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Messages - motorsep

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1
id Tech 4 Mods / Re: dmap in RBDOOM-3-BFG
« on: November 03, 2018, 11:12:54 AM »
Is AAS only needed for multiplayer?

No, AAS is for AI. Maps have to have that for AI to properly and effectively navigate the map. Nothing to do with multiplayer.

2
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 30, 2018, 10:55:15 PM »
I think it was assumed you'd use DR for the engine so not much work was put in fixing issues with the built in editor, right Motorsep?

That is correct. Doom 3 Radiant was simply made workable (just because it was more work to rip it out completely) with the engine. Although it should be as usable as original Doom 3 Radiant.

3
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 30, 2018, 11:52:30 AM »
You should really use DarkRadiant for Doom 3 mapping and use one window where you switch between perspective and ortho views with hotkeys, like in Blender.

4
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 26, 2018, 09:12:28 AM »
Vehicle auto-drives between path_corners.

5
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 25, 2018, 11:28:57 AM »
Yep, now we are talking  8)

6
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 24, 2018, 12:39:56 PM »
Doesn't look like it's working. Or maybe screenshot is too small. I don't see any halo/bloom around headlights.

You might want to check r_* cvars to see if HDR is on and glow is on.

7
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 23, 2018, 10:47:46 PM »
Material:

https://pastebin.com/HGKasY1q

_glow.tga is the same as _lights.tga, but half the resolution (512^2 is for lights and 256^2 is for glow)

8
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 23, 2018, 09:31:55 AM »
I sent you the material, so it's all there. It is indeed a glow (Image-based Bloom) with halo.

And no, it's not from RB. In fact, RB was used as base, before tr3b added bunch of fancy things.

9
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 21, 2018, 08:49:43 PM »
Well, feel free to fix it and submit pull request to the github repo. :)

10
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 14, 2018, 02:16:31 PM »
@bitterman

The issue with vehicles that loading a savegame with vehicle crashes the engine. That's really the main issue with SE2 at this time.

Speaking of vehicles, played RAGE last night. Noticed that sometimes vehicles are spawned above the ground and dropped after loading a savegame. As if they not really saving vehicles, but only save its stats and location/rotation of the entity and re-initialize / re-spawn it after loading of the savegame is done.

SE2 currently saves all the physics and constraints of the vehicle/suspension as far as I recall.

11
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 13, 2018, 08:39:55 PM »
I thought so as well, but ultimately, I decided that fhDoom might be worth a try for development after I'll port some of SE2 and TDM features to it (avoiding bugs hopefully). It's still pretty solid without them though, and much more stable than SE2 (vehicles, RMB crashing the engine for no reason - just as examples).

fhDoom has no vehicles beyond what vanilla Doom 3 offered.

12
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 13, 2018, 01:28:37 PM »

Yes, at least for now. I'm just too busy to fix all the bugs in it (which are pretty much game breaking), whereas the only problems with fhDoom right now are framerate issues (Doom 3 works smoothly enough for me on this fork) and roe stability.

I may return to it once I'll have enough time to have a good look at everything.

I thought you were making a standalone game with it.

14
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 08, 2018, 05:24:04 PM »
... and once I'll be back to id Tech 4, it'll be on fhDoom fork.

Abandoning Storm Engine 2 ? :)

15
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 06, 2018, 03:55:59 PM »

motorsep, how looks player.def?

 Map's format is same as d3bfg? I have a flow bug with map butter error.

Player def from Phaeton: https://pastebin.com/MP0HWpKT

map format is the same, but you obviously need to built it with dmap from SE2. Also if you have stuff that isn't defined in materials/defs, you might have issues.

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