News:

One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
Also on Rumble: https://rumble.com/c/c-1115371

idTech 4 (aka Doom 3 tech) Discord Server! https://discord.gg/9wtCGHa

Main Menu
Menu

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.

Show posts Menu

Topics - motorsep

#41
Strutt your stuff! / VR: red pill or blue pill ?
March 07, 2016, 03:31:42 PM
UE4 got a plugin to import Doom 3 maps (still early wip). I am going to test it for my Gear VR. It would be interesting to experience Doom 3 environment in VR :)

Has anyone already tried any type of VR yet ?
#43
https://drive.google.com/drive/folders/0BwE6dxM0O2PsWUdtTmNxdXQzaUU

Only 3 panoramas for now, but truly stereo VR :)

Tested with Gear VR, but should work on any VR HMD.
#44
Strutt your stuff! / id Software games in VR
August 30, 2015, 06:33:40 PM
If you have Google Cardboard (and you should really have it by now :) ), check these games using various id Tech engines in VR in 4k resolution:

https://plus.google.com/collection/sdsvl

Just copy then to your phone and run Google Cardboard app to view.
#45
Has anyone with AMD GPU had any issues running RBDoom 3 BFG 32-bit on Windows 10 ?
#46
id Tech 4 Engine Coding / Doom 3 BFG and VR
August 06, 2015, 02:56:38 PM
It seems that BFG so far is the only engine out there capable of 60 fps per eye in VR (at least with stock content).

I wonder how much work is it to integrate Oculus Rift and HTC Vive support into BFG ?

Are there some limitations to integration into GPL engine? (EULA, etc.)
#47
Is there any script event that would toss another entity (either debris or movable item)  ?
#48
Is it possible to have a surface (material) that doesn't cast shadow, but receives shadows from other objects?

For example, if you have a cube that casts no shadows itself, but if a monster stands next to it, monster's shadow would be on the cube.

It might be working by default, but I never actually tested such setup and wondering if it's already supported.
#49
id Tech 4 Tech Support / Doom 3 Mod Wiki Archive
June 27, 2015, 12:52:36 PM
I always forget actual old address of original mod wiki, so I am linking it here for archiving purposes:

http://web.archive.org/web/20121205052850/http://www.modwiki.net/wiki/Doom_3
#50
https://code.google.com/p/qeffects-gl/

Has anyone tried it with RBDoom 3 BFG or old Doom 3?
#51
id Tech 4 Discussion / Doom 3 BFG is on Android now
June 24, 2015, 10:43:01 AM
https://play.google.com/store/apps/details?id=com.id.doom3bfg&hl=en

Interesting. No touch or kb/m support, only gamepad. I wonder what it would take to port BFG engine to Android and iOS, and add touch screen support along with bluetooth kb and mouse.
#52
id Tech 4 Scripting / Doom 3 AI from scratch
May 18, 2015, 10:37:49 AM
So far I had no luck finding any AI programmer who would even wanted to look at Doom 3 (mostly a principle of things - it's not Unity, I am not touching it) :(

Therefore I wonder if we should do a community project - writing Doom 3 AI scripts from scratch. This way whoever is interested in the subject matter would help shaping this "course".

I won't be GPL, BielBdeLuna, sorry :)

Basically the first step would be to identify core structure of AI scripts (like all AI starts with ::init() following by ::Begin() ), mandatory built-in functions and order of calls, and making a template script for AI. It would probably make a lot of sense to not separate  enemy AI and NPC AI. This would allow for enemy to become NPC and vice versa.

Next step would be spawning a basic entity and have it do basic action. For example spawn AI that idles and looks/turns at/to player, when player is in a certain radius around AI.

What do you think ?
#53
id Tech 4 Textures / Skybox blending
May 16, 2015, 02:45:40 PM
I remember seeing this video:

https://www.youtube.com/watch?v=Knj_mhjzxTQ

and I thought stock Doom 3 can do the same as far as blending skyboxes. So I put that theory into test and apparently Doom 3 can not do skybox blending. Does the skybox on the video use special shader? Or is it not a skybox at all and just a skydome mesh ?

Thanks.
#54
So I tried looking around for AI programmers for Doom 3 mod (for some R&D, which later can be used with Storm Engine 2), paid and unpaid.

It sounds like current generation of programmers are lazy or something. They don't want to get their hands dirty. If it's not behavior trees and some flow charts, or some middleware where you don't need to use much of gray matter, it's not worthy of working with (referring to id Tech 4).

What makes it more sad that most of the brightest game developers / engine devs / AI devs came out of idTech / Source modding scene. And that fact is disregarded nowadays.

Just an awful state of mind we have nowadays :(
#55
Has anyone implemented such thing as firing secondary weapon with RMB ?

For example, keys 1 - 4 would select primary weapon, which needs to be fired with LMB (or whatever key it's bound to) and keys 5 - 0 would select secondary weapon, which will be fired with RMB (or whatever key it's bound to). Of course keys for weapon selection may vary.

How would you do that? Thanks.
#56
id Tech 4 Discussion / Quake 4 red big spider setup
April 30, 2015, 11:16:42 PM
If anyone modded Quake 4, do you know by chance how big red spider is setup ?

I recall player in Quake 4 can collide with individual legs of the spider robot.

It's not possible in Doom 3, as player can not collide with AF bodies on AI, only on ragdolls. So I am trying to deduct what is the difference between Quake 4 and Doom 3 when it comes to player collisions and AI.

Thanks.
#57
id Tech 4 Scripting / Any AI scripter around ?
April 27, 2015, 12:35:26 PM
The state of Doom 3 modding is pretty sad (while people still play and buy Doom 3, there aren't any new mods coming out and many of the old mods are abandoned).

So I am wondering if there are any modders who dwell on this forum worked with Doom 3 AI.

The question is if AI seen in my previous game, Steel Storm (http://store.steampowered.com/app/96200/), doable in Doom 3 without messing with C++ code.
#59
I don't think AI / NPC can follow a spline out of the box, but I recall someone (when d3w was alive) made a minimod where bot-friendly was following a spline.

Any ideas how that can be achieved ? (having path_corners as nodes, but having AI/NPC following a spline instead of moving from path_corner to path_corner directly)
#60
id Tech 4 Discussion / RBDoom 3 BFG on Android
April 08, 2015, 12:22:15 PM
Has anyone tried running RBDoom 3 BFG on Android ?

If so, how was the performance ?