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Messages - motorsep

#1051
Using Carmack's Reverse is illegal in US (and CA perhaps). It's been already said numerous times that potential the legal complications outweigh performance gain (which is so negligible that it's not worth fooling around with).
#1052
Doom 3 sold  3.5 million copies by 2007 (per Wikipedia). And I bet sold more by today, through Amazon and Steam. So if that number means Doom 3 wasn't admired by FPS community, I don't what it means to be admired o.O

There are many factors why Doom 3 modding didn't take of as Quake / Quake 2, but it's all irrelevant to the topic :)

The fact is it's easier to build hype using existing IP (especially a cult one, well known), it's infinitely easier to build something using existing content and existing framework. Whether it's easier to get people involved into existing IP mod or brand new game is questionable, especially nowadays, and especially using an obscure technology.
#1053
Quote from: BielBdeLuna on October 25, 2014, 07:56:01 PM
according to wikipedia FFMPEG is LGPL if You don't include support for AAC audio in it's internal libraries, if you do it you're in LGPL territory, therefore you're free to go. and I bet that if you don't include any Bink videos you're even freer (but I don't know the specifics in-between Bink, FFMPEG, and LGPL)

You can't use Bink without licensing it (at least to encode videos). Using libav (part of the FFmpeg I recall) to encode/decode mp4 videos is illegal without obtaining license for h.264 codec. So while FFmpeg itself is LGPL, it all depends what format you are going to use. Since most of the cinematics nowadays done in-engine (as no one wants to see prerendered cinematics in quality less that what Blizzard offers), and Doom 3 is well suited for it, I don't see a need to risk it. That's why we went back to RoQ. Made it high res, and can use it in a few places, like logo and some tiny videos that can be really simple.

Quote from: BielBdeLuna on October 25, 2014, 07:56:01 PM
a single individual will have more work than a community sharing efforts.

If aphexjh is talking about commercial game dev, community shouldn't really be involved as far as supplying assets and making core design decisions. Legal liability and copyright mess. Better reserve community for modding your game :)
#1054
Quote from: aphexjh on October 25, 2014, 02:08:36 PM
So motorstep, you will probably know this, what do people need to do to legally distribute their own game based on the gpl BFG or whichever?  They need a compiled engine to use, and they need their assets.  What about libraries, I know a lot of these engines require external libraries to compile, do these dependencies pose a potential problem to developers who want to sell their games?

You'd need someone to distribute your game on Steam, as they are getting away with Greenlight (unless they'll make it free-for-all deal). You'd need to be clever about PR and marketing. Nowadays it's not really about making a game, it's about overall product-service and marketing. Market is quite saturated.

From the technical standpoint you need nothing but GPL engine, solid design and a small team (programmer and artist at least). We don't use any external libs on Windows. Just whatever comes with the system, like DX and XAudio. On Linux it's OpenAL / SDL2. That's all. RBDoom 3 BFG uses FFmpeg, and that might be an issue.
#1055
The thing is you don't have to go for Doom 3 complexity/quantity on art level. If it's an action/adventure (3-rd/1-st person) game, the code is there for the most part. Just figure out interesting gameplay and make simpler art in lesser quantity and it won't take 10+ years to make. And regardless, usually 3D (even 2D) games made by small teams. It's a collective effort.
#1056
Quote from: oneofthe8devilz on October 24, 2014, 05:11:45 PM
Performance-wise, DIII4A looks fine to me on the Galaxy S5 video... and mobile devices keep getting faster.. so why should I bother with D3BFG... in case I am able to get my D3 1.3.1 codebase plus mod specific gamecode to run on android ?

Have you looked into Doom 3 BFG code base? (game code) It's almost identical to Doom 3.

But sure, when Android devices will catch up with PC, why not to run old Doom 3 on it :)

However, RBDoom 3 BFG would be much better with modern GLES 3 renderer and multithreaded.
#1057
Last time I heard about that port it was super slow even on high end Android devices. Mobile port has to have engine threaded to yield decent performance. And as TTimo said, Doom 3 BFG engine is the best suitable for mobile Doom 3 engine. Tr3b began porting RBdoom 3 BFG to mobile, but I don't know how far he got with it.
#1058
Quote from: aphexjh on October 24, 2014, 01:05:03 PM
... and Steel Storm 2, are other notable exceptions ....

Thanks man. Although it's Phaeton. Steel Storm 2 was a working title ;)
#1059
Quote from: The Happy Friar on October 24, 2014, 02:51:02 PM
Established IP's already have 1/2 the job of making a mod done: the design of the assets.  Want an Aliens mod?  Just look at the movies, books, images, etc. and based your assets on those.  Want a mod where you find hordes of monsters?  Design the monsters, then start where the people making the Aliens mod started and be behind.

Agree. Coming up with original design that makes at least some sense is not easy.

Quote from: The Happy Friar on October 24, 2014, 02:51:02 PM
Originals are very fun though.  Steel Storm: BR & it's DLC are awesome.  I tell anyone who likes top down shooters to get it.  I also recommend Flotilla by Blendo Games and, if you want a good short story, Thirty Flights of Loving.  That's why I'm excited about more stuff by those creators, the current stuff is fun.

Thank THF :) One day I would like to make Steel Storm 1.5 (better version of SS:BR) using our new engine :D
#1060
Content for Games/etc. / Re: Taking content requests!
October 22, 2014, 03:56:42 PM
Quote from: argoon on October 22, 2014, 03:00:48 PM
Ambient Occlusion baked or not should be standard by now, it indeed makes a huge difference.

Example

http://www.moddb.com/mods/mafia-titanic-mod/images/enb-series-graphic-tweak-follow-up

High quality real-time AO has noticeable fps impact :(
#1061
Content for Games/etc. / Re: Taking content requests!
October 22, 2014, 03:55:32 PM
Quote from: Sir Blackington on October 22, 2014, 03:23:12 AM
Out of curiousity, doesn't BFG support megatextures? And if so, can't they be used the same way to bake ao under foliage? Also does BFG also have that same entity limit?
I have to say, as much as I'm not in a hurry to get AO ( me and zombie are on completely different ends on this ) it does really help make foliage especially bushes on a larger scale feel full and as he put it "grounded". Played around with ao in other games like arma and dayz, makes a big difference.

It doesn't. Even if it did, how would you author it?

BFG has exactly the same limits Doom 3 has.
#1062
I don't think FX is a system function. Entity should be spawning FX afaik.
#1063
Quote from: BloodRayne on October 21, 2014, 09:55:30 AM
For instance: if the player lobs a grenade, then quickly switches to the pistol, the last used gun would be the pistol and the grenade would not throw the right effects.

What if you set a variable "lastGun" (or whatever) to grenade after you fire grenade, and then check for that variable? This way if player switches to pistol after tossing grenade, lastGun would still hold grenade, since pistol wasn't fired.

Or better yet can he check for a projectile instead of last used gun? (unless that's not exposed to script)
#1064
Id tech 5 Discussion / Re: The Evil Within
October 19, 2014, 08:02:38 PM
@oneofthe8devilz: why not just start with idTech 5 by modding Rage? :)
#1065
id Tech 4 Scripting / Re: GPL AI
October 17, 2014, 09:25:24 AM
Doom 3 AI system is animation-based. The delta of origin bone in walk/run animation defines movement speed (I don't recall if that's true for flying monsters).

So if you want to make AI to be independent from animations, you'd have to not only rewrite C++ code for AI, but also rewrite some, if not all, animation system.