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Messages - motorsep

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1
id Tech 6 General Talk / Re: Doom VFR
« on: December 03, 2017, 11:24:29 AM »
Motorsep, is doom VFR Doom 2016 in VR mode (whole game), is it an addon to Doom 2016 to add VR, or is it a different game?

Thanks! :)

It's a standalone spin-off. It has short campaign (shorter than the original, but since it's in VR, it has decent duration) + 12 unlockable classic Doom levels remakes.

2
id Tech 6 General Talk / Re: Doom VFR
« on: December 03, 2017, 02:05:30 AM »
So it is rift compatible?  It doesn't list Rift on the Steam page.

Indeed. However, you have to switch to Steam VR beta in order to run it (Steam's mess, not Beth's).

3
id Tech 6 General Talk / Doom VFR
« on: December 02, 2017, 08:20:07 PM »
Wow, pretty solid VR game. Hopefully Beth fixes stuff to make it more Rift friendly (they publicly said they will), but even now it runs smoothly and provides a whole new experience in VR.

4
id Tech 6 General Talk / Re: Wolfenstein: New Colossus
« on: December 02, 2017, 09:35:07 AM »
From the demo seems like exact same engine as TNO.  Even though I'm now @ the min CPU (AMD FX 8350) & well below the min GPU (AMD HD 7850) it runs the same on the same settings.

TNO was built with id Tech 5, NC with id Tech 6. Check Wikipedia ;)

5
id Tech 6 General Talk / Re: Wolfenstein: New Colossus
« on: December 01, 2017, 10:35:26 AM »
Is New Colossus in id tech 6 then? I haven't played it yet.

yep, it is

6
id Tech 4 Models and Animations / Re: Two root bones and invalid joint
« on: November 22, 2017, 01:31:41 PM »
You can not have 2 root bones. Only one root bone is allowed (called "origin").

7
id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« on: November 15, 2017, 10:59:12 AM »
@argoon You are simply f#cking returd, that's all. Modders mod the game - Doom 3. I never had anything against modding Doom 3. However, you simply refuse to understand that the engine is not suitable for anything else. As an example, there are artists who can make 3D sculptures of people to look life-like using Blender alone. I am sure they can single handily make something like Final Fantasy movies in their lifetime. However, it will never happen in production settings. A large team will be working on such movie and they will use tools (and quality) that will allow them to built said movie within a reasonable time frame and with reasonable quality (no one in the right mind will go all out with tiny details in production if those won't be visible or bring value to the viewer). So they will use Maya or Max, not Blender.

Same goes for id tech 4. There are a handful of devs who would be willing to work with idTech 4 in commercial settings and they don't have enough skills to get idTech 4 to the level of idTech 5/6 or UE4 in the reasonable amount of time (before idTech 7 or UE5 come out). Tools is another story. It will take another team and another skillset to make state of art tools. And on top of that you still need art and gamecode.

But apparently you plainly refuse to acknowledge the facts.

So why don't you GFY and stop advising people on using idTech 4 for commercial production?!

8
id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« on: November 14, 2017, 04:35:11 PM »
Now you are just being ridiculous @argoon and you sound like a blind fanboy who refuses to accept the facts and reality because you are stuck in the past.

9
id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« on: November 13, 2017, 10:38:17 PM »
No I've never made a game nor mod and that is because i really never add that intention and had other things to do

Then you have no weight in this argument, at all.

10
id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« on: November 13, 2017, 01:42:18 PM »
"argoon" stands for "I like pointless arguments" - I don't see any track record of you making games. I've worked with idTech 1, idTech 4 and UE4 and I can tell you that id tech 4 is not malleable and is not versatile, it' was made to run Doom 3 and that's it. If you want to make something else you have to essentially rewrite it. Even recent attempt to integrate Vulkan into BFG engine stopped when the author dug deeper and discovered there half of the engine needs to be refactored.

The reason idTech 4 isn't used is simple - it's not flexible, it's limited and it's old. Once can make 3 games using UE4 before you make one game using idTech 4. Even Splash Damage ditched it at the end.

11
id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« on: November 13, 2017, 12:35:55 PM »
is the OP like a time capsule/repost? People can still use Doom 3. I mean Quadrilateral Cowboy was a critically acclaimed game made with Doom 3 and Blender. There is a path, tho few use it.

There is a better game made with Doom 3 engine, but no one heard of it. Simply because the author of Quadrilateral Cowboy has a higher publicity than the other guy. If you track his progress however, you'll see how long it took to build and how much he was fighting the engine. It would have been done much much quicker using UE4 or Unity.

12
id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« on: November 12, 2017, 07:48:25 PM »

as I see it Id Tech 4 has several advantages over others:
runs on Windows, Mac, Linux, Xbox

Maybe the original did, but the one you can get your hands on won't run on XBox. And Xbox is dead anyway.
UE4 runs on Windows, Linux, Mac, Android, iOS, XB1/Xb1X, PS4, and mobile/desktop/console VR. Unity runs one even more platforms.

has a large user base (D3 alone sold 3.5m copies)

Really!? Go check how many people bought Valve games (or Source 2 based games) and UE3-based games..

will have the full source released under the GPL eventually, so you can make your TC into a standalone game and even sell it.

So you can with Unity (no source code available, but who cares) and UE4 (source code is available, including XB1/X and PS4).

looks nice with modest requirements (I can run ETQW on high settings, whereas BS just barely worked on low)

Only looks nice because of the art created by iD Software. Has nothing to do with the engine.

the updated engine for ETQW can render huge environments very well

Except that's not included into released source code. So id Tech 4 out of the box doesn't do huge environments well at all.

Looks and feels unique. There's no Havok, SpeedTree, etc. Id make everything by themselves.

You can make any engine look unique if you can work with shaders. Who uses Havok noways? o.O Good luck making good foliage without SteepTree. I talked to several ex-ID employees who said that not using middleware was one of the biggest mistakes of iD Software. Look at them now - they use every middleware there is to get the job done and I am happy they do. No need to wait for games to be released in 5-7 years and have a way less features and effects they could have had with middleware.

Why's everyone using that broken pile of brokeness, U3?

No one uses UE3. Everyone uses UE4 or Unity. Id Tech 4 a way more broken than UE4 for example (I've worked with both and I can tell you from the experience). UE4 just works. No restrictions, no limitation. You might want to grad id Tech 4 and try making a small game using it. I am confident that you won't be able to make anything but Doom 3 mod that plays and feels exactly like Doom3 (or worse). With UE4 you can make any game, free or commercial.


13
Content for Games/etc. / Re: Storm Engine 2 Development Base
« on: October 19, 2017, 03:18:06 PM »
Letting those files simply rot on my hard drive would be pointless, even if no one is going to use it.

Sound like you aren't going to make a standalone game using the engine.

Btw, you should make a youtube video showing what your base pack looks like in action.

14
id Tech 4 Tech Support / Re: DOOM instantiate launch command
« on: October 17, 2017, 03:38:19 PM »
What is the command to launch DOOM?

IDSPISPOPD

15
If I understood GPL license right, the fork code based on it also must be open (excepted assets perhaps)
 ;)

Only C++ code. So if you ask him, he has to give you the modified engine's source code that matches to the build on Steam.

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