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Id tech 5 Discussion / Re: How's the new Wolf?
May 31, 2014, 01:39:52 PM
I had high expections because the people behind the new Wolfenstein are the creators of the Riddick games.
They met my expectations. I would give it a 9 of 10.
I think the GtkRadiant just sucks. The biggest advantage of the DoomRadiant is that it is integrated tightly into the engine and you have a good preview about the final results.
Actually porting the DoomRadiant would be quite cool. It was some of my first experiments with the Doom 3 GPL code.
Ensiform created new GUIs for the main window and several inspectors however it was designed as a standalone app.
I got it to work inside of D3 and wrapped D3 into a Qt widget so it can be docked into the QtRadiant.

If I was doing it again I would scrap all written code and use the Qt windows migration framework and starting to replace individual inspectors.
The main problem is that it is a lot of work to finish it and it requires someone who steps up on the plate and is really dedicated for more than 2 weeks.

I'm really busy getting my stuff done so I simply live with the MFC tools that I improved with some smaller tweaks like Sikkpin did with WASD camera controls and other stuff.
I think it is not a good idea to make a radiant just in Qt. If you want to port the entire thing then I suggest to have a look at the Unreal 4 editor.
That's the stuff people are really looking for ... especially the content browser.

Creating a level with drag 'n' drop from the models you created in Blender simply rules. It would be also nice to create prefabs with a preview picture and add tags to them like mp3 tags for better searching.
UE4 also offers a nice workflow by exporting the whitebox game prototype geometry as .obj.
The content browser is really a productivity booster.
Well the resources system was introduced in Rage to meet the Blu-ray latency requirements for streaming.
TBH, I think the new virtual filesystem really sucks.

This has to be looked up into the sourcecode:

1) You work on your game without any resources files

2) You play it with fs_buildResources 1. This creates files that contain a list of all referenced assets from base/ and base/generated/

3) Cook your resources files with the buildGame command that uses the .preload and .manifest files from 2)

Usually you have one .resources file for each map and all those resources contain duplicated content. The content that is shared among the resources files resides in _common.resources.

However I changed the filesystem in RBDOOM-3-BFG.

You can simply run custom content in a mod with +set fs_game <modname> +set fs_resourceLoadPriority 0.

It is not necessary cook a map but the filesystem looks through all .resources files when looking for a single file.

Yup automatically done by r_forceShadowMapsOnAlphaTestedSurfaces 1.
 I have added soft shadows to my RBDOOM-3-BFG fork in the last 3 weeks and you can get it from

The implementation is way more elegant and faster than my previous one from XreaL so you might have some fun with it.
It runs at solid 120 fps on my system (i7 4770K, GTX 660 Ti) so I can only advise to try it out. The entire game feels like a completely different and better game with those soft shadows.

old hard stencil shadows

new soft shadow mapping
Welcome! / Re: Welcome to the id Tech Forums!
May 19, 2014, 01:05:17 PM
First! :)