Release DooM 3


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Above is the link to github project, which I tried to compile.

Which sources did you base your port on? Oliver's work was done on older tooling, and as far as I can see it needs work to build on modern debian/gcc.

It's released under this GPL 3.0 license.
https://github.com/omcfadde/dante/blob/es2/COPYING.txt
Yeah, I know what license and what it imply. I have heavily modifiy the source, add and remove stuff, making the code difficult to diff. I'll try to diff it and add the nadded files (which are not needed anymore because I diesable the stuff Ias it was a failed test, but still needed to build).
Just curious: on what do you want to build it?
 
I'm aware of AreaScout version. It was developped for ODroid in mind (this version is also certainly cleaner than mine). Debian on the Pyra have gcc 8.3 only, so I haven't tried with gcc 9+ (don't remember if I tried on the Pandora with gcc 9). If you have ICE with gcc 9+, try to build using LTO (look at my pyra.sh script). It did help solving all the ICE i had even with g++ 8.3

(edit: ICE is Internal Compiler Error)
 
These fixes help a lot, just this +#define HUGE 1e30 saves me headache and time.
 
Hi all !

@ptitSeb : will try this one ASAP, thank you very much :)

I bought DooM 3 years ago. Now I need to find an USB DVD-ROM player as my new laptop lacks this kind of drive :D

Cheers, Magic Sam
 
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Yes, investigating doom3.sh now. pak000_gl2progs.pk4 has the glsl shaders. i put them in the base with other .pk4 files.

I see the title screen now. ptitSeb truly does things few men can.
 
Yes, investigating doom3.sh now. pak000_gl2progs.pk4 has the glsl shaders. i put them in the base with other .pk4 files.

I see the title screen now. ptitSeb truly does things few men can.
Thanks. I'm curious, on what are you running it?
 
Thanks. I'm curious, on what are you running it?
amlogic a311d board. mali g52 with panfrost drivers (aarch64)
omap4430 with powervr sgx530 (armhf)

On aarch64 i can build pyra config with 'debug' in pyra.sh BUILD='debug'. I am investigating the SIGSEGV there.
On omap4 debug build pyra config fails in idlib/math/Simd_Neon.cpp:
 
amlogic a311d board. mali g52 with panfrost drivers (aarch64)
omap4430 with powervr sgx530 (armhf)

On aarch64 i can build pyra config with 'debug' in pyra.sh BUILD='debug'. I am investigating the SIGSEGV there.
On omap4 debug build pyra config fails in idlib/math/Simd_Neon.cpp:
this one idlib/math/Simd_Neon.cpp should be optionnal.
 
Your USE_PVRTC additions are very interesting. (dhewm3 runs out of texture memory on sgx530. er sgx540 even with scaled-down textures.)

It runs on droid4 now. Menu @ 30fps. The rest, notsomuchfps. :)

One thing I notice is:
--- Common Initialization Complete ---
terminal support enabled ( use +set in_tty 0 to disabled )
pid: 3720
992 MB System Memory
guess failed, return default low-end VRAM setting ( 64MB VRAM )
64 MB Video Memory
Then console spits out a lot of:
writing to: /home/user/.doom3/base/savegames/AutoSave__Mars_City.save
writing to: /home/user/.doom3/base/savegames/AutoSave__Mars_City.txt
PVR:(Warning): Kicking render due to frag buffer space [691, /buffers.c]
writing to: /home/user/.doom3/base/maps/game/mars_city1/textures/objective2.tga
PVR:(Warning): Kicking render due to frag buffer space [691, /buffers.c]
PVR:(Warning): Kicking render due to frag buffer space [691, /buffers.c]
writing to: /home/user/.doom3/base/maps/game/mars_city1/textures/objective1.tga
PVR:(Warning): Kicking render due to frag buffer space [691, /buffers.c]
It seems the config ~/.doom3/base/DoomConfig.cfg is already downsizing textures
seta image_downSizeLimit "64"
seta image_ignoreHighQuality "1"
seta image_downSizeBumpLimit "64"
seta image_downSizeSpecularLimit "32"
seta image_downSizeBump "1"
seta image_downSizeSpecular "1"
This will be a lot of fun to play with, thanks.
 

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Testers might want to experiment with config settings and affect on FPS.
I notice ptitSeb's DoomConfig.cfg might be pared down even more, if you want to experiment with these:
seta g_bloodEffects "0"
seta g_decals "0"
seta g_doubleVision "0"
seta g_muzzleFlash "0"
seta g_showBrass "0"
seta image_forceDownSize "1"
seta r_shadows "0"
seta r_skipBump "1"
seta r_skipNewAmbient "1" (0)?
seta r_skipPostProcess "1"
seta r_skipSpecular "1"

Also, anyone porting a 3D opengl/gles game to small screen should take a look at ptitSeb's work in ./sys/linux/gles2.cpp

This is how you render to an offscreen framebuffer at lower res and blit the final image to higher res screen. OpenMW, Arx Libertatis could use this.
 
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