Doom 3 source code packaged and tested. - by lost_soul
Ulukai on 4/11/2011 at 19:29
Quote Posted by lost_soul
Yep. Id technology has always been very stable. I never have strange crashes during gameplay and I never get stuck in objects or fall through floors etc.
The Unreal engine on the other hand... remember what Unreal was like? I used to exploit funny glitches like jumping on books to kill myself and standing on invisible surfaces over lava.
Another drive-by generalisation. Having tinkered extensively (we're talking 1000s of hours here) with both, you could get invisible BSP planes in both engines - sounds more like a QA issue to me.
New Horizon on 5/11/2011 at 12:33
Quote Posted by Shadowhide
TDM is laggy because d3 engine is shit engine,not because of my retarded hardware (4gb Ram 512 Vram GeForce GTS250 ect)
TDM lags because we didn't have access to certain parts of the D3 engine when we made it. TDM lags because it is doing more behind the scenes than a game like Doom 3, or Crysis.
I honestly don't know how TDM could be as laggy as you're saying with the system specs you have. With my visual settings changed to 'simple' ambient and 'default' interaction shader, I could play most TDM missions reasonably well on my old desktop that had nothing more than a Geforce FX 5200. When I turned off the lightgem calculations, I would gain an extra 10fps on that old system....so when we finally get to optimize, even older systems like my previous desktop will have a better chance of playing missions.
Thankfully, this thread is about Doom 3 source code, so we should be able to see some performance gains once we've had some time to look through it.
nbohr1more on 6/11/2011 at 20:39
Quote Posted by Swiz
I remember the Wolfenstein 2009 Farm mission being open and bright.
That version of Id Tech 4 has "Deferred Rendering" which could be one of the most sought after changes to the Doom 3 engine for folks who know it's implications.
Simply put:
Regular Id Tech 4 = Immediate Mode Render = Triangles are generated for every new light source
Wolfenstein = Id Tech 4 with Deferred Rendering = Light values from light sources are merged before triangles are generated.
Conclusion: Deferred Rendering allows for INSANE amounts of light sources.
Any of the other nifty graphic stuff folks wish to add will be secondary to that improvement. (Graphic card performance wise).
Let's hope someone gets that working as soon as possible.
lost_soul on 7/11/2011 at 02:30
... and don't forget about implementing a command history, browsable with the up arrow. keys. When I type a string like image_downsizebumplimit and then I want to change it again, I get pissed when I have to type out the whole thing again. Even Q3a has a up-history, so why not Doom 3?
Also, I figured we would see the code released on Friday. Ah well, maybe next Friday?
New Horizon on 7/11/2011 at 03:21
Quote Posted by lost_soul
... and don't forget about implementing a command history, browsable with the up arrow. keys. When I type a string like image_downsizebumplimit and then I want to change it again, I get pissed when I have to type out the whole thing again. Even Q3a has a up-history, so why not Doom 3?
Also, I figured we would see the code released on Friday. Ah well, maybe next Friday?
There is a command history already, not sure why it's not working for you but it has been there since Doom 3 was released for me. I just press up and I can cycle through all the previous commands.
lost_soul on 7/11/2011 at 03:30
That must have been one of the features left out of the Linux port.
New Horizon on 7/11/2011 at 12:58
Quote Posted by lost_soul
That must have been one of the features left out of the Linux port.
Hmm, possible...but it seems really strange since it's all the same code. I've used TDM on Linux and don't recall having an issue with the console there...but I'll have to check that again next time I reformat and install Linux.
Vernon on 7/11/2011 at 16:46
Might be akeyboard issue. Various cygwin, lunix and windows terminals need different modifiers for cursor keys. Maybe is the same for the game console? See if you can use the cursor keys at all in game. If they work well there goes my theory. If they don't you might need to look into your lunix kb mapping
lost_soul on 7/11/2011 at 17:13
The arrow keys do work if I bind them to something, but they show up as "0x00". I'm not hardcore enough to know all the hex codes for keymaps, so I don't know if that is normal or not.