Give it a few years and upgrade again. Doom, Witcher 3 and Dark Souls 3 in 1440p at 60fps are all a collective something to behold
One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
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Show posts MenuQuote from: oneofthe8devilz on May 26, 2016, 01:31:54 PMTo be blunt, some of the comments made in the 'argument' that was removed were not the kind one would expect from a forum moderator. In any case, I'm glad that saga appears to be over, as it'd be good to get back to discussing the game.
Just finished detoxing this thread...
BloodRayne should do the same to the "Growing the community" thread... and in case he isn't active anymore perhaps Friar should perform that task or assign a neutral moderator.
Quote from: motorsep on May 25, 2016, 03:10:07 PMstandard motorsep positivityHow's your idTech game coming along?
Quote from: VGames on May 19, 2016, 11:27:09 AMFair call. I'll be sure to keep anything general and ambiguous
Please no spoilers. I still haven't played the game yet.
Soon...
Quote from: oneofthe8devilz on May 19, 2016, 08:36:48 AMI'm pretty sure the self shadowing refers to the players weapon models, not the player's model casting a shadow on the environment.
Anyone else experiencing the lack of PlayerShadows ?
As you can see I have the setting ticked/checked but still my player doesn't cast any shadows
With Tiago Sousa joining id software I was hoping to see cryengine-esque shadow-shading/filtering techniques in Doom 2016...
...unfortunately I find the shadowmap filtering to be one of the weaker features of the new idtech 6 engine.
Quote from: argoon on May 12, 2016, 04:09:30 PMIt's a good thing then that physical copies are still available.
Are you serious? Now is ok to make 55GB games!
If all games start being this heavy i will stop buying games online, not everyone has awesome internet you know, i can hardly see a 720p youtube video without stops, imagine downloading 55GB of data for a single game. To me even 20GB is pushing it.
Quote from: motorsep on May 03, 2016, 03:03:10 PMWatch the SnapMap livestream that was posted earlier in the thread. It answers this question and then some.Quote from: aphexjh on May 03, 2016, 02:51:55 PMQuote from: motorsep on May 03, 2016, 02:46:56 PMAs in editing the same map at the same time? Or just support for coop mission building?
I wonder if there is coop support when making maps using SnapMap..
Building a map (by any means) and playing as coop mode (going in with other players and killing monsters together).
Quote from: The Happy Friar on February 02, 2016, 07:44:19 AMTechnically it is classic doom gameplay
I got my gameinformer last week. I finally read part of the Doom article.
There will be monster waves/sections that you must finish to continue to the next section like Serious Sam 3/Shadow Warrior.
While I love those games.... NOOOOOOOOOOOOOOOOOOooooooooooooooooooo................................
Quote from: oneofthe8devilz on January 28, 2016, 05:35:16 AMIf you can make a fun level given those limitations you're doing it right.
Aside from the fact that there was absolutely no new editor footage shown in this video other then the material that was already published in 2015, I still keep seeing those "Network", "Objects" and "Graphics" budget meters in the Editor UI.
Since your snapmap creation has to run on all systems (PC,PS4,XB1) the weakest platform will determine the limiting factor of how many entities, map objects and effects you will be able to place before you hit those budget meters at 100%.
That combined with the fact that you only can use "room presets" that you can "snap" together at a fixed amount of preset map assets combinations and the fact that you are not going to be able to have "a room above another room" (which by the way Willits defined to be one of the major limitations of the original Doom1/Doom2 engines in the Doom3 Legacy Video 10 years ago) meaning that there will be no "verticality" possible in the maps whatsoever, illustrates the limitations of the SnapMap editor quite efficiently.
Since only very small "Instruction-Files" will be used to create and to be exchanged between players there will be no way to implement custom models, animations, textures or even just sounds...
Quote from: argoon on November 13, 2015, 02:00:38 PMLast year I released a mod for idTech 4 and if the circumstances were right I'd happily make another. I'd never make a new game from scratch with the intent to sell it using idTech 4. In every aspect I value UE4 is a better prospect for a fresh project. There's no need for me to elaborate either, because if you're familiar with both idTech and UE4, the distinctions are clear. If you're not familiar with what UE4 is capable of, go do some research to find out. Then make an unbiased comparison and tell me which is more suitable.Quote from: bkt on November 13, 2015, 01:50:48 PM
The TL;DR summary of this entire thread is: If you want to make a new game from scratch, use UE4.
Done
If this forum dies you only have this thread to blame and the ones that on it encouraged people to go away from idtech 4.