Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Wed May 22, 2013 10:50 pm

All times are UTC [ DST ]




Post new topic Reply to topic  [ 106 posts ]  Go to page 1, 2, 3, 4, 5, 6  Next
Author Message
 Post subject: The Doom3 Open Source Coop Coding Thread
PostPosted: Sat Jul 10, 2010 2:33 am 
Offline
found a secret
User avatar

Joined: Fri Dec 12, 2003 9:49 am
Posts: 629
Location: teleporting, ETA=400ms
Since several years have passed without any of the original mod dev teams releasing their coop source code, I have decided to throw some 1.3.1 operational code at you guys here, so you can feel free to roll up the COOP craze again and keep the project OPEN SOURCE !

Click HERE to download the COOP 1.3.1 SDK.

Click HERE to read the readme file that comes with the source.

Click HERE to download the d3coop test build.

The source I am posting here was deliberately shared and made public by the author and then ported by me to Doom3 1.3.1 and is a good base to start with.... just a few small issues to fix .. like missing muzzleflashes and muzzleflashlights and some missing sounds on the monsters when being connected clientside... no serious match for a skilled coder to sync those things.

I will later update this post with a detailed bug/feature list and will add testing environments with various scenarios so that the network coding specialists amoung you can feel free to test and work on / improve the provided SDK.

Quote:
Missing or bugged clientside features

- Monsters don't playback attack and dying sounds clientside
- Projectile firing monsters don't emit muzzleflashes and muzzleflash lights clientside
- Drop death animations are server synced (can cause laggy death drop behaviour on high latency environments clientside)
- Monsterheads are not synced clientside

Click HERE to download the d3coop test build.
1. Once downloaded extract it to your Doom3 folder.
2. Inside your Doom3 folder browse to the mod folder called "d3coop"
3. Inside there first run the file "d3coop_dedicated.bat"
4. Then run the file "d3coop_client.bat".
5. Once ingame drop the console and type "connect localhost".
6. Now you can fight the monsters being connected to your dedicated server as a client

_________________
I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


Last edited by Oneofthe8devilz on Wed Jul 04, 2012 11:08 pm, edited 12 times in total.

Top
 Profile  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Sat Jul 10, 2010 4:45 am 
Offline
Very Senior Forum Poster
User avatar

Joined: Sun May 29, 2005 10:02 pm
Posts: 7076
Location: Here, not there.
Neat, thanks. :) It's amazing that you still do all this modding stuff with everything else you have to do. :)

Oneofthe8devilz wrote:
To the mentioned dev teams I have to say that you are a miserable example for the modding scene and taking some SDK code that was released by id software, modifying it and then keeping it close source is a direct backstab at id software's and Mr. John Carmack's open source policy. 99% of the code you are running has been generously provided by id software and you have no moral right whatsoever to act in this ridiculous way no matter how brialliant and smart your changes might have been...


Normally mod teams don't release their code unless they specifically want to. In the years I've been using Q1, 2 & 3 only a handful of mods have released code & most of the time that was for the purpose of someone else porting it to linux/mac because the coder couldn't do it for various reasons.

However, on the flip side, those same coders provided countless & priceless educational tutorials for anybody to use for Q1, 2 & 3. So even though the TF team (for example) never released their code, they helped people out. Now that modding can possibly bring in $$ teams just don't want to do that any more for fear (????) of competition. I know, personally, that some times it's got nothing to do with not sharing, it's just that releasing stuff takes time unless you just drop it out there & nobody on the receiving end likes raw code any more, they want readme's & descriptions, help, etc.

_________________
Fuzzy Logic Inc
PAINTBALL DOOM 3!!!!
Check out my Q2 server! q2server.fuzzylogicinc.com :D
Doom 3, Paintball! d3server.fuzzylogicinc.com


Top
 Profile E-mail  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Sat Jul 10, 2010 1:42 pm 
Offline
missed 400 shots
User avatar

Joined: Sat Apr 15, 2006 12:54 am
Posts: 455
Many thanks thats really nice, always wanted to do something coop, but on't have the skills. i have just a question:

Does the code can be compiled with Simulation alternative project files?

_________________
Neurological - Music Entertainment
http://www.neuro-lab.net


Top
 Profile  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Sat Jul 10, 2010 1:52 pm 
Offline
found a secret
User avatar

Joined: Fri Dec 12, 2003 9:49 am
Posts: 629
Location: teleporting, ETA=400ms
Neurological wrote:
Many thanks thats really nice, always wanted to do something coop, but on't have the skills. i have just a question:

Does the code can be compiled with Simulation alternative project files?


Yes it does

The Happy Friar wrote:
Neat, thanks. :) It's amazing that you still do all this modding stuff with everything else you have to do. :)

Normally mod teams don't release their code unless they specifically want to. In the years I've been using Q1, 2 & 3 only a handful of mods have released code & most of the time that was for the purpose of someone else porting it to linux/mac because the coder couldn't do it for various reasons.

However, on the flip side, those same coders provided countless & priceless educational tutorials for anybody to use for Q1, 2 & 3. So even though the TF team (for example) never released their code, they helped people out. Now that modding can possibly bring in $$ teams just don't want to do that any more for fear (????) of competition. I know, personally, that some times it's got nothing to do with not sharing, it's just that releasing stuff takes time unless you just drop it out there & nobody on the receiving end likes raw code any more, they want readme's & descriptions, help, etc.


My personal policy in this case is .. if I am not touching the project for more than 6 months and if there is no indication that development on the mod is going to be continued, I am packing up the source and latest game data files and release them to the public...

...btw later this day I will make all game and source files avialable for 23rd Century Warfare (The ETQW mod that I was working on...)

Friar, your chance to run rampage on it and turn it into something that I never wanted it to become :lol:

_________________
I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


Last edited by Oneofthe8devilz on Tue Feb 07, 2012 6:09 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Sat Jul 10, 2010 4:02 pm 
Offline
Very Senior Forum Poster
User avatar

Joined: Sun May 29, 2005 10:02 pm
Posts: 7076
Location: Here, not there.
Oneofthe8devilz wrote:
My personal policy in this case is .. if I am not touching the project for more than 6 months and if there is no indication that development on the mod is going to be continued, I am packing up the source and latest game data files and release them to the public...


I like that idea. There's quite a bit of Q2 mods out there that have several major bogs but you can't get the source for to fix. :( Very aggravating. The remnants of the mod team don't have the code either.

Quote:
...btw later this day I will make all game and source files avialable for 23rd Century Warfare (The ETQW mod that I was working on...)
Friar, your chance to run rampage on it and turn it into something that I never it to become :lol:


YIPPIE! :) Thanks.

_________________
Fuzzy Logic Inc
PAINTBALL DOOM 3!!!!
Check out my Q2 server! q2server.fuzzylogicinc.com :D
Doom 3, Paintball! d3server.fuzzylogicinc.com


Top
 Profile E-mail  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Sat Jul 10, 2010 4:58 pm 
Offline
Last man standing
User avatar

Joined: Fri Apr 22, 2005 11:55 pm
Posts: 1180
Oneofthe8devilz wrote:
To the mentioned dev teams I have to say that you are a miserable example for the modding scene and taking some SDK code that was released by id software, modifying it and then keeping it close source is a direct backstab at id software's and Mr. John Carmack's open source policy. 99% of the code you are running has been generously provided by id software and you have no moral right whatsoever to act in this ridiculous way no matter how brialliant and smart your changes might have been...

That's exactly what I've always thought.

Thanks a lot for this, I'll look at the code soon enough!
May be we'll have coop in Hardqore2 or Ruiner at some point. :lol:

_________________
Fragging Free - a frantic Doom3:ROE single-player modification.


Top
 Profile  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Sat Jul 10, 2010 5:00 pm 
Offline
found a secret
User avatar

Joined: Thu Dec 20, 2007 8:55 pm
Posts: 597
Location: Get your ass to Mars!
Cool thanks Devilz. I could use this for total recall (quaid & hauser) but my programming skills are the worst :)
As a noob could somebody with the human touch please give me an brief overview of how it actually works?

_________________
Total Recall - Action comedy mod for Doom 3 starring Arnold Schwarzenegger


Top
 Profile E-mail  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Sat Jul 10, 2010 5:36 pm 
Offline
missed 400 shots
User avatar

Joined: Sat Apr 15, 2006 12:54 am
Posts: 455
I'm looking at it right now with some tests, if someone want I've it compiled and ready to work.

_________________
Neurological - Music Entertainment
http://www.neuro-lab.net


Top
 Profile  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Sat Jul 10, 2010 6:20 pm 
Offline
found a secret

Joined: Tue Dec 16, 2008 10:34 pm
Posts: 636
I would like to give you some stuff from my mod (optimizations, performance and so), but I can't split it into a little pak for you to use (The mod is actually 2.93 gb!!!).

Gonna try it anyway


Attachments:
Modsize.jpg
Modsize.jpg [ 92.31 KB | Viewed 156 times ]

_________________
:D
Top
 Profile E-mail  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Sat Jul 10, 2010 6:49 pm 
Offline
picked up 200 ammo

Joined: Thu Jan 28, 2010 1:17 am
Posts: 220
I don't know how to code so I don't think I could help even if I wanted to, but this sounds really cool. I played a COOP mod for Doom 3 with a friend a while back and it was really laggy. I'm not sure if it was the server we were on, but the monsters would spawn and freeze for a few seconds, but you could still shoot at them. Once they were done spawning they would die if you damaged them enough. It really broke the experience in my opinion, and we never played more than a few levels together.

If you folks could optimize it like L4D, then I'd play this mod all the time!

_________________
Doom 3 editor noob. Doom 3 - Day 75 [HD]
Particle editor/editing | Phrozo Weapons Mod


Top
 Profile E-mail  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Sat Jul 10, 2010 9:27 pm 
Offline
found a secret
User avatar

Joined: Fri Dec 12, 2003 9:49 am
Posts: 629
Location: teleporting, ETA=400ms
Here you can see the code in action with 4 human players vs 8 monsters everything recorded fully clientside over the internet....

Click HERE to watch the COOP gameplay movie.

_________________
I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


Top
 Profile  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Sat Jul 10, 2010 11:58 pm 
Offline
picked up 200 ammo

Joined: Thu Jan 28, 2010 1:17 am
Posts: 220
That looks great. I love the graphics. Nice new particle effects.

_________________
Doom 3 editor noob. Doom 3 - Day 75 [HD]
Particle editor/editing | Phrozo Weapons Mod


Top
 Profile E-mail  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Mon Jul 12, 2010 9:44 am 
Offline
picked up 200 ammo
User avatar

Joined: Mon Aug 16, 2004 9:05 pm
Posts: 240
Oneofthe8devilz wrote:
To the mentioned dev teams I have to say that you are a miserable example for the modding scene and taking some SDK code that was released by id software, modifying it and then keeping it close source is a direct backstab at id software's and Mr. John Carmack's open source policy. 99% of the code you are running has been generously provided by id software and you have no moral right whatsoever to act in this ridiculous way no matter how brilliant and smart your changes might have been...


This is another "miserable example for the modding scene" right here. Yes. Id Software generously provided the SDK and these teams generously provided mods for the "masses". They owe you and id software absolutely nothing, and you badmouthing them falls back on you. Not releasing their source code is their choice. Perhaps there is a good reason, perhaps not. Your behaviour doesn't really encourage new modders.

Quote:
My personal policy in this case is .. if I am not touching the project for more than 6 months and if there is no indication that development on the mod is going to be continued, I am packing up the source and latest game data files and release them to the public...


Good for you. Good for the community. I sympathize a lot with this, but why can't you just take pride in that and leave other mod teams to make their own decisions? And, you know, not badmouth them for the reasons YOU DON'T KNOW behind their decision.

Good luck with your COOP mod. And yes I do mean that.

_________________
Team Future Chief
Leading position on Doom3: Phobos


Top
 Profile  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Mon Jul 12, 2010 9:58 am 
Offline
Invisibility
User avatar

Joined: Fri Aug 13, 2004 4:39 pm
Posts: 3654
Location: Right there! Look!
Not to stir up trouble, but it seems to me that getting angry over a gift you didn't receive is a little bit childish.

_________________
Check out GRIMM Quest for the Gatherer's Key!
Grimm's Youtube Channel

Follow Grimm Quest on Twitter!


Top
 Profile E-mail  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Mon Jul 12, 2010 12:54 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 6:17 pm
Posts: 11027
Location: Munich / Germany
The whole Doom3 mod scene was DOA because of overjealous mod authors.

The first thing we get from this tech is totally open, plain text edit files and the first thing people tried to do was to remove that.

I remember very well the beginnings of Doom3 and nothing left me more frustrated as all the mod authors behaving like Mirah Carey Jackson Lopez Campbell in private and then public conversations.

If I'd be Carmack, I'd require the mod teams to surrender all of their code source to kepp the flow going.
And if you look closely enough into "closed" mods you'll unfortunately find plenty of reused but uncredited for coding methods which sources got made available by people with less concerns and more team spirit. I can't tell the percentage, but it's large enough to mention.

_________________
Image Staff - The Wörld is Yours
Our iOS Apps


Top
 Profile  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Mon Jul 12, 2010 1:15 pm 
Offline
found a secret
User avatar

Joined: Fri Dec 12, 2003 9:49 am
Posts: 629
Location: teleporting, ETA=400ms
shaviro wrote:
Your behaviour doesn't really encourage new modders.


Yeah right, asking the community to keep their work opensource like intendend by id software so that everyone can benefit from the community work progress will keep the modders away, sure ...

My personal opinion is that everyone who is building his work on top of so many other people's hard work and then turns his project close source should be tied to a jetski and dragged through the water with his mouth open :mrgreen:

I don't want to heat up things here I just felt like it was time for me to express my opinion about what is going on, because I had the feeling that this behaviour was getting way less attention than it actually should. Not to mention that it keeps many other nice mod projects from being able to be realised because of that policy...

Hopefully there are still enough network experienced coders reading this thread willing to put some effort into it so that we will have a nice solid coop code base and other mod teams can base their coop projects from there on...

_________________
I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


Last edited by Oneofthe8devilz on Mon Jul 12, 2010 1:21 pm, edited 2 times in total.

Top
 Profile  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Mon Jul 12, 2010 1:17 pm 
Offline
Invisibility
User avatar

Joined: Fri Aug 13, 2004 4:39 pm
Posts: 3654
Location: Right there! Look!
Oneofthe8devilz wrote:
My personal opinion is that everyone who is building his work on top of so many other people's hard work....

That is an assumption based on your personal experiences.

_________________
Check out GRIMM Quest for the Gatherer's Key!
Grimm's Youtube Channel

Follow Grimm Quest on Twitter!


Top
 Profile E-mail  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Mon Jul 12, 2010 1:17 pm 
Offline
picked up 200 ammo
User avatar

Joined: Mon Aug 16, 2004 9:05 pm
Posts: 240
Quote:
The whole Doom3 mod scene was DOA because of overjealous mod authors.


I highly doubt this has anything in the least to do with why the Doom3 mod scene never became a success.
It's more like this:

1) Game/Engine popularity
Doom3 never became the success (popularitywise) many people hoped. The engine was even less successful with games like Quake4, Prey and Wolfenstein. In short. Nobody cares about the engine or the games.

2) Community composition
The community consists mainly of average/subpar programmers (No offense intended) who do crazy experiments on their own. The portion of artists is extremely small and creating a mod out of bloom/hdr effects and half-baked gravity/megatexture/water gimmicks will never become a success. Most of the artists that are here never get enough attention to get past the newbie stage (again, no offense intended). This brings me to..

3) Community support
The support is hideous. The larger and more serious mods get less attention than random bloom/duct tape mods. Couple that with the horrible recruitment base and you've got part of the reason why no big and serious mod has been released yet.

4) Retardedly bad tools
Doom3Radiant is a solid, but horribly outdated editor. This is like mapping for Quake1. The requirements for details in a Doom3 powered mod are high and the tools in no way support this. You have to do the same crap over and over again. It's aggrevating to work with.

5) Community projects/bizarre obsessions
The community's artists and coders were in the early stages obsessed with proving that the Doom3 engine was just as good as the other engines. The Doom3 can do it too project was created and even though it failed to prove anything other than Doom3 could NOT do it, people kept at it. Had the community forged a *REAL* mod instead, perhaps then there would have been a base for future projects.

A few people wanting to keep their work/work in progress to themselves has nothing whatsoever to do with this community failing. Why would it be any different for Doom3 than other games?

_________________
Team Future Chief
Leading position on Doom3: Phobos


Top
 Profile  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Mon Jul 12, 2010 1:31 pm 
Offline
found a secret
User avatar

Joined: Fri Dec 12, 2003 9:49 am
Posts: 629
Location: teleporting, ETA=400ms
@shaviro I find it pointless wasting more time on explaining to you what this is all about.

Noone here wants all mod developers to immediatelly drop their pants and release their source... you are totally failing to understand that we are talking about mod projects that have not been updated the last 2 years and that have very little to no probablity to ever be updated again...

Now back to what this thread actually is about...

The source I am posting here was deliberately shared and made public by the author and it is a good base to start with.... just a few small issues to fix .. like missing muzzleflashes and muzzleflashlights and some missing sounds on the monsters when being connected clientside....

.... No serious match for a skilled coder to sync those things.

_________________
I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


Top
 Profile  
 
 Post subject: Re: The New Doom3 Coop Coding Thread
PostPosted: Mon Jul 12, 2010 1:44 pm 
Offline
missed 400 shots

Joined: Sat Jul 05, 2003 4:08 pm
Posts: 452
Antispam measure: What is larger? The Sun or the Galaxy?: sun
I think Shaviro is making some valid points here.

Also regarding to releasing sources of any type :

It also depends on the people and the experiences they may have had in the past with releasing something "open source".
If the released source was used in a respectful way by others - meaning whoever used it gave proper credit to the original authors - then these people probably don't have a problem doing this in the future.

But if something is taken silently, incorporated, then "sold" as being fully original work, it might put people off the idea to release source again.

I'm probably just old-fashioned, but i remember the times when there were all sorts of Maps and Mods and whatever, and they had proper text-files attached mentioning the workload needed for the respective piece, and giving thanks to whoever else was involved in some way - that seemed very respectful and in the spirit of open source - even before the term Open Source itself had become big.

_________________
( imagine obnoxiously huge Image here )
Doom3 Ambient Light Fix - Thread - Site


Last edited by rebb on Mon Jul 12, 2010 1:53 pm, edited 1 time in total.

Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 106 posts ]  Go to page 1, 2, 3, 4, 5, 6  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group