Doom 3 source code after Rage release in october!

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frag.machine
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Doom 3 source code after Rage release in october!

Post by frag.machine »

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I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
toneddu2000
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Post by toneddu2000 »

I'm really curious to find out if the doom3 engine is so better than Darkplaces!I think that, except for the physics and skeletal animation system, they should be equivalent(plus that Darkplaces has soft shadows and iqm models support).
Thanks for the news!
Any external link to the original news?

EDIT: I noticed just now that image was a link ,sorry! :oops:
but anti spam configuration system didn't allow me to edit my own post
revelator
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Post by revelator »

different atleast :) doom3 is in C++ as far as i know.

will be interresting to look at the source, might also give me the opportunity of fixing an old gripe i had with it not playing nice with widescreen hehe.

btw doom3 had an early version of megatexture (disabled though) but someone found out how to enable it allready, so atleast that is something different from darkplaces.
goldenboy
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Post by goldenboy »

I expect that Doom3 will beat Darkplaces when it comes to performance. But it's an unfair comparison.
revelator
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Post by revelator »

indeed quake was newer meant to have ppl and only got it by using some tricks :) but its slow compared to an engine built with that in mind.

darkplaces does a nice job in that regard but doom3 was built for it so it will definatly be a lot faster.
Chip
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Post by Chip »

QuakeWiki
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Fear not the dark, but what the dark hides.
revelator
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Post by revelator »

just the doom3 sdk :) not the full source ..yet
goldenboy
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Post by goldenboy »

Source for gamecode dll and scripts as opposed to engine source.
mh
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Post by mh »

Hopefully that's the next-to-final nail in the coffin of the old "Zenimax == no more source releases" negativity. (The final nail will be - of course - when the source gets released.)
We had the power, we had the space, we had a sense of time and place
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revelator
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Post by revelator »

the company behind call of cthulhu :) tbh only thing im a bit dissapointed with from that company is that the aforementioned game
newer got any updates to fix the fatal flaws it had, but ok the subgroup who made the game went bankrupt so its in a sense understandable.

the idea was pretty good unfortunatly development took to long and when they released it it still had some rather obscure bugs like the map
where you have to fire a boat cannon on some sorceres on shore but you couldnt see them argh.

also the games clipping is totally bullshit you could look through walls if you walked up to one and then turned your view to the side :lol:

in a sense i think there ideas fit ID's lovecraftian quake.
and we might even see a return of quake on a better engine according to ID :) (might as in possible).
leileilol
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Post by leileilol »

What could possibly be done? Maybe a funny legacy Doom3 engine that tries to vertexlight fake everything about the lighting model.


No I won't do a content project for D3 source. Sorry.


I wanted to do one on RTCW (a Reich-less Free alternative for the non-ET multiplayer component) but no one ever did any model tools for that game's formats. EVER. Nothing ever came good out of that source release.
i should not be here
revelator
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Post by revelator »

hmm i think theres actually something like that allready... classic doom mod for doom3 i believe its called ...checking yep i had it downloaded but havent got around to trying it out yet.

as for modifying the source well lets see :) atm im only after fixing some buggers i encountered later on when my hardware was updated like widescreen autodetection (small stuff mostly).

it actually works fine with widescreen but you have to set it by hand in the config file on newer hardware :/
Irritant
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Post by Irritant »

goldenboy wrote:I expect that Doom3 will beat Darkplaces when it comes to performance. But it's an unfair comparison.
Why is it an unfair comparison?

I'm not so sure Doom 3 runs faster than DP, or many other modern engines out there. In fact, I think it's probably the other way around.
http://red.planetarena.org - Alien Arena and the CRX engine
mh
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Post by mh »

Irritant wrote:
goldenboy wrote:I expect that Doom3 will beat Darkplaces when it comes to performance. But it's an unfair comparison.
Why is it an unfair comparison?

I'm not so sure Doom 3 runs faster than DP, or many other modern engines out there. In fact, I think it's probably the other way around.
Main reason would be that Doom 3 content and formats were designed with this kind of rendering in mind whereas Q1 content and formats were not. You can go a long way with .rtlights for sure, but ultimately it's not the same. If nothing else, Q1BSP's heavy tesselation can totally kill performance; the format was just plain and simple designed for a software renderer and there's only so far you can go with clever tricks.

I think that a direct head-to-head comparison of Doom 3 running D3 content vs DP running Q1 content would show DP to be faster, but with equivalent polycounts and general complexity I'd expect D3 to come out on top.
We had the power, we had the space, we had a sense of time and place
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qbism
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Post by qbism »

Throw ETXreal, Qfusion, and CRX into the comparison mix?

Why did Xreal never really gain momentum? An incredible tech demo back in 2008, supporting D3 models, but devs did not flock to it. Will D3 source have same issue? In this realm, many hobbyist/indies might be going to Unreal or Unity, with open-source not being a main factor.

This is qfusion from 2005, realtime lighting and deluxemaps. The fps explains why some of us didn't jump in to advanced lighting- didn't have the hardware!
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(sorry for the hotlink, 3d-zone)
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