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Messages - LDAsh

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id Tech 3 Mods / Re: American McGee's Alice modding
« on: May 01, 2021, 09:21:06 PM »
I haven't seen support for it with any Radiants, that I recall, although QuArK claims to support modding for it:-

It's not as straight-forward as just adapting Quake 3 Arena support, mainly you're going to need the .def files to get all of the entities to show up correctly so that you can actually use them, and something tells me Alice would have some tricky ones in there.  You might be better off adapting your own 'gamepack' based on RtCW, since that's another SP game released around the same time.

id Tech 2 Discussion / Doombringer demo
« on: April 11, 2021, 09:18:39 AM »
I figured I'd post this, since nobody else seems to have mentioned it.
I guess this topic fits in this section since it's using the DarkPlaces engine.
D3W (ex)regular Kristus (and associates) bring more Quake-style arena-DM action to the world:-

I personally think this is very worthy of checking out for the old Q3A fans among us.

id Tech 4 Scripting / Re: LOD system
« on: February 05, 2021, 11:46:13 PM »
You need to load maps using "devmap", you may also need to set "sv_pure 0".

id Tech 4 Scripting / Re: LOD system
« on: February 01, 2021, 12:15:50 AM »

id Tech 4 Scripting / Re: LOD system
« on: January 31, 2021, 10:17:17 PM »
Every LOD system I've seen accounts for zoom/FOV, and many of them account for screen resolution also.  You might want to try r_showtris if you really want to see it in action.

id Tech 4 Scripting / Re: LOD system
« on: January 31, 2021, 02:06:16 AM »
In Q3A you can play with the "r_lodbias" command to see for yourself.
For Quake 4, there are various LOD cvars.  I got confused because Doom3 is missing a lot of features that Q4 had, so when I say idTech4 I'm likely thinking about Q4 over D3.

I's been well over 10 years ago now...

id Tech 4 Scripting / Re: LOD system
« on: January 27, 2021, 01:37:53 AM »
LOD you don't notice is LOD done right, at least visually.  It was used for characters and patch-meshes.  idTech4 only for patch-meshes, which always gave me hope it could be more widely implemented.  AFAIK, both SS2 and TDM implementations are "streaming" the assets in from the HDD, and not already residing in the vertex-buffer.  This may not have the performance hiccups it once had if everyone has an SSD now, but it's still not practical for broad use.  It would work well enough in your average tech-demo box map, but not for an expansive open-ended forest environment.  This whole thread has pretty much covered how and why.  It would need to do something like shove all of the stages into the same MD5.  As it is, it's only good for a handful of the most complex meshes.

Welcome! / Re: Is this community dead ?
« on: December 11, 2020, 02:30:56 AM »
Welcome... to Eric Matyas Park!...

id Tech 4 Models and Animations / Re: DOA model I got in to Doom 3
« on: August 09, 2020, 07:04:31 PM »
This collection was removed a couple of times in the past and I won't be surprised when it all disappears again.
It's worthwhile grabbing what you can while it's there, if you're interested in real-time references for character modelling.

Doom Discussion / Re: SIGIL is available for download
« on: June 29, 2019, 04:37:37 PM »
No I'm not basically saying that at all...  This is really getting derailed, so, if you read again the first couple of posts I made, I already said what I wanted to.  Not interested in the merry-go-round of internet arguments with people who don't read what I originally said and I end up repeating myself.

I said I'm just surprised, I'm not saying it's even that much of a negative (*these days, it would have been 25 years ago, which was my point) or that John Romero deserves to be decapitated and have his head stuck on spike and shuffled away behind a wall.

So, Doom 1 runs great on your Ryzen Threadripper, YEY happy for you!  Not even what I was talking about.  Nevermind.

Doom Discussion / Re: SIGIL is available for download
« on: June 29, 2019, 01:28:13 PM »
It wasn't that long ago that my old NDS bit the dust, so yeah.

Someone might call it "archaic" junk, but I call it "me playing Doom while you're twiddling your thumbs because your phone battery might die at any moment if you try to play any more Candy Crush".

Doom Discussion / Re: SIGIL is available for download
« on: June 29, 2019, 04:36:37 AM »
You'd be wrong about that.  There are plenty of great maps out there that would run on a 486 just fine and thus a NDS, with a consistent focus on performance.  I don't know why people think that framerate and visibility was never a concern with Doom but suddenly was on Quake 1's arrival.  That doesn't make any sense.

Strutt your stuff! / Re: The Dark Mod 2.06 64-bit is out!
« on: June 21, 2019, 07:20:10 AM »
I think this was bumped by a bot and was originally from over a year ago.

Since then, 2.07 has been released and upcoming releases still very much in discussion there, including a VR version in the works.  Although, with new features like soft shadows, the system requirements have gone up and will continue to go up into the future, and 2.08 will be a big leap.

Strutt your stuff! / Re: Back from the Dead
« on: June 14, 2019, 03:57:57 AM »
Use something like WinCDEmu to mount the ISO files.  When the installer asks for the next disc, just unmount and mount the next ISO.

Doom Discussion / Re: SIGIL is available for download
« on: June 06, 2019, 10:23:55 PM »
I mentioned a 486 and NDS for a reason...
No, you're not going to notice any performance issues on your computer - I am talking about comparatively, by ~'94 standards.
I also mentioned Final Doom for a reason, that even in ~'96 some of those later maps ran pretty choppy, and as I said, make it impossible to play them on DSDoom.

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