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Thread: Doom 3 Source Code Published Under The GPL

  1. #11
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    If I buy Doom 3 from say Steam will I be able to copy the required data files from that installation and use it here? if not, know any place I can buy Doom 3?

  2. #12
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    Quote Originally Posted by sandy8925 View Post
    If I buy Doom 3 from say Steam will I be able to copy the required data files from that installation and use it here? if not, know any place I can buy Doom 3?
    I just bought a copy on ebay for $10

  3. #13
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    Jun 2011
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    Lawrence875: Could you at the least bother to read the first page of this thread?

  4. #14
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    Quote Originally Posted by del_diablo View Post
    Lawrence875: Could you at the least bother to read the first page of this thread?
    Spambot be gone

  5. #15
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    I see that the source is indeed "crippled" going by the release notes.

    The Doom 3 GPL source code release does not include functionality enabling rendering of stencil shadows via the 'depth fail' method, a functionality commonly known as 'Carmack's Reverse,

  6. #16

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    Which is why Carmack's modifications involved a couple of lines, I guess.

  7. #17
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    So what does it use then? Soft shadows? Something else?

  8. #18
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  9. #19
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    Quote Originally Posted by del_diablo View Post
    So what does it use then? Soft shadows? Something else?
    It's using the typical stencil volume method you see out on the web tuts.

    Overall I didn't find much useful things yet in the source. Much of it is circa 2003 ARB rendering, no GLSL. The code pretty much resembles any other heavily updated Quake engine in it's techniques for rendering. It's nice and clean, and very well structured though.

  10. #20
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    I found it interesting they wrap malloc, claim the wrapper outdoes it by 70x in the best case, and is equal in th worst case.

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