Recent Posts

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21
id Tech 4 Engine Coding / Re: Classic RBDoom 3BFG
« Last post by MadDecoder on May 31, 2018, 05:04:02 PM »
I manage to eliminate the issue on classic Doom games with the latest version 1.1.10. Alongside with that I manage to restore linux support and updated openAL support
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id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« Last post by motorsep 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.
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id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« Last post by motorsep on May 31, 2018, 03:28:56 PM »
Yay! Thanks a bunch. I tweeted about it :)
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id Tech 4 Engine Coding / Re: rbdoom3bfg with editors
« Last post by anonreclaimer on May 31, 2018, 02:22:15 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!

I'm done, here's a binary. The build has a few bugs but, I'll figure it out later.
https://github.com/anonreclaimer/DOOM-3-BFG-VR/releases/tag/V0.022-Alpha
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Content for Games/etc. / Re: Sharing My Music / SFX - Over 1200 Tracks
« Last post by Eric Matyas on May 31, 2018, 11:51:20 AM »
Happy Last Day of May Everyone,

Finishing out the month, we have:

"Wild West Coast Racing 3" (Looping)
on the Action 3 page
http://soundimage.org/action-3/

"Me Cave Man!" (Looping)
"Pint-Sized Vikings" (Looping)
"The Great Paris Cookie Heist" (Standard and Looping)
on the Funny 5 page
http://soundimage.org/funny-5/

And "Terraforming Exoplanets" (Standard and Looping)
on the Sci-Fi 6 page
http://soundimage.org/sci-fi-6/

See you in June!  ;-)
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Strutt your stuff! / Re: RBDoom3-BFG VR experiement
« Last post by Yungyurt on May 31, 2018, 05:28:00 AM »
I try to play it, it's fun, I like it a lot.
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id Tech 4 Mod Coding / Re: Increase Particles
« Last post by Yungyurt on May 31, 2018, 05:26:55 AM »
How can we add particles?
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Strutt your stuff! / Re: The Dark Mod 2.06 64-bit is out!
« Last post by motorsep on May 29, 2018, 12:08:34 AM »
Nice, congrats!
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Strutt your stuff! / The Dark Mod 2.06 64-bit is out!
« Last post by nbohr1more on May 28, 2018, 11:06:42 PM »


https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-206-is-here


After a lengthy public beta phase, we are proud to announce
the release of The Dark Mod 2.06!

The Dark Mod has undergone a lot of reorganization under the hood.

A substantial amount of work was done to improve
rendering performance and overall framework tech.

Legacy OpenGL methods have been replaced
with their equivalents in modern OpenGL.

This is also the first TDM release to offer a native 64-bit build using code ported from Dhemw3.



A full changelog can be viewed here, but some highlights include:


Better Visuals: Duzenko and Stgatilov have implemented a Soft Shadows option that finally removes the sharp edges of TDM shadows. This has a huge impact on the visuals of TDM missions. This option is currently labelled “Experimental” in the menu as we have had reports of issues on certain hardware. See our wiki if you are experiencing flickering or other problems.

(For the id Tech engine folks... Our current Soft Shadow setup is still using Shadow Volumes and is blurring them in an FBO with an algorithm similar to PCSS. It performs pretty well but our development builds already have some Shadow Map support and that has already shown promise for some of our most pathological shadowed scenes. TDM may do exclusively Shadow Mapping if nothing is done to redeem Shadow Volumes in the next development cycle.)

Better Sound: EFX audio now allows users without Creative hardware to enable EAX in the menu—a feature that processes reverb data and changes sounds based on the surrounding environment. Currently, only a few maps, like Volta 2: Cauldron of the Gods, by Kingsal, are set up to use EAX effects, but since all users can now benefit from it, mappers are encouraged to use this feature going forward. Interested mappers should see here. (Another benefit from Dhewm3 porting.)

Better Menus: The TDM menus have also been given a visual update, boosting the resolution and adjusting the graphics for widescreen monitors. Durandall has added scrollbar functionality to the mission menus, and Obsttorte has implemented a new menu option that allows users to customize the size and opacity of HUD elements, complete with a visual preview.

New Assets: A new set of Springheel’s architectural modules is included in this release–a set of 50 models for creating church interiors. A number of new models have been added to other sets. Also included is a huge number of new prefabs, allowing mappers to quickly and easily create detailed map sections, as demonstrated in Springheel’s Speedbuild series.

Better Mission Intros: This is the first TDM release to offer video codec support other than ROQ. TDM 2.06 allows for FFMPEG video support, which means that mappers will now have an easier time adding video briefings to their missions.

Better Gameplay: An error that kept food from restoring health has been fixed, and all food will now restore a certain amount of health when eaten. Guards can now sleep and wake up while seated.

Better Performance: Finally, experimental multi-core support is included for the first time, via patches from Cabalistic’s VR branch. While this can cause performance enhancements, it is currently in “Experimental” form as some users may experience random crashes with this option enabled. Uncapped FPS is also now an option for users after this update.

To update, simply run the tdm_update.exe file in your darkmod folder. Please be aware that old saved games will not be compatible with 2.06, so finish any missions you might be in the middle of first!
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Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on May 28, 2018, 10:41:38 PM »
Hey everyone,

Some new images are ready on these pages:

TXR - BRICK
http://soundimage.org/txr-brick/

TXR - METAL
http://soundimage.org/txr-metal/

TXR - WOOD
http://soundimage.org/txr-wood/

New tunes are coming on Thursday. In the meantime, enjoy!
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