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InsideQC Forums • View topic - Revelation Test

Revelation Test

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Re: Revelation Test

Postby revelator » Mon Jul 01, 2019 4:20 pm

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Re: Revelation Test

Postby revelator » Mon Jul 01, 2019 8:46 pm

These codebits plus a heavily modified version of MH's VBO code for Doom3 has gone into a new dhewm3 build.

I have not tried to rectify any bugs in dhewm3 (it should be pretty bug free by default), instead i just added many of my working codepieces.
Dhewm3 does have one bug though, the intro video does not play (but who cares :P).
Also the menu does not autoscale on widescreen monitors, theres a cvar for that, but its off by default.
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Re: Revelation Test

Postby revelator » Wed Jul 03, 2019 10:24 am

https://sourceforge.net/projects/cbadva ... z/download

so here it is, dhewm3 with some goodies like MH's hybrid GLSL / ARB interaction renderer, Better VBO code, Updated Targa loader (TGA2), SSE enhanced matrix operations, and better resampling.

The engine defaults to GLSL interactions (looks better), but if you want to use the old assembler shaders open the console and write R_useGLSL 0 then hit enter and then reloadARBprograms followed by enter again.

Unfortunatly Doom3 newer had the success as a modding engine that quake had, mostly because the mapping tools suck (they are pretty much neutered versions of the old idtech3 tools and buggy as hell).

ID actually admitted that they didnt use the tools themselves, but wrote most of the game in notepad of all things :shock:

Also if you want to use things like sikkmod you will have to rebuild the game dll's with dhewm's SDK, this also goes for any mod you want to play.
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Re: Revelation Test

Postby toneddu2000 » Fri Jul 05, 2019 11:21 am

Do you know if Doom 3 has parallel shadow maps support?
- my first commercial game, made with FTEQW game engine
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Re: Revelation Test

Postby revelator » Sat Jul 06, 2019 10:48 am

vanilla does'nt, fhdoom has shadowmaps but im not sure if they are parallel.
It does use a new GLSL backend as well as framebuffers though :).

The only gripe atm. with fhdoom is that the expansion ressurection of evil cannot be played with it because the few special shaders it used are not yet ported to GLSL.
Someone with a good grip on GLSL should have no problem finishing that part (2 shaders need to be ported), unfortunatly that is not me heh.

The dhewm3 package i posted only uses GLSL for the interactions, besides shifting to half lambertian for better visuals.
The stencil shadows in it are still the plain old ARB based ones.

Atm im fighting a loosing battle with my old revelation doom3 because i lost some assets i had fixed, so im slowly trying to get around that.
Unfortunatly somewhere along the line i broke the expansion pack in revelation, flashlights go bonkers and some models like mc neil's draw inverted without bumpmaps :S
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Re: Revelation Test

Postby revelator » Fri Aug 09, 2019 8:16 pm

Decided to toy a bit with the source i based revelation on ( MHDoom ).

removed all my old hacked in BFG stuff like SSE intrinsics and replaced them with more vanilla friendly code.
reverted some mistakes i made which even though it did not break the engine was way wrong like using a version of _alloca alligned to 1 byte :S instead of just plain _alloca.
readded MH's hybrid GLSL ARB2 backend, this one was allways a little hairy since it was pretty fragile and some mods broke the interactions.
I spent several years trying to get it stable enough that it would newer break no matter what, and i think i succeded :).
The hybrid backend can even be used together with sikkmod since all sikkmods effects are loaded from materials.
One caveat though is that you cannot use sikkpins parallax shader since that one is an interaction shader and this engine defaults to GLSL interactions if your card supports it (all cards today do), you can however write one in GLSL and use that, this will probably also be better than using the old assembler based one.

added grebos fix for shadows causing triangles to go dark when compiling with msvc 2013 or later.

stencil shadow volumes still use ARB assembler, and i have no current plan on changing that since it will become a mess if this engine is to keep compatibility with older shaders.

If you still want the old parallax shaders, you will have to create a cvar for turning of the GLSL interactions.

code is here https://github.com/revelator/MHDoom
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Re: Revelation Test

Postby revelator » Sat Aug 10, 2019 2:36 pm

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Re: Revelation Test

Postby revelator » Sat Sep 07, 2019 1:16 am

Added the darkmod updates to support AVX and AVX2 cpu paths as well as the SMP changes for better multithreaded gaming.
Changes like the hybrid GLSL backend and SMP changes might also make it into dhewm3 officially after discussing it with daniel.

Removed the weird typeinfo program completely from sources, while a neat idea it was a pain in the behind to maintain because it broke more often than not.

Next on the table is updating the old openal and EAX to openal-soft and EFX for better support.
Im also looking at occlusion queries again since i recently got those working correctly in quake.
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Re: Revelation Test

Postby revelator » Tue Oct 22, 2019 9:12 pm

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Re: Revelation Test

Postby revelator » Fri Oct 25, 2019 2:17 pm

Refined the thread exit code a bit so that it can newer exit a thread unless the handle is closed.

Running into a rather bizarre problem with mods that use sikkmods shaders, at first i thought it was caused by something in the hybrid GLSL renderer but reverting it showed the same symptoms.
Basically what happens is this decals go bad in some locations (see screenshot) and i cannot for the life of me figure out why since i havent touched the decal code :surprised:



if someone has any idea what might cause this, it would be a big help, since i made major strides porting darkmods SMP system and other enhancements netting a really nice fps increase on mods that use heavy shader operations like sikkmod (SSAO and softshadow are still major fps sinks but you can now have everything else on and still get allmost 60 fps :cool:
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Re: Revelation Test

Postby revelator » Sun Oct 27, 2019 12:56 am

Hmm seems to be mirrors acting up as i noticed it only happens in places with loads of reflections :shock:
Went through the code with a toothcomb and there is no difference to original code so ugh...

Then i tried with an unmodified Doom3 and it still happens, so this seems to be something caused by AMD's drivers :evil:
Game works fine with mods that do not rely on sikkmods shaders.
The GLSL interactions also does make the game look better so maybe i can get away with just adding some bloom postprocessing to the backend (simple might actually be better in some cases).

Also removed a load of dead code in the compilers and render system (the compilers still had code for drawing opengl context which is moot since they use the games renderer now, and the renderer had unfinished thread code which would be nice, but probably better to just use the main thread handler for render context threads instead of having two sperate thread functions).
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