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Messages - motorsep

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1
Id tech 5 Discussion / Re: Id tech 5 vs cryengine 3?
« on: September 17, 2017, 07:05:33 PM »
UE4 is a better engine

2
id Tech 4 Needs Help / Re: "setup" needed for script debugger ?
« on: September 13, 2017, 01:21:36 PM »
when i type the command debugger in the console , i only get a short message about it being disabled...
what should i do to enable it ?
is there a topic showing its use ?

It doesn't work in id Tech 4. The only engine that has it working is Storm Engine 2.

3
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: August 31, 2017, 11:54:21 PM »
Tried D3 BFG VR today.  Amazing looking!  :)  Controlling the disembodied player from your location makes it like an older Resident Evil game.  :)

:) Glad you like it. Is it one of the available locomotion types? I stick with what doesn't make me sick and don't mess around with other settings  :o

4
Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: August 22, 2017, 07:45:02 PM »
did you updated the libraries : jpg ... ?

But why?!

5
Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: August 21, 2017, 07:48:04 PM »
... After several requests from different people, i released a new version a few days ago:

Cool!! Any news about adding VR support ?

6
You might want to use BFG engine instead of old rotten Doom 3 engine.

7
id Tech 4 Discussion / Re: why is this not news here!?
« on: August 14, 2017, 10:15:44 PM »
I meant of places that still exist. I remember sites that actually had lots of DOOM 3 stuff but they're gone.

Make a massive map yourself. Blender is free ;)

8
id Tech 4 Discussion / Re: why is this not news here!?
« on: August 14, 2017, 11:08:31 AM »
Also, is SE2 compatible with BFG? Guess that there may be some differences in shaders and which scripts and defs engine calls (like se2_main and doom_main) and some other trivial stuff like that.

Unfortunately it's not compatible mostly due to shaders and YCoCg compressing for diffuse textures and skyboxes. Otherwise it should be compatible as I don't recall ripping anything out of the engine.

9
id Tech 4 Discussion / Re: why is this not news here!?
« on: August 14, 2017, 08:18:19 AM »
I think the non-BFG version would be more useful as BFG Edition uses the id Tech 5 filesystem which unlike the id Tech 4 filesystem, is a nightmare to make mods for.

Eeh, what does it have to do with filesystem?

10
id Tech 4 Discussion / Re: why is this not news here!?
« on: August 12, 2017, 08:03:20 PM »
SE2 is a better development base than stock BFG engine wih Vulkan renderer (and it's only advantage over OpenGL is less CPU overhead), so porting it's assets to VkNeo is not giving me that much.

I am not saying you should be doing it alone. Try convincing vkNeo dev to help you.

Tbh, if you are after using SE2 for a scratch game, you might want to think it through. The whole reason I abandoned GPL engines is due to the fact that it's absolutely impossible to be productive using those engines. One is much better off using UE4 or Unity, especially if one isn't a graphics programmer.

However, if someone could take SE2 and make it run stock Doom 3 BFG content again, then modding scene (almost non-existent scene) would benefit greatly. For that purpose I'd get with Doom 3 BFG VR dev though and port all SE2 goodies, including tools, into his fork. VR is the future and it could breath new life into modding Doom 3 (BFG).



11
id Tech 4 Discussion / Re: why is this not news here!?
« on: August 12, 2017, 02:10:39 PM »
Vulkan rendering seems neat, I'll try merging it into SE2 when I'll be able to do so (most probably next week). It'd be even better if we could alternate between OpenGl and Vulkan (like r_OpenGl and r_Vulkan cvars), but that'd take much more than my hacky coding.

I think that I'll wait to see RBDoom3BFG implementation first.

You could get with Vulkan BFG fork dev and port Vulkan rendering to SE2 together. Or port all SE2 goodies to Vulkan BFG including tools and new shaders. The dev knows about SE2 fork already ;)

12
id Tech 4 Textures / Re: Collision texture on ASE
« on: August 10, 2017, 09:34:41 PM »
Don't use 3DS MAX, use Blender.

13
id Tech 4 Engine Coding / Re: Messing with Storm Engine 2
« on: August 06, 2017, 06:36:32 PM »
It is what it is. Set your desktop resolution higher to avoid the issue with Particles Editor ;)

14
id Tech 4 Engine Coding / Re: Messing with Storm Engine 2
« on: August 05, 2017, 05:16:14 PM »
I've been using 64bit binary, so maybe that's the problem. Thanks for providing me with info that tools weren't quite tested for 64bit binaries, as well as with proof that everything works fine on latest Windows.  Sorry for taking your time too.

I'll most probably get to check argoon's method and 32bit binary tomorrow and post if they worked.

Np. We eliminated the need in using any cmd arguments, so if his method doesn't work, it's most likely do to engine changes.

15
id Tech 4 Engine Coding / Re: Messing with Storm Engine 2
« on: August 05, 2017, 12:29:54 PM »
... another reason i also use it, is, you don't need to edit it by hand to make materials work, like you sometimes need with .ase models, if i'm recalling well is also the format id used the most for Doom 3 (after MD5 for animations)..

Not if you use my exporters (which are on github too). Everything exports to be used out of the box - no manual editing.

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