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One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
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Messages - wintch

#16
Quote from: The Happy Friar on January 03, 2016, 01:29:18 PM
Might not also hurt to rename the "doom 3.exe" to something else (I use "mickeymouse.exe").

Take into account that the binary naming is used by video card drivers in order to set specific optimizations and/or flags to get the game working.
Carmack mentioned once, that nvidia drivers were using quake1 filename to limit openGL extensions and make the game work, otherwise he would need to make a patch for it. I can't find the link now  :'(, but if something strange happens when renaming doom3.exe, you know what to do
#17
Updated roadmap and a new build link in header.
Happy new year and lots of frags for everyone!
#18
id Tech 4 Engine Coding / Re: Rendering Twice
November 02, 2015, 11:21:01 AM
Wow, great! Don't forget about the first part also  ;)
#19
id Tech 4 Engine Coding / Rendering Twice
October 30, 2015, 04:05:47 PM
Hi again. I am digging into source a little, was someone able to get double render to work in doom3?
This is to avoid front plane distortions with shader effects on transparent materials (water/heathaze).
Following the tutorial found here, i am getting errors during compilation.
p/s let me know if that would be useful to someone
Thanks
#20
Quote from: argoon on July 30, 2015, 03:21:04 PM
Nice project i'm sure it will be usefull.

Btw are you guys Portuguese? I'm asking because of the music on the video.

I'm Portuguese from Braga.
We are from Buenos Aires, Argentina  ;)
#21
New video is in the header  :))
I am making some demos with UDK4 now, so there will be probably a big gap until next update
#22
Are you crowdfunding something for a programmer's job?
Plans to release MCS sourcecode someday? Just asking :)
#23
Have you seen http://ra.is/unlagged/? Is that similar approach?
Cant wait to try it, as i am still stuck with native netcode :(
#24
id Tech 4 Engine Coding / Re: Network code issues
June 25, 2015, 12:10:44 PM
I couldn't find Emz sourcecode, the mod itself is on their webside
As shotgun impacts always spawned particles (also on legacy Doom3), it has to be some flag to sync effects. Will keep looking
#25
id Tech 4 Engine Coding / Re: Network code issues
June 25, 2015, 11:32:29 AM
I tested that behavior again, the results are:

Legacy doom3 - wall impacts spawns particles only for shotun, blood particles are not visible on client. On server side everything is visible
Legacy Doom BFG - wall impacts spawns particles for every veapon, blood particles only on server side
Emz mod - particles from everything on client side, blood not tested (got sigfault on join)

I am sure you can tune what to sync directly on the engine, someone was able to do so?
#26
id Tech 4 Mods / Re: Adding Coop to Doom 3
June 18, 2015, 11:48:59 AM
Sorry, just updated my answer. No i didn't touched the original source, it was just a merge with dhewm3
p/s i don't remember having any issues with missing heads. Maybe since it was based on dhewm3 and not SDK/original Doom3, this just didn't happen to me
#27
id Tech 4 Mods / Re: Adding Coop to Doom 3
June 18, 2015, 11:21:25 AM
Yo do have coop for Doom3.
The only source code i found
My old merge with dhewm3

AI is not working so great (as motorsep mentioned), it just switches from one player to another when receives damage. Monsters may look at random target and death animations may fail sometimes, but it is working.
I tested it back in 2012 and with some minor tweaks (already done by oneofthe8devilz and/or it's team) you get decent coop gameplay
#28
Quote from: The Happy Friar on February 15, 2015, 04:59:59 PM
Put a link to the assets on github in your post too.  I thought that WAS the link, downloaded and say it was just the engine.  :)

I tried it.  Loaded up DM5.  Damn floating platforms!  There's a weapon on the middle but it doesn't seem to be in my weapon rotation.  What is it?
Updated, thanks!
The weapon is a machinegun, it is available in multiplayer from the start as the main weapon. Singleplayer is not tested (missing player skin, so it may not work at all).
Also jumping is a lot easier in multiplayer that in singleplayer, we tested it and is a bit tricky at the biginig, but with proper FOV and few minutes...
I am still merging assets, so some new map will be available soon :)
#29
All set guys, i am updating header to include all the necessary links.
Not all the assets were rewritten, so if someone can give us a hand (with md5anim especially), that would be great
#30
Calendar Events / Re: Indies vs pewdiepie
November 19, 2014, 12:10:01 PM
Done, you can delete this topic if you want. I guess only calendar events should be here, right?

Thanks!