News:

One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
Also on Rumble: https://rumble.com/c/c-1115371

idTech 4 (aka Doom 3 tech) Discord Server! https://discord.gg/9wtCGHa

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - bkt

#16
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  >:D
#17
Friar's issues are properly unfortunate and I'd suggest bucking the trend.

On a relatively high end PC I've had zero crashes/major issues after 30 hours.  That's on a PC with a faulty CPU that will hard freeze in every single game (eventually), except Doom, funnily enough.  So I'd have to echo the polar opposite of Friars issues, the game runs buttery smooth on both my work and home PC's.

The one thing I would mention though is that all of your settings are saved on steamcloud.  This includes graphics settings, so it's a pain in the ass to go between my home and work PC's as the work one has less VRAM (lower Virtual Texture size) and runs a different aspect ratio to my home PC. 

Other than that, I imagine if you're running on modern hardware, you'll be fine.  If not, you may have issues.
#18
Quote from: oneofthe8devilz on May 26, 2016, 01:31:54 PM
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.
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.  In any case, I'm glad that saga appears to be over, as it'd be good to get back to discussing the game.

Back on topic:

#19
Welcome! / Re: Growing the community
May 25, 2016, 04:02:44 PM
Quote from: motorsep on May 25, 2016, 03:10:07 PMstandard motorsep positivity
How's your idTech game coming along?
#20
Quote from: VGames on May 19, 2016, 11:27:09 AM
Please no spoilers. I still haven't played the game yet.

Soon...  >:D
Fair call.  I'll be sure to keep anything general and ambiguous :)
#21
Quote from: oneofthe8devilz on May 19, 2016, 08:36:48 AM
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.
I'm pretty sure the self shadowing refers to the players weapon models, not the player's model casting a shadow on the environment.

Also, I'm not sure what you're expecting from shadowmaps, because the shadows in the game (especially on higher settings) look great.  Digital Foundry's take on the shadows lines up with what I've seen in game as opposed to them being disappointing.

Overall I don't agree with much of what you've said about the game thus far, it doesn't at all line up with what I've experienced.  The campaign looks great and plays really well.  There's a tonne of fantastic level design on show and I'm already looking forward to my 2nd playthrough.

Different strokes for different folks, that's for sure, but dang, I just dunno what you were expecting.  It's a shame this thread got derailed so hard, I was looking forward to chatting about the new game here.
#22
Quote from: argoon on May 12, 2016, 04:09:30 PM
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.
It's a good thing then that physical copies are still available.

I've got a good internet connection, so for the most part, physical copies are now clutter I have to clean up in my apartment. 

Obviously digital doesn't suit everybody right now, but as you can still buy the discs, it shouldn't be an issue.  Devs not putting all of the files on those discs, or releasing ridiculously large patches is on them.

So yes, I'm serious, 55GB+ games are fine with me.  If I didn't have fast internet, I'd buy a disc, simple :)
#23
There's nothing 'extreme' about a modern game using that much HDD space.  Higher Definition 3D assets take up a lot of space, so the more content there is, the bigger the game will be.  Given how cheap storage is these days, combined with the fact that the size of art assets is growing steadily, it's no real surprise that install sizes are growing so much.

It's entirely understandable that some developers are probably opting out of compressing their materials, as long as it fits on the console disc or the cheap mechanical HDD of a PC user.
#24


Archvile and Arachnotron!
#25
Quote from: motorsep on May 03, 2016, 03:03:10 PM
Quote from: aphexjh on May 03, 2016, 02:51:55 PM
Quote from: motorsep on May 03, 2016, 02:46:56 PM
I wonder if there is coop support when making maps using SnapMap..
As in editing the same map at the same time? Or just support for coop mission building?

Building a map (by any means) and playing as coop mode (going in with other players and killing monsters together).
Watch the SnapMap livestream that was posted earlier in the thread.  It answers this question and then some.
#26
id Tech 6 General Talk / Re: New Doom (2016) Thread
February 12, 2016, 11:26:12 AM
Take note of the Cacodemon eating another demon.  That and the different types of Mancubus (Red and Green) on show looks quite interesting.
#27
Quote from: The Happy Friar on February 02, 2016, 07:44:19 AM
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................................
Technically it is classic doom gameplay ;)



In all seriousness though, if the gameplay consists of 'kill room full of monsters -> move to next room -> kill all monsters -> repeat' then it's going to get old fast.

However if it contains any other gameplay to keep things interesting between the (most likely) great fights, then bring it on!
#28
Quote from: oneofthe8devilz on January 28, 2016, 05:35:16 AM
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...
If you can make a fun level given those limitations you're doing it right. 

Why not run with the restrictions and treat them as design challenges.  After all, there are plenty of Doom1/2 levels still being released that are great fun to play despite those very limitations.  It's also worth considering that modular design is quite common with many other engines, so I wouldn't write Snap Map off entirely just yet.

#29
Quote from: argoon on November 13, 2015, 02:00:38 PM
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.
Last 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.

#30
The TL;DR summary of this entire thread is: If you want to make a new game from scratch, use UE4.

Done :)