Doom 3 engine release and game code
Re: Doom 3 engine release and game code
It's out now.
Re: Doom 3 engine release and game code
*SNAGS REPOSITORY AS ZIP ASAP!!!
Anyone able to compile this? I don't have VS 2010, just 6.
Someone port this to VC6.
Anyone able to compile this? I don't have VS 2010, just 6.
Someone port this to VC6.
i should not be here
Re: Doom 3 engine release and game code
Got it.
Gonna try a quick compile before bedtime.
Gonna try a quick compile before bedtime.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
Re: Doom 3 engine release and game code
Interesting. Seems the editor uses MFC which won't work with Express. And, since the editor is integrated into the engine, it means that some surgery is required.
Alternately I could just grab a set of MFC headers and libs from work...
Alternately I could just grab a set of MFC headers and libs from work...
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
Re: Doom 3 engine release and game code
Man, the scripting language code (compiler and execution) looks familiar.......
Re: Doom 3 engine release and game code
i downloaded the 2010 pro trial and its still compiling....leileilol wrote:*SNAGS REPOSITORY AS ZIP ASAP!!!
Anyone able to compile this? I don't have VS 2010, just 6.
Someone port this to VC6.
OH YEAH! 4 succeeded 1 failed and 3 warnings, but the win32 exe compiled!
Welp this is what i get when I run it, wrong game API version.
Re: Doom 3 engine release and game code
@r00k: needs the 1.3.1 patch
unfortunately it also seems the typelib exe is hardcoded to look for the doom folder on the root of the hard drive to generate headers from the scripts, kinda like how qbsp is hardcoded to look for the quake folder off the root of the hard drive.
unfortunately it also seems the typelib exe is hardcoded to look for the doom folder on the root of the hard drive to generate headers from the scripts, kinda like how qbsp is hardcoded to look for the quake folder off the root of the hard drive.
Re: Doom 3 engine release and game code
Just got a clean compile (aside from a load of precompiled header warnings that I'm gonna ignore for now). Using 2010 Pro SP1, June 2010 DXSDK.
It seems as though the TypeLib project is not needed for building, so you can remove that from your Solution Explorer.
Next step is to try removing the editor and other tools code from the engine. Aside from bloating the executable (no big deal in the days of 4GB+ RAM machines IMO) the use of MFC shuts out Express users, and so it must die.
It seems as though the TypeLib project is not needed for building, so you can remove that from your Solution Explorer.
Next step is to try removing the editor and other tools code from the engine. Aside from bloating the executable (no big deal in the days of 4GB+ RAM machines IMO) the use of MFC shuts out Express users, and so it must die.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
Re: Doom 3 engine release and game code
I'd love to follow your progress through commits on Github (or else).
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
Re: Doom 3 engine release and game code
I may do a public SVN as soon as I get a decent baseline to start working more seriously from.Spirit wrote:I'd love to follow your progress through commits on Github (or else).
Current objectives look something like this:
- Remove tools/etc from source to eliminate MFC dependency.
- Port project to MSVC 2008 Express.
- Remove alternate rendering backends - ARB2 only baby!
- Try to do something about map load times. DDS only all the way? Get rid of BGR->RGB swap for TGAs? Something else?
Cute fact. The original code name for the Q3A engine was Trinity. Doom 3 is Neo. What betting that Rage is Morpheus?
Update: it runs clean too.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
Re: Doom 3 engine release and game code
Since Trinity's name for Q3 was coined in 9th of August, 1997.... the Neo connection was probably a joke then he stuck with it. like Valve and "Source" (HAHAHA SOURCE ENGINE HAHAHAAHAHAH DUMBEST NAME EVER)mh wrote:Cute fact. The original code name for the Q3A engine was Trinity. Doom 3 is Neo. What betting that Rage is Morpheus?
There's still tr_ (Trinity) prefixes in Doom3 code, as a shock to me the engine is derivative (!)
i should not be here
Re: Doom 3 engine release and game code
Got a pleasant surprise that the skybox to cubemap conversion code I put into both RMQ and DirectQ is more or less identical to that in Doom 3.
There's a nice looking MMX memcpy in there that might be useful.
There's a nice looking MMX memcpy in there that might be useful.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
Re: Doom 3 engine release and game code
According to the readme the Carmack's Reverse code was disabled, so it won't work. However, the readme doesn't mention whether they also removed it, so it may be hidden in there somewhere.
It's interesting to think that if the code is there, any derivative engines that re-enables it may be infringing Creative's patent.
By the way, the only thing I'd really like to have in this engine is an efficient relief mapping implementation. There's a mod that does it, but it runs awfully slow. I wonder how fast an updated renderer could get it working.
It's interesting to think that if the code is there, any derivative engines that re-enables it may be infringing Creative's patent.
By the way, the only thing I'd really like to have in this engine is an efficient relief mapping implementation. There's a mod that does it, but it runs awfully slow. I wonder how fast an updated renderer could get it working.
Re: Doom 3 engine release and game code
The code for Carmack's Reverse is not in this at all, that's the whole point. If it was then they'd still be going against Creative's patent. From my understand Carmack has replaced it with a less speedy technique.mankrip wrote:According to the readme the Carmack's Reverse code was disabled, so it won't work. However, the readme doesn't mention whether they also removed it, so it may be hidden in there somewhere.
It's interesting to think that if the code is there, any derivative engines that re-enables it may be infringing Creative's patent.