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InsideQC Forums • View topic - Doom 3 engine release and game code

Doom 3 engine release and game code

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Re: Doom 3 engine release and game code

Postby motorsep » Sat Sep 01, 2012 5:08 am

care to explain how can I add/fix that in dhewm3 ? :) Thanks!
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Re: Doom 3 engine release and game code

Postby motorsep » Sat Sep 01, 2012 5:20 am

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Re: Doom 3 engine release and game code

Postby revelator » Sat Sep 01, 2012 1:05 pm

Would be very lenghty to explain but ill make you a Vertexcache.cpp for dhewm3. When i post it just replace the vertexcache.cpp in dhewm3\neo\render folder with it and recompile.
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Re: Doom 3 engine release and game code

Postby revelator » Sat Sep 01, 2012 2:28 pm



unzip and drop these two files in dhewm3\neo\render folder and overwrite the existing ones then recompile.
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Re: Doom 3 engine release and game code

Postby motorsep » Sat Sep 01, 2012 4:37 pm

Tried, doesn't work. Can't just replace files with dhewm3.
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Re: Doom 3 engine release and game code

Postby revelator » Sat Sep 01, 2012 7:25 pm

eh i just recompiled it here can you post your build log ? maybe something changed in dhewm3 code.
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Re: Doom 3 engine release and game code

Postby revelator » Sat Sep 01, 2012 7:52 pm

Last edited by revelator on Sun Sep 02, 2012 12:57 am, edited 1 time in total.
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Re: Doom 3 engine release and game code

Postby revelator » Sun Sep 02, 2012 12:55 am

AMD users still report its godawfully slow on there rigs 2 fps :shock:
im starting to think its not related to the VBO code at all cause i sent them a clean version with just that and it ran as it should.
Hm as far as i know the only change i done to the renderer was MH's shared ARB/GLSL backend and i removed an old hack for ati cards that shouldnt be nessesary anymore but maybe im wrong (btw this hack was also removed in dhewm3 i wonder if he had any reports on bad performance on AMD cards ?). Oh one other thing that changed, i used some code from a source mh sent me for the normal arrays (uses glVertexAttribARB instead) but i dunno if that breaks AMD cards hmm.
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Re: Doom 3 engine release and game code

Postby mh » Sun Sep 02, 2012 2:34 am

I built most of that code on a machine with an AMD card so it shouldn't be an issue. Colour me puzzled.

Check the usual suspects I suppose - driver versions, settings forced in CCC, etc.
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Re: Doom 3 engine release and game code

Postby revelator » Sun Sep 02, 2012 2:51 am

aye was my thought also but doom 3 does not even run when the catalyst AI is on :( the users know that by now and normally resort to renaming the Doom3.exe to something else or turning the AI off.
Hmm if you got access to an AMD / ATI i uploaded a newer build which i hoped fixed it but atleast one user reports it to perform badly. Maybe you could give it a try ? and let me know if it also runs bad for you.

heres the executable.
and my sources.

edit: forgot to mention i managed to convert the doom3 sources back to msvc 2005 :)
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Re: Doom 3 engine release and game code

Postby tobis87 » Sun Sep 02, 2012 2:28 pm

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Re: Doom 3 engine release and game code

Postby Spike » Sun Sep 02, 2012 3:37 pm

'qglMapBufferRange' is always invalid, regardless of what your system headers/libraries provide.
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Re: Doom 3 engine release and game code

Postby revelator » Sun Sep 02, 2012 4:12 pm

Should have been glMapBufferRange i have several copies of the source file but obviously forgot to rename it in the posted codepiece damn quake2 references :(

If youre missing GL_MAP_WRITE_BIT etc then your SDL is to old it was added lately from glext.h and is in my version.

Edit You can also use glext.h together with SDL if you dont feel experimental :) the SDL version with it included is the 1.3 branch on mercurial.
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Re: Doom 3 engine release and game code

Postby revelator » Sun Sep 02, 2012 4:27 pm

Hope it helps else ill upload my dhewm3 build somewhere but not now :) been bughunting ATI crap for 32 hours and my eyes are falling out of there sockets !!! :twisted:
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Re: Doom 3 engine release and game code

Postby tobis87 » Mon Sep 03, 2012 5:17 am

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