Doom 3 engine release and game code
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Re: Doom 3 engine release and game code
hehe yeah the 6000 series was quite nice mine actually lasted untill i had the cash for a 8800gtx (was not wealthy in those days and that card costed an arm and a leg here in DK).
So that early ??? could have sworn i had a ti4200 back then but my memory might not be the best anymore (age heh).
So that early ??? could have sworn i had a ti4200 back then but my memory might not be the best anymore (age heh).
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
Geforce2 GTS worked in Doom3 as well. Too bad the Radeon7x00 didn't, but anyway that's only thanks to GF4MX's market saturation
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- leileilol
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Re: Doom 3 engine release and game code
Seems like a millenia ago since i had a geforce2
newer quite liked the MX cards, i still remember the MX4 version which where more or less dumped down geforce 3's and performed worse than a geforce2 
The only radeon card i have left is the first version by ati and funny enough the only version i newer had problems with any games on though if i tried todays games it would probably burn
The only radeon card i have left is the first version by ati and funny enough the only version i newer had problems with any games on though if i tried todays games it would probably burn
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
reckless, I noticed this changed in VertexCache.cpp:
Can't (block->vbo = tempBuffers[listNum]->vbo) in the if statement be replaced with block->vbo?
It would be nice if you could use some kind of revision control or provide broken out patches.
- Code: Select all
// copy the data
block->virtMem = tempBuffers[listNum]->virtMem;
+ block->vbo = tempBuffers[listNum]->vbo;
// mh code start
if ((block->vbo = tempBuffers[listNum]->vbo) != 0)
Can't (block->vbo = tempBuffers[listNum]->vbo) in the if statement be replaced with block->vbo?
It would be nice if you could use some kind of revision control or provide broken out patches.
- tobis87
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Re: Doom 3 engine release and game code
I do have a github account but im stuck with a very frustrating performance bug (especially on ATI cards) so i havent updated the repo yet
As for the VBO stuff listNum is probably the index number so removing it is not recommended.
The code is actually mh's
As for the VBO stuff listNum is probably the index number so removing it is not recommended.
The code is actually mh's
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
reckless wrote:I do have a github account but im stuck with a very frustrating performance bug (especially on ATI cards) so i havent updated the repo yet
Nice, maybe I am a bit too impatient.
As for the VBO stuff listNum is probably the index number so removing it is not recommended.
The code is actually mh's
I thought this http://pastebin.com/rHrwP0nA was the code from mh and the new stuff (FRAME_MEMORY_BYTES = 0x4000000 and the line) was from you.
Does it not mean that tempBuffers[listNum]->vbo is copied twice to block->vbo?
- tobis87
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Re: Doom 3 engine release and game code
Ah aye i see what you mean
indeed it does.
Should just be
Should just be
- Code: Select all
// copy the data
block->virtMem = tempBuffers[listNum]->virtMem;
block->vbo = tempBuffers[listNum]->vbo;
// mh code start
if (block->vbo)
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
It's copied twice yeah, but it's just setting a GLuint to a GLuint so it's not actually a problem, just minor code smell.
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
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mh - Posts: 2292
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Re: Doom 3 engine release and game code
Patched my version by hand guess i overlooked this one
the FRAME_MEMORY_BYTES was just an experiment with a larger pool to test if it helped with some of sikkmods heavier stuff.
Btw some have asked what the advantage was with my updated image handlers, turns out it fixes some custom skins which earlier led to them being rendered black or otherwise incorrect
like this fella ->

Btw some have asked what the advantage was with my updated image handlers, turns out it fixes some custom skins which earlier led to them being rendered black or otherwise incorrect
like this fella ->
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
hey i tried using the git for iodoom3 but it didnt seem to work. is there another doom3 engine i could try?
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ceriux - Posts: 2223
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Re: Doom 3 engine release and game code
iodoom3 seems stillborn :/ theres been little to no activity on the site in several months.
Atm theres probably nothing prebuilt (besides my little project) but my version has a few performance bugs (mostly ATI related).
Else Dhewm3 is probably the engine with the most recent changes atm, but its incompatible with mods unless you got the option to recompile there game dll's against it (protocol change).
Atm theres probably nothing prebuilt (besides my little project) but my version has a few performance bugs (mostly ATI related).
Else Dhewm3 is probably the engine with the most recent changes atm, but its incompatible with mods unless you got the option to recompile there game dll's against it (protocol change).
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
that really sucks, id like to see new engines for doom 3 like there are so many for quake.
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ceriux - Posts: 2223
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Re: Doom 3 engine release and game code
I think it will catch up but many devs are waiting for the BFG edition source code (less work fixing stuff) 
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
i heard they fixed up the network code in BFG?
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ceriux - Posts: 2223
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Re: Doom 3 engine release and game code
They also moved the fps cap from 60 to 120
and the flashlight is now allways on (no need for ducttape mod anymore).
The renderer also had some house cleaning it seems.
The renderer also had some house cleaning it seems.
Productivity is a state of mind.
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revelator - Posts: 2567
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