I think it's really interesting that the implementation of Carmack's Reverse is intentionally left out of the source code release. Is this a lingering effect of the patent bullshit Creative Labs pulled back in the day with the original Doom 3?
Yep. John Carmack stated that the BFG edition is actually Doom 3 in the Rage "framework". E.g. Rage's network layer and (probably?) all the behind the scenes stuff like input and file management, boilerplate for different GPUs etc.
Not that we don't have enough of them already, but this release comes with a new port of the Doom1/2 engine as well[0]. I don't know either codebase enough to say what's different, but it's now C++ vs. the original's C[1], and appears to be some Xbox and PS3-specific code as well (not that it's useful to mere mortals)
Don't see how this re-release would have much effect on their value, given that the original games themselves have been "preserved" by many countless times over across the Internet, likely since Doom's launch. Not to say the disks are any less of a collector's item.
I was thinking that as the "new" versions make their way into the market the original versions might be harder to come by. But I agree, it's more about the physical disks with labeling than the content. I wish I still had the boxes.
Seems that code existed in Doom before this... although the I_PrintfE appears to be new? Part of the "Rage" framework perhaps? Can anyone comment on this?
Too bad all the commit history got squashed into one single commit. `git blame` can make it entertaining to see the history of where these types of lines come from :-)
So I'm a cheapskate and don't want to bother with the BFG edition. Can I compile this and use the data off the original Doom3 / Resurrection of Evil CDs I have lying in a box somewhere?
Right now: doubt it, but couldn't hurt to try if you've already got the proper environment to compile it anyway. Give it a few weeks and I'm sure someone will "port" it (if nothing else, likely for Doom3 mod compatibility).
One of my favorite things about these id source releases is getting to read Fabien Sanglard's excellent code review that inevitably follows. Here's the review of the idTech4 Doom 3 code released last November.
A whole SWF-parser/player/renderer? Like Scaleform?
Seems to have no ActionScript implementation.
Does anybody know more about this? How complete is it and what features of flash does it play?
It's remarkable that ID software created such a clean nice game engine and holds all the IP without integrating other components: The whole physics engine is also in there and had even been open sourced very early as part of the Doom 3 sdk.
32 comments
[ 2.4 ms ] story [ 45.5 ms ] threadhttp://worldwide.espacenet.com/publicationDetails/biblio?CC=...
https://twitter.com/ID_AA_Carmack/status/136614459887202305
https://twitter.com/ID_AA_Carmack/status/137189212519792640
https://news.ycombinator.com/item?id=4088162
Here is the code section that you might find interesting in tr_backend_draw.cpp. The comments start at line 1439:
https://github.com/id-Software/DOOM-3-BFG/blob/master/neo/re...
The BFG Edition features enhanced graphics, better sound with more horror effects, a checkpoint save system, and support for 3D displays and HMDs.
Also on the Doom wiki:
http://doom.wikia.com/wiki/Doom_3_BFG_Edition
http://doomwiki.org/wiki/Doom_3:_BFG_Edition
[0] https://github.com/id-Software/DOOM-3-BFG/tree/master/doomcl...
[1] https://github.com/id-Software/DOOM
If they still work...
People like, John Carmack have 'personally' invested a lot in C++ (with DX and GL)
John added Rift support to Doom3 BFG and it was the primary demo when the Rift was displayed at E3 and subsequent (kickstarter) tours.
http://doomwiki.org/wiki/Doom_3:_BFG_Edition#Differences_wit...
prboom /prboom-2.5.0/src/v_video.c http://searchco.de/codesearch/view/22440692#975 and line 987
doomlegacy /legacy/trunk/engine/automap/am_map.cpp http://searchco.de/codesearch/view/11303592#1023 and line 1031
chocolate-doom /chocolate-doom-1.6.0/src/am_map.c http://searchco.de/codesearch/view/18457152#1038
The relevant searches http://searchco.de/?q=fuck%2B%2B and http://searchco.de/?q=static+int+fuck
You could try watching the price of the BFG edition in the upcoming Steam Winter sale.
http://fabiensanglard.net/doom3/index.php
This gentlemen got the Doom 3 release to compile for OS X. I'm sure the process is similar.
https://github.com/id-Software/DOOM-3-BFG/tree/master/neo/sw...
A whole SWF-parser/player/renderer? Like Scaleform? Seems to have no ActionScript implementation.
Does anybody know more about this? How complete is it and what features of flash does it play?
It's remarkable that ID software created such a clean nice game engine and holds all the IP without integrating other components: The whole physics engine is also in there and had even been open sourced very early as part of the Doom 3 sdk.