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Messages - motorsep

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1
id Tech 2 Discussion / Re: Nvidia's official Quake 2 RTX
« on: March 19, 2019, 11:06:07 PM »
I am debating whether to start saving for RTX 2060 or wait another year or two.. It's tempting :)

2
id Tech 2 Discussion / Nvidia's official Quake 2 RTX
« on: March 19, 2019, 10:22:10 AM »
I am guessing it's pretty cool and spectacular for the folks with RTX GPUs https://www.nvidia.com/en-us/geforce/news/quake-ii-rtx-ray-tracing-vulkan-vkray-geforce-rtx/

3
@motorsep: I might look at that code (and maybe merge it) later, right now I'm glad I have working tools at all :)
Do your tools work in 64bit builds? Do you know if any changes were necessary for that?
I declared mine 32bit-only for now because I don't really trust that code and I don't have time to extensively test them to find out if things break in 64bit..

Yeah, 32bit and 64bit both work (Storm Engine 2 based off BFG). Also I just remembered we did some fixes for inlined meshes in dmap (Storm Engine 2 based off BFG). What was done for 64bit to work, I have no clue, sorry :(

BTW, this is now officially in dhewm3 and I just did a pre-release (incl. Win32 binaries) containing it:
https://dhewm3.org/#a-first-prerelease-of-dhewm3-1.5.1

\o/ yay, congrats! Now you just need to find people to use them and test them :)

4
Except for D3 Edit, didn't they admit that years ago by saying they didn't really use the tools, they use notepad instead?  Tools were more dev's for Raven's Q4?

Oh, ouch :/

5
@caedes: Btw, I think it would be better to grab Storm Engine 2 tools (MFC related stuff at least) since, for example, GUI Editor was upgraded and fixed there, but not in dhewm3 fork. This way you have better base to work with that has a lot of bugs already fixed.

6
Ok, I figured it out, see https://github.com/DanielGibson/dhewm3/commit/5c1e1d770883996eb5bb6a73118bd6d41295d282

The problem was that the widget used to render the preview of the texture in the material picker calls renderSystem->BeginFrame(w, h), with w and h being the size of that preview area.
BeginFrame() will set glConfig.vidWidth/Height, which are otherwise expected to have the window resolution (and are also used in renderSystem->GetScreenWidth()/Height()).
This is never reset (I would have expected that to happen in EndFrame()), so from then on the main (ingame) window will render at that resolution, looking like on the screenshot above.
(I now just restore glConfig.vid* after rendering that preview area.)

Cool! I feel like the tools were slapped together by ID just to get things going and never actually polished :(

7
Saw your tweet earlier.  Really cool.   They've got a Build engine game dues out soon too: https://www.gog.com/game/ion_maiden

:)

I actually don't like Build engine games much. I only beat Duke3D and could never finish the rest (Blood, Shadow Warrior). Perhaps that fake 3D with vertical aim turned me off, no sure really.

9
I don't remember having this bug at all (not in BFG tools at least) :/

10
id Tech 4 Models and Animations / Re: Movie which is based on engine
« on: February 28, 2019, 10:26:02 PM »
Making movie in-engine is easy (just tedious) - it involves level design and level scripting (and cinematic camera work/export from Blender).

I don't know what machinima movie you are talking about :(

11
id Tech 6 General Talk / Re: id Tech 7 is upon us !
« on: February 25, 2019, 07:26:27 PM »
There's still no exact release date for Doom Eternal, right?

Nope, but I bet we'll hear something by QuakeCon 2019

12
id Tech 4 Engine Coding / Re: Game.dll support for Doom 3 BFG
« on: January 17, 2019, 03:13:56 PM »
But, how does it benefit Doom 3 BFG ?

13
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP)
« on: January 07, 2019, 05:11:48 PM »
... right now I'm playing through DOOM 4...

There is no Doom 4. It's just DOOM or DOOM 2016.

 8)

14
id Tech 4 Level Editing / Re: About 'hellMap' flag
« on: December 03, 2018, 09:17:27 AM »

Yes, it is in loading/default.swf.

But why map AND hell map? One type (usual map) should be enough fot everything ))


Because who cares... That's how they have it, so that's how it is. I am guessing it's due to the fact that hell maps use different type of splash screen than normal maps.

15
id Tech 4 Models and Animations / Re: Model/Animation Tools/Help
« on: December 02, 2018, 10:10:04 PM »
Are they still available somewhere?

I'd like to take a look at https://github.com/OpenTechEngine/ModelingTools/tree/master/MD5/Blender/io_export_md5_obj but it's 404'ing me.

https://github.com/motorsep/blender-idtech4-md5

If this one still works with 2.79, then I'd say it's better than the one you are asking about. It has nicer GUI and better workflow (at least for me).

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