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fhDOOM (modernized idTech4)

Started by eXistence, April 10, 2016, 12:35:13 PM

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argoon

#90
Hello eXistence, thanks for taking time on your busy day to see what the problem is, will do what you asked, i'm sure is something obvious that i can't see, we have a say on my country "those that don't know are like those that don't see".

btw for anyone that want to also try their hands at ARB to GLSL conversion, i found some imo very useful links online, that next with studying eXistence GLSL shaders, helped me enough to make mine compile, even if the final look is not what i was expecting.

http://www.redway3d.com/downloads/public/documentation/bk_bm_custom_custom_gpu_arb.html

http://www.redway3d.com/downloads/public/documentation/arb_quickref.pdf

http://www.shaderific.com/glsl-functions/

Is done tell me if you have any trouble seeing the PM message.

eXistence

#91
wow! over one year has passed since the previous fhDOOM release. RL and other projects kept me very busy, so things became a bit quiet around it. After several requests from different people, i released a new version a few days ago:

http://www.facinghell.com/fhdoom/fhDOOM-1.5.2-1414.zip

This release contains mostly bugfixes and internal code changes. There is other stuff in the pipeline that is more visible and more relevant to the game, but i don't want to delay this any longer.

  • fixed ambient lights (thx raynorpat for contributing some code!)
  • fixed black objects: some objects (mostly rag dolls) appeared completely black until beeing moved the first time.
  • unified texture loading   

            
    • all texture loading (uncompressed textures, compressed textures, cube maps, image programs) goes through the same code path
    • all textures are now immutable
    • added support for cubemaps from dds files
    • added support for RGTC/3Dc-compressed normal maps
    • channels (red/alpha) of tga normal maps are no longer swapped at load time
       
  • fixed several effects for RoE (some things are still missing for full RoE support, but at least its playable now)
  • improved linux support

            
    • fixed core profile context
    • fixed several compilation issues (compiles now fine with gcc 6.2 and clang 4.0)
    • fixed some keyboard layout issues
    • added shell script to install required build tools on an ubuntu system
       
  • fixed light/shadow flickering (in certain scenarios everything in a lights range seemed to be completely shadowed or not, depending on your view point and direction)
  • fixed vid_restart, reloadEngine and loading of mods
  • fixed a few minor issues with Visual Studio 2017 (compiles now fine with VS2013, VS2015 and VS2017)
HF!

motorsep

Quote from: eXistence on August 21, 2017, 05:17:31 PM
... After several requests from different people, i released a new version a few days ago:

Cool!! Any news about adding VR support ?

argoon

#93
Thanks eXistence, happy that you found time and motivation to work on your engine! :)

Will try to merge with the version i have, i did some deep changes to it but they are only on the game side of the engine, hope all goes well, because your fixes do sound like they will come on handy.

Btw sorry about the shader stuff was never able to do the test map that you wanted, but no problem i also decided to not mess with shaders for the time being.


edit: Don't know if is a placebo but i played doom 3 with your new engine version and i most say it runs fantastically, soft shadows and all, smooth 60+ fps's on a AMD R9 270X at 1080p.

grml4d

your project look great ... did you changed the audio so it follows win7...10 multispeakers ? instead of eax
did you updated the libraries : jpg , curl & ogg ?
i made a post having all these files : http://idtechforums.fuzzylogicinc.com/index.php?topic=380.msg6095#msg6095


motorsep


eXistence

@motorsep:
nope. VR support would be nice to work on, but i am not planning to invest in a VR headset any time soon, sorry ;(

@grml4d:
Updating the sound backend  to get rid of the old EAX stuff is on my ToDo list.

Yes, i am well aware of the fact, that some of those libs are pretty old, but they still compile and work just fine (only some minor tweaks for VS2017 were necessary).
I don't consider them a security risk, they are totally irrelevant performance-wise and they are only used very
occasionally in the engine (jpeg only for loading roq videos, curl only for downloading assets, so nothing really important).
Currently there is no point in updating them.

The only exception to this might be curl, because the linux version is currently build without it. I will probably update curl and integrate it when i look into the networking part.

grml4d

the files were made 10 years ago ...so updating jpg , curl & ogg will only be a good idea..
i searched and then looked at the files...the libraries should be very easy to replace...same goes with zlib and bfg edition .
the sound system for me is as important as updating opengl to vulkan or even more... O0 O:-)
playing in stereo is not as great as 5.1 or 7.1 ...  :-\

argoon

Quote from: grml4d on August 23, 2017, 12:47:46 PM
the files were made 10 years ago ...so updating jpg , curl & ogg will only be a good idea..
i searched and then looked at the files...the libraries should be very easy to replace...same goes with zlib and bfg edition .
the sound system for me is as important as updating opengl to vulkan or even more... O0 O:-)
playing in stereo is not as great as 5.1 or 7.1 ...  :-\

You only think stereo is bad because HRTF is not used in most games, ;)  also Doom 3 and idtech4 is capable of 5.1 and 7.1 sound from the beginning.

grml4d

i know it ....i have an x-fi ...but my recent computer that has 2 radeon 480 and use one for audio....is not seen as able to deliver 7.1...
as dsound was deleted... may be finding info on windows audio is not that easy...
the good old time of speaker in the case and waveformatex .....

may be that will help :  https://msdn.microsoft.com/en-us/library/windows/desktop/dd370802(v=vs.85).aspx

grml4d

i started to play the new fhDoom that advises some HD packs  :"]...that i also downloaded ..
so i put the wulfen_texture_pack_2.0.pk4 High-Res_Pipes_inoffical_wulfen_2.0_update.pk4 in the base folder with www_wulfen_texture_pack_20_fix.pk4 from gamebanana.com ... without any change in config or parameters..
despite my two rx480...i was having low fps and the feeling i was walking like a pirate with a wood leg..., beside that some part of the floor were totally black...very disappointing ...
i renamed the exe to doom3 , removed textures pack files and had a better fps but still a game not so smooth..with parts only at 30 fps .. with doom bfg i have 60 fps all time , same with doom 1.3.1 ..

may be a config can help for the hd pack.., i think you should try to optimize the exe itself by using some intel tools ..

Snehk

I have troubles building solution for MSVC 2013 using CMake on Windows 10. I have everything required to build it (exact versions mentioned in building section on GitHub), yet it throws out an error: Unknown cmake command "add_force_include".

revelator

cmake might have deprecated it, also had problem with it but in my case it put linker flags in the resource compiler causing it to fail building, so i had to edit them by hand. Probably need a better solution.

originalxboxrulez

Don't forget to change the game's resolution (fhDOOM does not yet select your native resolution automatically).

^^^ How exactly do you set your resolution? i edited the config to set my res but the game just errors out when i try to launch the game am i missing something here?

core2 quad q8300
8gb ddr2
8600 gts 256 mb latest drivers
128 gb ssd
win7

The Happy Friar

if it's like stock D3,
r_customheight, r_customwidth, for the monitor height/width respectively, r_mode -1 for custom resolution, r_customaspect for the aspect ratio of your monitor.