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Messages - motorsep

Pages: [1] 2 3 ... 65
2
id Tech 6 SnapMap / SnapMap Central aggreggator
« on: July 07, 2017, 02:57:07 PM »
Finally someone did it:

http://www.snapmap-central.com/

Kinda like Quaddicted, for for new Doom.

3
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: July 02, 2017, 02:04:33 PM »
Soo, I finally gave it a spin! Mind blowing, literally :)

There are some minor issues with controls and gameplay (since the game wasn't designed with VR in mind), but I can tell you this - it's one of the best VR games out there.

4
id Tech 6 SnapMap / Re: Level design stream using SnapMap
« on: June 30, 2017, 01:20:51 PM »
I'm pretty bad at level design but I think snapmap would be 10x easier to make good maps than making them in Doom 3.

The broadcast is over but the video can be found here: https://www.twitch.tv/videos/154841556

Have you tried mapping with SnapMap (and scripting) ?

5
id Tech 6 SnapMap / Level design stream using SnapMap
« on: June 27, 2017, 03:40:54 PM »
https://twitter.com/gamasutra/status/879746191583354880

Should be useful.

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

6
id Tech 6 General Talk / Re: Wolfenstein: New Colossus
« on: June 26, 2017, 01:45:29 PM »
I'd guess they took their New Order code base and updated it.

Likely the same for Evil Within 2?

They used id Tech 5 for TNO. New Colossus uses id Tech 6. So it was most likely full rewrite.

7
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.

8
id Tech 4 WIP / Re: Icarus Starship Command Simulator
« on: June 09, 2017, 02:18:57 PM »
Quote
That's why I am not using Doom 3 engine anymore.

What you choose instead?

Unreal Engine 4

9
To breath some life into this stale world of Doom 3.....

Updated the first post in this thread with a link to a new video and CrossPlatform Multiplayer OS Spec details.

Who cares?! Have you heard of VR and Doom 3 BFG VR mod? That's what's in nowadays, not Android or lag-free Doom 3 multiplayer!!!
 >:D >:D >:D

10
id Tech 2 Mod's / Re: Quake 2 VR with Rift + Touch support
« on: May 18, 2017, 08:30:29 AM »
I'm surpised he could last that long w/o getting sick.  He was moving pretty slow though and I noticed with Quake if I have a really slow movement speed (~25-50) I don't get sick.  :)

I hope they add teleporting locomotion option.

11
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:


https://github.com/q2vr/quake2vr/releases

Enjoy!

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

12
Id tech 5 Discussion / Re: Dishonored 2 - modded id Tech 5
« on: April 08, 2017, 12:30:37 AM »
Anyone know where else to get this apart from Steam?

Nowhere else. What's wrong with Steam ?

13
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)

14
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: April 03, 2017, 10:05:56 PM »
Didn't realize Darkplaces had Rift support built in.
Save

Hmm.. Apparently it doesn't :( I though someone ported it, but nope, only to Gear VR. Not to Rift. Pretty sad. Arcane Dimensions mod would be eye candy in VR.

15
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: April 03, 2017, 04:44:39 PM »
It would be nice for fhDOOM dev to port all the Rift + Touch tracking into his engine. This way modding for Doom 3 VR could rise again.

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