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Messages - revelator

#61
Welcome! / Re: Welcome to the id Tech Forums!
November 10, 2014, 02:09:17 PM
Thanks m8 :) also good to see some of the old faces again.
#62
Id tech 5 Discussion / Re: The Evil Within
November 08, 2014, 07:08:56 AM
Still suffers from texture pop in and it has some rather gamebreaking bugs in places that i hope the devs will get sorted, besides that its quite fun to play allthough
brutally difficult at times. A few things to note that i find could be better, axes are a oneshot weapon of mass destruction Oo i could literally kill even bosses in one shot
with this which is a bit unrealistic. Besides that you only get that one shot with an axe. The char runs like he has one of those iron balls from prison tied to both his legs +
his stamina is somewhat non existant.  Ammo is scarce even though the game is bristling with tons of knives axes and other goodies that could save your life you cannot pick them up.

game breaking bugs.
camera sometimes goes whack after a cutscene so that no matter which way you run you will run into a wall causing your death if you are chased by some big ugly.
This happens to me in chapter 8 after the cutscene with the huge amalgam monster :( i literally had to get a save from another user to get past this part so it seems not everyone has this issue.

Besides that it looks great in places :)
#63
Welcome! / Re: Welcome to the id Tech Forums!
November 07, 2014, 09:20:58 PM
Formerly known as reckless  C:-)

Also frequenting the darkmod forums and recently completed depthbuffer access in vanilla with some help from there :).
#64
Also we finally nailed how to access the depthbuffer in vanilla with some help from the darkmod guys :)
This gives a whole slew of new options for vanilla like soft particles / real SSAO / SSIL and is generally a requirement for doing shadowmaps.
I went a bit further and completed the interface code for use with mods also and stevel at the darkmod forums has allready made quite some shader
work using this.

The revelation engine on github was the last with the editor code intact, i since branched off my code into a version with no editors and even more fixes.
Sadly its not on github as i plan on merging my current work with my github version when we have a proper crossplatform version of the editor code (WxWidgets most likely). But if anyone wants a look at my current code ill be happy to upload it.