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Messages - trebor

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1
Strutt your stuff! / Re: RBDoom3-BFG VR experiement
« on: July 17, 2016, 04:54:09 PM »
Cool stuff.

2
id Tech 4 Mods / Re: New old video format in BFG (.bik vs .roq)
« on: July 07, 2016, 01:57:45 PM »
RBDoom uses FFMpeg so you can change the code easily by adding support for different file extensions to play pretty much any common video format you want.

3
Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: June 30, 2016, 07:41:36 AM »
I also appreciate your efforts with fhDOOM even if you don't support mods. It is very nice to see new code and innovations in the id Tech family.

4
Strutt your stuff! / Quake Champions: E3 2016 Reveal Trailer
« on: June 13, 2016, 03:01:46 AM »

5
id Tech 6 General Talk / Re: New Doom (2016) Thread
« on: May 20, 2016, 04:42:37 AM »
My first impressions with Doom was ... and that's it? I prefer a story telling shooter which really sucks me into another world where I can explore and discover an exciting adventure and relax from my daily routines.
Doom is a game that wants to be a game and it is like Q3A as single player and it also reminds me a lot of Quake 1.
I think Wolfenstein TNO is the best shooter in over a decade. Doom is good and I love the graphics but the absense of story is a bit weak IMHO.

6
id Tech 6 General Talk / Re: New Doom (2016) Thread
« on: May 19, 2016, 04:50:28 AM »
Some details about the tech:

7
id Tech 6 General Talk / Re: New Doom (2016) Thread
« on: May 17, 2016, 04:12:48 AM »
Friar you should try the D3 BFG edition. Loading times were reduced from 20 seconds to 3 in id tech 5 with the help of the binary formats.

8
Strutt your stuff! / Re: Arx is close to release
« on: April 18, 2016, 01:59:50 PM »
:(

9
Strutt your stuff! / Re: Arx is close to release
« on: April 18, 2016, 03:52:28 AM »
Nice. I can't wait to check this out.

10
Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: April 12, 2016, 05:02:02 AM »
Runs like shit on AMD cards as always. The Soft Shadow, specially.

I'm somewhat glad to hear that :P

11
Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: April 11, 2016, 02:54:37 AM »
Back in the days we found a nice scene (also located in the mars_city1 intro level) which very nicely replicates that popping issue and both your engines still produce it.



So the solution was simply to always force BackFaceLighting to get rid of it in your engines.

I fixed this in my latest build.

12
id Tech 4 Engine Coding / Re: RBDOOM-3-BFG 1.1.0 preview
« on: April 11, 2016, 02:46:31 AM »
I uploaded new binaries so you can test the latest HDR implementation.

https://github.com/RobertBeckebans/RBDOOM-3-BFG/releases/tag/1.1.0-preview3

13
Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: April 10, 2016, 03:28:51 PM »
A Qt based light editor! Nice

14
Strutt your stuff! / Re: Perfected Doom 3
« on: April 08, 2016, 04:14:26 PM »
Nice reminds me of Quake 3 Arena which I really loved.

15
id Tech 4 Engine Coding / Re: RBDoom 3 engine (shader programs)
« on: March 22, 2016, 06:09:57 AM »
You can either use .tga, .jpg or .png with RBDOOM. Those textures are compressed automatically to .bimage resources if they are newer than the .bimage files.
The .bimage format is similar to .dds so you don't need .dds and the engine decides wether it is compressed to YCoCg-DXT5 or another format.
It depends on the usage in the material files. Other textures like the _currentRender are internal textures that are copied from the RGBA framebuffer.
They usually remain uncompressed for performance reasons. You can see all texture formats that are used by the console command "listImages".

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