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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 11:07 pm 
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Sikkpin wrote:
@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.


Yes you do - in accordance with the licence you obtained the sdk code, it gave you a restricted limited licence to use and redistribute for d3 (and not in the demo etc), and added restrictions to the usage of it (non commercial etc) which is licence incompatible with gpl.

I know you intend it to be available for use, but technically you should c&p your changes into th gpl version of the code (which is different - see all the gpl statements at the top of every file, and also ensuring you havent included changes from other non-gpl sources) and re-release it in accordance with the gpl (ship a copy of the licence etc). In reality, since you don't care, I doubt anyone will complain, but it is not correct to say a re-licence is not required.

For the shaders, copyright is assumed automatically, and if you haven't explicitly stated a licence, then you own the rights and people technically shouldn't be redistributing until you give them permission (via a licence!). Someone wanting to be careful about not using copyright material will not be able to redistribute your files without a licence stating they can redistribute freely without restrictions.


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 Post subject: Re: Sikkmod v1.2
PostPosted: Thu Dec 29, 2011 11:25 pm 
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I gotcha. Though I meant the actual code, not the dll or sdk source files themselves. I understand that those can't be used in a GPL project and that the code would need to be rewritten (copy/pasted) into the GPL source files.


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 Post subject: Re: Sikkmod v1.2
PostPosted: Sat Dec 31, 2011 6:33 pm 
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*follows discussion with interest
seconded

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 Post subject: Re: Sikkmod v1.2
PostPosted: Mon Jan 02, 2012 12:30 pm 
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I'm sure dafama meant no harm.


@VGames - Yes, exact, thanks, is what i mean, SikkMod is so good mod and just i think, the same before had ROE support in previous versions, would be great to have ROE version of good mod SikkMod v1.2, nothing more, nothing less ! :D

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 Post subject: Re: Sikkmod v1.2
PostPosted: Fri Mar 09, 2012 11:12 am 
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Just wondering if Sikkpin is still working on a revision for the RoE edition of his mod to take it to v.1.2..?

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 Post subject: Re: Sikkmod v1.2
PostPosted: Sun Mar 11, 2012 3:10 pm 
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No, not at the moment, as I have other things on my plate that are taking up all of me free time. I don't really plan on going back and updating RoE but you never know. I'm sure when the time comes when I feel like playing through RoE again I'll be motivated to update it.


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 Post subject: Re: Sikkmod v1.2
PostPosted: Fri Mar 23, 2012 4:25 am 
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Wow, this is frickin' awesome!

@Sikkpin: I don't know where you come from, or where you are going, but this totally got me playing Doom3 again. HDR makes it much better, add some bloom and gloom and shine and sprinkles, and it's totally worth it for a second run! And I love how changes are instant, every little setting in good ol' Doom itself 'take effect next time you start the game'. Personally I prefer to tone everything down to at least half of the default value, otherwise I feel like playing in an interactive Katy Perry ft. Snoop Dog - California Girls video clip, but then it's very polished again. Never knew a mod could make such changes.

There are some glitches, but a quick glance over this topic shows me that you've moved on from what you call 'this stupid thing' so I won't bother you with that. :)
Anyway, registered just to let you know - nice one!

@Everyone:
Okay, okay, I also registered to ask if anybody here knows how I can get it to work with Resurrection of Evil :mrgreen:
I bought both once on Steam. The RoE expansion is in a folder called d3xp. I installed Sikkmod - which sais to work for both D3 and RoE - through Desura. I can launch the mod for Doom3 through Desura just fine. The shortcut was added to Desura automatically. I can also add "+set fs_game sikkmod" to the launch parameters for Doom 3 in Steam and it works. However, there is no RoE entry in Desura, and the launch parameter "+set fs_game sikkmodd3xp" or "+set fs_game_base d3xp +set fs_game sikkmodd3xp" does not work*.

*) Doom3 starts with the RoE planet in the background instead of the D3 Mars planet, but the 'RoE' title is missing. My D3 savegames are there, which shouldn't, and when I choose new game, the screen goes black and I am brought back to the Menu.

In the Doom3 folder, there's a folder named sikkmod with all the files you'd expect. In sikkmodd3xp there are only 3 files, config.spec, gamex86.dll and I think DoomConfig.cfg.

When I start RoE normally and load Sikkmod, I am back in non-RoE Doom3.

Any ideas? :D


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 Post subject: Re: Sikkmod v1.2
PostPosted: Fri Mar 23, 2012 4:15 pm 
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I'd recommend not using Desura at all and download the mod directly. Then follow the installation instructions in the readme. You can get the RoE version here.

If you still encounter any problems, let me know.


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 Post subject: Re: Sikkmod v1.2
PostPosted: Sun Mar 25, 2012 9:34 pm 
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It works, thanks!


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 Post subject: Re: Sikkmod v1.2
PostPosted: Mon Apr 02, 2012 1:10 am 
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Hey, I've got a GTX 680 and I've noticed a problem (not sure if it's on my end or not). After installing Doom 3, copying the sikkmod folder to my Doom 3 directory, then finally loading sikkmod in-game, all of the effects seem to be messed up. When I turn on soft shadows or SSAO, for example, the effects seem to just put patterns across the front of my screen, like black lines or gray dots. Can't quite figure out what I'm doing wrong, and if someone could point me in the right direction, the help would be appreciated. Thanks. :)

juniez wrote:
Just tried out your mod, and I seem to be having problems with soft shadows. It seems that whenever I turn it on, there are large blobs of what looks like shadows constantly following my view, obstructing everything else. Any help?

http://dl.dropbox.com/u/1157653/doom3.jpg

screenshot, the massive discoloured half is what I assume to be the shadow. Strangely, it also seems to disable all the other shadows from being cast.


juniez wrote:
http://dl.dropbox.com/u/1157653/shot00002.png
blur filter none, g_testpostprocess ssmask

hardware

Intel Core 2 Quad CPU Q6600 @ 2.40GHz 3.20GHz
4.00GB RAM
Geforce GTX 280 SLI
Driver version 260.99
Windows 7 64-bit
Doom 3 is fully updated as well

Now that you mention it, almost everything seems to either not show up or show up bugged, for example, the SSAO seems to do nothing but leave an overlay of blurred dots in my view:
http://dl.dropbox.com/u/1157653/shot00006.jpg


^Looks like I have the exact same exact problem as this person. His screens shots look nearly identical to mine when I try to run the same effects.

Typing "g_testpostprocess ssmask" into console produces the same image.


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 Post subject: Re: Sikkmod v1.2
PostPosted: Tue May 15, 2012 8:24 am 
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@Sikkpin,

I was just wondering, now that we have access to the entire engine code, haven't you lately played around with the thought of optimizing some of the performance eating features of sikkmod ?

I guess all the sikkmod features that require depth buffer caculations such as DOF, SSAO and the softshadowing would greatly benefit from not having to do all these extra rendering times...

Also it should give you the access required, to properly distinguish between things that ought to be affected, and things that should not, like for example muzzleflashes or wall decals.

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 Post subject: Re: Sikkmod v1.2
PostPosted: Sat May 19, 2012 9:48 pm 
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Oneofthe8devilz wrote:
@Sikkpin,

I was just wondering, now that we have access to the entire engine code, haven't you lately played around with the thought of optimizing some of the performance eating features of sikkmod ?

I guess all the sikkmod features that require depth buffer caculations such as DOF, SSAO and the softshadowing would greatly benefit from not having to do all these extra rendering times...

Also it should give you the access required, to properly distinguish between things that ought to be affected, and things that should not, like for example muzzleflashes or wall decals.


Yeah definitely curious about this. Your mod has made me replay and come to love doom 3 again. Also, I really appreciate all the work your have done sikkpin. Gorgeous stuff


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 Post subject: Re: Sikkmod v1.2
PostPosted: Sat May 19, 2012 10:06 pm 
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Dictator93 wrote:
Oneofthe8devilz wrote:
@Sikkpin,

I was just wondering, now that we have access to the entire engine code, haven't you lately played around with the thought of optimizing some of the performance eating features of sikkmod ?

I guess all the sikkmod features that require depth buffer caculations such as DOF, SSAO and the softshadowing would greatly benefit from not having to do all these extra rendering times...

Also it should give you the access required, to properly distinguish between things that ought to be affected, and things that should not, like for example muzzleflashes or wall decals.


Yeah definitely curious about this. Your mod has made me replay and come to love doom 3 again. Also, I really appreciate all the work your have done sikkpin. Gorgeous stuff


Was thinking this as well. Imagine the mod looking like it does now and running two or three times better. :)


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 Post subject: Re: Sikkmod v1.2
PostPosted: Sat May 26, 2012 1:49 am 
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I experienced the same probem as Surf and others described, and found a solution (at least for my case).

After noticing it worked fine on Sikkmod 1.1 and Project Synergy (which is based on Sikkmod I think), I realized there was a visible difference in the startup mars backrgound: it was a little blurred in Sikkmod 1.2. Then I started comparing variables in each of the DoomConfig.cfg files and found one which fixed the issue (both the backrgound focus and Sikkmod's artifacts in motion blur/soft shadows).

Try changing:
seta image_downSize "1"
to:
seta image_downSize "0"
in sikkmod/DoomConfig.cfg.

Actually the problem was that Doom 3 wasn't detecting correctly my machinespec or videoram, thus forcing this setting (which is for less capable hardware). I'm using 64-bit Linux BTW where autodetection has some problems, but I remember this happened under Windows too in Sikkmod 1.2 but not 1.1).

I hope this helps.


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 Post subject: Re: Sikkmod v1.2
PostPosted: Sun May 27, 2012 11:19 pm 
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alex23 wrote:
I experienced the same probem as Surf and others described, and found a solution (at least for my case).

After noticing it worked fine on Sikkmod 1.1 and Project Synergy (which is based on Sikkmod I think), I realized there was a visible difference in the startup mars backrgound: it was a little blurred in Sikkmod 1.2. Then I started comparing variables in each of the DoomConfig.cfg files and found one which fixed the issue (both the backrgound focus and Sikkmod's artifacts in motion blur/soft shadows).

Try changing:
seta image_downSize "1"
to:
seta image_downSize "0"
in sikkmod/DoomConfig.cfg.

Actually the problem was that Doom 3 wasn't detecting correctly my machinespec or videoram, thus forcing this setting (which is for less capable hardware). I'm using 64-bit Linux BTW where autodetection has some problems, but I remember this happened under Windows too in Sikkmod 1.2 but not 1.1).

I hope this helps.


You are amazing. Doing this:

seta image_downSizeLimit "0"
seta image_ignoreHighQuality "0"
seta image_downSizeBumpLimit "0"
seta image_downSizeSpecularLimit "0"
seta image_downSizeBump "0"
seta image_downSizeSpecular "0"
seta image_forceDownSize "0"
seta com_videoRam "2048"

..fixed all of my problems. You're right, the game apparently falsely detected my setup and set things for low quality (even detected my vram at "-2048"?). Everything is working great now. I hope this also helps others with the same problem.

Thanks again. You're a lifesaver. :)


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 Post subject: Re: Sikkmod v1.2
PostPosted: Sun May 27, 2012 11:29 pm 
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You're welcome. I'm glad this issue was finally solved.


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 Post subject: Re: Sikkmod v1.2
PostPosted: Mon Jul 02, 2012 10:18 pm 
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The first 10 posts have been the best...
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Some new screenshots :D

Image

Image

Image

Image

Image

Image

Image

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Last edited by Tom Yum 72 on Tue Jul 03, 2012 12:01 am, edited 1 time in total.

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 Post subject: Re: Sikkmod v1.2
PostPosted: Mon Jul 02, 2012 10:32 pm 
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how u set the mod arrrgh! :D how u can this damn u brother! :D


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 Post subject: Re: Sikkmod v1.2
PostPosted: Tue Jul 03, 2012 12:57 pm 
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Tom Yum 72 wrote:
Some new screenshots :D


Sweet looking screens.

Of all engines I still like the look and feel (emphasis on the latter one) of pimped up idtech4 the most.

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 Post subject: Re: Sikkmod v1.2
PostPosted: Tue Jul 03, 2012 2:09 pm 
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Thank you ! :)

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