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InsideQC Forums • View topic - Doom 3 engine release and game code

Doom 3 engine release and game code

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Re: Doom 3 engine release and game code

Postby revelator » Tue Oct 15, 2013 2:25 pm

Thanks frag :)

guess ill have to change my nick to stoney now... :shock:
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Re: Doom 3 engine release and game code

Postby AluminumHaste » Sun Oct 20, 2013 3:23 am

Good luck with your surgery!
Time to change your diet? Or is this more of a genetic thing?
My uncle had gall stones for years, changed his diet and has been good ever since, I hope it's something simple like that for you. He used to complain about pains all the time.
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Re: Doom 3 engine release and game code

Postby revelator » Sun Oct 20, 2013 10:19 am

Gallstones seem to be genetic in my Family :S so ouch.

Im the first to get kidneystones though, might just be a fluke but damn how unfortunate can you get...
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Re: Doom 3 engine release and game code

Postby revelator » Fri Nov 15, 2013 11:54 am

Surgery done, cant say i enjoy it atm :S compared to gallstone surgery this is hell... damn it hurts. Hope the end result is worth the pain.

Also bought 2x radeon R9 270X and yup doom3 will not run :S strangely enough prey will :shock: guess humanhead fixed the doom3 engine problem.
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Re: Doom 3 engine release and game code

Postby qbism » Fri Nov 15, 2013 6:00 pm

Hope your pain doesn't last long, and hopefully you have some pills.
Radeon forever has issues but a new card won't play it??
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Re: Doom 3 engine release and game code

Postby leileilol » Fri Nov 15, 2013 9:26 pm

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Re: Doom 3 engine release and game code

Postby revelator » Sat Nov 16, 2013 12:42 am

Havent really had time to yank around with the driver yet, but ill try when i feel a lil better :).

New Card seems to = old Card when it comes to this problem unfortunatly :S

Btw the R9 270X is based on the pitcairn GPU so its actually not new :) they just crammed more ram and a lil higher clock speed into it.

Mines a TOXIC edition from Sapphire so has really good cooling compared to stock models, unfortunatly its also massive in size (larger than a 285 GTX ultra :shock: ).
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Re: Doom 3 engine release and game code

Postby qbism » Wed Nov 20, 2013 3:10 pm

Could it be glsl syntax? For example, Barnes wrote a shader fix for Q2xp for ATI, can see on sourceforge. My trusty Mobility died recently so memory of ATI tricks is fading. I keep getting burned by HP (literally, thanks to poor cooling) but reconditioned HP/radeon pavilions are so cheap I keep coming back.
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Re: Doom 3 engine release and game code

Postby revelator » Wed Nov 20, 2013 6:16 pm

Was the ol catalyst bug again :( rename Doom3.exe to something else and it works like a charm.
Wonder if they will ever fix that bug, its been haunting ATI since they changed the gui interface to NET.
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Re: Doom 3 engine release and game code

Postby revelator » Wed Nov 20, 2013 6:18 pm

Btw radeonpro also fucks up doom3 (NET again sigh). If id know a bit more about gui coding i would change this crap to a QT interface and it cant go fast enough.
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Re: Doom 3 engine release and game code

Postby revelator » Thu Nov 21, 2013 6:36 pm

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Re: Doom 3 engine release and game code

Postby goldenboy » Fri Nov 22, 2013 11:23 am

Man, reckless, didn't see this earlier... hope you get well soon.
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Re: Doom 3 engine release and game code

Postby revelator » Fri Nov 22, 2013 3:53 pm

Np gb :) surgery done and besides a rather unpleasant week im all ok again. Not looking forward to having the kateter removed though :S.

Moved the fix to the material parser and set the initial stage for the matrices before parsing.
Still a few things to iron out the fix does not work for DDS textures hmm ???
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Re: Doom 3 engine release and game code

Postby revelator » Sun Nov 24, 2013 9:59 pm

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Re: Doom 3 engine release and game code

Postby raynorpat » Wed Feb 05, 2014 9:13 am

Mini-bump

Got most of the BFG GLSL backend merged into standard Doom 3.

https://github.com/raynorpat/morpheus

It won't work on integrated Intel GPUs just yet, I think Intel's compatibility context is being ass, but should work once most of the deprecated calls go away and the compatibility context is migrated to a core OpenGL context.
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