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Messages - 2ton

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id Tech 6 General Talk / Re: New Doom (2016) Thread
« on: April 22, 2016, 07:19:46 AM »
And to u Friar, I hope the singleplayer turns out well, it still could, and if i were to pick up the game for under $30, that would probably be what I get it for aswell. I was really underwhelemd by them multiplayer. It can definatly be fixed, but if they couldnt get the very basics down from the get go, im not very optimistic in the current devs taste/ability

id Tech 6 General Talk / Re: New Doom (2016) Thread
« on: April 22, 2016, 07:12:43 AM »
funny, i was actually excited that it would take some more insperation from quake. I feel it would have been better to drop the franchise, but keep the gameplay alive in Doom4 multiplayer. After playing the new doom though, I am dissapointed, but maybe not in the same way as Friar. I find the movement speed to be far too low, to the point im reflexivly holding down shift in a vain attempt to run faster. As acrutch (also hardware limitations im guessing) the maps are quite cramped in order to make the gameplay not feel increadibly slow, and it only partially achieves that. The weapons are all balanced off eachothers dps, and dont have balancing for things such as rarity and ammo consumption, (the rocketlauncher is pathetic). It looks like Doom, its got quake guns, but honestly it doesnt feel like either, and the entire time I played th open beta, I only felt I'd rather play either. Or any Tribes game in an areana setting, or Painkiller, or any Enemy Territory game

id Tech 6 General Talk / Re: THIS CLOSE TO PREORDER...
« on: March 08, 2016, 04:56:42 PM »
Same thing happened to me with Rainbow Six Siege and a lesser extent with Evolve, where they release a "beta" right before they realease the game. I'm a little more fortunate in my case since I didn't actually pay any money to have access in either case, but its pretty unfortunate for all you wof preorder guys

id Tech 6 General Talk / Re: Are the tables Turning?
« on: March 01, 2016, 05:08:14 PM »
All I can say is im glad that it's looking like my AMD cards wont totally flop on this game. Totally agree with the OP that it's crazy that AMD seems to do better in OpenGL performance on a new game vs Nvidia. DX12, not so suprising. Vulcan, of course since AMD has async, but OGL? Seriously? I feel like I must have lost a bet but im sure that I made it so long ago, the person I owe money probably forgot about it too.
I can understand the frustration Vgames is having. Some problems may not be related to AMD, but some probably are. I have 3 AMD cards, and a gt630. Running DX games on win7? My AMD's work fine to great. Linux? Not worth it. I was saying myself my next card was going to be Nvidida as well, which is too bad since I'm not a fan of them in general, but luckily I'm DEFINATLY not in a hurry to get another GPU, and I can wait to see how all this vulcan/amdgpu/ and maybe zen/polaris all work out.
BTW Vgames, have you had any problems with them lately? (not opengl related) cause they have pulled up thier socks a bit

Anyone know if they used subsurface scattering on the hellknights head?

id Tech 4 Engine Coding / Re: RBDOOM-3-BFG 1.1.0 preview
« on: January 21, 2016, 08:10:58 AM »
I read that bit of news on phoronix the other day too. A little worrying, especially when you have 3 amd cards, none (to my knoledge) are 1.2. Still though, it might not meant that non amdgpu cards are completely out in the dark though.

Strutt your stuff! / Re: "True First Person" mode for idtech4
« on: January 18, 2016, 04:26:19 AM »
Come on devils, we all know motorseps opinions reflect exactly that of the rest of the worlds. Just like how his low frequency amd tri core hooked up to a very nice graphics card is an excelent representation of the run of the mill gaming pc. Where as your 5 generation old intel is so completely OP and out of the reach of the normal consumer it isnt worth mentioning. That being said Caedes is right. Sadly atm im not able to view the links Caedes posted, but ill do it once I get home  in the morning. I can see the whole climbing up walls/ladder thing being doable. The thing which i see being a challenge is grabbing objects and what not in world space. You hardly see that in any game and just trying to get my head around pulling it off in a convincing and robust manner seems really tricky. But all of that is a little off topic since many fps out there dont do half those things currently.

Strutt your stuff! / Re: "True First Person" mode for idtech4
« on: January 17, 2016, 05:24:26 AM »
For the high polycount issue, would having a lod applied to the weapons vs distance help? having full poly count at a distance of about 3 meters or so, then have a simpler mesh for distances past that?

Strutt your stuff! / Re: "True First Person" mode for idtech4
« on: January 17, 2016, 05:05:11 AM »
Thanks Oneofthe8. I was Sir Blackington waaay back when friar made the forum after d3w went down, and not too long after that everyone lost thier accounts or something. I was in the middle of alot of stuff and I didnt put a whole lot of effort to get back on the forum again, though I have been browsing it on and off. So if I talk like someone who else, its probably because I share others opinion at times.

Back on topic. motersep is right about being able to look around corners and ssee traps, and in some cases that is detrimental (Dayz, multiplayer games that have stealth as a core part of gameplay for example). The thing is, is that it not usually that big a deal in a single player set up, and there are games designed to take advantage of just that, (later Metal Gear games, Splinter Cell, The Evil Within, Velvet Assasin though I never played it) just to name a few. Keep doing what you do Oneofthe8,

Strutt your stuff! / Re: "True First Person" mode for idtech4
« on: January 17, 2016, 03:22:49 AM »
I was correct. If motorsep hasnt played a game, or if a feture in it doesnt directly benifit him, then any of its accomplishments become irrelivant to everyone and should be ignored. He did bring up a good point in his last paragraph though. Yes, there are extra considerations that need to be looked at when building a third person map vs a first person one. That is, as it turns out, one of the areas which being able to switch between the 2 views becomes very benificial. You make a map the way you want, without worrying about those things, then you simply let the player switch between views on the fly. This is how you (well not you motorsep) were able to transition from wide open outdoor areas (TP) to clausterfobic indoor ones (FP) rather seemlessly. For a mod/dev, you sure are good at purposly trying not to solve problems

Welcome! / Re: Welcome to the id Tech Forums!
« on: January 17, 2016, 12:05:02 AM »
So long ago, I'm pretty sure I was Sir Blackington, some dude who was interested in bfg and when rob made got soft shadows to work, too bad I was on an amd card and trying to compile the stuff on debian at the time. Hopefully going to get to build another machine in spring if I get lucky at our office computer auction and put Arch linux on it. Too bad I will still be using amd vid card though. Btw Friar, what drivers you got for your linux/amd stack? and has the performance improved noticably in the last year or so?

Strutt your stuff! / Re: "True First Person" mode for idtech4
« on: January 16, 2016, 11:34:04 PM »
Very true. funny though how tribes felt perfectly useable in third person where Starsiege didn't. Though still have fond memories of looking at my mech from the front at a low camera angle in third person just to show off hoow badass all 10 of those polygons were

Welcome! / Re: Welcome to the id Tech Forums!
« on: January 16, 2016, 11:27:43 PM »
Hi guys, I'm not exactly new to the forum, I used to be on here soon after Friar made it, but then some stuff happened with everyones account, and with a bunch of other things, temporarily lost interest in modding. I got things sorted out and im back now. I see the engines (tech4/BFG) have come a really long way in that short period of time and its actually pretty cool, especially when you consider just how few people work on them. Keep up the good work guys, I know I have learned alot from you guys, I hope I can be benificial to yall at some point

Strutt your stuff! / Re: "True First Person" mode for idtech4
« on: January 16, 2016, 11:10:00 PM »
Sorry for all the posts, im just excited Im finally back on this forum and someone is showcasing this concept that I was curious about for literally years now. I'm excitedto see what you do with it.

btw, you know when you shoot a zombie in the head/high torso d3 and it knocks the head back, Is that physics based? or is it just playing an animation like most other games? and either way, does anyone think there is a way to apply this to clamp the players viewport to the neck, so that the cameras view is directly represnted in world view? ie get shot in face, since your head in world would "look" up in world view, it should make the camera do the same. I apologize if im clear as mud

Strutt your stuff! / Re: "True First Person" mode for idtech4
« on: January 16, 2016, 10:57:17 PM »
Also, the idea of this being benificial in VR doesnt have so much to do with the ability to move between first and third person as it has to do with simplifing body awareness. To me this is easily the best part about this whole concept. I can see it making a few interactions a little tricky though. example opening closing doors, ladders and picking up items. At least for ladders and probably doors, one would have to now animate these actions since you can now see your hands, itd be kinda wierd to watch your character climb a ladder with thier hands at thier sides. At the end of the day though, it would make for a better game.

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