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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 4:12 am 
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Just checked the materials and they're there (materials/sfx.mtr). Are you overriding the material file with your own?


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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 4:26 am 
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Opps, yea I have a modified sfx.mtr, but those particles were never there in vanilla Doom. Did you move them from vp_materials to sfx?

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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 4:53 am 
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Yes. I went through all files (materials, defs, etc.) and cleaned/organized everything. This is why there are so many "blank" files as their contents were either moved to a more proper file or removed entirely if they couldn't be used in any way.


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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 5:00 am 
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Cool, I'll just merge my sfx file with yours to fix it. btw, I'm so glad I can finally play your mod now with catalyst AI turned off. It's very beautiful.

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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 1:21 pm 
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RangerMcFriendly wrote:
I'm not sure if this has been discussed already so I apologize, but I'm getting an error that I'm missing certain sfx particles. I'm using my mod in yours to test it out, finally.

This is what I'm getting:

Image

And a video: http://www.youtube.com/watch?v=MZ8IyyQA ... e=youtu.be

;(


@RangerMcFriendly - Great video, but obviously you have a bug into .def, .mtr, .fx or .prt files, just track it for remove the black boxes you see for remove this easy bug, oh and maybe you just have the .tga but not the .dds version of that textures, try it !

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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 1:22 pm 
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@Sikkpin - When ? The ROE version for SikkMod v1.2 ???

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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 4:26 pm 
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Probably never.


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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 4:49 pm 
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Now that the source code is released many of the effect in Sikkmod could be replaced with ones more tightly integrated into the renderer.

The big downer is that since they didn't release the default ARB shaders as GPL folks can't take shortcuts and copy Sikkpin's methods or code. They'll either need to completely redesign the default ARB path (which would likely necessitate even more radical design changes for either the Sikkmod examples or other shader mods) or use Raynorpat's GLSL path (and write GLSL shaders from scratch).

OTOH, mods have already been distributing the entire glprogs code for years without GPL blessing. What would be the difference if it were included with a compiled source executable? You could just write a disclaimer that you must own Doom 3 to use the glprogs? Of course, commercial standalone games wouldn't have this option.


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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 5:03 pm 
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What do you mean? All of my shaders are 100% custom so you don't need id's shaders to have be GLP'd in order to use my shaders in a stand alone project.


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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 5:03 pm 
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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 5:11 pm 
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Sikkpin wrote:
Probably never.


Ok, don't care, because is so easy for me to take the changes in v1.2 and update the previous v1.1 ROE version, but because before you made the both versions and i see other people asking for the ROE version, is clean there is interest for that version of this good mod, but if you not care for them, its okay.

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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 5:14 pm 
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Dafama2k7 wrote:
... but if you not care for them, its okay.
Oh, for fuck's sake...


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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 5:16 pm 
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Dafama2k7 wrote:
Sikkpin wrote:
Probably never.


Ok, don't care, because is so easy for me to take the changes in v1.2 and update the previous v1.1 ROE version, but because before you made the both versions and i see other people asking for the ROE version, is clean there is interest for that version of this good mod, but if you not care for them, its okay.

Perhaps you should apologise to the man.

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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 6:12 pm 
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@nbohr :

Where does the notion come from that people cannot just make their own customized ARB VFP Files for Source Projects ?

Afaik id not releasing their VFP files does not mean that the ARB Path is somehow out of the question, just because some VFP files ( like the one for shadow-volumes ) will wind up being similar, even when written "from scratch".

Most other default Doom3 VFP files leave loads of opportunity to optimize and change and improve anyway, even if they still use similar approaches to the original files. And people can build loads of custom additional ones of course.

Edit :

You guys have probably noticed by now that dafama is struggling with english a little and may not mean things in exactly the way they may sound ?

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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 7:13 pm 
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I'm sure dafama meant no harm.


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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 8:41 pm 
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Sikkpin wrote:
What do you mean? All of my shaders are 100% custom so you don't need id's shaders to have be GLP'd in order to use my shaders in a stand alone project.


Ah, but (without checking), you probably didn't explicitly state the licence for your media, so even if you did create it all from scratch, people don't actually have any right to use it with the gpl d3, without you first re-licensing it. Maybe you do explicitly state the licence, and I should probably check first, but it's a reasonable assumption since all your c++ code is not GPL compatible as it is bound by the original sdk EULA where you got it from, unless you have reissued it with the GPL statements etc.


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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 8:52 pm 
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Image

But this thread is going deep... deep ocean really.

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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 9:05 pm 
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Hmm...

There was a big blowup about the missing ARB shaders in the GPL release over at Github. Many over there were implying that
any derivative work would not be kosher to distribute.

I have no doubt that Sikkmod is radically revised from the shaders that ship with Doom 3 but is there no component
that is derived from the original code?

That was the presumption. Even a minor reference that could be construed as derivative of the original ARB code would
be in jeopardy of violating Id Software's property rights.

But yeah, I guess that's the far far far deep spectrum of paranoia from the hardcore GPL crowd. :lol:


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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 9:36 pm 
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nbohr1more wrote:
There was a big blowup about the missing ARB shaders in the GPL release over at Github. Many over there were implying that any derivative work would not be kosher to distribute.


If they really know a lot about open-source work maybe they do have a point, but it seems really strange to ship an engine source, and then stump the default rendering path due to some really simple pieces of code not being included.

Sure a different rendering-path like GLSL would make such doubts unnecessary, but i find it really hard to believe that id will sue anybody because they happen to be reading from the same texture-units ( that the engine binds to in the first place, unless you juggle that around a bit, just so your VFPs look a bit less similar ), or normalizing a vector with a similar series of instructions in a custom VFP file. Some basic inner workings would have to be the same or done similarly tho, if you use the ARB2 path for example.

( Btw this is not supposed to be a case for any specific shader mod, there have been many custom VFPs by many authors over the years, just the general question if the ARB path is generally a no-go for stand-alone projects )

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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 9:41 pm 
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I really don't think that's how it works since the shaders are not id/Doom 3 specific and are full of just generic math which can not be "owned". By that rationale, writing a line that simply samples the diffuse map can't be used as it will end up being written exactly the same as how it's written in id's non-gpl shaders. That doesn't make sense to me.


@AnthonyJa
I don't need to declare a license in order for my work to be used in a GPL project, this goes for shaders and C++ code.


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