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Topics - motorsep

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id Tech 6 SnapMap / SnapMap Central aggreggator
« on: July 07, 2017, 02:57:07 PM »
Finally someone did it:

Kinda like Quaddicted, for for new Doom.

id Tech 6 SnapMap / Level design stream using SnapMap
« on: June 27, 2017, 03:40:54 PM »

Should be useful.

Sad to see horrible adoption rate of new Doom modding/mapping by Doom 3 community.

id Tech 6 General Talk / Wolfenstein: New Colossus
« on: June 12, 2017, 07:25:21 PM »
A rumor has it that Wolfenstein: New Colossus is being made using id Tech 6.

id Tech 2 Mod's / Quake 2 VR with Rift + Touch support
« on: May 16, 2017, 06:06:30 PM »
There you have it folks, Quake 2 VR mod with almost full Rift + Touch support:


P.S. No teleportation locomotion support, so puke at your own risk :P

Id tech 5 Discussion / Dishonored 2 - modded id Tech 5
« on: April 07, 2017, 10:04:14 PM »
Dishonored 2 demo is out now and is ~20Gb  :o Fret not, it included full 3 missions and both playable characters. If you decide to upgrade to full game later, all progress will be carried over and not lost.

Void engine is pretty damn good looking and snappy. Rumored to be built off id Tech 5.

Also can be played in VR via VorpX (I noticed there is an option to disable head bobbing - useful for VR)

id Tech 4 Mods / Doom 3 BFG VR
« on: March 04, 2017, 09:52:44 AM »
Pretty interesting:

Now that Rift + Touch costs $600, it's pretty interesting to try Doom 3 in VR

id Tech 6 SnapMap / Building totally custom levels using blocking volumes
« on: January 04, 2017, 09:56:49 AM »

Basically to my understanding blocking volumes can be used as brushes and can be textured now. I haven't watched all video, so I don't know if he explains how to do it exactly.

id Tech 6 General Talk / DOOM 360 deg. panorama
« on: November 04, 2016, 09:56:19 AM »
Made this yesterday:

Not stereo, but hoping to get idSoftware to add 360 deg. stereo capture into Photo Mode by showing them mad made panoramas from DOOM :P

P.S. This one is mono, so it can be viewed with Cardboard and any other VR devices.

id Tech 6 SnapMap / Classic Doom in SnapMap
« on: October 27, 2016, 09:41:39 PM »
Finally got my Doom updated and tried a few things in SnapMap.

First of course classic Doom campaign. It was pretty cool 2 levels I played :) Not the same as classic of course, but fun nevertheless. I already forgot half of the secrets, but still remembered many :)

Also tried couple of users maps I got linked on Discord's Doom chat. Once was pretty cool, but my PC couldn't handle that many AI at once :( Someone with better PC should have a blast.

Even though Doom doesn't allow you to use your own art assets, there is plenty of stock assets and scripting that allow creation of unique and fun experiences in Doom.

Doom Mods / Doom (4) for Doom mod
« on: October 27, 2016, 09:18:41 AM »

Fun, but I'd rather have old pixelated graphics instead of that smudgy butter.

id Tech 6 General Talk / DOOM new multiplayer DLC #2 is out
« on: October 24, 2016, 04:02:24 PM »
If anyone still cares for MP in DOOM, there is a new DLC

I want those pieces in SnapMap ;)

Craving classic #DOOM content?
Play levels from the original game’s campaign each week in SnapMap, created by @idSoftware

I wonder if they will remake whole Classic Doom or just selected maps

id Tech 6 General Talk / Free update #3 is live !
« on: September 23, 2016, 09:09:04 AM »


New Features

  • Deathmatch – New Deathmatch free-for-all multiplayer mode now available
    Private Matches – Players are now able to create their own private matches in multiplayer. When setting up your matches, you can determine the modes, maps, length of play time and other match settings.


Fixes and Optimizations

  • Fixed an issue where exiting a Classic Map would cause the user to freeze on the Main Menu
    Fixed a progression blocking issue when reloading checkpoint in Titan’s Realm while picking up yellow skull in crusher room
    Fixed the Summoner and Pinky models not being visible under the Collectibles menu
    Fixed a crash which occurred when reloading Security Switches checkpoint with DOOM Classic Weapon Pose enabled in the VEGA Central Processing
    Fixed cases of the Combat Shotgun Pop Rocket mod not tracking progress towards mastery
    Fixed an issue where dying at the map transition and restarting the map in the next level would put your character in a broken state
    Fixed an issue where turning on the Classic Weapon Pose during a weapon examination cut scene would cause a broken state
    Fixed Remote Detonation mastery not incrementing if the player first uses Stun Bomb on enemy targets
    Fixed an animation issue where the Talisman Guards' legs would not move
    Fixed an issue where Mission Select does not accurately reflect the in-game status of the Dead Man Stalking Challenge in Kadingir Sanctum
    Various instability issues addressed


Fixes and Optimizations

  • Improved general stability
    Undo/Redo no longer causes memory drops
    Anonymous players now are counted correctly in the map play counts
    AI Path Points now work properly when set to Sprint
    Browser sorting and empty browser are improved
    Weapon switch now has proper key bindings
    Empty Containers can now be picked up
    Weapon On Pick Up logic works when set to On Touched
    Clients are now stopped by Player Blocking Volumes
    Locked doors now properly display a “Locked” message
    Skull keys can be added and removed from Inventory
    Added “Manage by AI Conductor” setting to property settings of additional AI
    Ammo gained from picking up weapons works properly in all cases
    Powercore spawns properly when spawned at map start
    Lost Souls work properly with AI Path points
    Give Armor works properly in all conditions

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