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I haven't run into anything like that and have also updated to what I believe are the latest drivers from NVidia.

Operating System:   Windows 10 Pro, 64-bit
DirectX version:   12.0
GPU processor:      GeForce GTX 670
Driver version:      391.35

There is some shadow popping but nothing like in that shot. As for the popping, for example the first ramp going up on The Edge 2.

I did have severe performance with SSAO, it was dropping my FPS down to 15FPS in some places where there wasn't even much happening, no characters on screen, etc..

Once that was disabled performance shot back up and held steady.

I also tried r_usescissor 0, r_useportals 0, r_showtris 3, and r_forceambient 1. And with the whole map visible at times, still maintained a solid 60FPS (I have it set to 60 instead of 120). Did this for several settings to just try and break and crash the engine but it held up pretty darn well. I also play at 1080.

On a side note, drawing the whole map and using r_forceambient 1 makes me wonder what base performance would be like if lightmapping was ever added. But I think this is a topic that's been covered once or twice around here ;)

Anyway I hope anything I provided here helps and if you want me to try anything specific please let me know and thanks again, keep up the great work!

That's awesome! Is there a precompiled bin available for download?
id Tech 4 WIP / Re: idLiquid
April 10, 2018, 09:24:00 PM
Yea that's what I meant. Like things we would have followed as a community with id's once open nature, we never really got to see as they transitioned into whatever it is now (meaning no offence). Classic coke and the new recipe.

Wow, I hope this reply makes sense in the morning.  O0
id Tech 4 WIP / Re: idLiquid
April 10, 2018, 07:01:19 PM
It's fhdoom, it's a bit buggy but I really dig it. Afaik this should work in vanilla though.


Misc contains the usual spawning, saving etc... but also has idLiquid::Event_Touch. In the Prey SDK these functions have been expanded upon to allow player interaction, among other things. As you pointed out most of it is commented out. But the simulation and visual element works. It's solid so the player can Jesus walk on it so it's best left in areas where the player won't be able to interact with it.

I noticed TDM has taken to use MD3 to achieve a similar result which is probably faster anyway. Still though, I wasn't sure if anyone else has played around with this, it's pretty cool how many things (including Megatexture) were put into D3 for later use, and discovering them is like finding some hidden gems - or I don't know, maybe I'm just going off the rails here.
id Tech 4 WIP / idLiquid
April 10, 2018, 08:22:29 AM
Howdy folks,

Not sure if this is the right place to post this but... I've been toying with idLiquid lately and wanted to show some progress so far and see if anyone else might know any more tricks regarding this little hidden gem (well it was for me anyway).

Credits go to Human Head as it was within Prey that I found the basis for the idLiquid model entity, which is basically just an text file with various properties, as with the def files (modified versions found below).

A breakdown of what you're seeing and to try this yourself...

entityDef test_liquid512x512 {
   "inherit"               "idLiquid"
   "editor_color"            "0 .5 .8"
   "editor_mins"            "0 0 -24"
   "editor_maxs"            "512 512 24"
   "mins"                  "0 0 -24"
   "maxs"                  "512 512 4"
   "model"                  "liquids/test_liquid.liquid"


size_x         512
size_y         512
verts_x         32
verts_y         32
liquid_type      1
density         1
drop_height      10
drop_radius      6
drop_delay      8000
update_rate      20
seed         22
shader      textures/rock/greenrocks2_lavascroll   

I think that's everything, "density" needs to be 1 or else the liquid will ripple but come to a stand still, I'm not even sure if everything actually does anything but it's what's there so far, play round and see what you can come up with and if anyone has any more information on this please share.
Hey everyone, happy holidays and all that.

This has come up before for those intrepid max users out there like myself having to keep an older copy of Max installed. Long ramble short, I literally just commented out an offending line (when in doubt, comment it out) and rezipped the MD5 exporter from 'Jonathan "BeRSeRKeR' Garcia" and it seems to work. So far only tested with 2016. It just takes a long time to export (meshes) but if anyone else want to try it out, it's attached here. Didn't test camera exporter.
Quote from: The Happy Friar on September 27, 2017, 12:16:08 PM
You would be better off using the non-Doom 3 assets with modified Doom 3 AI scripts.  You might even be able to import the Q4 assets in to Blender & re-export them in Doom 3 md5mesh/anim standard. 

I'd also say Quake 1 is very easy to mod.  it's dll format can still compile on windows 10 & is cross compatible with any OS (just need an engine binary).  Only downside (that I can see) is that the game ai/weapons/etc. Weren't GPL'ed with the engine, just like doom 3.  Q2 & Q3A had their AI/etc. gpl'ed but Q2 is way behind in the SP GPL engine engine compared to Q1 & Q3A has no SP AI.

Not much has been done with the "old" idtech 4 Doom 3 GPL, more has been done with the BFG version.

Not that it matters but...

I thought D3 was the only GPL release that didn't include everything.

I was under the impression that Q1 includes everything like the the QC sources under GPL for ai and stuff (
id Tech 4 Needs Help / Re: how i can spawn models in map ?
September 09, 2017, 06:50:25 AM
Quote from: grml4d on September 09, 2017, 02:13:42 AM
thank you argoon , it is partly what i need ... ^-^ ,  i also want to spawn models coming from others games than doom3...
like the enormous quake4 network guardian ...

This is actually pretty simple, although I could be wrong. Doom3 had a console command built in (I think it was pre 1.3.1, but could easily be re-implemented) called "spawnfromgame" that took two arguments, the name of the model you wish to spawn and the game. So for example you would type "spawnfromgame skyrim dragon", make sure you do this in one of the hell levels where there is lots of room for the dragon to fly around or else it could glitch. Anyway, the only limitation is that Doom3 will only recognize games up to the year 2145.
id Tech 4 Textures / Re: Another Material Question
August 15, 2017, 07:58:14 PM
Quote from: spamclark15 on August 15, 2017, 07:46:33 PM
Awesome. How did you know which mesh to look at?

Just browsed for it in the editor.
id Tech 4 Textures / Re: Another Material Question
August 15, 2017, 05:53:10 PM
There's probably a better way, but I just opened the lwo in notepad and saw models/mapobjects/doors/doorlocklightg which may be what you're looking for, a find in files in notepad++ returned with materials\ hope that helps.
Instead of adding HL BSP support, I'd simply recommend converting the map,
HL->Quake3->Doom3. It's fiddly but probably the least amount of headache. It'll get the same job done and will come with all the benefits of working with any engine fork. But good luck on whatever route you take.

What you see in game can be found in the alpha channel of the .tga
Can't articulate how awesome this is, great job!
id Tech 6 General Talk / Re: DoomExtract
May 03, 2017, 02:22:21 PM
Quote from: Eugenio on May 03, 2017, 12:43:16 AM
Quote from: MrC on January 14, 2017, 04:01:34 PM

Are these tutorial or something because I can't see the videos.

No, just a stupid joke about legality using a clip from the movie Kingpin. Not sure why that link doesn't work, it worked before. You can look up "Ernie McCracken "Big Ern" - What do you have sugar for Mr. McCracken?" on YouTube and watch the first 7 seconds to see what this link did.