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Old 11-28-2008, 12:38 PM   #1
IceColdDuke
Quake 3 ported to C++ with Radiant built in.
Me and my friends were working on a project, and one of them went on active duty im not going to let our code go to waste, im going to finish it up as a "idtech3 to idtech4" type project.

Basically I ported Quake 3 to C++ with Radiant build in as a command(type editor in the console). The windows do come up black i havent fixed that yet, but I wanted to post this out to the community to see what type of feedback I get. Im going to be uploading a wiki and a bored for the code but I wanted to post it here to see what every one thought.

www.jminteractive.net/source.zip
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Old 11-28-2008, 12:39 PM   #2
IceColdDuke
Re: Quake 3 ported to C++ with Radiant built in.
and you need to download the fmod dll's.
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Old 11-28-2008, 08:10 PM   #3
IceColdDuke
Re: Quake 3 ported to C++ with Radiant built in.
I uploaded a new version of the source code it messes up the menu UI system a little bit, but the UserInterface_Shared.cpp is not no longer in game, and all the UI functions are called from jmUIManager. And now menus.txt, hud.txt and the other ones are now deprecated.
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Old 11-29-2008, 05:23 AM   #4
theHunted
Re: Quake 3 ported to C++ with Radiant built in.
What exactly did you do? Quake 3 has always been C code to begin with, or am I wrong? Just asking because this topic is confusing me.
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Old 11-29-2008, 05:50 AM   #5
Kristian Joensen

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Re: Quake 3 ported to C++ with Radiant built in.
C yes, but not C++. He has upgraded it to C++ code using object oriented design.
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Old 11-29-2008, 02:18 PM   #6
IceColdDuke
Re: Quake 3 ported to C++ with Radiant built in.
Exactlly , im going to put up a wiki soon...
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Old 11-30-2008, 12:02 PM   #7
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Re: Quake 3 ported to C++ with Radiant built in.
nice
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Old 10-04-2009, 05:29 PM   #8
Feared
 
Exclamation Re: Quake 3 ported to C++ with Radiant built in.
I know this is some major Necro posting here but I'd like to ask if anyone has the file the Original Poster posted.
( I hope you can excuse me for that )

I'd really appreciate it if you could re-upload this.

Thank you!
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Old 10-04-2009, 06:13 PM   #9
IceColdDuke
Re: Quake 3 ported to C++ with Radiant built in.
Its actually part of my DirectX 10 engine right now. I might upload that soon. Basically its Quake 3 C++(OOP), Radiant, with a DirectX 10 renderer.
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Old 10-04-2009, 06:32 PM   #10
Feared
 
Re: Quake 3 ported to C++ with Radiant built in.
Quote:
Originally Posted by IceColdDuke View Post
Its actually part of my DirectX 10 engine right now. I might upload that soon. Basically its Quake 3 C++(OOP), Radiant, with a DirectX 10 renderer.
Sweet, So I take it you don't have the old code anymore?
Also, any specific date on uploading that DX10 Quake?
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Old 10-04-2009, 06:51 PM   #11
IceColdDuke
Re: Quake 3 ported to C++ with Radiant built in.
I'm holding on to it for resume purposes. Im currentlly looking for a job right now :| but I might just upload it when I can buy server space mabye within a week or so.

Porting Quake 3 to C++ wasn't that difficult. Once you take out the VM's(not as hard as it sounds), Quake's old memory management system, and fix a minor pointer issues with the curved surfaces(causes no collision) its not too hard.

The only problem I had with merging radiant inside was MFC liked to take control of the parent thread, I can post my updated code on how to fix that. PM me tommarrow im kinda going through some stuff atm.
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Old 10-04-2009, 07:39 PM   #12
Feared
 
Re: Quake 3 ported to C++ with Radiant built in.
Quote:
Originally Posted by IceColdDuke View Post
I'm holding on to it for resume purposes. Im currentlly looking for a job right now :| but I might just upload it when I can buy server space mabye within a week or so.

Porting Quake 3 to C++ wasn't that difficult. Once you take out the VM's(not as hard as it sounds), Quake's old memory management system, and fix a minor pointer issues with the curved surfaces(causes no collision) its not too hard.

The only problem I had with merging radiant inside was MFC liked to take control of the parent thread, I can post my updated code on how to fix that. PM me tommarrow im kinda going through some stuff atm.
Alright cool man.
I hope you get that job, I know porting it probably wouldn't be all that hard but there is no reason for me to do it if it's already been done and done well.

Not to mention the built-in Radiant is a cool little feature as well.

Edit:
Also if you need temporary space I'd be happy to give you some on my web-server.
Last edited by Feared; 10-04-2009 at 07:49 PM.
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Old 10-06-2009, 01:16 AM   #13
Steve

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Red face Re: Quake 3 ported to C++ with Radiant built in.
Quote:
Originally Posted by IceColdDuke View Post
I'm holding on to it for resume purposes..
Quote:
Originally Posted by Feared View Post
Also if you need temporary space I'd be happy to give you some on my web-server.
lol
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Old 10-06-2009, 12:52 PM   #14
Feared
 
Re: Quake 3 ported to C++ with Radiant built in.
Quote:
Originally Posted by Steve View Post
lol
Oh wow what a intelligent post.

No but seriously I meant for when he need's it, I'm assuming he need's web-space for a portfolio.
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Old 10-06-2009, 02:06 PM   #15
Duke's New Chainsaw

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Re: Quake 3 ported to C++ with Radiant built in.
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Originally Posted by Steve View Post
lol
lol
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Old 10-06-2009, 02:06 PM   #16
Steve

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Thumbs up Re: Quake 3 ported to C++ with Radiant built in.
Quote:
Originally Posted by Feared View Post
Oh wow what a intelligent post.

No but seriously I meant for when he need's it, I'm assuming he need's web-space for a portfolio.
I have to say, I do try to out do my posts every time
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Old 10-06-2009, 02:50 PM   #17
Feared
 
Re: Quake 3 ported to C++ with Radiant built in.
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I have to say, I do try to out do my posts every time
You should write a book.
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Old 10-06-2009, 02:53 PM   #18
Steve

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Goofy Re: Quake 3 ported to C++ with Radiant built in.
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Originally Posted by Feared View Post
You should write a book.
You'd have trouble reading it
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Old 10-06-2009, 03:33 PM   #19
Feared
 
Re: Quake 3 ported to C++ with Radiant built in.
Quote:
Originally Posted by Steve View Post
You'd have trouble reading it
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Old 10-06-2009, 03:35 PM   #20
Steve

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Re: Quake 3 ported to C++ with Radiant built in.
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Originally Posted by Feared View Post
I think we got off on the wrong foot
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Old 10-09-2009, 04:51 PM   #21
Feared
 
Re: Quake 3 ported to C++ with Radiant built in.
He must really be busy, hasn't called me back.
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Old 10-09-2009, 07:06 PM   #22
Steve

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Re: Quake 3 ported to C++ with Radiant built in.
You're ugly
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Old 10-10-2009, 08:08 AM   #23
IceColdDuke
Re: Quake 3 ported to C++ with Radiant built in.
I'll upload it in a bit I promise, ive been working on streaming(larger than 4096x4096 texture) sizes : ).
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Old 10-10-2009, 02:18 PM   #24
Feared
 
Re: Quake 3 ported to C++ with Radiant built in.
Quote:
Originally Posted by IceColdDuke View Post
I'll upload it in a bit I promise, ive been working on streaming(larger than 4096x4096 texture) sizes : ).
Holy schmoly!
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Old 10-16-2009, 08:17 PM   #25
Feared
 
Re: Quake 3 ported to C++ with Radiant built in.
Hey sorry for a double post.
What's going on?
Oh forgot to ask before, You didn't get rid of FMOD did you?
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Old 11-28-2009, 02:39 PM   #26
notanother
Re: Quake 3 ported to C++ with Radiant built in.
how is it going? I wasn't able to get the website link to work. I am curious to have a look at the source to see what direction you took with changing the c over to c++
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Old 11-29-2009, 04:19 PM   #27
IceColdDuke
Re: Quake 3 ported to C++ with Radiant built in.
Quote:
Originally Posted by notanother View Post
how is it going? I wasn't able to get the website link to work. I am curious to have a look at the source to see what direction you took with changing the c over to c++
What I did was I put the Radiant stuff in a seperate thread, what im actually doing with it is trying to design a application for little kids to create games. But the reason why I havent made it public yet is because im using the leaked Doom 3/Prey Collision Map code, and I havent had time to fix that yet. But right now it compiles Doom 3 Proc/CM files without the shadow mapping, im actually looking at DirectX 11, in one of the examples it shows BSP shadow mapping with DX11 and it works on my 10.1 card.

Ill try to release something soon alot of people have been asking for my code
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Old 11-30-2009, 09:14 AM   #28
notanother
Re: Quake 3 ported to C++ with Radiant built in.
Sounds Awesome, keep up the good work
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Old 12-28-2009, 03:44 PM   #29
unforgiven
 
Re: Quake 3 ported to C++ with Radiant built in.
www.jminteractive.net/source.zip

NOTICE: This domain name expired on 11/18/2009 and is pending renewal or deletion
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Old 12-28-2009, 11:27 PM   #30
IceColdDuke
Re: Quake 3 ported to C++ with Radiant built in.
Quote:
Originally Posted by unforgiven View Post
www.jminteractive.net/source.zip

NOTICE: This domain name expired on 11/18/2009 and is pending renewal or deletion
I know im broke im trying to find a job and im having a hard time . BTW if anyone knows of a good site besides monster for IT or programming positions im trying desperately to find work : ), I couldn't afford to renew the domain.
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Old 01-08-2010, 09:47 PM   #31
IceColdDuke
Re: Quake 3 ported to C++ with Radiant built in.
Alot of people have been wondering what happened with the Quake 3 c++ project, and what happened to my website. Well I got money together for another server and I just baught another domian, I just got it up and running its nothing special yet but its going to be my portfolio website.

I have been working some on a XBOX 360 port of the engine to C#, which basically means a complete re-write. All the XBOX version has is BSP loading, bloom, collision, basic Q3 physics and its using XNA. I know XNA from a technical stand point hides alot of things, but I want to get some XBOX 360 development under my belt even if its not as impressive code wise.

Anyway here is my new website.

http://www.jmvsoftware.com/
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Old 01-21-2010, 12:30 PM   #32
dexgarvey
Re: Quake 3 ported to C++ with Radiant built in.
Quote:
Originally Posted by IceColdDuke View Post
I know im broke im trying to find a job and im having a hard time . BTW if anyone knows of a good site besides monster for IT or programming positions im trying desperately to find work : ), I couldn't afford to renew the domain.
Your job hunt would go better if your email was on your website. Drop me a line please.
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Old 01-21-2010, 01:40 PM   #33
IceColdDuke
Re: Quake 3 ported to C++ with Radiant built in.
I just put my e-mail address in the about me section. I didn't put it there before cause I didn't want to get spammed : ). But I just added per-pixel lighting and emissive textures to the engine and put a new screenshot up of the xbox 360 port.

www.jmvsoftware.com
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