Doom 3 Source Released
alteveer writes "Just like Quake 3 before it, the Doom 3 source code has been released to the public (minus rendering of stencil shadows via the 'depth fail' method, a functionality commonly known as 'Carmack's Reverse')."
old ID engines?
I'm curious because the tech is there. Are there any fun open source games?
Check out Tremulous
Carmack has raised the bar for the game industry once again.
To offset political mods, replace Flamebait with Insightful.
Not Open Source, but Brink came out this spring based on the Doom 3 (IDTECH 3, I think?) source code. While terribly supported by the developer (Splash Damage) for the PC, it's a beautiful game, and really says a lot about what can be done with this codebase.
moox. for a new generation.
when the comment says /* ... //FIXME: This is pretty much wrong. won't access data in most situations. ...
*/
The function in question is idInterpreter::GetRegisterValue in neo/game/script/Script_Interpreter.c
A lot more FIXMEs in other source files. Fun to read.
It took Carmack a considerably shorter time to come up with that engine than it took for id's art department to make a game out of it. And that game isn't even good. Seriously id Software needs to refocus on one thing, making great engines with tech-demo games (Doom 3) or great games with outdated engines because all they are doing now is tech-demo games with outdated engines (Rage). The id Tech 5 engine was first shown at the WWDC 2007, RAGE was released just a month ago. So there's a four year disparity. Also, the engine (or at least, RAGE) lacks features like HDR, which are present even in the (old, but updated) Source engine.
The Dark Mod, a Doom 3 total conversion which turns the game into something similar to the "Thief" series games, will now be able to optimize and fix render, AI, and physics. This is a day for celebration! www.thedarkmod.com http://www.moddb.com/mods/the-dark-mod
Doom 3 release is going to be great for The Dark Mod among other projects: http://www.thedarkmod.com/main/
Doom 3's shadowing technology is what made it stand out at the time. What good is yet another FPS engine being released open source when its distinguishing feature is removed?
Why are you trolling /. with your BF3 vs MW3 babble? both are about "realistic" warfare. but there are only so many ways you can make a FPS before it becomes "just the same old shit". especially if both games have the same visual goals. I've been over FPS since about CoD4. at this point every FPS seems like the same'ol to me (because they are). and it sounds like that may be happening to you too.
/rant...
on a separate note, i've never understood the desire for an FPS to be "realistic"... i mean, they simply can't be realistic - unless most single shots kill you, or shrapnel from 50m away for that matter. or, at the very least, limit your mobility and senses to a point that you'll be dead soon regardless. and i doubt anyone hardly ever plays in a sleep deprived, hypertensive state - much less with serious crotch rot, athletes foot and scabs/bites from being in dirty/damp places for days without the chance for personal hygiene (your mom's basement does NOT count!). And the most **enjoyable** FPS PvP that I've played were no where near "realistic" (quake, halo, lost planet (yes, the grapple ftw), etc) yet, realism is where all of the push/cash seems to be anymore. it's confusing to me.
If anyone is interested I've created iodoom3 to follow on from the ioquake3 project my team put together.
Let me know what you'd like to see in a modernized Doom 3 Engine!
Check out ioquake3.org for a great, free, First-Person Shooter engine!