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InsideQC Forums • View topic - MHDoom finished

MHDoom finished

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MHDoom finished

Postby revelator » Wed May 28, 2014 2:56 pm



This was MH's take on a no nonsense Doom3 engine :)
its a bare Doom3 no radiant or any other editors built in besides the map compilers.
It uses Glew for its OpenGL Api.
It has numerous fixes he made like vertexbufferrange better timing and fixes for black ase models.
Uses improved fragment based interaction shader code.
Improved render code.
Runs on ultra setting all the time code for setting lower standards was removed completely.

My contribution.

All of iodoom3's fixes.
All of dhewm3's fixes.
SikkPins fix for matrix calls.
Better TGA and Jpeg image code.
All of fabian sanglards fixes (based on his PVS studio checks).
Readded rendertools and auto overbrights (its dark and scary even with overbrights).

It runs like oil on ATI cards yay :)
Visuals are close to photo realistic which is also rather meh,
unless you have HD textures installed (the games low res images really show).

Try it and let me know how you like it :)
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Re: MHDoom finished

Postby Nahuel » Wed May 28, 2014 8:36 pm

i can not dowload the file :( please use another server !
hi, I am nahuel, I love quake and qc.
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Re: MHDoom finished

Postby revelator » Wed May 28, 2014 9:48 pm

try this one
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Re: MHDoom finished

Postby qbism » Thu May 29, 2014 3:50 am

Running like a champ on ATI Radeon at native resolution. :D
Download mirror if you wish
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Re: MHDoom finished

Postby revelator » Thu May 29, 2014 12:23 pm

:) only took me buying a pair of new AMD gfx cards to squash that bug :lol:
Ah well besides a few minor glitches with the drivers they run pretty solid :)
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Re: MHDoom finished

Postby szo » Thu May 29, 2014 7:43 pm

You are playing with open code, why are you not publishing the source along with it?



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Re: MHDoom finished

Postby revelator » Thu May 29, 2014 9:05 pm

I will :) just wanted to know if i actually squashed the bug thats been hunting me with AMD/ATI cards since the last time i tried to finish up mh's code ;)

but since it seems to work now ill put it on github :)
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Re: MHDoom finished

Postby revelator » Thu May 29, 2014 9:30 pm



Its up :)
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Re: MHDoom finished

Postby goldenboy » Fri May 30, 2014 2:41 pm

Is it Windows-only? That's a drawback. Oh well.
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Re: MHDoom finished

Postby revelator » Fri May 30, 2014 2:50 pm

Atm yes MH removed most of the OS specific code from the source before i got my hand on it, but i plan to use some of dhewm3's code to fixup that.
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Re: MHDoom finished

Postby goldenboy » Fri May 30, 2014 2:55 pm

That sounds good. I'll still try it under wine for now.

Edit: It runs under wine, just no sound.
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Re: MHDoom finished

Postby revelator » Fri May 30, 2014 4:10 pm

Hmm openal32.dll missing ? btw if i go the dhewm3 way openal will be the default sound backend but since its crossplatform that might not be so bad :)
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Re: MHDoom finished

Postby revelator » Fri May 30, 2014 5:07 pm

Btw i was not exagerating when i said that this engine really pushes the image quality.

Image

Sadly its even worse than this on some ingame art like tha tablets in the last map, the pixelation allmost looks like a dos game :S

also im running into a bug with shadows on models not sure if driver related though since noone else has said anything.

Oh and a bug report for barnes :) his code for showing allocated VBO mem does not work with GLEW so ill probably have to file a bug report to the guy making GLEW.
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Re: MHDoom finished

Postby goldenboy » Fri May 30, 2014 9:10 pm

The tablets are extremely pixelated in vanilla D3 as well, unfortunately. The resolution is just pretty low.
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Re: MHDoom finished

Postby leileilol » Fri May 30, 2014 9:14 pm

Would it be appropriate to implement texture upscaling then? :P
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