Author Topic: Modernizing DOOM 3  (Read 4006 times)

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VGames

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Re: Modernizing DOOM 3
« Reply #15 on: August 16, 2015, 07:09:11 PM »
Motor u know nothing about me.

I don't need to. Some questions you ask here are ridiculous. As if you deliberately refuse to look up how it was done in Doom 3 or RoE, or if you simply don't want to experiment and find a way to get it done. And I am not even talking about coding stuff.

Like I said u know nothing about me. 99% of the questions I ask I ask from work in my spare time. When I get home and actually have time to mod I never ask questions. I'm working on making those ideas real. This place for me is sometimes an idea dump sight. My boredom brings on ideas for my mods. I do plenty of investigating.

What have u done with id tech 4? I saw that u said u started with the old Doom 3 engine and then moved to the BFG engine. What did u do with these engines?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

BielBdeLuna

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Re: Modernizing DOOM 3
« Reply #16 on: August 16, 2015, 07:54:55 PM »
Sikkmod can't be done in d3 BFG? who says that?

Sikkmod can't be PORTED to d3 BFG with a simple drag and drop of the code, but it can be done in BFG with CG shader code.

the BFG engine, which I call it idTechX, is a modernitzation of idTech4, some of the decisions for doom3 BFG (the product not the engine) were based on it being a console game on a disc medium (that's the reason of everything binary, and the monolithic executable) but appart from that it is a good improvement, those descisions from my point of view on the long run hurted more the engine than benefited it, due the existance of SSHD and it's speed assets should load much faster. the monolitic exectuable was a downright stupid decision.

We're looking forward to create a base to create games with idTechX so you don't need Doom3 BFG edition.

all things aside, why bashing the engine? it's not constructive to anyone to bash on an engine. stop the fight and go back to constructive discussion!
« Last Edit: August 16, 2015, 07:58:24 PM by BielBdeLuna »

motorsep

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Re: Modernizing DOOM 3
« Reply #17 on: August 16, 2015, 09:06:46 PM »
What have u done with id tech 4? I saw that u said u started with the old Doom 3 engine and then moved to the BFG engine. What did u do with these engines?

Phaeton, the game I have been working on.

motorsep

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Re: Modernizing DOOM 3
« Reply #18 on: August 16, 2015, 09:10:05 PM »
all things aside, why bashing the engine? it's not constructive to anyone to bash on an engine. stop the fight and go back to constructive discussion!

I am not sure either why so much hate is projected toward BFG engine. And every time I bring engine up, there is this nonsense coming from people who never worked with it.

aphexjh

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Re: Modernizing DOOM 3
« Reply #19 on: August 17, 2015, 12:39:25 AM »
I think most of us are just used to working with Doom 3 and don't really understand the workflow that would make using BFG possible, for our projects.

Motorstep, I know that you are very experienced with the BFG tech, could you perhaps show the community how to get their mod's up and running in BFG?

aphexjh

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Re: Modernizing DOOM 3
« Reply #20 on: August 17, 2015, 12:44:14 AM »
:D I should have google'd that first. Sorry Motorstep, it seems you have already done just that :
 http://steamcommunity.com/app/208200/discussions/0/34093781795332064/
haven't tried it yet. Thank you for this.

VGames

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Re: Modernizing DOOM 3
« Reply #21 on: August 17, 2015, 09:04:26 AM »
The only reason we're talking about BFG again is because u brought it up again and we're supporting the fact that the OP states that there is no intention of using BFG. None of us in this thread want it. So drop it.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

motorsep

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Re: Modernizing DOOM 3
« Reply #22 on: August 17, 2015, 09:35:47 AM »
The only reason we're talking about BFG again is because u brought it up again and we're supporting the fact that the OP states that there is no intention of using BFG. None of us in this thread want it. So drop it.

The OP's intention to not use BFG stems from OP not being familiar with BFG engine, and misconception that you and the devil spread across this forum.

motorsep

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Re: Modernizing DOOM 3
« Reply #23 on: August 17, 2015, 09:36:23 AM »
:D I should have google'd that first. Sorry Motorstep, it seems you have already done just that :
 http://steamcommunity.com/app/208200/discussions/0/34093781795332064/
haven't tried it yet. Thank you for this.

I am thinking of making actual tutorials for BFG modding :)

caedes

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Re: Modernizing DOOM 3
« Reply #24 on: August 17, 2015, 10:25:23 AM »
I am thinking of making actual tutorials for BFG modding :)
That would be helpful :-)

You could use modwiki for that if you want to.

aphexjh

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Re: Modernizing DOOM 3
« Reply #25 on: August 17, 2015, 10:26:50 AM »
I am thinking of making actual tutorials for BFG modding :)

Here, here!

None of us in this thread want it. So drop it.

Sorry VGames. Not trying to derail.

motorsep

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Re: Modernizing DOOM 3
« Reply #26 on: August 17, 2015, 11:15:36 PM »
Well, I am guessing devils right in one thing - neither Doom 3 BFG nor RBDoom 3 BFG are moddable as far as running +set fs_game modfolder unless resources in base/ are unpacked :/

I just tried it (was testing stuff for the tutorial I wanted to make) and while mod was loaded, as soon as I began loading mod's map, the engine crashed.


trebor

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Re: Modernizing DOOM 3
« Reply #27 on: August 18, 2015, 05:13:30 AM »
It is RBDoom3BFG +set fs_resourceLoadPriority 0 +set fs_game modDirectoryName and then it should work without any problems.

BielBdeLuna

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Re: Modernizing DOOM 3
« Reply #28 on: August 18, 2015, 07:22:28 AM »
Trebor I created a pull request to RBDoom3BFG to have this cvar changed to 0 by default

https://github.com/RobertBeckebans/RBDOOM-3-BFG/pull/241
« Last Edit: August 18, 2015, 07:27:31 AM by BielBdeLuna »

motorsep

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Re: Modernizing DOOM 3
« Reply #29 on: August 18, 2015, 07:43:44 AM »
It is RBDoom3BFG +set fs_resourceLoadPriority 0 +set fs_game modDirectoryName and then it should work without any problems.

I'll try, thanks. I was hoping the engine can load assets from .resources when running mods (for example, textures and maps are from the mod, but sounds and models from original game), but if it's not possible, I'll just resort to good ol' extraction of resources as a first step :-)