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Strutt your stuff! / Re: STROGG - A prequel to Quake2/4 in IDT4 (?)
« Last post by Snehk on Today at 05:12:47 AM »
I guess that you can get those ideas done in any of the engine forks, even stock GPL ones. But if you plan to have large open maps, then you'll have to make a lot of optimisations to get it running. Renderer is not suited for that. I'm still yet to check VkDoom's performance, but I'll do it next week due to schedule changes.
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Strutt your stuff! / Re: STROGG - A prequel to Quake2/4 in IDT4 (?)
« Last post by Blogutan on August 20, 2017, 05:11:03 PM »
Hey Snehk !
THIS IS GREAT ! Thank you so much for this reply, which is super helpful.

I didnt even know, that there were so many builds out there!
You are actually right. (And pretty uplifting.)
I also thought about just building stuff myself - yet i really have a hard time with the coding. But now seeing that progress - oh boy.


I will look each page up and cross check it with my ideas and then write a reply in like the next days :)

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id Tech 4 Discussion / Re: prey & doom3 : same two missing files ..
« Last post by spamclark15 on August 19, 2017, 02:28:24 PM »
Those aren't used in the final game. Generally any message from startup in blue like that can be ignored as real problems will be in yellow or red text.
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id Tech 4 Discussion / Re: prey & doom3 : same two missing files ..
« Last post by argoon on August 19, 2017, 12:27:06 PM »
Thanks for the files, but they are not need, they are just simple .txt files, it was shader testing code and so idSoftware removed them because the engine doesn't really use .txt (extension) for anything, it uses .vp/.vfp files for shaders or .cg files in the case of BFG edition, also many warnings on the console are really harmless. :)
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id Tech 4 Discussion / prey & doom3 : same two missing files ..
« Last post by grml4d on August 19, 2017, 08:24:38 AM »
i saw that in the console these days :

it is a bug i spotted before with the one & only prey... so i reported the bug : https://bugzilla.icculus.org/show_bug.cgi?id=4356    :P
something i found is that you can get the files in the pak000.pk4\glprogs\ of roe [ d3xp folder]



i attach the files
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id Tech 4 Discussion / Re: D3BFG Map Question
« Last post by Snehk on August 18, 2017, 04:17:43 PM »
It should be possible, you'll have to change materials those levels use to make them compatible with stock Doom 3, as BFG uses GLSL instead of ARB shaders. If Lost Mission brought new entities like monsters, items or weapons, those should be obviously ported as well (I haven't played it).

The only problem that comes into my head with BFG maps working on stock Doom 3 (and vice versa) is the shader incompatibility.
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id Tech 4 Discussion / D3BFG Map Question
« Last post by spamclark15 on August 18, 2017, 03:27:13 PM »
Is it possible once the files are extracted out of a RESOURCES file to use the maps in normal DOOM 3? Perhaps someone already tried to do this, but le_hell and le_hell_post of the Lost Mission would be neat to play in normal DOOM 3.
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id Tech 4 Engine Coding / Re: D3 GPL MS Community 2013 Ready to Go Compile + Tools
« Last post by grml4d on August 18, 2017, 01:01:58 PM »
i am working on a little project about doom3 ...the no-bfg has all that i need to edit maps and run it...
while the bfg seems very hard to handle for map , models...

what i do should end with new maps and mod-dll ...then i hope the final release will use bfg-vulkan : https://github.com/DustinHLand/vkDOOM3

so if somebody could make a release with just editing sound engine...others and i would be very happy to play DOOM3 with nice audio instead of stereo....
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Strutt your stuff! / Re: STROGG - A prequel to Quake2/4 in IDT4 (?)
« Last post by Snehk on August 18, 2017, 06:30:11 AM »
Welcome to the forums Blogutan!

Before starting development, it'd be good to decide which fork of the engine you'll use. You could go with stock Doom 3 or BFG GPL engines, but their forks brought numerous fixes and improvements, so it's not really practial to use them. You may consider:

  • dhewm3 - several fixes, 64bit port, OpenAL audio, better widescreen support, cross compatible
  • Raynor Pat's fork - replaced ARB shaders with GLSL, parts of BFG renderer ported as well
  • fhDOOM - OpenGL 3.3, GLSL shaders, many graphical improvements, fixed tools
  • RBDOOM-3-BFG - improved Doom 3 BFG engine, soft shadows, 64bit and Linux support, several fixes
  • OpenTech Engine - based on RBDOOM-3-BFG, suited for creation of standalone games, Flash menu replaced with CEGUI
  • Storm Engine 2 - like above, but better performance fixes, improved shaders, YCoCg texture compression, fixed and enhanced tools, reverse-engineered Flash menu, many other improvements
  • VkDoom3 - Doom 3 BFG with Vulkan renderer

Check each of those pages and try to choose a best development base for your project. I could help you get up and running with minimal base assets. It'd be easiest for Storm Engine 2 though, as I could simply send you my base directory and write where I made small tweaks in the code to make it run. If you're not into compiling the engine yourself, I could send you a binary as well, but I made a few small changes in dialogues of some tools.

For general development tips, check these sites:


It won't necessarily take a few years to develop a simple game like this on id Tech4. You have AI with area awareness system and dynamic obstacle avoidance, physics code and game logic from get go, it'd only need some scripting. Hardest part is actually starting up with minimal base assets. Once you've got this done, it's all about asset creation and scripting. Since you did a lot of 3D modelling, you could simply make your levels in modelling software. Then you'll have to use func_static to bring the model to your level and seal them with brushes (build brushes with caulk or nodraw textures all around them). The other way would be modelling your level in Blender and exporting it as .map file.

Using vertex painting is necessary to get texture blending, an advantage of using models over world brushes.

I'm a noob as well. I know basics of C++, I can make models, simple textures, levels, edit sounds, use trackers to make simple soundtracks, write (I practise this one on an almost daily basis), but I started working with this engine just recently. I may help you from time to time if I'll be able to.
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id Tech 4 Engine Coding / Re: D3 GPL MS Community 2013 Ready to Go Compile + Tools
« Last post by motorsep on August 17, 2017, 06:11:36 PM »
You might want to use BFG engine instead of old rotten Doom 3 engine.
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