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Messages - motorsep

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id Tech 6 General Talk / Re: Need help for online marketing
« on: June 18, 2018, 09:05:24 AM »
Hello My Friends,
I am new here, I have recently started my own business but didn't know about anything about digital marketing, so anyone please suggest me some idea or agency for my business.?

This is the right place to ask ... NOT.

What makes you think this forum is about helping with digital marketing?!

id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« on: June 04, 2018, 03:06:55 PM »
Here is some good ol' FOSS BS (I asked if the author can incorporate tools into official Doom 3 BFG VR fork):

"When the next version is out, if you create a pull request I can look at incorporating the changes."


id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« on: May 31, 2018, 04:39:42 PM »
Btw, there are a few rendering fixes in Storm Engine 2 that would probably benefit Doom 3 BFG.

When running mods, particle bounds are ignored and as soon as particle emitter origin is outside of the view, whole particle system gets culled, which is wrong. SE2 has a fix for that.

Another one is more of an improvement - oblique frustum clipping. That makes reflections/refractions in the water render correctly. There is also a fix for heat haze shader that fixes (somewhat) boundary between heat haze plane and geometry it intersects (minimizing distortion of the water plane intersection with pool wall or river shore, for example). If you port it, you might want to cvar it as I have no idea if it will affect performance in VR.

Another goodie to mention (already in the RBDoom 3 BFG) is progress bar indicator - when you load mod first time, it will build all the assets and in vanilla Doom 3 BFG you'd just wait for who knows how long. SE2 has progress bars that show each asset building progress.

And the last one is cmd to render cubemaps (envshot) - useful for modders who want to make reflection "probes" for the environment.

id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« on: May 31, 2018, 03:28:56 PM »
Yay! Thanks a bunch. I tweeted about it :)

Strutt your stuff! / Re: The Dark Mod 2.06 64-bit is out!
« on: May 29, 2018, 12:08:34 AM »
Nice, congrats!

id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« on: May 28, 2018, 08:27:13 PM »
I think you need Oculus SDK to resolve the first two and Win 10 SDK to resolve the rest. That's why I prefer for people to provide pre-build binaries for FOSS projects ;)

id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« on: May 27, 2018, 07:08:48 PM »

... but AF and the Material editor are broken.

Hmm.. Broken how? I recall all editors worked in Storm Engine 2 (some had inherited bugs from old vanilla Doom 3, but that wasn't something easily fixable) where one could use it to make content.

I'm going to push a commit soon that adds geometry shaders with the AF editor. Also, I'm thinking of ways of expanding the culling system and adding compute shaders to the pipeline.

Nice, it would be interesting to see how it would benefit the game, especially in VR.

Note: These instructions are for the vs2015 compiler so I don't know if these builds will compile nicely for vs2017.

I am hoping TheHappyFriar can test it as I, unfortunately, literally don't have any free time to spare in the next few month :-[

Btw, great job you are doing here!

Strutt your stuff! / Re: Hand's viewmodel
« on: May 21, 2018, 11:11:15 AM »
If you use Doom 3 fork with soft shadows (shadowmapping), polycount shouldn't matter. It only matters when you use stencil shadows.

id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« on: May 17, 2018, 08:06:17 PM »
Ah, sweet! Much appreciated.

Do you think you can also provide a Win64 build when you are done? I'd like to spread the word on my twitter and facebook about your fork   :)

id Tech 4 Engine Coding / Re: Classic RBDoom 3BFG
« on: May 13, 2018, 10:05:58 PM »
Nice one!

Might as well add tools and enhancements/fixes from Storm Engine 2 ;)

id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« on: April 30, 2018, 03:40:35 PM »
Yeah, just give me a few days.

Alright, that should re-ignite modding scene (I know a lot more people interested in Doom 3 VR than in non-VR Doom 3).

You might want to get in touch with Koz, since he has a pending update coming out soon (this way you get current code base).

id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« on: April 24, 2018, 09:04:47 PM »
Hey guys, I made a public branch of the rbdoom3bfg engine with some changes to the render, framework, and even adding back the editors which are from the strom engine 2. There are a few bugs in the render with static volume stencil shadows right now, and some bugs with radiant when it comes to switching from editor and game. I just wanna thank Motorsep and RobertBeckebans for there contributions to the doom 3 community.

Any chance you can integrate editors into ?

I don't have to explain myself to you.

DIII4A can be played using kb + mouse. Since the code was available, you could have taken their code, add your improved multiplayer code into it and present it as your own project and call it, lo and behold, "CrossPlatform adversarial Doom3 multiplayer!" and present it as something that has never been done before.

You aren't fooling anyone:

It's been around for years.

I am not sure that a decade ago you could have mp d3 on a handheld device w/ it looking like d3 (lighting and all).

I am being sarcastic.. With Fortnite and PUBG on the phones and VR, this seems to be a way too late to the gaming scene.

I'd rather much see fHDoom port to be made VR compatible so that people could mod for a new medium than Android port no one really cares about.

Worth noting that the only reason D3 can run on mobile with lighting isn't because of some amazing code optimizations but simply because mobile devices are that powerful nowadays.

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