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InsideQC Forums • View topic - Darkmod

Darkmod

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Darkmod

Postby revelator » Wed Nov 19, 2014 10:27 am

Suddenly i find myself to be an allmost full time developer on this free clone of the old thief game :)
Many changes incomming, including moving the source base to cmake by using some of the dhewm3 work but without SDL, instead we are focussing on native OpenGL support via GLEW which i have completed on windows, but still need to get to compile right on linux, any help is welcome :). Also the game now has fully working depthbuffer code so we are working on soft particles and other stuff like possibly SSAO support.
SteveL on the darkmod forums allready has a working demo for softparticles and several videos showing the depthbuffer image. We made this in collaboration me doing most of the code to also support this in mods,
and Steve making the shaders + the interface for them in draw_common.cpp. Atm im working on an experimental branch removing all the cruft that is not supported anymore like most of the old render backends,
though we do intend to keep some of them for backwards compatibility. Also a lot of changes to fix compilation on newer msvc like msvc 2013 and planning on porting the engine to 64 bit.
Its a massive undertaking so all who like the game are welcome to submit patches to complete this task, the github address is and if a dev from here wants to do permanent work on it you can request developer access from me and i will set it up on github so you have full access.

Check it out :)
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Re: Darkmod

Postby nbohr1more » Wed Nov 19, 2014 4:34 pm

Thanks for your assist Rev!
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Re: Darkmod

Postby revelator » Thu Nov 20, 2014 11:14 am

Allways a plasure :) m8.
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Re: Darkmod

Postby toneddu2000 » Thu Nov 20, 2014 2:33 pm

Woah revelator thanks for sharing! I always looked at doom3 engine with curiosity but never been able to use it for the lack of documentation (especially about scripting), but the Dark Mod seems to be the only project that uses doom3 engine seriously.
Keep up the awesome work!

Just a sidenote: I don't know if it's yours that email on the GitHub front page but I reccomend you to convert it to MYEMAILADRESS AT GMAIL DOT COM otherwise it will be vulnreable to hordes of Viagra spam bots! :D
- my first commercial game, made with FTEQW game engine
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Re: Darkmod

Postby revelator » Thu Nov 20, 2014 6:32 pm

Thanks for the heads up tonnedu :) yeah i better get something done about that.
Allways welcome to drop by the darkmod forums as well :) lots going on atm, and the guys there can probably teach you a thing or two about modding the engine.
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Re: Darkmod

Postby revelator » Sat Nov 22, 2014 5:01 pm

linux build works again :) took some major poking around in the m4 files, removing the gllog functions, and some general trickery but it builds on kubuntu now.
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Re: Darkmod

Postby nbohr1more » Fri Nov 28, 2014 4:10 am

Have you tried building in MSVC 2013 community edition?

I wasn't able to do so...

Since I cannot build would you kindly do so? :)
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Re: Darkmod

Postby revelator » Fri Nov 28, 2014 8:46 am

I have the full 2013 but i can make you a build after work :)
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Re: Darkmod

Postby revelator » Fri Nov 28, 2014 5:06 pm

Have to push the build for tomorrow, can barely keep my eyes open anymore :)
Black friday and peeps here in denmark just had payday so we had thousands of customers at work and i only sleept for 1 hour because of back pain.
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