Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - The Happy Friar

Pages: [1] 2 3 ... 57
1
id Tech 4 Models and Animations / Re: Mess with bones orientation
« on: December 11, 2017, 09:47:25 PM »
Use the testmodel command above the floor to check what's happening.  Maybe 1/2 way up a room.  Then you can see under it too.

2
id Tech 6 General Talk / Re: Doom VFR
« on: December 03, 2017, 09:02:02 AM »
Motorsep, is doom VFR Doom 2016 in VR mode (whole game), is it an addon to Doom 2016 to add VR, or is it a different game?

Thanks! :)

3
id Tech 6 General Talk / Re: Doom VFR
« on: December 03, 2017, 08:54:59 AM »
Steam VR runs really slow on my machine.  It also seems to use a lot of resources and run any game through it slower then if I can use the Oculus API instead.  I find it strange I can run RoboRecall very smooth but I can't even run the Steam VR "room" at more then ~10fps.  I bought "Keep Talking and Nobody Explodes" through Steam because it was on sale and if I use Steam VR mode it runs @ 1/2 FPS vs if I use Oculus VR mode.  :?

4
id Tech 6 General Talk / Re: Wolfenstein: New Colossus
« on: December 02, 2017, 11:09:43 PM »
Wikipedia is (not so?) strangely absent with any references to the engine that Wolf: TNO & NC were made with, just saying they're make with 5 & 6 respectively (no article, etc. references linked).

I thought TNO was the same engine as Doom, but didn't realize it came out two years earlier.  So that's my mistake.  :)

However, the fact that Doom and NC demo run as good as TNO (I'd say it's safe to assume TNO has many updates vs Rage) makes me think the differences between the engine are either a) not that much or b) so much so that with increased content it runs better/same on the same hardware as the previous two games.

I want to point out that NC demo has really short loading sequences on my machine too.  Especially compared to a Source engine game.  Those still take minutes to load vs Doom/TNO/NC's 30 seconds or less.

Also, if if the wikipedia article is correct that all assets had to be recreated (says "complete overhaul" which isn't very descriptive) for id tech 6, Machinegames either had NC stuff being worked on alongside TNO (released only 3 years ago) or things got so streamlines they created a whole new game with a whole new engine in under 3 years.  Either way,  wow.

5
id Tech 6 General Talk / Re: Doom VFR
« on: December 02, 2017, 10:55:09 PM »
So it is rift compatible?  It doesn't list Rift on the Steam page.

6
id Tech 6 General Talk / Re: Wolfenstein: New Colossus
« on: December 01, 2017, 09:44:25 PM »
From the demo seems like exact same engine as TNO.  Even though I'm now @ the min CPU (AMD FX 8350) & well below the min GPU (AMD HD 7850) it runs the same on the same settings.

7
id Tech 4 WIP / Re: Icarus Starship Command Simulator
« on: November 26, 2017, 09:55:52 PM »
Got this game a couple days ago and it's pretty cool.  :) 

8
id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« on: November 13, 2017, 10:42:05 PM »
motorsep's right, doom 3 tech isn't very flexible.  it does what id designed it to do very, very well.  TDM plays on it's strengths very well.  TDM has also been in development for about 14 years.  With previous id game GPL releases there were several games based on the GPL engine released within ~5 years of release. 

As for a specific reason D3 tech hasn't been popular is, to me at least, a very simple reason: only the engine is GPL, no weapon, AI, shaders, etc. available.   For Quad Cowboy the hardest part was writing all those basics.  Wolf3D, Doom, Q1, Q2, Q3A, RTCW, etc. all have everything you need to make a game except assets where as Doom 3 is lacking, basically, the whole gameplay part of the game: someone could make a clone of one of those games in months with just asset work.  Doom 3 requires more code to get to the point where you can have some gameplay going.

In arguments like this the irony is lost by almost everyone: epic/valve fans for decades claimed id was nothing but an engine tech company that made games to show off tech.  The reality became that valve & epic are engine tech companies & id is still a game company but nobody's hollering it off the roof tops like when id made mega-hit game after game decades ago.  :)
Save

9
id Tech 4 Models and Animations / Re: Create new af decl
« on: November 12, 2017, 12:13:26 AM »
For body_one, wouldn't you want bone1 to bone2, not origin to bone2?

10
id Tech 4 Models and Animations / Re: Create new af decl
« on: November 11, 2017, 06:06:19 PM »
Problem is: when I touched "bone_one" body (via 'drag entity' checkbox or g_dragEntity) it indicated "bone_one". When I touches "bone_two" body it also indicated "bone_one" and seems like drag point is pined to origin (not to choosed bone).

You say "bone_one"  but you outlined "body_one" in the pictures.  Did you mean "body_one"?

11
id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« on: November 10, 2017, 05:16:01 PM »
I like Doom 3 tech because I know it.  I also like Q2 tech.  I admit they're no where near what modern engines offer though, and Torque 3D is open source MIT license vs GPL, which I consider an advantage of id's GPL licenses.

However, Q1/2/3/D3 are great for small teams: no royalties, super-easy  to use, lots of engine updates out there, Q1/2/3 are perhaps the most documented engines out there, all run an almost any device in existence... 

12
id Tech 4 Models and Animations / Re: Create new af decl
« on: November 09, 2017, 11:05:04 PM »
The af editor is full of crashing bugs.  I never had it crash when I selected new, but it crashes at seemingly random things.

13
id Tech 4 Textures / Re: Eyeball deform
« on: October 29, 2017, 09:38:13 PM »
I think he needs to see a doctor for that one. :)

14
id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« on: October 19, 2017, 12:20:09 PM »
I already know where the flashlight stuff is. The flash when demons spawn is unrelated.

I thought "light flash" was "flash light."  My bad.  :)  Sorry!

15
id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« on: October 18, 2017, 10:40:14 PM »
I actuatly keep  already extracted def/material files handy just to do searches.  :)

So after searching in the weapon_flashlight.def, it says the "mtr_flashshader" is "lights/flashlight5".  That's defined in the same .def file.

That references a file in "lights/flashlight5.tga".  That's in pak000.pk4.

Pages: [1] 2 3 ... 57