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

#31
Calendar Events / 72hs hackathon, day2
November 19, 2014, 12:08:01 PM
72hs hackathon to code you videogame, details on this page
#32
Calendar Events / 72hs hackathon, day3
November 19, 2014, 12:05:11 PM
72hs hackathon to code you videogame, details on this page
#33
Haunting of Deck 12 / 72hs hackathon
November 19, 2014, 12:04:08 PM
72hs hackathon to code you videogame, details on this page
#34
Calendar Events / 72hs hackathon, day1
November 19, 2014, 12:02:55 PM
72hs hackathon to code you videogame, details on this page
#35
Calendar Events / Re: Indies vs pewdiepie
November 18, 2014, 01:30:21 PM
Quote from: The Happy Friar on November 17, 2014, 08:56:52 PM
Post that up on the calendar please: http://idtechforums.fuzzylogicinc.com/index.php?action=calendar

I should of put the 7 day FPs up too but didn't.  :(

Sorry, i don't think i have permission to do that. No option visible to edit :(
#36
Calendar Events / Indies vs pewdiepie
November 17, 2014, 05:03:27 PM
indiesvspewdiepie event is starting this Friday and will run for 72hs.
Our team will try to make an idtech4 based game, sort of impossible i guess. But we will participate anyway, twitter to follow us or maybe even to give us a hand  :P
#37
Update 10/10/2014

Ok second LAN is done. VĂ­deo on youtube, ideas always welcome :)

p/s got 404 error when editing the original post :(
#38
Quote from: motorsep on October 04, 2014, 12:08:05 AM
I am sorry, but this proposal makes no sense.

For 20k you can port tools to BFG and port them to Qt5, fix modding support/content authoring, fix multiplayer and port back old fullscreen GUI (if you don't like Flash), and fix multiplayer. And you don't even need top notch software engineer to do all that.

However, 20k will not be enough to implement what you want, plus you still won't have multithreading. Also, for the job you will need top notch programmer. Good luck finding one with free time and willing to dig idTech 4 code.

Let it be BFG, what is the difference? As long as it is working. I am stuck with dhewm3 because of (badly but still) dedicated/multiplayer support. Otherwise i would pass to BFG years ago

p/s
Nothing personal against dhewm3, in fact i guess it is the best idtech4 engine over there
#39
The main problem with Crowdfunding in my opinion, is that bakers always expect CDkey or some other real benefit in exchange
Also i guess we can't say something like: "Bring interpolation to Doom3" as Doom3 is trademarked, also a really old game and nobody cares about it's multiplayer anymore (maxplayers=4)  :o
The possibility is another game based on it's source code, like Darkmod. I know they are not using network, it's just an example.
If i can get EULA free multiplayer game working, maybe it's better to say something like: "We want this and any other Idtech4 based game to have good netcode/3d support, etc. So everyone could benefit".
Just an idea, maybe it is easier to convince people this way.

Best of luck
#40
To be honest with you, i was very disappointed finding this issue after months of being rewriting assets. It would be great to switch to interpolation as well as fix other issues inside the engine. Still dhewm3/doom3 code works, you can have mod almost done before digging into sourcecode.
If you start some campaign to raise money, count on me.

Regards
#41
Quote from: motorsep on October 03, 2014, 01:18:17 PM
RakNet for PC is under BSD license, which is GPL compatible.
Oh great then! Maybe it is an option
#42
Not sure if you can mix RakNet with GPL sourced code like that.
Sure that skilled C++ coder can achieve pure GPL rework, the problem is time and reward.
Trying to raise some money in idtech community seems a bad idea for me, we are not so many.
Do you have some idea about the amount needed to rewrite netcode?
#43
In Quake 1 Mod video, the guy entering into portal is my namesake :) All the best with this project!
#44
Let me be honest with you. I don't like the idea of adding D.R.A.P. to d3-base-assets. The reason is that i am almost sure, that i can't rewrite all the Doom3 assets by the end of the year.
Some things (as POM shader) are from SIKKmod, some another staff is from original Doom3, sure i'm also using assets from another mods. What i am trying to do, is to rewrite the most of them. Asi many, asi it is technically possible by one person in spare time. What i know is still missing:

All the md5 models and animations (some fault there belong to importers/exporters)
Some of the .def files still contains original code in them
All .af files (i dont have md5's, so there is nothing to replace by now)
Some of the .sndshd files
Few materials were not rewritten yet (most related to basic things in the game)
Couldn't get time to see .script files, but i guess they are not so tough

The rest is ok, all brand new (it is ok to say so in English? I heard it's ok, but not sure and wanted to try). I will push it somewhere don't matter what, so by the time some of the assets could still belong to Bethesda. Kinda stupid, havind Doom3, BFG or any other game on torrent these days. Still it's a risk. The worst thing can happen is them asking to remove the content i guess. I'm not even selling it so...

After putting it on public SVN, if you want, the same day you have it "GIT forked" or any other thing. Sorry about that, but i don't want to push it my self to another place, hope now you understand why. Would be great to have a common SVN or GIT and every new map or other good assets, are seen by just updating. No broken links, 5 different versions of the same map over the net...maybe someday :)

Regards
#45
Hello doom fans!

Since doom3world is dead, i am writing here, just in case someone is doing the same job.
Some time ago, friends and i had decided to rewrite basic doom3 assets and make this work public. The goal is basically to extend this in a bigger way.
Well, the job is nearly done, so if someone is interested in the dark mod (TC of Doom3 ), but with more liberal license, we'll drop everything to SVN before Christmas.

Almost all assets were rewritten, updated links:

Game on indiedb (December 2015 Build)
Game on Gamejolt (December 2015 Build)
Get engine/assets/libs/source (Github sources and assets)

2016 roadmap

Cleanup from legacy Doom3 assets (animation mostly)
Oculus support
DM4 map light and models rework

2015 roadmap

We are now focused at multiplayer, some things i hope we can do this year:

Dpmaster must be reworked to allow registering your server on the net
Waiting for netcode to be rewritten
FX problem at client side
Some dedicated server problems were solved, others are still there
MD5 animations are legacy, need to rewrite those
Oculus DK2 support merge, forum with a howto
Adding coop is not planned, but since is easy to do and also was done before, if i have some AI and monsters i could do it again
Porting everything to BFG sourcecode is a hard task. Last priority right now, but still possible if i have time for that and no feature is lost
Cool project aiming at BFG standalone gamedev can be found on github

Latest gameplay video (July 2015)