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.
Yes but you'd be better off learning by assembling a simple program than reverse engineering a big one.
To offset political mods, replace Flamebait with Insightful.
Xonotic (successor to Nexuiz) is worth a look: http://www.xonotic.org/
I think that might actually have evolved from Quake 2 era code originally, or something crazy like that - it's a lot more advanced now.
UFO:AI uses the Quake 2 engine on some level as well I think: http://ufoai.ninex.info/wiki/index.php/News
In my experience Nexuiz and UFO:AI have both been quality Open Source games, although I think UFO:AI contains some media that are not categorised as fully Free in the strictest sense. Xonotic looks to be doing some cool new things and I hope that UFO:AI has also improved since I last played with it.
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.
Even if nobody created anything new, the ability to keep the original ID games up to date with modern systems is more than enough.
Many mentioned above and Warsow (http://www.warsow.net/) which takes the arcadey style of Quake 3 even up yet another notch.
It's funny you mention Modern Warfare 3 since that game's engine is based on id Tech 3, an engine id Software open sourced before, just like they are doing now with Tech 4. "The engine was first used for Call of Duty 2 in 2005 under a proprietary license of id Tech 3 created by id Software in 1999, as at this time, the engine was a heavily modified version of the Quake III engine. The engine did not have an official name until IGN was told at the E3 2009 by the studio that Call of Duty: Modern Warfare 2 would run on the "IW 4.0 engine". (http://en.wikipedia.org/wiki/IW_engine)
It seems that the licensing is a mess.
The header in the source files state that the code is GPLv3 or any later version, with additional clauses added.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
However, it seems that it is only possible to apply these additional terms to GPL version 3 exactly (and not any later version):
2. Replacement of Section 16. Section 16 of the GPL shall be deleted in its entirety and replaced with the following:
These additional terms seem to be just disclaimers of liability and an indemnity clause, but it is entirely possible that they make the source GPL-incompatible, which, if true, would be a huge disappointment.
So not only is the license not self-consistent, it is likely also GPL-incompatible. The additional terms may further make the license non-free, and definitely non-DFSG-compliant. Thanks go to the corporate lawyers who have turned Carmack's good intentions into an abomination. I hope that they can re-release this under saner terms.
Oh, I thought that was when he went from the god of PC graphics with games like Quake to their bane with that abortion Rage.
Here are a few link to lists that answer your question:
http://en.wikipedia.org/wiki/Id_Tech_3#Projects_based_on_the_GPL_source_release
http://en.wikipedia.org/wiki/Id_Tech_2#Games_based_on_the_GPL_source_release
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.
Anyone going to cook some up?
I may or may not do it because I personally loath MD5's lack of precalculated normals.
Quake4 source is obviously not included so no OpenArena4. Probably something coopey and SPey would be in order (OMG A LINUX FIRST?)
The game is the most popular in Europe even more than South America. But North America has plenty of people playing, and it's own league, http://www.ftwgl.com
How about just doing some tutorials? Those ones are pretty old of course, but they're what I used when I was messing around with 3D graphics as a teenager.
which is totally what she said
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
considering id is now owned by besthesda, that this is going to be the last release of their engine source as they now have final say. and when was the last time they even acknowledged the existence of linux let alone treat pc gamer's well?
I've worked extensively with the Quake 1 and 2 sources (I ported them both to Pocket PC, which required rewriting a lot of the computationally expensive routines from floating point to fixed point math, as the ARM processors of that era did not have a FPU). I can say that no, you're not going to learn anything that way. The code has few if any comments at all, the routines are optimized, the data structures are optimized, tons of preprocessing of data happens both at the content level and during load time, plus any other trick Carmack could throw in there to increase performance. Unless you wanting to follow the path of execution as it relates to a specific data set or type of rendering, just to see the exact techniques used (obviously knowing specifically what you are looking for) then you're not going to learn that way.
Better known as 318230.
Recall the Pathways into Darkness mod for D3 based on the old Bungie game from 1993?
http://rampancy.net/reviews/pathwaysredux
Domestic spying is now "Benign Information Gathering"
Doom 3 release is going to be great for The Dark Mod among other projects: http://www.thedarkmod.com/main/
Open Arena is a small, but active community. There are always open games to play online, and some crazy mods (like Defrag to learn how to circle jump) that make it fun.
Works great in linux with old hardware as it's based off Quake III.
Check out Tremulous
Or World Of Padman, also (as far as I know) a derivative work from Quake3 sources, like Tremulous. (World Of Padman)
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?
You can read the substituted implementation here: https://github.com/TTimo/doom3.gpl/blob/master/neo/renderer/tr_stencilshadow.cpp https://github.com/TTimo/doom3.gpl/blob/master/neo/renderer/tr_shadowbounds.cpp I won't pretend to fully understand it but it does seem to be an implementaion of shadow volumes.
If only Lucasarts were listening... I mean, the possibility they could still *sell* the original X-wing & TIE series (DOS ones, with iMuse, not the CD-audio crap) aren't just there, so unless it's
1- Just because they don't want to
2- Some code might have been licensed
My money is on n.1
(yes, I know about Dosbox, but it has some sound issues)
I've got better things to do tonight than die.
I just tried to compile it and it squeeled and died. I use 64 bit Fedora so 32bit systems may 'just work'.
Do
scons NOCURL='1'
As it the compile fails add in the i686 development version of the library it's crying for. There is no static version of zlib so you'll have to grab the source, compile it and copy zlib.a to /usr/lib
I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
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.
Its not based around vehicles, and its not a straight up FPS. It is similar in some ways to TF2, but probably the closest thing to it is Command and Conquer: Renegade (a FPS / RTS hybrid).
One of its charming unique aspects is the versatility of the aliens-- being able to play a wall-crawling headcrab or a gigantic trampling monstrosity is always a lot of fun, and it feels really balanced-- a good character can use the weakest weapons and still dominate.
There are reasons to play Battlefield, or TF2, but theyre different sorts of games-- Battlefield (at least BF2) emphasizes the team aspect to an unusual degree with coordination, while TF2 seems to focus on pairs of people on a smaller scale. Tremulous focuses instead on fast-paced action like unreal with a fortress-building aspect.
Wait, you mean you actually LIKE CoD? Geek card status: revoked. I mean, you would have been fine if you hadn't compared it FAVORABLY to quake 3. There is no comparison, only disgrace.
"People don't want to learn linux" hasn't been a valid excuse since '03.
From the tone of your post, it sounds as if you are dubious about the point of companies releasing their source.
I find that depressing. Once a studio has released a game, patched the worst of the bugs, and moved on, disbanded, been bought up, that game is effectively dead. Sooner or later, some new hardware or software update will poke a hole in it, it will become impossible to run, and it will sink into the abyss taking all its fun and charm with it. The only way to keep hold of your old favourite games is to preserve your old computer, like an embalmed beige corpse in a crypt under the stairs, exhuming it once in a while to fill a void left by the abscence of anything even remotely similar in modern games.
For me this game would be Dungeon Keeper, for you, I bet there is a 90% chance there is something you can fit in this story.
My point is, id is a good sport releasing source code, but ALL games should release their source eventually. Once they have been sold in their millions, they are, in spirit, public property, and like a park or a road or a shopping centre, they need people to maintain them, until they have been able to live out their full lifespan gracefully.
Now if you need me I will be under the stairs, slapping my imps...
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!
The main graphics coder at my job recommends A trip through the Graphics Pipeline 2011 for everyone that wants to do something graphics related today. (Actually he says it's a must read for all programmers, but I think that's a bit strong...)
It's a bit windows-centric, but I think most of it translates to OpenGL since it's focused on what the hardware of today can do.
If noone rtfa, then what's the slashdot effect?
I've not checked out the source yet - but I assume it can be compiled for linux since there was a Doom 3 version.
This brings me to another question - Are there any commercial games out there also using the same engine that could now be ported to Linux?
Obviously this would involve some work and use of "legally owned" data files etc.
This could be really good news for gaming on alternative platforms
N...
Electronic Music Made Using Linux http://soundcloud.com/polyp
Not the other guy, but hell yeah! I'd want a really, really old frayed rope thanks.