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 Post subject: Doom 3 BFG is getting GPL'd!
PostPosted: Fri Oct 19, 2012 8:40 pm 
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HELL YEAH!

https://twitter.com/ID_AA_Carmack/statu ... 1369502720

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Got approval for GPL release of Doom 3 BFG code (minus third party bits)! @idBrianHarris has already done most of the work.


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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Fri Oct 19, 2012 9:53 pm 
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Quote:
Got approval for GPL release of Doom 3 BFG code (minus third party bits)! @idBrianHarris has already done most of the work.


Very nice move. Much appreciated.


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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Fri Oct 19, 2012 10:49 pm 
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Hopefully the "third party bits" aren't huge parts of it which are hard to replace.

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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Fri Oct 19, 2012 10:58 pm 
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rebb wrote:
Hopefully the "third party bits" aren't huge parts of it which are hard to replace.

I'm guessing Steam integration, Bink video and stuff like that.

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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Fri Oct 19, 2012 11:20 pm 
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I was thinking everything console related actually.


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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 3:30 am 
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Awesome !!! Best news one can get while sitting under palmtrees in the pacific...

Next Mai Thai drink is for John & Brian :wink:

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Last edited by Oneofthe8devilz on Sat Oct 20, 2012 3:44 am, edited 1 time in total.

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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 3:39 am 
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The big question is if multiplayer part is back portable to Doom 3 GPL. If it is, it's cool. If not, it sucks.

I wonder if D3BFG uses GLSL. Can anyone check the console?

Also, if D3BFG uses strictly C++ for gameplay logic, then it's going to be tough to mod :/ And ofc there is no Linux / Mac support. Nor any tools.

So, I only hope certain pieces of the code can be back ported.


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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 4:22 am 
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motorsep wrote:
Also, if D3BFG uses strictly C++ for gameplay logic, then it's going to be tough to mod


Us Source modders have been compiling cpp gamecode into DLLs for years. It's not tough, but true, it's more difficult to jump into than .script files. Though I don't know if BFG compiles it into the .exe or an external file(DLL).

If anything it's better... I mean, does idtech 4 have a nice application to write your scripts in? With cpp;
-Faster(it's compiled and optimzed)
-TONS of tutorials and books
-TONS of people know it
-VirtualStudio(there are others as well)
--auto-complete
--When compiling, will display errors, performance warnings, etc.
--Organizes all your files

I bet I'm forgetting some more...


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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 4:27 am 
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And yet, no "tons" of mods. Quake was popular modding platform (and still is) because QuakeC is one of the easiest scripting languages to learn.

Also, I don't see how Source modders correlate with Doom 3.

So yeah, modding for masses requires DoomScript, modding for obscure number of gurus can go with C++ just fine. In other words, C++ doesn't help accessibility and popularity.

Mind you, right now nothing stops Doom 3 serving both groups of modders. But going C++ only will kill it for masses.


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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 4:36 am 
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Anyone know if it has updated netcode?


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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 5:48 am 
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This is pretty awesome news for people that want to develop for the rift headset- a high framerate engine with the integration done by Carmack, who's been doing headset work for quite a while.

I'm pleasantly surprised.


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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 6:05 am 
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How can one develop without tools? :)


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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 6:29 am 
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Dashiva wrote:
Anyone know if it has updated netcode?


As far as I am aware it is using idtech5 netcode which should be less vulnerable to latency compared to D3 1.3.1

Too bad my copy is arriving at home while I am still on holidays.... can't wait to run the server/clients through the network emulator testing it under high network latency and jitter conditions...

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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 6:40 am 
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Oneofthe8devilz wrote:
As far as I am aware it is using idtech5 netcode which should be less vulnerable to latency compared to D3 1.3.1


How back-portable would that be? Afaik idtech5 is quite different from idtech4 (code base specifically).


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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 8:39 am 
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Gary wrote:
motorsep wrote:
Though I don't know if BFG compiles it into the .exe or an external file(DLL).


There is a quote in the other thread that they moved the gamecode into the exe because using dll-s would have made development more difficult on the consoles.


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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 8:45 am 
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The gameplay netcode, which is the bit that has the latency issues due to the snapshot rollback/repredict, should be back portable. I think we'll see relatively few other changes to the gamecode parts of the source once it is released (ie base, d3xp).

The scripting system is still present. The structural change was to bring the already compiled gamex86 dll code into the exe rather than being dynamically loaded at runtime.

I'm going to extract all resources today and build a 'same', 'changed', 'added' and 'removed' list.

There are a ton of New GLSL shaders in there.

Edit: for anyone interested, the bfg code is VS2010 as with the original release, so we don't have to jump ship to 2012 just yet.

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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 11:51 am 
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I bought 2 copies of the Doom 3 BFG Edition to support id Software and after that I saw this news. Really great.

I did some research on the new renderer and it seems like that there are more changes than I expected. First of all it is a OpenGL 3.2 renderer and it seems to have a single mixed ARB/GLSL mode.
It also has some interesting features that were not part of the Doom 3 GPL release like skeletal animations accelerated on the GPU (r_useGPUSkinning).

The Doom 3 BFG edition has no cool way to compile shader permutations like XreaL or other open source games. That causes the high number of GLSL shaders. e.g. if you have an interaction shader for lighting and you allow GPU vertex skinning then you need different vertex shaders on different model types (static or skeletal) which duplicate a single shader for each model type. So the GLSL shaders are more or less standard stuff for Doom 3 style rendering with GLSL except the stereo rendering.

However it is also nice that the deprecated fixed function stuff was replaced. So Doom 3 used an ARB shader for lighting but the fixed function pipeline of OpenGL for fog lights.
It seems to be all unified like an OpenGL 3.2 renderer requires it.

From a quick view I can say that it is some nice work.

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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 1:00 pm 
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Not to spoil the party and all, but still waiting for some other stuff that was promised in the past.
See it, then I'll believe. :)

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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 4:31 pm 
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simulation wrote:
There are a ton of New GLSL shaders in there.

Tr3B wrote:
First of all it is a OpenGL 3.2 renderer and it seems to have a single mixed ARB/GLSL mode.


Does it mean ARB2 shaders are still in use (meaning we wouldn't have to re-create our shaders in GLSL) ?


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 Post subject: Re: Doom 3 BFG is getting GPL'd!
PostPosted: Sat Oct 20, 2012 5:22 pm 
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motorsep wrote:
Does it mean ARB2 shaders are still in use (meaning we wouldn't have to re-create our shaders in GLSL) ?


There is for every ARB shader an equivalent GLSL shader. It might be possible that the old ARB shaders aren't used anymore.
They shouldn't work if it is a "pure" OpenGL 3.2 renderer as ARB shaders are deprecated. However it is possible to run OpenGL 3.2 in a "non-pure" context with the deprecated stuff enabled.
I can't say it from looking at the console log.

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