fhdoom
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Re: fhdoom
Heh heated debate on this issue i can see 
QC might not cut it for an engine as advanced as idtech 4 atleast if you want to take advantage of all it's capabilities, sure it could probably be done but you might end up regretting it afterwards because it would be an unholy mess even if support could be hacked in. That said it could probably be cool for something like the mini games inside Doom3
or something similar to wolfenstein the new order where you could play levels from the old wolfenstein. A remake of quake in this engine would rock and then we could throw in the old version as a minigame
. Maybe something for bethesda to ponder on hmm ????
mono ? might be worth looking into the interpreter from it at least.c# would be an acceptable compromise, although I am not aware of the effort involved to implement/embed an interpreter. I don't know of any available runtime (not even considering legal aspects here).
QC might not cut it for an engine as advanced as idtech 4 atleast if you want to take advantage of all it's capabilities, sure it could probably be done but you might end up regretting it afterwards because it would be an unholy mess even if support could be hacked in. That said it could probably be cool for something like the mini games inside Doom3
Productivity is a state of mind.
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revelator - Posts: 2567
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Re: fhdoom
Heh heated debate on this issue i can see 
QC might not cut it for an engine as advanced as idtech 4 atleast if you want to take advantage of all it's capabilities, sure it could probably be done but you might end up regretting it afterwards because it would be an unholy mess even if support could be hacked in. That said it could probably be cool for something like the mini games inside Doom3
or something similar to wolfenstein the new order where you could play levels from the old wolfenstein. A remake of quake in this engine would rock and then we could throw in the old version as a minigame
. Maybe something for bethesda to ponder on hmm ????
mono ? might be worth looking into the interpreter from it at least.c# would be an acceptable compromise, although I am not aware of the effort involved to implement/embed an interpreter. I don't know of any available runtime (not even considering legal aspects here).
QC might not cut it for an engine as advanced as idtech 4 atleast if you want to take advantage of all it's capabilities, sure it could probably be done but you might end up regretting it afterwards because it would be an unholy mess even if support could be hacked in. That said it could probably be cool for something like the mini games inside Doom3
Productivity is a state of mind.
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revelator - Posts: 2567
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Re: fhdoom
No, not heated at all! frag.machine, accidentally, proved my (very personal) point! I wouldn't be mad at all if porting fteqcc (and not qcc) compiler to a modern engine would break compatibility with old Quake stuff, I'd be happy if it'd do!revelator wrote:Heh heated debate on this issue i can see
My point (as frag.machine's one, of course) stands: probably Spike attempts to add advanced features to fteqcc are hacks (I don't have the low-level skills to say anything about it), probably they're just lipstick on a pig (that would depends: if the pig is beautiful even a little of eyeliner wouldn't hurt!
No one will do these things to FTE? Of course, but I'm happy to have created craFTEr with it!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
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Re: fhdoom
revelator wrote:Heh heated debate on this issue i can seemono ? might be worth looking into the interpreter from it at least.c# would be an acceptable compromise, although I am not aware of the effort involved to implement/embed an interpreter. I don't know of any available runtime (not even considering legal aspects here).
Please don't think I am bashing anyone for trying to improve QuakeC - actually I am grateful to Spike, LordHavoc, FrikaC and many others that contributed to improve during years what was a very crude but efficient scripting language to my favorite game. Also I actually have fun programming in QuakeC as a hobby, but that won't prevent me to see how limited it is for serious projects, and how it would be a bad decision to try to use it outside the idtech2 scope.
Regarding c# interpreters: a quick googling brought this, besides some StackOverflow old threads where people was looking for similar solutions without much luck. I think it may be worth a look, maybe it's possible to saddle it on top fhdoom with the right hooks to the existing game logic API.
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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frag.machine - Posts: 2090
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Re: fhdoom
http://www.mono-project.com/docs/advanced/embedding/
It does support embedding
well that could be fun.
It does support embedding
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revelator - Posts: 2567
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Re: fhdoom
Has Doom 3 networking been improved on those new source ports? It used to suck. A lot.
- JasonX
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Re: fhdoom
In a half-related way, Godot engine supports (in alpha still) C# scripting language. Yum, if they finish to implement graphics features they advertised, hmm.. it could become a great choice in the open source engines universe
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
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Re: fhdoom
Seems the bug i encountered where my card would not initialize the core wgl extensions have been fixed in the latest version 
Still some small buggers (mostly shadowmap related) but it's getting there.
As for scripting Euphoria could also be a good candidate
it is a very powerful language and easy to learn.
http://openeuphoria.org/index.wc
Still some small buggers (mostly shadowmap related) but it's getting there.
As for scripting Euphoria could also be a good candidate
http://openeuphoria.org/index.wc
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revelator - Posts: 2567
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Re: fhdoom
Something to keep in mind with this port unless you want to get confused like hell is that it does not support fixed pipeline at all, so any older stuff like getting the number of tmu's or texture coordinates is a no go unless you do it via shaders. You can actually see this if you open the console and look at GL_MAX_TEXTURE_COORDINATES, it reports 0. The only reason its still there is that the early megatexture code has not yet been ported
.
And if you card does not support OpenGL 3.3 minimum then your totally out of luck, no voodoo cards allowed here hehe.
It might have been doable by using the compatibility profile but the dev opted to not support old stuff, and in a way i see his point cause it would be hell to maintain.
And if you card does not support OpenGL 3.3 minimum then your totally out of luck, no voodoo cards allowed here hehe.
It might have been doable by using the compatibility profile but the dev opted to not support old stuff, and in a way i see his point cause it would be hell to maintain.
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revelator - Posts: 2567
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Re: fhdoom
toneddu2000 wrote:In a half-related way, Godot engine supports (in alpha still) C# scripting language. Yum, if they finish to implement graphics features they advertised, hmm.. it could become a great choice in the open source engines universe
godot has online testing also
I think this enginecan be great in the future, but it's still in alpha for 3d games.
https://www.godot.online/wasm/
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
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Re: fhdoom
revelator wrote:And if you card does not support OpenGL 3.3 minimum then your totally out of luck, no voodoo cards allowed here hehe.
Cut off 3.x!!! Only 4+ only hardcore
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Barnes - Posts: 226
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Re: fhdoom
Cut off 3.x!!! Only 4+ only hardcore
Or hardware more likely hehe.
Most cards today support atleast 4.4 anyway
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revelator - Posts: 2567
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Re: fhdoom
my card support 4.6 
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Barnes - Posts: 226
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Re: fhdoom
Has Doom 3 networking been improved on those new source ports? It used to suck. A lot.
Not sure much work has been done on the network side, but some bugs were squashed by iodoom, so that might have fixed it up atleast a little.
development seems to have halted a bit on fhdoom, i hope someone takes up maintaining it if the dev decides to leave it as is.
Would be a shame to let his work go to waste when people have screamed there heads off about adding modern glslang to doom3
Still room for more improvements like Vulkan support, which would be a nice plus
Someone might even recreate quake, just imagine the horror show that would be possible with this engine hehe.
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revelator - Posts: 2567
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Re: fhdoom
revelator wrote:Someone might even recreate quake, just imagine the horror show that would be possible with this engine hehe.
they (kinda) did
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
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