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Storm Engine 2 (Doom 3 BFG fork) video


motorsep

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@HMart: Well, either dig deeper (cos I actually got some mods from Doom 3, the ones without any C++ code involved, running with RBDoom3 and stock Doom 3 BFG), or wait until Phaeton alpha is out to get a hold of the engine. While we did take early RBDoom 3 BFG as base code, we did a lot of modifications to the engine to have it game dev/modding friendly.

 

Also, Storm Engine 2 != BFG engine. I don't know why you say I am misleading people. On that video, I show Storm Engine 2 running with scratch content, not BFG engine, not with stock Doom 3 BFG content.

 

Please enlight me and tell why my lwo models don't work on BFG? What did you do to make it work on your end? And why making geometry func_static makes them invisible ingame?

 

I'm not saying you are misleading people at least that was not my intention i'm just saying that you make it sound like it is easy to make stuff for the BFG engine, it uses the same assets as doom 3 is true, but from my tests, small as they were, BFG doesn't treat them exactly has vanilla idtech 4 did.

 

Just for a player's side of things, what would be the benefit of the BFG engine? If it's only about optimization, Doom 3 is old enough that most PCs run it maxed out nowadays anyway!

 

TDM is a different beast to Doom 3, first the TDM AI is much much more heavy, second doom 3 was mostly corridors and small levels, TDM has some missions with bigger vistas (much hard to visportal), third Doom 3 uses fewer lights and less poly's.

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Please enlight me and tell why my lwo models don't work on BFG? What did you do to make it work on your end? And why making geometry func_static makes them invisible ingame?

 

I haven't tested LWO models neither with BFG nor with our engine. Doom 3 has LWO models, and those work fine with BFG.

 

I'm not saying you are misleading people at least that was not my intention i'm just saying that you make it sound like it is easy to make stuff for the BFG engine, it uses the same assets as doom 3 is true, but from my tests, small as they were, BFG doesn't treat them exactly has vanilla idtech 4 did.

 

Please pick out a few mods for Doom 3, that have mostly new textures (not for sikkmod, just standard doom 3 compatible textures), new models, new sounds, maybe a bit of standard scripting and I'll see if I can get it running with BFG.

 

 

TDM is a different beast to Doom 3, first the TDM AI is much much more heavy, second doom 3 was mostly corridors and small levels, TDM has some missions with bigger vistas (much hard to visportal), third Doom 3 uses fewer lights and less poly's.

 

TDM is made using Doom 3 game code. Doom 3 BFG has exactly the same game code with a few enhancements. Everything is doable given time and manpower.

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Just for a player's side of things, what would be the benefit of the BFG engine? If it's only about optimization, Doom 3 is old enough that most PCs run it maxed out nowadays anyway!

 

Rendering engine is from idtech 5 (minus megatextures) - threaded and optimized for moderns GPUs (GLSL shaders, higher polycount, etc.), superb networking - playing smoothly online at high ping, smaller VRAM/RAM footprint, better memory management, high quality texture compression (broken in vanilla BFG), low lag input (I would say lagless, but that would be impossible), Flash GUIs, much shorter level loading times, high potential for further rendering improvements (shadow mapping, forward+ rendering, etc.). That's from the top of my head. There are probably more little things that make it better.

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How can you break maps with new engine?

 

OpenMP is not a solution as it uses physical cores. So you have 2 cores, rendering runs on one, sounds runs on another. That's it, no more cores, no more performance increase.

 

Every major update pretty much has required all maps to be tested for broken features.

A lot of them have required FM authors to fix several issues.

I always assumed I'd taste like boot leather.

 

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Every major update pretty much has required all maps to be tested for broken features.

A lot of them have required FM authors to fix several issues.

 

That's only possible if programmers drastically change entities. Or if Light Gem's code is that sensitive (if we are talking AI navigation/sensory system).

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Latest example I can think of is AI handling doors code. Not all maps makers user prefabed doors, sometimes they make their own, which might not work with the new code.

Also sound propagation changes in the code can make some maps unplayable.

 

Things like that.

I always assumed I'd taste like boot leather.

 

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Well, the 1.08 and 2.0 transitions may have colored the outlook on this a bit. When you replace assets and do massive code replacement for standalone there are bound to me major map issues. Other TDM transitions were far less eventful with regard to map breakage. It's certainly possible to overhaul the engine with no breakage but its hard to wager on such things.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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