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Messages - romulus_ut3

#16
id Tech 6 General Talk / Re: New Doom (2016) Thread
April 02, 2016, 08:56:34 PM
You'll either need a modified executable, or extract defs and repack them back in with your edited settings.
#17
id Tech 6 General Talk / Re: New Doom (2016) Thread
April 02, 2016, 07:25:11 PM
The advanced graphics settings were first discovered by fantast1k over at http://cs.rin.ru/ and wccftech stole his work and didn't give him any credit for it.
#18
id Tech 6 General Talk / Re: New Doom (2016) Thread
April 02, 2016, 04:13:09 AM






#19
id Tech 4 Mods / Re: Arl's improvements (WIP).
March 30, 2016, 11:12:15 PM
VGames, you should definitely check yet one of Arl's most finest work, the DOOM III 0.01 Shotgun. That reminds me, is der_ton around?
#20
id Tech 6 General Talk / Re: New Doom (2016) Thread
March 25, 2016, 04:06:41 PM
There were more game modes planned originally, but I guess they were phased out?

#21
There were more modes planned originally, guess some of these were phased out.

#22
Hey Fellas, guess what, the alpha shotgun finally works as intended.

Here's a screenshot of me using it on RBDOOM3BFG.

#23
I ran the Alpha at 1080p and my specs are just above the recommended specifications, it ran 60 FPS mostly apart from some hectic explosion scenarios with a lot of characters on screen.
#24
Today I compiled the whatever there's in the master branch and found totally gibberish graphics being displayed on an AMD card..
#25
Stupid question. Can there be an AMD friendly Soft Shadowing be implemented? For example GTA V has AMD's CHS, which is probably better optimized for AMD. Though it's for DirectX 11 and this is OpenGL for which AMD is simply notorious as far as drivers are concerned.
#26
And as always, the performance is choppy on AMD cards. :(
#27
Content for Games/etc. / Re: Taking content requests!
November 14, 2015, 11:17:15 AM


GodOfGaming from http://Doomworld.com has managed to convert the DOOM 3 Alpha Shotgun to the retail DOOM 3.


Quote from: GodOfGamingI kind of managed to get it working, though it's not perfect. While the file format is very different, it's still saved in plain text. I couldn't do anything about the animations, they were too different, but the mesh code was fairly similar, so I went ahead and replaced it onto the final D3 shotgun's skeleton and animations. The end result is not perfect because the final shotty skeleton doesn't have bones for the shell eject thingy, so it ended up missing. Anyways, here's some screenies of the result





Furthermore:


Quote from: GodOfGamingI'd like to have the shell eject port intact even if it's not animated too, it looks pretty ugly without it, but it's not as simple as it sounds. The shell eject port is made up from 2 parts, and these 2 parts have their own bones in the original skeleton, and those bones are missing in the final skeleton. I tried attaching them to different bones, but the 2 parts ended up sticking out of the gun in various different places. Here's how it looked when I tried to attach them to the shotty body's main bone:



you can see them sticking out below the place where they should be. I'm not even sure if they're scaled correctly :D Someone will need to open this in external modeling software and reposition them into place. I tried doing it in 3ds max real quick, but I only ended up breaking it even more, so I gave up.

I can't share it right now, my system drive died recently so my desktop PC is unusable, give me a few days to buy a new system drive. The files are safe on the storage drive. I only bothered fixing the 1st person view model, haven't touched the 3rd person / world model, though I could try, if you guys help me out to finish it properly.

Here's the link to the alpha shotgun: http://www.mediafire.com/download/61132jx3y8dd9r1/z_shotgun.pk4

Source: https://www.doomworld.com/vb/doom-3-general/57897-alpha-shotgun-mod/

I am sure you guys can fix this now?
#28
Does this have the fix for Microstutter?

Edit: This doesn't seem to have any Microstutters at all!
#29
AMD's drivers will execute driver specific optimization only when it detects that an application with an existing Catalyst profile is being executed. There're certain .blb files within the driver itself that contains the list of these optimizations. Your best bet is to add a space to the executable file a la "DOOM 3.exe" or "DOOM_3.exe" and you'll be fine.

Renaming the game to any other existing game's executable may have undesired consequences. For example, if I rename the executable of Assassin's Creed Unity "ACU.exe" to "BF4.exe" it runs sluggish, and has nasty lighting glitches because it's loading Battlefield 4 specific optimizations instead of the ones meant for Unity.

Here's an old article where AMD was found to be using aggressive optimizations for Quake 3. As a workaround for the optimizations they used a hex editor to alter the "uake 3" entries within the quake 3.exe to something different, whereas simply renaming the executable would've worked too. http://m.hardocp.com/article/2001/10/23/optimizing_or_cheating_radeon_8500_drivers/#.VeyPhxxDb0E

If there's a demand, I can also provide AMD specific tweaks for DOOM 3 that gets rid of the stupid Microstuttering when VSync is on, and doesn't involve setting fixedtic to 1.
#30
Quote from: Phrozo on September 06, 2015, 12:51:21 PM
Quote from: romulus_ut3 on September 06, 2015, 03:59:02 AM
Now to check if it's DOOM 3 BFG compatible. I loved your previous work, btw.

I don't think it quite is. You'll be able to extract most assets and be able to use them just fine for the BFG edition but the code specific effects will probably need a new binary. The source code is included though. And thanks btw :)

edit:

Forgot to mention this. I don't expect people to play through all of Doom 3 with my mod so if you want to quickly test out everything probably just load up a late game level like Site3, CPUboss, hell1 or your favorite level.

Most of the stuff from your previous FX mod was compatible apart from the Archville's effects, Motorsep did a conversion, he can tell you more.