Doom 3 engine release and game code
Moderator: InsideQC Admins
Re: Doom 3 engine release and game code
Btw motorsep small notice if you are using dhewm3 compiled with anything but the msvc compiler then you cannot use any mods previously compiled with msvc.
The problem is that mingw compiled game dll's have different exports compared to msvc ones so dhewm3 cannot import them if its compiled with mingw
Ok tested it thourogly and seems the dynamic resolution scaling works as it should
ill zip up a build and start making patches.
The problem is that mingw compiled game dll's have different exports compared to msvc ones so dhewm3 cannot import them if its compiled with mingw
Ok tested it thourogly and seems the dynamic resolution scaling works as it should
Productivity is a state of mind.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Doom 3 engine release and game code
Then don't compile dhewm3 with MSVC 
I compile and cross compile dhewm3 on Linux with gcc (for Linux and Windows 32/64 bit). Works fine. I can also compile dhewm3 with gamelibs on Windows using MSVC, but what's the point? Maybe when time comes for distribution, I will compile Windows builds on Windows and Linux builds on Linux.
I compile and cross compile dhewm3 on Linux with gcc (for Linux and Windows 32/64 bit). Works fine. I can also compile dhewm3 with gamelibs on Windows using MSVC, but what's the point? Maybe when time comes for distribution, I will compile Windows builds on Windows and Linux builds on Linux.
- motorsep
- Posts: 231
- Joined: Wed Aug 02, 2006 11:46 pm
- Location: Texas, USA
Re: Doom 3 engine release and game code
More problemtic on windows i guess
so on windows to keep compatibility with existing mods which we dont have the source code for we need to use msvc.
Rather irritating as it compiles fine with mingw64 but it breaks mod compatibility on windows
Rather irritating as it compiles fine with mingw64 but it breaks mod compatibility on windows
Productivity is a state of mind.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Doom 3 engine release and game code
oh, dhewm3 is 100% incompatible with all mods for Doom 3. So you would have to either recompile mod against dhewm3 or you are out of luck. That engine was never meant to be compatible with Doom 3 original mods. iodoom3 won't be compatible with mods either from what I've heard.
- motorsep
- Posts: 231
- Joined: Wed Aug 02, 2006 11:46 pm
- Location: Texas, USA
Re: Doom 3 engine release and game code
It works if game code is recompiled with the same compiler using dhewm3 as the game sdk
the biggest bugger is that many mods dont include there game dll source code so its impossible to port those else i would make compatible dll's for dhewm3.
Productivity is a state of mind.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Doom 3 engine release and game code
but dhewm3 was not designed to be compatible with mods. Afaik it was designed to run Doom 3 as best as it can, and serve as base for new games using idTech 4. Most of the bugs you guys were discussing here have been fixed in dhewm3 long time ago.
- motorsep
- Posts: 231
- Joined: Wed Aug 02, 2006 11:46 pm
- Location: Texas, USA
Re: Doom 3 engine release and game code
also introducing a few new ones
like the sdl alpha texture bug. Atleast it can be reverted easily.
As for mod support im just pointing out that it does indeed work if game dll's are recompiled with dhewm3 as the sdk
As for mod support im just pointing out that it does indeed work if game dll's are recompiled with dhewm3 as the sdk
Productivity is a state of mind.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Doom 3 engine release and game code
The alpha bug came with the attempt to comply with Wayland. I selectively update my personal repo from dhewm3. So mine doesn't have SDL2 for example.
- motorsep
- Posts: 231
- Joined: Wed Aug 02, 2006 11:46 pm
- Location: Texas, USA
Re: Doom 3 engine release and game code
Me either
im using SDL-1.2 and the alpha bug is indeed there still.
From discussion on the dhewm3 page it seems not to affect all gfx cards but some like me with a nvidia it goes totally bonkers causing interactive screens to show static and the doom logo to show up as some weird stripes.
Tried SDL2 and though it loads it cannot grab input correctly on windows (not only mouse but also keyboard) :/ well its still in development stage so.
From discussion on the dhewm3 page it seems not to affect all gfx cards but some like me with a nvidia it goes totally bonkers causing interactive screens to show static and the doom logo to show up as some weird stripes.
Tried SDL2 and though it loads it cannot grab input correctly on windows (not only mouse but also keyboard) :/ well its still in development stage so.
Productivity is a state of mind.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Doom 3 engine release and game code
Productivity is a state of mind.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Doom 3 engine release and game code
Anyone had a chance of trying it out yet ?
Productivity is a state of mind.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Doom 3 engine release and game code
I haven't tried and I kinda dumped that idea for now because my implementation doesn't work with the menu (adjusting SCREEN_* variables on the fly based on aspect ratio)
- motorsep
- Posts: 231
- Joined: Wed Aug 02, 2006 11:46 pm
- Location: Texas, USA
Re: Doom 3 engine release and game code
with my changes its unnessesary
everything will scale with current resolution.
As for a menu option one needs to be created by modifying the existing gui script in pak000.pk4 but else its perfectly controlable via the r_customwidth r_customheight variables.
I found out after some testing that all the other gunk is totally unnessesary as doom3 has a function that sets SCREEN_WIDTH and SCREEN_HEIGHT allready. the define of SCREEN_WIDTH=640 and SCREEN_HEIGHT=480 are just defaults in case no other resolution was set
it works like a pointer 
As for a menu option one needs to be created by modifying the existing gui script in pak000.pk4 but else its perfectly controlable via the r_customwidth r_customheight variables.
I found out after some testing that all the other gunk is totally unnessesary as doom3 has a function that sets SCREEN_WIDTH and SCREEN_HEIGHT allready. the define of SCREEN_WIDTH=640 and SCREEN_HEIGHT=480 are just defaults in case no other resolution was set
Productivity is a state of mind.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Doom 3 engine release and game code
Where is the source for your modifications ?
Btw, I don't use r_custom* cvars. I simply added most common resolutions to the list of resolutions.
Btw, I don't use r_custom* cvars. I simply added most common resolutions to the list of resolutions.
- motorsep
- Posts: 231
- Joined: Wed Aug 02, 2006 11:46 pm
- Location: Texas, USA
Re: Doom 3 engine release and game code
list still needs to be activated
the r_mode struct simply just adds these as supported.
i got my source on github but i havent uploaded the new changes yet as i was waiting for people to try it out for feedback.
i got my source on github but i havent uploaded the new changes yet as i was waiting for people to try it out for feedback.
Productivity is a state of mind.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Who is online
Users browsing this forum: No registered users and 1 guest