Oneofthe8devilz@Posted: Mon Nov 26, 2012 9:22 pm :
Doom 3 BFG Edition GPL Source has been released !

LINK



Dashiva@Posted: Tue Nov 27, 2012 1:28 am :
Cool. Looks like they ripped out the dedicated server even though there is a browser for it. Sigh. Can someone confirm? I'm not a coder.



Serpentine@Posted: Tue Nov 27, 2012 1:57 am :
A lot of interesting changes on the resource side of things - But kinda tricky, it's clearly a lot of tech5 logic, but names and things just don't line up in my head.

The render work seems the most likely take-away from this, the rest of it has a lot of critical stuff missing or abstracted away too much to bother with. For example, it seems like dmap and pretty much all modder type stuff is completely gone, just some crumb commands left over.



Mr.Spline@Posted: Tue Nov 27, 2012 5:40 am :
Cool beans!

Hmm, for some reason I was expecting / maybe hoping they would include the scripts for weapons and monsters this time around and on that topic I thought they had integrated them into cpp vs. scripts unless maybe missed something here.



jmarshall23@Posted: Tue Nov 27, 2012 5:48 am :
Did they take out the editor?



Mr.Spline@Posted: Tue Nov 27, 2012 6:26 am :
jmarshall23 wrote:
Did they take out the editor?


Holy crap! Really!? No scripts, no tools, BRIAN HARRIS needs to finish the upload. Quickly men to the Twittermobile. This release really just helps shine more light on CDK in terms of it's awesomeness - more CDK updates!



iainmckay@Posted: Tue Nov 27, 2012 12:45 pm :
I was hoping to see the appearance of a DX renderer since they had it running on the Xbox. The renderer still looks pretty tightly bound to OpenGL.

In GraphicsAPIWrapper.h they do make mention it it:

Quote:
renderer/OpenGL/
renderer/DirectX/
renderer/GCM/



Oneofthe8devilz@Posted: Mon Nov 26, 2012 9:22 pm :
Doom 3 BFG Edition GPL Source has been released !

LINK



Dashiva@Posted: Tue Nov 27, 2012 1:28 am :
Cool. Looks like they ripped out the dedicated server even though there is a browser for it. Sigh. Can someone confirm? I'm not a coder.



Serpentine@Posted: Tue Nov 27, 2012 1:57 am :
A lot of interesting changes on the resource side of things - But kinda tricky, it's clearly a lot of tech5 logic, but names and things just don't line up in my head.

The render work seems the most likely take-away from this, the rest of it has a lot of critical stuff missing or abstracted away too much to bother with. For example, it seems like dmap and pretty much all modder type stuff is completely gone, just some crumb commands left over.



Mr.Spline@Posted: Tue Nov 27, 2012 5:40 am :
Cool beans!

Hmm, for some reason I was expecting / maybe hoping they would include the scripts for weapons and monsters this time around and on that topic I thought they had integrated them into cpp vs. scripts unless maybe missed something here.



jmarshall23@Posted: Tue Nov 27, 2012 5:48 am :
Did they take out the editor?



Mr.Spline@Posted: Tue Nov 27, 2012 6:26 am :
jmarshall23 wrote:
Did they take out the editor?


Holy crap! Really!? No scripts, no tools, BRIAN HARRIS needs to finish the upload. Quickly men to the Twittermobile. This release really just helps shine more light on CDK in terms of it's awesomeness - more CDK updates!



iainmckay@Posted: Tue Nov 27, 2012 12:45 pm :
I was hoping to see the appearance of a DX renderer since they had it running on the Xbox. The renderer still looks pretty tightly bound to OpenGL.

In GraphicsAPIWrapper.h they do make mention it it:

Quote:
renderer/OpenGL/
renderer/DirectX/
renderer/GCM/