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Messages - oneofthe8devilz

#31
Strutt your stuff! / Cranking up the Gore
July 24, 2016, 10:04:53 AM
Inspired by VGames's gory zombie skin screenshots and a few other gore skin d3 mods, I sat down this afternoon to give the good old Sawyer Zombie a TWD style Gore Crank Up Overhaul...

#32
The updated fhDoom version features a very solid and efficient shadowmapping solution. Delighted to see that you implemented parallel lights which work remarkably well with my outdoor test maps with good light bleeding and contact shadow results.

Noticed that the default Doom3 ambient lights seem to not render properly in fhDoom (having a directional shading instead of lighting up all geometry evenly) since I use huge ambient lights in my outdoor scenes as a very rough approximation of radiosity.

#33
System Shock 2016 Reboot Gameplay

#34
I spent the last couple of days experimenting and setting up a "S3D/VR COOP Sandbox" for ArmA3.



So far the absolute most mind blowing Virtual Reality Experience for me. IMO it's exactly this kind of game/simulation which profits most from S3D/VR, completely changing the gaming experience compared to gameplay on a 2D screen.

The footage showcased here is more addressed to people without any S3D/VR experience who mainly ask themselves what exactly to expect from a VR experience. And although S3D/VR is hard to showcase via a 2D youtube video it may (or may not) cover answers to the most urging questions of what a S3D/VR experience is like when playing a complex title such as ArmA3 in Virtual Reality.

This footage was captured on a client connected to a dedicated server. This sandbox mission will be playable cooperatively with up to 6 players.

I still don't get why at this year's E3, the industry mainly is focusing on showcasing "stationary shoot'em up" and "rail shooter" VR versions of their AAA titles (like Bethesda did with Fallout 4 and Doom2016).

Like who in his right mind would like to play a VR game/demo where you are locked to a stationary position for longer periods of time ?

I still think that way too many people with weak stomachs and brains are in charge when it comes to promoting S3D/VR to the public, effectively making VR look more of a gimmick feature that comes with way too many restrictions to be attractive for to the mainstream.

#35
Strutt your stuff! / (CED) Chimuelos Assets Pack
June 24, 2016, 10:34:14 AM
When this was first released back in 2013 I instantly knew it was going to have an impact on the way how the game "feels" and I knew at some point in development I wanted to implement it for my own idtech4 projects...

It is nice to see the first wip idtech4 projects on moddb utilizing it and I just wanted to create this thread so the most recent implementations of the pack can be discussed here...

This BFG Mod here seems to make excellent use of it:



Also this original Doom3 1.3.1 Mod is utilizing it:

https://www.youtube.com/watch?v=Y67ifplCI4M

"punk0x29a" aka "Jan Kowalski" was kind enough to provide me with a basic asset and source code version of the "Overthinked DooM^3" CED implementation since I always I found the idea of working on a more tactical approach of a Doom3 mod very intriguing and was playing for quite some time with the thought of combining that with cooperative multiplayer elements, forcing players to really play through levels together tactically, instead of gunning everything down that moves.

Unfortunately I am still busy as hell with multiple idtech4 projects aswell as other non idtech4 related VR game projects but I hope in the not too distant future a time window will open up, allowing me to think about a multiplayer/cooperative implementation of those tactical elements.

In the meantime feel free to discuss that package here.

(CED) Chimuelos Assets Pack Download Link: http://www.moddb.com/mods/star1088/downloads

P.S. @VGames: "punk0x29a" told me that you did all the work on the double barreled shotgun and I must say I simply love the way it looks and ironsights in this video.

Great Job !

#36
I think this mechanic is what you might be looking for...



It's been a while since I have implemented ironsights to MCS, but if I remember correctly no significant C++ code was involved. So you could take a look at how it was implemented by inspecting the MCS asset files (defs,models,animations and scripts) and then accordingly apply your own solution to your own idtech4 project.
#37
MCS STEREO 3D VR SUPPORT WIP



One of the things I am currently working on while simultaneously developing the upcoming MCS update, is stereoscopic 3D VR rendering for future builds of MCS...

First I needed a WIP prototype solution, which correctly calculates all the MCS specific Sikkmod rendering effects in 3D for each eye/view.

The Doom3 BFG visuals look remarkably boring and unspectacular in VR to me and so before starting a new MCS specific project that implements native VR in-engine support for MCS, I had to be sure the resulting visual VR fidelity on the Doom3 1.3.1 based MCS renderer will be worth the amount of invested funds, time and work that I am planning to dedicate...

And boy is the VR MCS renderer a difference in quality compared to the BFG (RBDOOM-3-BFG) one.

Especially on a 1080p OLED VR panel, the colors and visual effects really take off and bear no resemblance to the weak and washed out BFG VR visuals.

This footage was recorded clientside connected to an online dedicated server.

 
#38
Depending on your internet speed maybe you should start downloading on time in order to not end up waiting like other users here...
#39
Quote from: EoceneMiacid on June 02, 2016, 04:58:47 AM
I would really like to help you out with the Linux port.

If you'll let me :)

Thanks for your offered help, but like I already posted, I have already successfully ported the current WIP MCS source to Linux.

Now I am focussing on the work of getting all the features that are supposed to make it into the next publicly distributed MCS game update.
#40
id Tech 4 Mods / Re: ETQW: 23rd Century Warfare
June 02, 2016, 08:40:39 AM
In the events of the recent discussions about source code sharing and cooperative gametypes I would like to point out that the mod, assets and source code for my ETQW Modification are all available for public download at:



http://www.moddb.com/mods/23rd-century-warfare.

Download the 23rd Century Warfare ETQW Mod, asset and source files HERE (276.29mb)
#41
id Tech 4 Mods / Re: Adding Coop to Doom 3
June 02, 2016, 08:31:40 AM
I am noticing a rising interest in a coop focused idtech4 open source code project solution.

After quickly checking, all former links to the once publicly available opencoop source code seem to have vanished or are broken.

I once created a coop source code "resurrection" thread back on the doom3world.org forum page which by now is defunct.

Today I have re-uploaded that source code and while this may or may not be in consent with the original author "Nicemice", I am relaying the task of further developing, backing this code up and sharing it (on github and whatever places you see fit) to this community here, as I personally at this point in time won't perform further steps.

To download click THIS LINK or head over to http://www.filedropper.com/oc-src

Happy idtech4 coop programming...
#42
id Tech 6 General Talk / Re: New Doom (2016) Thread
June 01, 2016, 10:48:03 AM
DOOM OST Easter Egg - "Cyberdemon" Spectrograph Pentagrams and "666"

Confirming imagery in the Spectral Frequency Display of Audition.

#43
Quote from: bkt on May 30, 2016, 03:03:09 PM
To be blunt, some of the comments made in the 'argument' that was removed were not the kind one would expect from a forum moderator.

Why do I get the feeling some people think I would be interested in being a moderator ?

Now when asking Friar to assign a neutral moderator it would make little to no sense to suggest myself (or anyone else involved in the recent clashes for that matter) for that position, would it ?

Quote from: bkt on May 30, 2016, 03:03:09 PM
In any case, I'm glad that saga appears to be over, as it'd be good to get back to discussing the game.

I'd say let's not start sucking each others dicks just yet, as painful experience taught me that the person in question is very likely to return to old habits/behavior quite soon and therefore future clashes are going to be inevitable... thus the need for a neutral moderator to clean up afterwards... 
#44
id Tech 6 SnapMap / Re: Co-op Logic Testing
May 28, 2016, 07:04:31 AM
I'd gladly help out if it was for PC.

Unfortunately I don't own any consoles.

***edit***

Coming to think about it, your PS4 SnapMap creations should be compatible and portable to the PC and XB1...
#45
Welcome! / Re: Growing the community
May 28, 2016, 07:02:21 AM
Though I agree with what Friar said about the technical realization of such a project, I'd welcome anything that bears the potential of growing this community.

I personally think the idea of an idtech4 starter devkit a la "building a devkit for GPL" could also suit as a promising way to attract more people to idtech4.