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id Tech 2 Discussion / Re: Nvidia's official Quake 2 RTX
« Last post by The Happy Friar on March 20, 2019, 11:58:40 AM »
If you take 2 years to save up you can get a better card by then.  :) 
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id Tech 4 WIP / Re: Doom 3 Supremacy
« Last post by The Happy Friar on March 20, 2019, 11:57:59 AM »
Depends on what's the owner of the assets.  If it was my assets, for example, if you asked me I'd say sure (unless I say in the readme just credit me, then I wouldn't care), because I don't really care as long as you don't steal.  If it's stock D3 assets, unless they're modified in some way it's basically a no-no.
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id Tech 4 WIP / Re: Doom 3 Supremacy
« Last post by EoceneMiacid on March 20, 2019, 10:29:15 AM »
So, I've got this alpha version packaged up, ready to be tested.

Obviously it's full of (what I presume to be) copyrighted assets, from a number of different copyright owners.

So, what to do with it? Can I upload it and expect not to get in trouble?

ModDB is full of stuff with copyrighted assets, so...

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id Tech 2 Discussion / Re: Nvidia's official Quake 2 RTX
« Last post by motorsep 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 :)
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id Tech 2 Discussion / Re: Nvidia's official Quake 2 RTX
« Last post by The Happy Friar on March 19, 2019, 09:29:32 PM »
nice. downloading now to see how my new GPU runs it.  :) EDIT: never mind, only runs on the newest Nvidia cards (I thought it was using a cross-hardware ray tracing command, not a Nvidia specific one).
 :rtfm: = me  :(
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id Tech 2 Discussion / Nvidia's official Quake 2 RTX
« Last post by motorsep 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/
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Welcome! / Hello everyone!!
« Last post by Sradex on March 16, 2019, 12:27:36 AM »
Hi everyone!, I'm Stradex and since october 2018 I'm working in a standalone project using Dhewm3 engine. I never registered here because I didn't feel prepared to be here yet, but since a lot of time spent working with this engine I feel like now I could fit a bit better here and maybe apport to other noobs like me.

PD: This is the project I'm working on (In the video I still use Doom 3 assets, but since this month I'm leaving behind any Doom 3 asset)

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Content for Games/etc. / [WIP] Standalone .pk4 for IDTech 4 projects.
« Last post by Sradex on March 16, 2019, 12:22:38 AM »
Hello everyone, since October 2018 I'm working in a standalone mod project using Dhewm3, but since now I decided to make it a standalone project, not mod at all.

And that makes me notice that it's a bit time consuming to leave behind all Doom 3 assets and keep the engine working fine (loading with main menu, loading maps, etc...)

So I decided to make my own very very basic .pk4 "starter pack" for standalone projects (all created by me with CC0 license).


Video from WIP 1:
Video from WIP 2:

Thanks to Snehk / Dark One for sharing his assets to this little project!


Download link: https://www.moddb.com/games/doom-iii/downloads/basic-standalone-pack-for-game-developers-alpha-03

The assets quality are really bad but they're intended to be placeholders to let you work fast in your project without mind about Doom 3 assets and legal stuff because that...
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Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on March 11, 2019, 09:30:04 AM »
Iíve created some cool new images derived from Tiffany glass. Youíll find them here:

TXR Ė GLASS
https://soundimage.org/txr-glass/

Enjoy!
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@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 :)
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