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Messages - motorsep

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1
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 ?

2
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)

3
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.

4
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.

5
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: April 03, 2017, 09:33:06 AM »
We haven't played Quake much because it's hard getting used to the controls, but during the Quake demos (demo1 & 2 are the best) & running around the Start map nobody's gotten sick.  My youngest son and I are very prone to motion sickness, so that's surprising.  Just figuring out the controls is hard.  I'll see if I can get the game to work on the XBox controller or Touch controls, not sure if I can.

You can probably mod Quake to work with Touch. It should work with XB controller out of the box, since engine is Darkplaces. Just aim by turning your head instead of using gamepad's stick :)

6
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: April 02, 2017, 04:31:24 PM »
Ha, I figured you'd like VR :)

How is motion sickness when playing Quake ? (I get pukey pretty quickly)

7
id Tech 4 Textures / Re: Lightsaber material in D3
« on: March 30, 2017, 01:24:44 PM »
Lol, art is not all 1s and 0s. You need to paint beam with glow and alpha, make 3d model (stretched quad with proper UV map), make material for it (which uses painted beam texture) and use animated table to drive flicker. Will be cheaper (performance wise) than particles and look as good or better.

8
id Tech 4 Textures / Re: Lightsaber material in D3
« on: March 30, 2017, 08:02:12 AM »
All D3 beam mtls looks wrong for me. It don't give a 'wzzzz-wzzzz' feeling ))

Obviously it's not due to limitation of D3 material system ;)

9
id Tech 4 Textures / Re: Lightsaber material in D3
« on: March 28, 2017, 01:37:00 PM »
Lol, what makes you think Jedi Q3 games used particles for lightsabers ?

It's simply a stretched quad with lightsaber beam texture with alpha (and probably image based bloom).

10
id Tech 4 Scripting / Re: getButtons
« on: March 25, 2017, 12:49:32 PM »
Why are you here?

To remind you about it  >:D

11
id Tech 4 Scripting / Re: getButtons
« on: March 24, 2017, 09:45:23 AM »
Doom 3 modding is dead, wake up! We are in 2017 and Quake still gets more mods and activity than Doom 3.

12
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: March 16, 2017, 12:22:26 PM »
That version of D3BFG uses the touch to move, correct?

You can move as on PC, but I will make you puke (unless you don't experience motion sickness in general) and you can move by "jumping" (teleporting), which doesn't make most people sick.

I don't know if they completely removed seated experience when you can use kb and mouse or gamepad, but VR really shines with motion controllers and standing 360 deg. experience.

13
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: March 15, 2017, 10:26:47 PM »
and ... crickets....  ???

14
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: March 12, 2017, 10:45:37 PM »
New update:

Version 0.021 Alpha

Additions:

QuakeCon style teleport. ( jkchng )

Fixes from v 0.020

Fix issue #107: use other hand for movement.
Fix issue #97: Fix talking waking monsters.
Fix issues 100 & 106: Change language detection to use sound files. Issue #100 and Issue #106
Fix issues #113 and #27: Fix timing issues.
Improve issue #27:Disable ASW and make it a menu.
Improve issue #103:   Fix loading old savegames with different scripts.
Fix crash loading 020 save games, and allow old versions.
Loading RBDoom savegames works now.
"Fix" loading script objects of different sizes.
Fix save and load menus.
Adjust installer, Readme, and other docs for v 0.21 Alpha.
Work Around Movement Popping.

EDIT:
Known issue: After saving a game it might appear greyed out in the load game list and be unable to find it. To fix this issue, either use this console command before opening the load game menu, or exit the program and restart it:
testSavegameEnumerate
This issue is fixed in the next version.

15
id Tech 4 Mods / Doom 3 BFG VR
« on: March 04, 2017, 09:52:44 AM »
Pretty interesting: https://github.com/KozGit/DOOM-3-BFG-VR/blob/master/README.txt

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

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