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rbdoom3bfg with editors

Started by anonreclaimer, April 14, 2018, 01:03:56 PM

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anonreclaimer

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

MrC

That's awesome! Is there a precompiled bin available for download?

motorsep

Quote from: anonreclaimer on 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

Finally !!! If it works well, good job! :)

Now RBDoom3BFG needs soft particles, fix for particle bounds and a few other things from Storm Engine 2, and it will be a totally awesome complete Doom 3 BFG engine

After that Doom 3 BFG VR fork needs to get all these goodies and hopefully new era of modding will begin.

anonreclaimer

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

MrC


anonreclaimer

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...

MrC

I haven't run into anything like that and have also updated to what I believe are the latest drivers from NVidia.

Operating System:   Windows 10 Pro, 64-bit
DirectX version:   12.0
GPU processor:      GeForce GTX 670
Driver version:      391.35

There is some shadow popping but nothing like in that shot. As for the popping, for example the first ramp going up on The Edge 2.

I did have severe performance with SSAO, it was dropping my FPS down to 15FPS in some places where there wasn't even much happening, no characters on screen, etc..

Once that was disabled performance shot back up and held steady.

I also tried r_usescissor 0, r_useportals 0, r_showtris 3, and r_forceambient 1. And with the whole map visible at times, still maintained a solid 60FPS (I have it set to 60 instead of 120). Did this for several settings to just try and break and crash the engine but it held up pretty darn well. I also play at 1080.

On a side note, drawing the whole map and using r_forceambient 1 makes me wonder what base performance would be like if lightmapping was ever added. But I think this is a topic that's been covered once or twice around here ;)

Anyway I hope anything I provided here helps and if you want me to try anything specific please let me know and thanks again, keep up the great work!


motorsep

Quote from: anonreclaimer on 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

Any chance you can integrate editors into https://github.com/KozGit/DOOM-3-BFG-VR ?

anonreclaimer

Yeah, just give me a few days.

motorsep

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).

anonreclaimer

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

motorsep

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   :)

The Happy Friar

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?

anonreclaimer

#13
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...

motorsep

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!