id Software releases Doom 3 source code

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randomMesh
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id Software releases Doom 3 source code

Post by randomMesh »

"Whoops..."
devsh
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Re: id Software releases Doom 3 source code

Post by devsh »

OH JESUS i AM TOTALLY PUTTING TESSELLATION INTO DOOM3!!!!!!
Grumpy
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Re: id Software releases Doom 3 source code

Post by Grumpy »

Nice...

I was going to complain it didnt come in a zip file, but I found the link. That is what I get for trying to rush through too many sites.
code happens
CuteAlien
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Re: id Software releases Doom 3 source code

Post by CuteAlien »

Very nice. But for anyone writing Irrlicht patches - please be aware that the license used for Doom 3 is incompatible with the Irrlicht license. Which means when you write a patch please avoid using any code from there as it would put us into legal trouble.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
serengeor
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Re: id Software releases Doom 3 source code

Post by serengeor »

Yay, was waiting patiently for it 8)
Might bring some ideas to my head :)
Working on game: Marrbles (Currently stopped).
devsh
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Re: id Software releases Doom 3 source code

Post by devsh »

I just did the first thing after compiling the game... I HAS REMOVED CD KEY PROTECTION....

Now I will begin the long and tiresome process of swapping their renderer for irrlicht SO I CAN RAPE DOOM WITH GLSL (OOOH GOD SSAO IN DOOM AND NO MORE POLYGONAL HEADS)
Radikalizm
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Re: id Software releases Doom 3 source code

Post by Radikalizm »

devsh wrote:I just did the first thing after compiling the game... I HAS REMOVED CD KEY PROTECTION....

Now I will begin the long and tiresome process of swapping their renderer for irrlicht SO I CAN RAPE DOOM WITH GLSL (OOOH GOD SSAO IN DOOM AND NO MORE POLYGONAL HEADS)
You really get way too excited over this kind of stuff :D
randomMesh
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Re: id Software releases Doom 3 source code

Post by randomMesh »

I think the Irrlicht community really can benefit from enthusiastic people like him. 8-)
"Whoops..."
serengeor
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Re: id Software releases Doom 3 source code

Post by serengeor »

devsh wrote:I just did the first thing after compiling the game... I HAS REMOVED CD KEY PROTECTION....

Now I will begin the long and tiresome process of swapping their renderer for irrlicht SO I CAN RAPE DOOM WITH GLSL (OOOH GOD SSAO IN DOOM AND NO MORE POLYGONAL HEADS)
http://www.youtube.com/watch?v=ODBIb6ciDfA
Working on game: Marrbles (Currently stopped).
devsh
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Re: id Software releases Doom 3 source code

Post by devsh »

I have sikkmod, I'm going to use the enhances textures from it.

However:

-The SSAO doesn't work
-The models are still polygonal
-The Light Shafts never worked
-Depth of Field is appaling
-Soft shadows are not as awesome as should (VSM)
-Every plasma ball (even the plasma gun ones) should be treated as alight source (even a shadow casting one)

I'm going to put deferred/inferred lighting into doom on top of that so you will SEE A LOT OF LIGHTS.
I will also give a try to some global illumination attempts.
AND GET RID OF THE ANNOYING PLASTIC-LOOKING SPECULAR
Plus idTech 4 using irrlicht as a renderer completely would be a cool thing.
devsh
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Re: id Software releases Doom 3 source code

Post by devsh »

ok removeD CD PROTECTION

Now to point 2) Fix ALSA in id Tech 4 cause its apparently a failure (sound is chirpy)
Cube_
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Re: id Software releases Doom 3 source code

Post by Cube_ »

already noticed this before seeing this topic :D
Totally gonna check it out :D
"this is not the bottleneck you are looking for"
Virion
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Re: id Software releases Doom 3 source code

Post by Virion »

maybe we can learn a few things from there for custom animated mesh format? :O
Cube_
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Re: id Software releases Doom 3 source code

Post by Cube_ »

maybe I should compile this and skip buying the game ^^'
"this is not the bottleneck you are looking for"
Radikalizm
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Re: id Software releases Doom 3 source code

Post by Radikalizm »

Virion wrote:maybe we can learn a few things from there for custom animated mesh format? :O
I'd be careful with trying to learn things from production code, you can't really expect a high quality

I think we'd be able to learn much more by reading documentation of these formats or systems
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