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 Post subject: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 1:27 am 
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https://github.com/TTimo/doom3.gpl

http://twitter.com/#!/ID_AA_Carmack/sta ... 6357282817


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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 1:32 am 
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is sad because his cool title went away
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Excellent!

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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 1:43 am 
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is connecting to Doom3world.org

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It's just begining of the new era in gaming industry! 8)


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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 1:58 am 
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picked up a pistol

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Holy Donuts!!!! let get this thing hacked!


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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 3:49 am 
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did just hit his 750th monster

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Really looking forward to seeing what people do with this. :D


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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 3:59 am 
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After a quick look, two things that stand out:
*No D3 scripts were part of the GPL. That means no built in AI, weapons, etc. That means you need to make everything from scratch. You might be better off using Darkplaces (q1) for something instead (it includes the Q1 monster/weapon AI and is almost D3 w/o megatexture)
*Includes the OpenAL stuff creative required because of the patent issue but the removed the shadows?

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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 4:33 am 
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found a secret

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OpenAL is just an Open Audio Library. It's covered under GPLv2. IIRC, Creative required EAX support in subsequent patches as part of their deal.

Regarding the shadow patent:

Code:
The Doom 3 GPL source code release does not include functionality enabling rendering
of stencil shadows via the “depth fail” method, a functionality commonly known as
"Carmack's Reverse".


Also if you're creating an independent game off this, having no D3 scripts is of no issue as you should be making your own any. I'm not sure why you would want the BFG weapon script for example.

Thanks id! Much credit!

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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 4:39 am 
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megatexture was intended for idtech 5 only... and tested on etqw (kinda beta test of this technology). For the openAL implementation Creative labs made things pretty hard for id software, Doom 3 is the only game that use that quake 4 and following idtech 4 don't use it. i'm surprised to not find d3 scripts too... shame! unless they intend us to grab from the D3 game?


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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 4:41 am 
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Deadite4 wrote:
OpenAL is just an Open Audio Library. It's covered under GPLv2. IIRC, Creative required EAX support in subsequent patches as part of their deal.
Thanks id! Much credit!


Creative labs own OpenAL ip and etc so they don't need to share their code!


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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 4:59 am 
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found a secret

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Setlec wrote:
Deadite4 wrote:
OpenAL is just an Open Audio Library. It's covered under GPLv2. IIRC, Creative required EAX support in subsequent patches as part of their deal.
Thanks id! Much credit!


Creative labs own OpenAL ip and etc so they don't need to share their code!


Only if its after 1.1. Pre-1.1 is freeware/LGPL. Creative was not the initial creators of OpenAL.

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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 5:13 am 
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Deadite4 wrote:
Also if you're creating an independent game off this, having no D3 scripts is of no issue as you should be making your own any. I'm not sure why you would want the BFG weapon script for example.


HL1 is pretty much Quake AI & weapon code. :mrgreen: Either way, with no scripts included you might as well use Darkplaces. It's got more features and only lacks the scripting, it's AI is QuakeC. Everyone who uses an id-GPL engine for a game/stand alone mod has used the existing AI and weapon code. If you wanted to make something from scratch you wouldn't use an existing engine after all.

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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 5:14 am 
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picked up a pistol

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yep they aren't the original creators yet they own the rights to it! EAX is based on openAL from my understanding...


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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 5:15 am 
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fired 300 rounds
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Much respect for mr Carmack.

But does this implementation have shadows at all? Can anyone compile it so we can run it on stock assets just to see whats up?

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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 5:57 am 
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It's nice they included their experimental (EXP) render path code, with all of the shadow buffer, HDR related stuff. I wonder if this can simply be activated and used as a base to get things started. Sadly, I need to find myself a copy of VS2010 before I can successfully build and test anything.


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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 6:09 am 
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fired 300 rounds
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Quick question. It says the game needs to be patched to the latest version. Is this still 1.3.1?

Can't wait to compile it and tinker around. Never thought this day would really come!

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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 9:19 am 
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Builds and runs fine on Winows using VS2010. My first project with this will be to create proj files for older versions of VS.

couldn't get OSX or Linux versions to build but I'm using out of date tools on those platforms.

I ran the SP intro and walked around the dropship area; shadows seemed to behave ok.

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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 10:17 am 
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has joined the game

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Sweeet! Just in time for my birthday :mrgreen:

Are there any plans yet for an engine with essential fixes?


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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 10:34 am 
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Susefreak wrote:
Sweeet! Just in time for my birthday :mrgreen:

Are there any plans yet for an engine with essential fixes?

My feeling is that iodoom3.org will be the place to get a good engine update if their q3 work is anything to go by.

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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 12:40 pm 
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picked up 200 ammo

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Deadite4 wrote:
...snip
Also if you're creating an independent game off this, having no D3 scripts is of no issue as you should be making your own any. I'm not sure why you would want the BFG weapon script for example. ...snip


I am personally a little concerned about the lack of .script included.

Most mods custom assets still inherit the base scripts such as weapon_base and ai_monster_base as just 2 quick examples.

WTF are we going to do to get around that? its a pretty tedious excercise to re-create all of those with identical functionality but somehow different from the original?

How very frustrating.

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 Post subject: Re: DOOM3 SOURCE RELEASED!!
PostPosted: Wed Nov 23, 2011 12:40 pm 
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EDIT: Sorry for DP - Firefox shat itself and crashed.

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