2012 11:19 pm

Would it be possible to have all the merged changes posted step by step as you had in your previous post? For a newbie like me, it's a dangerous game figuring out where to patch these changes in. :)
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Re: Doom 3 engine release and game code

Postby revelator » Sun Jan 01, 2012 11:47 pm

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Re: Doom 3 engine release and game code

Postby revelator » Mon Jan 02, 2012 12:03 am

uploaded my fork here http://code.google.com/p/realm/download ... z&can=2&q=
also includes a few bugfixes i havent posted and enabled precompiled headers for faster compiling.
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Re: Doom 3 engine release and game code

Postby New Horizon » Mon Jan 02, 2012 1:14 am

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Re: Doom 3 engine release and game code

Postby revelator » Mon Jan 02, 2012 1:26 am

oki :) well i hope someone can help with the changes nessesary, especially i have a problem rebuilding the sikkmod gamex86.dll with msvc 2010 :?
probably because i cannot get typeinfo.exe to generate its output with the commandline they used for older msvc. Only big problem with sikkmod atm is SSAO which causes a few glitches in drawing (skyboxes most notably).
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Re: Doom 3 engine release and game code

Postby New Horizon » Mon Jan 02, 2012 2:01 am

Been trying to compile the source but after adding your changes it fails to build the doom3.exe for some reason. Unfortunately I'm not a coder, so I have no idea what to look for in terms of fatal errors. :( First I tried pasting the changes in and when that didn't work I just dropped the modified files into our source instead.
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Re: Doom 3 engine release and game code

Postby revelator » Mon Jan 02, 2012 2:13 am

cant just drop the code in you need to replace the functions with the same names :) but copying the modified files will also work. My guess is the error you got was that the function was allready declared.
ill probably drop the old code for dual pass stencil as it doesnt seem to give any huge improvements and just go with mh's version (need a below geforce 7000 card anyway to not have gl2 and a few of the opengl2 functions where actually supported by even older ones like the 6600).
Depth clamp still seems to be a bit flaky with mh's version (shadows dissapear at a certain range) not sure if depth clamp is even possible with his version it might be part of the function allready hmm ?.
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Re: Doom 3 engine release and game code

Postby revelator » Mon Jan 02, 2012 4:54 am

Ok finally got the sikkmod gamecode to compile (insert lots of nasty swearing here) i had to make a bat script to run the typeinfo.exe and create the new variables needed for it, was a total succes though and it runs fine on unmodified doom3 to :) the new gamecode makes it possible to pick up items you normally cant so its more or less a cosmetic change.

heres a shot with sikkmod and highres textures.

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Re: Doom 3 engine release and game code

Postby revelator » Wed Jan 04, 2012 1:42 am

hehe after some digging around adding 1024x1024 dds textures and using pom (parralax occlusion mapping)
with compressed textures turned of and anisotrophy at 16 and no downsampling i can tell that doom3 is still more than capable of bringing even modern graphics
cards to there knees :mrgreen: also looks absolutetly stunning but i doubt peeps can live with 3 fps on a geforce 560 ti overclocked rofl.

i wonder how good this game could look with some dedicated texture baking hmm ? maybe convert some of the env to megatexture.
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Re: Doom 3 engine release and game code

Postby andrewj » Wed Jan 04, 2012 11:44 am

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Re: Doom 3 engine release and game code

Postby revelator » Wed Jan 04, 2012 2:47 pm

kinky extentions :P
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Re: Doom 3 engine release and game code

Postby leileilol » Wed Jan 04, 2012 3:19 pm

1024 x 1024 DD's.......... you wish.
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Re: Doom 3 engine release and game code

Postby revelator » Thu Jan 05, 2012 3:22 am

was what the author said but i checked an the biggest ones are 256x256 so ... still a lot bigger than the originals :)
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