icecoldduke Posted September 27, 2019 Hey, If I'm creating too many threads, please let me know mods. As some of you know I've moved away from clipmapping(ETQW megatexture streaming method) and moved over to virtual texturing. Here's a full playthrough of Mars City1 using my virtual texturing code. After the initial cutscene, I change the vt debug type(the bit that's drawing the numbers of the pages), and you can see the game retranscoding all of the images, to add the new debug information to the pages. 1 Share this post Link to post
icecoldduke Posted September 29, 2019 Made some progress today, got mipmapping kinda working with Virtual Texturing. 0 Share this post Link to post
icecoldduke Posted September 30, 2019 I measured load times compared to Doom 3 vanilla and RBDoom3BFG. Basically the test is run the game with the command line arg +devmap game/mars_city2, and timer starts at the first black screen(timer starts at 0:09 seconds, and ends at 0:17). This is also a debug build so my load times will be even faster in a release build. Doom 3 Base ultra settings: Cold Boot to mars_city2 22 seconds. RB Doom 3 BFG: Cold Boot to mars_city2 14.5 seconds. IcedTech Doom 3 Vanilla: Cold Boot to mars_city2 8 seconds. This video also shows virtual texture mipmapping working. 0 Share this post Link to post
icecoldduke Posted October 3, 2019 I put the source code for my branch up if anyone wants too take a look. I'm not sure if I'm ready to have people use it for mod development yet, but here it is: https://github.com/jmarshall23/IcedTech 1 Share this post Link to post
Shep Posted October 3, 2019 This is really amazing work. Thank you for posting your progress and demonstrations. Will definitely be tuned in. I'm just sad that it's not ready for the play-through I just started! ;) I realize this is in early stages, but I was wondering what you might expect the compatibility with Dhewm3 to be? 0 Share this post Link to post
icecoldduke Posted October 4, 2019 Thanks :) There's no way for Iced tech to be compatible with Dhewm3. Is there a specific use case your wondering about? I upload binaries if anyone wants to try it out. Please read the readme! https://github.com/jmarshall23/IcedTech/releases/tag/v0.01 0 Share this post Link to post
Shep Posted October 7, 2019 (edited) Thank you for the reply. The usage case, essentially, is to use the most modern variety of doom3 (such as Dhewm3) and push it further. I'm not interested in things like sikkmod or other modifications that alter the "nature" of the game. I just don't enjoy oily textures, buggy hdr or extraordinary texture shimmering, etc. It's very encouraging to see a project like this one, working on megatextures implementation, as it fuels the imagination and may even represent a technological/graphical improvement much more measurable and less subjective than things like sikkmod. I also acknowledge that you appear to be working on these projects as a way to teach yourself, learn and create - not necessarily to satisfy my personal nerdy idtech4/doom 3 play-through desires, so I am grateful enough that the project even exists. About to test IcedTech in a moment as the sound conversions have just completed. Took about 30-40min? Not too bad I don't think. Xeon s771@4.2Ghz 8GB DDR2@1100 EDIT: unfortunately, I cannot seem to launch successfully. "Wrong game DLL API version" Darklight warnings.zip Edited October 7, 2019 by Shep 0 Share this post Link to post
icecoldduke Posted October 8, 2019 12 hours ago, Shep said: Thank you for the reply. The usage case, essentially, is to use the most modern variety of doom3 (such as Dhewm3) and push it further. I'm not interested in things like sikkmod or other modifications that alter the "nature" of the game. I just don't enjoy oily textures, buggy hdr or extraordinary texture shimmering, etc. It's very encouraging to see a project like this one, working on megatextures implementation, as it fuels the imagination and may even represent a technological/graphical improvement much more measurable and less subjective than things like sikkmod. I also acknowledge that you appear to be working on these projects as a way to teach yourself, learn and create - not necessarily to satisfy my personal nerdy idtech4/doom 3 play-through desires, so I am grateful enough that the project even exists. About to test IcedTech in a moment as the sound conversions have just completed. Took about 30-40min? Not too bad I don't think. Xeon s771@4.2Ghz 8GB DDR2@1100 EDIT: unfortunately, I cannot seem to launch successfully. "Wrong game DLL API version" Darklight warnings.zip Thank you for your support :). That error was caused by me including a debug gamex86.dll in the release package and NOT a release package, so you didn't have the runtimes. I have fixed the release and the new binary package is up here: https://github.com/jmarshall23/IcedTech/releases/tag/v0.01 0 Share this post Link to post
Shep Posted October 9, 2019 (edited) Darklight warnings-fixed1.zip I did a fresh installation and re-ran the *.bat's but was unable to proceed. Thank you for your assistance. 0 Share this post Link to post
icecoldduke Posted October 9, 2019 (edited) 12 hours ago, Shep said: Darklight warnings-fixed1.zip I did a fresh installation and re-ran the *.bat's but was unable to proceed. Thank you for your assistance. Try deleting you game pk4 files in bsse, also make sure you extracted everything from the fixed package out properly. It looks like in dkbase is the wrong game dll or even missing it entirely. Try installing to a fresh directory, and make sure your using the new binary release. 0 Share this post Link to post
Shep Posted October 9, 2019 6 hours ago, icecoldduke said: Try deleting you game pk4 files in bsse, also make sure you extracted everything from the fixed package out properly. It looks like in dkbase is the wrong game dll or even missing it entirely. When using run.bat, it will always pull the gamex86.dll from game03.pk4 and replace the 4mb gamex86.dll from dkbase with the 2mb file included in game03.pk4. Removing the .pak files will curb the behavior, but even after manually instituting the 4mb gamex68.dll I was unable to proceed. 6 hours ago, icecoldduke said: Try installing to a fresh directory, and make sure your using the new binary release. I am using the new binary release but will maybe have to try changing directories. Not giving up yet! Darklight warnings-fixed1-2.zip 0 Share this post Link to post
icecoldduke Posted October 9, 2019 (edited) 1 hour ago, Shep said: When using run.bat, it will always pull the gamex86.dll from game03.pk4 and replace the 4mb gamex86.dll from dkbase with the 2mb file included in game03.pk4. Removing the .pak files will curb the behavior, but even after manually instituting the 4mb gamex68.dll I was unable to proceed. I am using the new binary release but will maybe have to try changing directories. Not giving up yet! Darklight warnings-fixed1-2.zip So have you tried deleting all of the gamexxx.pk4 in base? Thanks again for your support :). 0 Share this post Link to post
Shep Posted October 9, 2019 Yes, sorry I should have been more clear. To manually implement your .dll the pk4 files have to be removed. Been tinkering for most of the afternoon, haven't solved it yet but I'm also bouncing around between a few doom3 items. ;) 0 Share this post Link to post
icecoldduke Posted October 10, 2019 7 hours ago, Shep said: Yes, sorry I should have been more clear. To manually implement your .dll the pk4 files have to be removed. Been tinkering for most of the afternoon, haven't solved it yet but I'm also bouncing around between a few doom3 items. ;) I've fixed the game pk4 issue: https://github.com/jmarshall23/IcedTech/commit/5b280734d3bd576736741bc1168a42436e2aaf85 it will be in the next binary release. Have you encountered any other issues? 0 Share this post Link to post
Shep Posted October 10, 2019 Fixed! Now I can finally see it in action! Running the game once in native mode, removing the pk4 files AND creating a new install directory were required to get it functioning. Now on to making it fit my monitor (16:10). I found my way to the discord somehow and learned that IcedTech is more than megatextures, but rather, an entire port? I'm still picking up the pieces, but from what I am seeing - I will be happy to leave Dhewm and fhDoom behind me. Thanks again for your work. 0 Share this post Link to post
icecoldduke Posted October 12, 2019 New binaries: https://www.realvectormathstudios.com/forum/iced-tech/news-and-annoucements/39-binary-sdk-0-02-release 0 Share this post Link to post