Doom 3 engine release and game code
Re: Doom 3 engine release and game code
looks like this on my rig
i can make some shots showing 2D decals like blood for comparison, not sure whats causing that bug on your gfx Cards since it seem to Work just fine here.
Id really wish someone with some time on there hands and an ATI Card could go over the code to iron out the buggers that seem to happen on those .
Further improvements are also welcome.
Productivity is a state of mind.
Re: Doom 3 engine release and game code
Going to move the stuff i know Works on all Cards to a fresh checkout of Vanilla.
My previous engine while a lot cleaner is also a bit lobotomized as i removed all the internal mapping tools (also removed from the game dll's hence why my engine breaks if you use the old game dll's cause there missing exports).
My previous engine while a lot cleaner is also a bit lobotomized as i removed all the internal mapping tools (also removed from the game dll's hence why my engine breaks if you use the old game dll's cause there missing exports).
Productivity is a state of mind.
Re: Doom 3 engine release and game code
Have you tried running this in a clean doom3 install, w/o enhancements? Just wonder if it's as simple as 'can't find files'.reckless wrote:i can make some shots showing 2D decals like blood for comparison, not sure whats causing that bug on your gfx Cards since it seem to Work just fine here.
Re: Doom 3 engine release and game code
Only changed thing is the menu but i tried without that and it still Works here.
Not aware of any other changes to the game ressources.
Damn weird is what it is
Not aware of any other changes to the game ressources.
Damn weird is what it is
Productivity is a state of mind.
Re: Doom 3 engine release and game code
SLowly porting my optimizations to Vanilla, uploading a build you can try out atm. Ill post the link when its up.
Finally got the threaded deferred shadow volumes working (small oversight by me grrr i hate porting by hand).
The good news it Works like a charm and the 15 FPS increase the author mentioned is highly likely might even run faster now with MH's mapbuffer fix.
Atleast i can now prepare a patch for Vanilla with everything included.
The Bad well you need the vccomp dll but thats about it and i have included it in my package together with the HD menu and sikkmod for Doom3 And Ressurection of evil.
Also added my wrapper executables for easy access to sikkmod (runs the main Doom3.exe with the correct cvars) its the ones with hd in the name.
Finally got the threaded deferred shadow volumes working (small oversight by me grrr i hate porting by hand).
The good news it Works like a charm and the 15 FPS increase the author mentioned is highly likely might even run faster now with MH's mapbuffer fix.
Atleast i can now prepare a patch for Vanilla with everything included.
The Bad well you need the vccomp dll but thats about it and i have included it in my package together with the HD menu and sikkmod for Doom3 And Ressurection of evil.
Also added my wrapper executables for easy access to sikkmod (runs the main Doom3.exe with the correct cvars) its the ones with hd in the name.
Productivity is a state of mind.
Re: Doom 3 engine release and game code
Productivity is a state of mind.
Re: Doom 3 engine release and game code
patch against Vanilla here http://code.google.com/p/realm/download ... h&can=2&q=
you need to run astyle on the source before patching, but heres a bat i use for that.
after running astyle try to compile it before patching as astyle has a nasty habit of screwing with asm comments. If you get an error compiling check the asm instructions where it fails and pull back comments
to be after the ; like this ; <comment>
astyle linebreaks them so the comments look like this
;
comment
after patching you will have mapbuffer support / omp threaded lights / updated image libraries / and a few general bugfixes like mh's ase model fix.
you need to run astyle on the source before patching, but heres a bat i use for that.
Code: Select all
REM A script to run Astyle for the sources
SET STYLE=--style=allman --indent=spaces=4 --indent-namespaces --lineend=windows --min-conditional-indent=0
SET OPTIONS=--pad-header --unpad-paren --suffix=none
astyle %STYLE% %OPTIONS% -r neo.orig/cm/*.cpp
astyle %STYLE% %OPTIONS% -r neo.orig/cm/*.h
astyle %STYLE% %OPTIONS% -r neo.orig/curl/*.cpp
astyle %STYLE% %OPTIONS% -r neo.orig/curl/*.h
astyle %STYLE% %OPTIONS% -r neo.orig/d3xp/*.cpp
astyle %STYLE% %OPTIONS% -r neo.orig/d3xp/*.h
astyle %STYLE% %OPTIONS% -r neo.orig/framework/*.cpp
astyle %STYLE% %OPTIONS% -r neo.orig/framework/*.h
astyle %STYLE% %OPTIONS% -r neo.orig/game/*.cpp
astyle %STYLE% %OPTIONS% -r neo.orig/game/*.h
astyle %STYLE% %OPTIONS% -r neo.orig/openal/*.cpp
astyle %STYLE% %OPTIONS% -r neo.orig/openal/*.h
astyle %STYLE% %OPTIONS% -r neo.orig/renderer/*.cpp
astyle %STYLE% %OPTIONS% -r neo.orig/renderer/*.h
astyle %STYLE% %OPTIONS% -r neo.orig/sound/*.cpp
astyle %STYLE% %OPTIONS% -r neo.orig/sound/*.h
astyle %STYLE% %OPTIONS% -r neo.orig/idlib/*.cpp
astyle %STYLE% %OPTIONS% -r neo.orig/idlib/*.h
astyle %STYLE% %OPTIONS% -r neo.orig/sys/*.cpp
astyle %STYLE% %OPTIONS% -r neo.orig/sys/*.h
astyle %STYLE% %OPTIONS% -r neo.orig/tools/*.cpp
astyle %STYLE% %OPTIONS% -r neo.orig/tools/*.h
astyle %STYLE% %OPTIONS% -r neo.orig/typeinfo/*.cpp
astyle %STYLE% %OPTIONS% -r neo.orig/typeinfo/*.h
astyle %STYLE% %OPTIONS% -r neo.orig/ui/*.cpp
astyle %STYLE% %OPTIONS% -r neo.orig/ui/*.h
to be after the ; like this ; <comment>
astyle linebreaks them so the comments look like this
;
comment
after patching you will have mapbuffer support / omp threaded lights / updated image libraries / and a few general bugfixes like mh's ase model fix.
Productivity is a state of mind.
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- Posts: 21
- Joined: Tue Aug 28, 2012 4:36 am
Re: Doom 3 engine release and game code
Yeah I got the build it was running pretty good on mediums setting(for my pc) during sp i got fps between 20 to 64 it continue dropping and going up.reckless wrote:SLowly porting my optimizations to Vanilla, uploading a build you can try out atm. Ill post the link when its up.
Finally got the threaded deferred shadow volumes working (small oversight by me grrr i hate porting by hand).
The good news it Works like a charm and the 15 FPS increase the author mentioned is highly likely might even run faster now with MH's mapbuffer fix.
Atleast i can now prepare a patch for Vanilla with everything included.
The Bad well you need the vccomp dll but thats about it and i have included it in my package together with the HD menu and sikkmod for Doom3 And Ressurection of evil.
Also added my wrapper executables for easy access to sikkmod (runs the main Doom3.exe with the correct cvars) its the ones with hd in the name.
I ran around d3dm4 getting good frames too and during the intro.
I'm going to keep testing it.
Re: Doom 3 engine release and game code
Let me know if something pops up and thanks for the report.
Actually hit a bit of a snag but i seem to have some trouble debugging it.
Used a few of the bugfixes from dhewm3 and now it crashes whenever i fire a weapon with a debug assertion failure. Well thats all and well but the assert cant tell me where it crashes
and the debugger cant either lol.
If someone got some time id be happy to upload the source, maybe someone can figure out why the bugger suddenly got major unstable.
Actually hit a bit of a snag but i seem to have some trouble debugging it.
Used a few of the bugfixes from dhewm3 and now it crashes whenever i fire a weapon with a debug assertion failure. Well thats all and well but the assert cant tell me where it crashes
and the debugger cant either lol.
If someone got some time id be happy to upload the source, maybe someone can figure out why the bugger suddenly got major unstable.
Productivity is a state of mind.
-
- Posts: 21
- Joined: Tue Aug 28, 2012 4:36 am
Re: Doom 3 engine release and game code
Hey reckless can you test some of the maps in testmaps?reckless wrote:Let me know if something pops up and thanks for the report.
Actually hit a bit of a snag but i seem to have some trouble debugging it.
Used a few of the bugfixes from dhewm3 and now it crashes whenever i fire a weapon with a debug assertion failure. Well thats all and well but the assert cant tell me where it crashes
and the debugger cant either lol.
If someone got some time id be happy to upload the source, maybe someone can figure out why the bugger suddenly got major unstable.
Re: Doom 3 engine release and game code
Sure but where can i get them ?
Btw i fixed the bug it seems.
omp threads are very picky with the compiler optimization vars, i had to create my own set of macros to print out where Things started to go wrong and Doom3 was creating so many threads that vcomp simply stalled .
Btw i fixed the bug it seems.
omp threads are very picky with the compiler optimization vars, i had to create my own set of macros to print out where Things started to go wrong and Doom3 was creating so many threads that vcomp simply stalled .
Productivity is a state of mind.
-
- Posts: 21
- Joined: Tue Aug 28, 2012 4:36 am
Re: Doom 3 engine release and game code
Cool thats good news.reckless wrote:Sure but where can i get them ?
Btw i fixed the bug it seems.
omp threads are very picky with the compiler optimization vars, i had to create my own set of macros to print out where Things started to go wrong and Doom3 was creating so many threads that vcomp simply stalled .
The testmaps come with doom 3 there in pak000 in maps/testmaps there are three maps.
Edit:: I update oggvorbis and I got the minizip update from the dhewm3 branch.
Well the minizip update was in 64 bit I so the id software function was brought over from the unzip.cpp.
and I add one line from from there modified version.I also put in there modified version of filesystem and file.
http://www.mediafire.com/download/cbzud ... brarys.rar
Re: Doom 3 engine release and game code
Slowly adding stuff back in from my port also (hopefully avoiding the one that broke ati Cards) .
Atm i think its better to ditch openmp support untill someone with some insight in threading can have a look at it cause its massively buggy with the implementation i got.
I have created the basic framework though so its easy to add back in when someone gets it to run stable.
The build i uploaded actually did not have omp enabled cause i forgot to set the openmp flag in the compiler
i have tried enabling it and while the engine loads it crashes immediatly if you use any kind of weapon. (thread stall).
Atm i think its better to ditch openmp support untill someone with some insight in threading can have a look at it cause its massively buggy with the implementation i got.
I have created the basic framework though so its easy to add back in when someone gets it to run stable.
The build i uploaded actually did not have omp enabled cause i forgot to set the openmp flag in the compiler
i have tried enabling it and while the engine loads it crashes immediatly if you use any kind of weapon. (thread stall).
Productivity is a state of mind.
Re: Doom 3 engine release and game code
Productivity is a state of mind.
Re: Doom 3 engine release and game code
One odd bug left.
vid_restart is not working with ttimos latest source, instead of reebooting the engine it exits Oo.
vid_restart is not working with ttimos latest source, instead of reebooting the engine it exits Oo.
Productivity is a state of mind.