Doom 3 engine release and game code
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Re: Doom 3 engine release and game code
if dhewm got mh's new vbo code in that would be a good starting point.
depends though if you use unofficial mods like in hell then dhewm3 wont work because its not 100% compatible with doom3's dll architecture.
My port should also be fine but a bug sneaked in killing ATI performance though i think i got that one fixed now.
your welcome to try a build of it but if it performs like crap then the ATI is most likely still in effect.
Several other ports also but not many in active development and some are linux or android only.
Mine is probably the only version fully compatible with Doom3 + mods in active development unless Mh has cooked further on the version he was working on ?.
I got an early copy of his engine but it has a slight bug with model shadows/lighting making it look a bit strange.
depends though if you use unofficial mods like in hell then dhewm3 wont work because its not 100% compatible with doom3's dll architecture.
My port should also be fine but a bug sneaked in killing ATI performance though i think i got that one fixed now.
your welcome to try a build of it but if it performs like crap then the ATI is most likely still in effect.
Several other ports also but not many in active development and some are linux or android only.
Mine is probably the only version fully compatible with Doom3 + mods in active development unless Mh has cooked further on the version he was working on ?.
I got an early copy of his engine but it has a slight bug with model shadows/lighting making it look a bit strange.
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revelator - Posts: 2567
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Re: Doom 3 engine release and game code
This version is probably the best bet for ATI laptop at the moment.reckless wrote:Fixed dhewm3 source
http://code.google.com/p/realm/downloads/detail?name=dhewm3.7z&can=2&q=
included needed libraries they are in the external dir (yes it uses SDL-1.2 i just moved the missing pieces to the top of qgl.h)
and yes it works.
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qbism - Posts: 1236
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Re: Doom 3 engine release and game code
reckless wrote:Most of the ports are actually going in that direction unless you mean for older cards ?.
Scary example Doom3 actually runs faster on my ass old radeon 100 (yes thats the first radeon with transform and lighting) than on my 2 560 gtx in sli go figure
How does it run with just one of the 560's? In quake2world we have some werid bug that dies hard on SLI systems (windows user), works beautifully on crossfire ones (linux, used to be a dev's primiary machine, fgrlx drivers). It's acutally something we haven't tracked down yet as none of us have SLI systems, and I don't even think anyone has a crossfire one anymore
- WickedShell
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Re: Doom 3 engine release and game code
reckless wrote:Bug report for MH.
The new Sys_Milliseconds breaks timedemo badly. Crashes :/
I suspect that Doom3 cannot handle high resolution timing without the adjustments from timeBeginPeriod/timeEndPeriod when doing timedemo.
It also causes micro stuttering im afraid cause after i reverted to the old function its been running somewhat more fluently.
edit sweet hell this was also what caused the ATI bugi just tried it on an old radeon and it runs like its paid for it.
something tells me we have to not assume that the same fixes that work for Quake will also work for Doom3
Is dhewm3 also affected?
The mod in hell does not use a dynamic library, but for example classic doom.
Here are some additional patches for dhewm3:
- Revert the path modification, netcode modification and demo build removal.
http://pastebin.com/AuJcL8j8
Keep savegames compatible with Doom 3, keep adding architecture type to compiled binary name, disable assertion (without -DNDEBUG assertion cause crashes)
http://pastebin.com/LNy4Qpth
Remove CD-Key Check completely:
http://pastebin.com/2wX7349m
Readd Carmack's Reverse and the new approach from reckless:
http://pastebin.com/VRXeJ9te
Patch game to build doom classic mod library (gameARCH.so):
http://pastebin.com/Nu6Y4Z22
- tobis87
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Re: Doom 3 engine release and game code
I havent patched dhewm3 with that code so if hees not done it himself it should be ok 
one 560 has less microstutterring but timedemo still crashes with that function
.
cd key check is removed in my build not dhewms and only reason is that someone nicked my key so i cannot play it without
i do have the original cd cases +cd's still so if ID asks ill send them that.
my version has an approximation of carmacks reverse using stencilopseperate not sure if dhewm does.
if in EU using the stencilopseperate version should be safe but theres been some doubt if it also applies in US (patents on algorithms are big sigh).
one 560 has less microstutterring but timedemo still crashes with that function
cd key check is removed in my build not dhewms and only reason is that someone nicked my key so i cannot play it without
i do have the original cd cases +cd's still so if ID asks ill send them that.
my version has an approximation of carmacks reverse using stencilopseperate not sure if dhewm does.
if in EU using the stencilopseperate version should be safe but theres been some doubt if it also applies in US (patents on algorithms are big sigh).
Productivity is a state of mind.
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revelator - Posts: 2567
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Re: Doom 3 engine release and game code
checked dhewm3 and it uses carmacks patent free implementation from the source release.
should be easy yanking in mh's version though.
- Code: Select all
// patent-free work around
if ( !external ) {
// "preload" the stencil buffer with the number of volumes
// that get clipped by the near or far clip plane
qglStencilOp( GL_KEEP, tr.stencilDecr, tr.stencilDecr );
GL_Cull( CT_FRONT_SIDED );
RB_DrawShadowElementsWithCounters( tri, numIndexes );
qglStencilOp( GL_KEEP, tr.stencilIncr, tr.stencilIncr );
GL_Cull( CT_BACK_SIDED );
RB_DrawShadowElementsWithCounters( tri, numIndexes );
}
// traditional depth-pass stencil shadows
qglStencilOp( GL_KEEP, GL_KEEP, tr.stencilIncr );
GL_Cull( CT_FRONT_SIDED );
RB_DrawShadowElementsWithCounters( tri, numIndexes );
qglStencilOp( GL_KEEP, GL_KEEP, tr.stencilDecr );
GL_Cull( CT_BACK_SIDED );
RB_DrawShadowElementsWithCounters( tri, numIndexes );
should be easy yanking in mh's version though.
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revelator - Posts: 2567
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Re: Doom 3 engine release and game code
reckless wrote:I havent patched dhewm3 with that code so if hees not done it himself it should be ok
It looks like this in his version:
- Code: Select all
/*
================
Sys_Milliseconds
================
*/
unsigned int Sys_Milliseconds() {
return SDL_GetTicks();
}
- tobis87
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Re: Doom 3 engine release and game code
I do however notice flickering lights of torches, fire etc...
- tobis87
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Re: Doom 3 engine release and game code
are you using sikkmod with it ? asking because sikkmod does do that.
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revelator - Posts: 2567
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Re: Doom 3 engine release and game code
Fellas - just wanted to say thanks to all who contributed. Downloaded reckless's tweaked dhewm and once I eventually found where steam had installed Doom3 I was away. Also found an autoexec tweak to get widescreen so running at native res of 1366x768 with ultra detail without any hitches or slowdowns at all. Of course not got far yet (honey do list calling) but I can remember even the starting sequence bringing my then high end Nvidia powered laptop to it's knees back in the day.
Cheers, kempie
Cheers, kempie
- kempie
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Re: Doom 3 engine release and game code
Np m8
glad it works like it should.
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revelator - Posts: 2567
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Re: Doom 3 engine release and game code
Forgot to mention.
Instead of doing autoexec tricks to get widescreen reolutions there exists a High Def menu for Doom3 from 6'th venom (use google).
Its more tuned towards mod support but it works fine as a replacement for Doom3's own menu. My own port uses it also.
It also has menu settings for benchmarking and image quality and a rather cool multiplayer menu
Instead of doing autoexec tricks to get widescreen reolutions there exists a High Def menu for Doom3 from 6'th venom (use google).
Its more tuned towards mod support but it works fine as a replacement for Doom3's own menu. My own port uses it also.
It also has menu settings for benchmarking and image quality and a rather cool multiplayer menu
Productivity is a state of mind.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Doom 3 engine release and game code
reckless wrote:Forgot to mention.
Instead of doing autoexec tricks to get widescreen reolutions there exists a High Def menu for Doom3 from 6'th venom (use google).
Its more tuned towards mod support but it works fine as a replacement for Doom3's own menu. My own port uses it also.
It also has menu settings for benchmarking and image quality and a rather cool multiplayer menu
Eventually found it - Google got distracted with High Def menu - 6th Venom Doom 3 sorted it. Drop and go replacement - what's not to like!
Thanks very much Reckless
Cheers, kempie
- kempie
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Re: Doom 3 engine release and game code
Its been around some years but not everyone might know it so i felt that mentioning it might be nice 
only bug so far with it is that you cannot overwrite savegames with it but someone who knows the gui syntax might be able to fix that pretty easily.
theres also a version for the expansion pack
for doom3 http://doom3.filefront.com/file/6th_Venoms_Doom_3_HQ_Mainmenu;88226
for resurrection of evil http://www.moddb.com/games/doom-iii/addons/6th-venoms-doom3-roe-hq-mainmenu-100b
only bug so far with it is that you cannot overwrite savegames with it but someone who knows the gui syntax might be able to fix that pretty easily.
theres also a version for the expansion pack
for doom3 http://doom3.filefront.com/file/6th_Venoms_Doom_3_HQ_Mainmenu;88226
for resurrection of evil http://www.moddb.com/games/doom-iii/addons/6th-venoms-doom3-roe-hq-mainmenu-100b
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revelator - Posts: 2567
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