whitewolf@Posted: Tue Dec 18, 2012 12:03 pm :
Someone should make one. Jus sayin.

Think of it as the first standalone id tech 4 implementation. No models, no player, no hud, no menu no nothing. Just the bare bones of what's needed to fly-through any fully standalone level. This allows people to give out demos of their levels without having to buy the game, free standalone level flythroughs, archvis etc.

I have standalone levels including models, 100% replaced texture etc just waiting for this if anyone wants to test.



whitewolf@Posted: Fri Dec 28, 2012 8:40 am :
So apparently this has already been done. http://wiki.iodoom3.org/Minimum_Assets

I can't get it to run though.. where do I get the compiled .exe from?



silverjoel@Posted: Sun Dec 30, 2012 4:39 am :
You have to compile the exe from the source code. You need to put in some things so the engine won't crash without a player model.



Cire@Posted: Tue Jan 01, 2013 12:59 pm :
The binaries posted here works for me: viewtopic.php?f=26&t=25969
Use them together with this basic asset pack, which is more complete than the one you posted: http://urfoex.blogspot.se/2012/08/first ... hewm3.html



The Happy Friar@Posted: Tue Jan 01, 2013 3:05 pm :
This tells you how to compile the stock D3 GPL code & get tools:
http://www.iodoom3.org/forums/topic/tut ... 0-express/

I've done it, it works.

Beause it's a PITA to read for me (light grey works on a white background) here it is:

Quote:
Well, it’s my first post to the community, i think make it special.

From the very basic until the goal, compile successful the code ( https://github.com/TTimo/doom3.gpl distribution, until now this have more than 400 forks).

Here are the steps:

1. Download Visual Studio 2010.

2. Download the DirectX SDK (june 2010).

3. Download the source ( https://github.com/TTimo/doom3.gpl).

4. Install the VC and the DXSDK.

5. Uncompress the code were you want.

That’s the easy part, now let’s go to the code:

6. Open /doom3src/neo/doom.sln, the compiler told you that some errors for uncompatible folders, that does not matter.

6.1 Erase this folders (dlls,exes,libs), don’t have worth.

7. Go to DoomDLL Project -> right click -> Properties -> VC++ Directories -> left click over “Includes Directories” combobox and left click, , and paste ALL the address were yo have instaled the DXSDK (e.g. “C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include”), repeat for the “Library Directories” (e.g. C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Lib\x86).

REMEBER!!!, even you have windows 7 64 bits, everything should be 32 bits based code.

8. Left Click on “doom” solution and click on “Build Solution” (Remember configure the build option to “Release”), Right? everything should be OK?, NO!!! some error appear…

Let’s fix it…

8.1 \neo\idlib\../tools/comafx/StdAfx.h(38): fatal error C1083: Cannot open include file: ‘afxwin.h’: No such file or directory, that CRAP!!!, this error is because VCExpress don’t come with the MFC Libraries, ok let’s put it…
that’s some many poeple try, but no one can do it, well it’s the solution…

8.2 Download that: http://www.mediafire.com/?szgoccextjhpig3

8.3 Uncompress and paste the “altmfc” folder on “C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC” or where you was installed the VCExpress, curiously, if you right click on “doom” solution and left click on “Debug Source Files” will see this folder was added much after you copy, as if it were “taked” before birth.

OK, run well now? NO… some things still missing yet…

8.4 sound\snd_system.cpp(167): error C2664: ‘ALenum (ALubyte *)’ : cannot convert parameter 1 from ‘const char [16]‘ to ‘ALubyte *’”

Change the line 167 on [ sound\snd_system.cpp ]

From this

common->Printf( "%8d kB total OpenAL audio memory used\n", ( alGetInteger( alGetEnumValue( "AL_EAX_RAM_SIZE" ) ) - alGetInteger( alGetEnumValue( "AL_EAX_RAM_FREE" ) ) ) >> 10 );

To this

common->Printf( "%8d kB total OpenAL audio memory used\n", ( alGetInteger( alGetEnumValue( (ALubyte *) "AL_EAX_RAM_SIZE" ) ) - alGetInteger( alGetEnumValue( (ALubyte *) "AL_EAX_RAM_FREE" ) ) ) >> 10 );

Only need a simple cast.

Ok, until here, it’s should compiled fine, but can appear two more errors:

- "TypeInfo.exe is returning -1" or "EXEC : FATAL error : Couldn't load default.cfg"
Solution: copy the “base” folder is at the root of doom source code folder to “build/Win32/Release” folder created by the compiler, TypeInfo.exe need that for avoid errors.

Look well…

6> —— Initializing File System ——
6> Current search path:
6> C:\Users\Me\Desktop\id-Software-DOOM/base <– IMPORTANT!!!
6> game DLL: 0×0 in pak: 0×0
6> Addon pk4s:
6> file system initialized.
6> ————————————–
6>EXEC : warning : idFileSystemLocal::StartBackgroundDownloadThread: failed
6>EXEC : FATAL error : Couldn’t load default.cfg

[ id-Software-DOOM ] Folder is where the compiler is lookin for default.cfg file, remember this…

- Something About the LINKER
warning MSB8012: TargetName(DoomDLL) does not match the Linker's OutputFile property value (DOOM3), only need to clean an build again the solution, that’s all.

Well, it’s all about this theme now, i’ll make other post to say other things.



whitewolf@Posted: Wed Jan 02, 2013 6:20 am :
Cire wrote:
The binaries posted here works for me: viewtopic.php?f=26&t=25969
Use them together with this basic asset pack, which is more complete than the one you posted: http://urfoex.blogspot.se/2012/08/first ... hewm3.html


This sort of works.. I can spawn in a map but there is no shading, everthing is black pretty much.

@Friar: I may try and compile from scratch if I'm feeling adventurous.. it still seems a bit over my head. It would be useful to have a build that removes the entity limit.



Serpentine@Posted: Wed Jan 02, 2013 6:36 am :
whitewolf wrote:
@Friar: I may try and compile from scratch if I'm feeling adventurous.. it still seems a bit over my head. It would be useful to have a build that removes the entity limit.

Getting dhewm3 built is dead simple, you shouldn't have much of a problem :)



Urfoex@Posted: Wed Jan 02, 2013 9:38 am :
whitewolf wrote:
Cire wrote:
The binaries posted here works for me: viewtopic.php?f=26&t=25969
Use them together with this basic asset pack, which is more complete than the one you posted: http://urfoex.blogspot.se/2012/08/first ... hewm3.html


This sort of works.. I can spawn in a map but there is no shading, everything is black pretty much.



It's because the pack is so basic, that most standard needed stuff is missing.
Sounds strange. Especially when you can start most stuff.

I did a little research on that. When starting the engine you will get lots of warnings and errors because of missing files and definitions. Sometimes you won't even get those and still something is missing. (Had that problem particularly with particleeffects.)
Most of the missing files I could get from the demo of Doom3.
As the demo is free to get and use, you can do that too. And with that you will have all you need.
Here is the German paper about the stuff I did: https://docs.google.com/file/d/0B-Dgjzo ... RwYnc/edit
I haven't yet made the "extended" pack public because it contains assets from Doom3 demo. From what I could read from the license, I'm not allowed to put those out in public. Still someone could write a script to extract the files from the demo and use them. Or get in contact with id or Zenimax and ask them if it's OK to use them.

For now I just can give you a link via pm to the archive if you like.



whitewolf@Posted: Wed Jan 02, 2013 10:54 am :
@Urfoex

There are 2 minimal asset packs, the one Cire posted and the one mentioned in the OP. Between the two of them, I got the game to launch, but even swapping in shadow.vp failed to get the render engine working. Everything is black except a few surfaces with a glow material.

You cannot use the doom 3 demo with mods, the EULA forbids it. Did you write that whole pdf? If so thats impressive, I've yet to run it through a translator.

Also if people want a large chunk of ready-to-go assets for standalone testing purposes, see this thread. http://www.doom3world.org/phpbb2/viewtopic.php?f=39&t=25654&p=240369#p240369



silverjoel@Posted: Thu Jan 03, 2013 2:57 am :
I used the iodoom3 assest pack. It's been awhile since I had to deal with everything, but if I remember correctly, the big thing missing was white.tga in guis/assests/



Urfoex@Posted: Thu Jan 03, 2013 11:40 am :
whitewolf wrote:
@Urfoex

There are 2 minimal asset packs, the one Cire posted and the one mentioned in the OP. Between the two of them, I got the game to launch, but even swapping in shadow.vp failed to get the render engine working. Everything is black except a few surfaces with a glow material.

You cannot use the doom 3 demo with mods, the EULA forbids it. Did you write that whole pdf? If so thats impressive, I've yet to run it through a translator.


I know. I created the pack and the page Cire posted. That's why I got to this topic ;-)
There is more to it then the engine and the minimal assets. As far as I experienced you will e.g. need the shader stuff. There you have about 3 possibilities:
1) use the ARB shaders coming with Doom3 or Doom3 demo
2) use the GLSL shaders coming from Dante (https://github.com/omcfadde/dante, https://github.com/omcfadde/gl2progs)
3) use the GLSL shaders coming from Doom3 BFG (https://github.com/id-Software/DOOM-3-BFG)
Funny thing: the D3BFG GLSL shaders are open source, the D3 ARB shaders not.

Second: there are some files like light-textures and light-definitions you also need. They aren't in the asset-packs. You might find warnings in the console about those missing stuffs. Then you have the choice to create those or use the ones that are there.

The files from the demo are mostly 1on1 the ones from the full version. So most of them you can't distinguish.
Not to talk about the EULA coming with the demo referencing the full version and not talking about the demo ;-)
I mailed Zenimax asking about demo-file usage but haven't heard back. Would be nice to have a free starter pack with all those free files available included.

Also looking at mods like sikk-mod (http://www.moddb.com/mods/sikkmod) I see lots of files from the full version included. And as I know the mod is still available and its creator isn't in jail for it.

Yeah. I made the pdf. But most of it is external stuff like Fabien Sanglards D3 code review http://fabiensanglard.net/doom3/index.php, and things from http://www.iddevnet.com/doom3 . My writings in it are the first 27 pages and appendix D the blog also mentioned above.


Talking to Motorsep (memberlist.php?mode=viewprofile&u=17734) should also be helpful. He is doing Steel Storm 2 (http://two.steel-storm.com/) and should somehow gotten everything going without the need of assets from demo or full version (I guess. Because how else should he be able to distribute. Right?).



Cire@Posted: Mon Feb 11, 2013 8:24 am :
Here is another base asset pack: https://github.com/DanielGibson/d3-base-assets



Cire@Posted: Mon Feb 11, 2013 2:58 pm :
...and yet another: https://github.com/joseprous/mind-data