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Doom 3 engine release and game code

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Re: Doom 3 engine release and game code

Postby raynorpat » Tue Nov 22, 2011 11:09 pm

It's out now.

:D
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Re: Doom 3 engine release and game code

Postby r00k » Tue Nov 22, 2011 11:17 pm

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Re: Doom 3 engine release and game code

Postby leileilol » Tue Nov 22, 2011 11:41 pm

*SNAGS REPOSITORY AS ZIP ASAP!!!

Anyone able to compile this? I don't have VS 2010, just 6.

Someone port this to VC6.
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Re: Doom 3 engine release and game code

Postby mh » Wed Nov 23, 2011 12:15 am

Got it. :)

Gonna try a quick compile before bedtime.
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Re: Doom 3 engine release and game code

Postby mh » Wed Nov 23, 2011 12:49 am

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...
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Re: Doom 3 engine release and game code

Postby andrewj » Wed Nov 23, 2011 3:24 am

Man, the scripting language code (compiler and execution) looks familiar....... :wink:
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Re: Doom 3 engine release and game code

Postby r00k » Wed Nov 23, 2011 6:57 am

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.


i downloaded the 2010 pro trial and its still compiling....

OH YEAH! 4 succeeded 1 failed and 3 warnings, but the win32 exe compiled! :D


Welp this is what i get when I run it, wrong game API version.
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Re: Doom 3 engine release and game code

Postby raynorpat » Wed Nov 23, 2011 7:20 am

@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.
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Re: Doom 3 engine release and game code

Postby mh » Wed Nov 23, 2011 3:34 pm

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.
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Re: Doom 3 engine release and game code

Postby Spirit » Wed Nov 23, 2011 3:57 pm

I'd love to follow your progress through commits on Github (or else). ;)
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Re: Doom 3 engine release and game code

Postby mh » Wed Nov 23, 2011 5:11 pm

Spirit wrote:I'd love to follow your progress through commits on Github (or else). ;)


I may do a public SVN as soon as I get a decent baseline to start working more seriously from.

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?
Beyond that I'm vague. A D3D port is a longer term objective, and I think - despite the fact that the engine uses shaders in game content - I can get away with it, as the renderer is really based around fixed func requirements, and light interaction appears to be the only shader-based stuff in it. Alternately I may write an ARB asm to HLSL converter (I've had a slight itch to do something like that for a while).

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. :)
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Re: Doom 3 engine release and game code

Postby leileilol » Wed Nov 23, 2011 10:25 pm

mh wrote:Cute fact. The original code name for the Q3A engine was Trinity. Doom 3 is Neo. What betting that Rage is Morpheus?

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)


There's still tr_ (Trinity) prefixes in Doom3 code, as a shock to me the engine is derivative (!)
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Re: Doom 3 engine release and game code

Postby mh » Wed Nov 23, 2011 11:00 pm

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.
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Re: Doom 3 engine release and game code

Postby mankrip » Thu Nov 24, 2011 1:12 am

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.
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Re: Doom 3 engine release and game code

Postby hogsy » Thu Nov 24, 2011 1:54 am

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.


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.
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