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Messages - motorsep

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1
id Tech 6 General Talk / Re: RAGE 2 is out !
« on: May 16, 2019, 07:11:11 PM »
I'm off to Monster Hunter World now.

How is it on PC? I wanted to get it, but heard that performance is horrible even on pretty powerful PCs.

2
id Tech 6 General Talk / Re: RAGE 2 is out !
« on: May 16, 2019, 07:10:02 PM »
Steam's user reviews is a trashy system. I don't trust it a single bit.

3
id Tech 6 General Talk / Re: RAGE 2 is out !
« on: May 16, 2019, 03:17:48 PM »
Most of the reviews seem to be quite positive. I saw someone playing on Twitch and it looked cool. Probably will get it when I have time to play games again (or sooner :P )

4
id Tech 6 General Talk / RAGE 2 is out !
« on: May 15, 2019, 10:07:15 PM »
Although it's not iD Tech engine, it's RAGE 2 !!! Out and sounds like a good game. Roadmap shows 2 content DLCs ahead, which is cool.

5
Did someone just fart?! Oh hai oneofthe8devilz  >:D

Hey, don't blame the mirror if you have a fucked up face.. People didn't leave - there was no people to begin with. This is an ancient tech that attracts only a few and in between. Everyone else moved on to other games and engines.

The only reason you haven't released source is you and your delusions.

6
No one really cares.. Perhaps people would be more excited for your stuff if you released source code for networking (to be integrated into dhewm3 perhaps).

7
id Tech 6 General Talk / Re: Wolfenstein: Youngblood
« on: March 29, 2019, 10:52:16 AM »
They don't do anything particularly well..

Lol, jaded much?

8
id Tech 6 General Talk / Wolfenstein: Youngblood
« on: March 27, 2019, 12:22:50 PM »
Finally it's shaping up:

https://bethesda.net/en/game/wolfenstein-youngblood

https://pressakey.com/news,9091,Wolfenstein-Youngblood-Blazkowicz-Toechter-gehen-im-Sommer-auf-Nazijagd,.html

It's cool and all, but I think Machinegames took a wrong turn somewhere with Wolfenstein 2 and id tech 6. Wolf TNO looks so much better IMO, thanks to id tech 5 and art style that works with the engine.

What do you think ?

9
id Tech 2 Discussion / Re: Nvidia's official Quake 2 RTX
« on: March 19, 2019, 11:06:07 PM »
I am debating whether to start saving for RTX 2060 or wait another year or two.. It's tempting :)

10
id Tech 2 Discussion / Nvidia's official Quake 2 RTX
« on: March 19, 2019, 10:22:10 AM »
I am guessing it's pretty cool and spectacular for the folks with RTX GPUs https://www.nvidia.com/en-us/geforce/news/quake-ii-rtx-ray-tracing-vulkan-vkray-geforce-rtx/

11
@motorsep: I might look at that code (and maybe merge it) later, right now I'm glad I have working tools at all :)
Do your tools work in 64bit builds? Do you know if any changes were necessary for that?
I declared mine 32bit-only for now because I don't really trust that code and I don't have time to extensively test them to find out if things break in 64bit..

Yeah, 32bit and 64bit both work (Storm Engine 2 based off BFG). Also I just remembered we did some fixes for inlined meshes in dmap (Storm Engine 2 based off BFG). What was done for 64bit to work, I have no clue, sorry :(

BTW, this is now officially in dhewm3 and I just did a pre-release (incl. Win32 binaries) containing it:
https://dhewm3.org/#a-first-prerelease-of-dhewm3-1.5.1

\o/ yay, congrats! Now you just need to find people to use them and test them :)

12
Except for D3 Edit, didn't they admit that years ago by saying they didn't really use the tools, they use notepad instead?  Tools were more dev's for Raven's Q4?

Oh, ouch :/

13
@caedes: Btw, I think it would be better to grab Storm Engine 2 tools (MFC related stuff at least) since, for example, GUI Editor was upgraded and fixed there, but not in dhewm3 fork. This way you have better base to work with that has a lot of bugs already fixed.

14
Ok, I figured it out, see https://github.com/DanielGibson/dhewm3/commit/5c1e1d770883996eb5bb6a73118bd6d41295d282

The problem was that the widget used to render the preview of the texture in the material picker calls renderSystem->BeginFrame(w, h), with w and h being the size of that preview area.
BeginFrame() will set glConfig.vidWidth/Height, which are otherwise expected to have the window resolution (and are also used in renderSystem->GetScreenWidth()/Height()).
This is never reset (I would have expected that to happen in EndFrame()), so from then on the main (ingame) window will render at that resolution, looking like on the screenshot above.
(I now just restore glConfig.vid* after rendering that preview area.)

Cool! I feel like the tools were slapped together by ID just to get things going and never actually polished :(

15
Saw your tweet earlier.  Really cool.   They've got a Build engine game dues out soon too: https://www.gog.com/game/ion_maiden

:)

I actually don't like Build engine games much. I only beat Duke3D and could never finish the rest (Blood, Shadow Warrior). Perhaps that fake 3D with vertical aim turned me off, no sure really.

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