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Posted (edited)

A binary? Please a binary! (32+64) :D (if compatible with Doom 3 BFG game)

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

Posted

A binary? Please a binary! :D (if compatible with Doom 3 BFG game)

 

It's not compatible with Doom 3 BFG out of the box (we changed compression methods for textures for higher quality than Doom 3 BFG). Someone could make it compatible with Doom 3 content where engine would take Doom 3 assets and binarize them on the first run. I tried running Doom 3 MP maps as mod and it worked.

 

You can build engine yourself. It's super easy and instructions are there.

Posted

Congrats with the release.

Anything worth porting into TDM?

(...to the extent that's feasible. I probably shouldn't be the one asking.)

 

Speaking of texture compression, some of us have been playing with id4's nascent megatexture system for TDM, but the big file sizes of the textures are a problem.

I guess the compression method here might help with that, though I don't expect it's a very high priority.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted

If this source release has improved Shadow Map performance compared to RB-DOOM3-BFG (as you previously claimed) that would be something

to look at certainly. If that part has been kept internal or RB-DOOM3-BFG has improved to be at parity or better then I'm not sure what we would scavenge

from this. A welcome release nonetheless.

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...)

Posted

If this source release has improved Shadow Map performance compared to RB-DOOM3-BFG (as you previously claimed) that would be something

to look at certainly. If that part has been kept internal or RB-DOOM3-BFG has improved to be at parity or better then I'm not sure what we would scavenge

from this. A welcome release nonetheless.

 

Yes, SE2 performs better with shadow mapping. It doesn't really have to do with shadow mapping alone as it's almost the same as RBDoom3's (although the matrix is modified). It's the whole complex approach with completely disabling shadow volume calculations (which RBDoom3 doesn't to) and limiting shadows drawing distance.

 

Shadow maps are not cheap. Any modern engine chokes on it when there are a lot of point lights and shadow casting objects. That's why UE4 uses various shadow casting techniques for various distances and various types of objects.

 

The biggest advantage over RBDoom 3 is that SE2 more stable, better put together, has a lot of gameplay enhancements and all tools (except RoQ converter), which were also fixed up (GUI Editor for example) and somewhat enhanced.

 

I don't think you can rip stuff out and use in TDM, due to architecture differences, but for a new project SE2 is a solid foundation.

  • Like 1
Posted (edited)

 

not really following :/ What are you asking?

 

Storm Engine 2 has not been tested with MESA. Most likely it doesn't work with it. It was only tested with proprietary Nvidia and AMD drivers.

 

As for building, you need to run cmake on Linux, it will generate makefile so you can build it. I don't use Linux, so I can't really verify much.

 

Basically MSVC 2013/2015/gcc is what we used to compile it with, nothing else.

Edited by motorsep
Posted (edited)

 

not really following :/ What are you asking?

 

Storm Engine 2 has not been tested with MESA.

That.

 

OK, so you didn't test.

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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