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Messages - anonreclaimer

#1
Quote from: The Happy Friar on May 28, 2018, 06:23:17 PM
errors I got:Severity    Code    Description    Project    File    Line    Suppression State
Error    C1083    Cannot open include file: '..\LibOVR\Include\OVR_CAPI.h': No such file or directory    idlib    d:\doom-3-bfg-vr-master\neo\vr\Vr.h    32   
Error    C1083    Cannot open include file: '..\LibOVR\Include\OVR_CAPI.h': No such file or directory    Doom3BFGVR    d:\doom-3-bfg-vr-master\neo\vr\Vr.h    32   
Error    C2061    syntax error: identifier 'DXGI_JPEG_AC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8132   
Error    C2061    syntax error: identifier 'DXGI_JPEG_AC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8321   
Error    C2061    syntax error: identifier 'DXGI_JPEG_DC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8137   
Error    C2061    syntax error: identifier 'DXGI_JPEG_DC_HUFFMAN_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8326   
Error    C2061    syntax error: identifier 'DXGI_JPEG_QUANTIZATION_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8142   
Error    C2061    syntax error: identifier 'DXGI_JPEG_QUANTIZATION_TABLE'    Doom3BFGVR    C:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\wincodec.h    8331   

first two are easy: I don't have that folder in my neo/libs folder.  So obivious.  :)The DX ones I'm not sure.
I downloaded the .zip of the github files earlier today & tried to compile that.  i'm using Studio 2017 & had it cmake to 15, but had no issues loading the solution file.  I added the stuff I was supposed to to the preprocessor & command line for the respective projects.

lol, I was faced with the same issue but Motorsep is right your missing the libraries. The libraries that are used is valve's openvr library and the oculus window SDK. I'll post the link to the libraries.
https://drive.google.com/file/d/1gMshC5WQ5BP_tW5pmc7JhW8FttBxyeLE/view?usp=sharing
#2
Quote from: motorsep on May 27, 2018, 07:08:48 PM
Quote from: anonreclaimer on May 25, 2018, 10:37:01 PM

... but AF and the Material editor are broken.

Hmm.. Broken how? I recall all editors worked in Storm Engine 2 (some had inherited bugs from old vanilla Doom 3, but that wasn't something easily fixable) where one could use it to make content.

Quote from: anonreclaimer on May 25, 2018, 10:37:01 PM
I'm going to push a commit soon that adds geometry shaders with the AF editor. Also, I'm thinking of ways of expanding the culling system and adding compute shaders to the pipeline.

Nice, it would be interesting to see how it would benefit the game, especially in VR.

Quote from: anonreclaimer on May 25, 2018, 10:37:01 PMNote: These instructions are for the vs2015 compiler so I don't know if these builds will compile nicely for vs2017.

I am hoping TheHappyFriar can test it as I, unfortunately, literally don't have any free time to spare in the next few month :-[

Btw, great job you are doing here!

I'm done, here's a binary. The build has a few bugs but, I'll figure it out later.
https://github.com/anonreclaimer/DOOM-3-BFG-VR/releases/tag/V0.022-Alpha
#3
Quote from: motorsep on May 17, 2018, 08:06:17 PM
Ah, sweet! Much appreciated.

Do you think you can also provide a Win64 build when you are done? I'd like to spread the word on my twitter and facebook about your fork   :)

Quote from: The Happy Friar on May 19, 2018, 10:02:33 PM
Maybe I'm missing it, but the readme on the GitHub page mentions an installer.  Is there one of do I need to download & compile the code?

Motorsep, I'm still working on DOOMBFGVR and it needs a bit more work but I'm going to push another commit soon but I should have a bin available for you soon.

My RBDOOM3BFG build has almost all the editors working but AF and the Material editor are broken. I'm going to push a commit soon that adds geometry shaders with the AF editor. Also, I'm thinking of ways of expanding the culling system and adding compute shaders to the pipeline.

Note: These instructions are for the vs2015 compiler so I don't know if these builds will compile nicely for vs2017.

To compile the RBDOOM3BFG and my RBDOOM3BFG build
1.Start cmake and bake a solution file don't forgive to check USE_MFC_TOOLS.
2.Add _AFXDLL and ID_ALLOW_TOOLS to both idlib and RBDOOM3BFG preprocessor.
3.Then add /MD to the command line for both idlib and RBDOOM3BFG (you change runtime if you want too, I'm just lazy so I rather override it)
4.Also Cmake sometimes never adds tools to the project so you have to do it yourself
5. Finally build and hope it doesn't fail..
Bonus: Don't forget to add 4005 and 4996 to disable specific warnings to keep the compiler quiet...
#4
Quote from: motorsep on April 30, 2018, 03:40:35 PM
Quote from: anonreclaimer on April 29, 2018, 11:57:08 PM
Yeah, just give me a few days.

Alright, that should re-ignite modding scene (I know a lot more people interested in Doom 3 VR than in non-VR Doom 3).

You might want to get in touch with Koz, since he has a pending update coming out soon (this way you get current code base).

Motorsep, I'm alomst done adding back tools. I just gotta make one more commit and test it a little...
Here's my branch -> https://github.com/anonreclaimer/DOOM-3-BFG-VR
#5
Yeah, just give me a few days.
#6
MrC do you experience any problems with shadows from that build? I believe I'm experiencing a graphics driver bug because my code seems to be sound. I thought I broke it because of replacing the old GL matrix functions with rendermatrix functions...
#7
Quote from: MrC on April 16, 2018, 08:51:36 AM
That's awesome! Is there a precompiled bin available for download?

Here's a copy of an executable version of the engine. It's plug n play, so as you have a RBdoom3BFG lastest build it should work.
https://github.com/anonreclaimer/RBDOOM-3-BFG/releases/tag/1.0.3
#8
id Tech 4 Engine Coding / rbdoom3bfg with editors
April 14, 2018, 01:03:56 PM
Hey guys, I made a public branch of the rbdoom3bfg engine with some changes to the render, framework, and even adding back the editors which are from the strom engine 2. There are a few bugs in the render with static volume stencil shadows right now, and some bugs with radiant when it comes to switching from editor and game. I just wanna thank Motorsep and RobertBeckebans for there contributions to the doom 3 community.

https://github.com/anonreclaimer/RBDOOM-3-BFG