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x4 polycount, that's so f@cked up.
Lights are supposed to interact with materials, like nowadays.
Doom 3 uses forward render. What I need is a deferred solution.
Otherwise, the performance would be horrible even on Mid Range cards. (560 7850...)
I have stopped it for some time due to limitations.
It's not really dead, it's canned. I don't have enough time to keep working on it sadly :(
I hope I can do some progress on 2013.
One of the biggest problems is that the polycount goes crazy when lots of lights interact with characters...
I guess I will have to wait for a deferred render solution, otherwise...
Of course there is melee kicking attack.
This is just an enhancement to be able to see player's body from the player view.
There is no need for hype lol. As far as the game is bug-friendly a video would be uploaded.
Iron Sights are no longer included, as I mentioned a long time ago. There are still zooming options for scoped weapons.
It's basically an enhanced Rtcw.
Yes, I am porting all the code to the gpl version as I barely mentioned some weeks ago, so It doesn't require a Doom III copy. (F2P) This is virtual stuff since there is code still left to port, lot of it.
It's taking a lot of time since most of the code has been done in scripts while the gpl version is pure c++ :(
Not to be rude or something, but Id tech 4 projects mostly take a lot of time to be done sadly.
There have been few problems recently, code porting and stuff. Updates are going to be added in a few weeks. Gameplay video is not possible yet. :/
Apologize for not releasing much information lately.
I will post some updates at the end of May, starting of June.
I am thinking about uploading a gameplay video. (A decent one, not those testing ones).
It was added several months ago. Custom model ofc.
hahaha, yeah. It was kinda annoying.
Sorry for the lack of recent news.
There is a huge work on the project and most of the stuff has taken another direction.
It has a new art design and a new fresh gameplay system.
Updates will be seen when it's done. (lots of more weeks probably)
I'm thinking about implementing it.
It's going to be implemented. ('Q' and 'E' keys by default).
I am focusing more on map design now .
It's mostly based on it. With that said, It's not the same thing ofc.
Single and coop. The mp is going to be port to ETXreal.
The MP part is going to be ported to "EtXreal".
The SP part is running "Id tech 4".
It's a little hack that works good in-game at 60 fps. This video makes it look bad.
Going to reduce it anyway. xD
thx you. I am fixing it.
I spawned the caco's with 5 hp. Melee does 40 dmg.
*Weapon melee added.
*Aim from the sight added. (You can trickjump, strafe jump, sprint while shooting from the hip. Iron sights have been added mostly graphical wise, since it doesn't affect at all gameplay, just zooming... but anyway added)
Looks very good, tracking.
Another case would be a damaged gun (for example, a rifle).
You aim from the sights/scope and it explodes when firing. (using the bfg concept xD) causing the the player to be wounded.
You can find some buggy ammo, that if you put it in the gun it causes it to crash, and you have to make another reload.
Also you can damage the gun if you spend a lot of time using it at maximum. (too many reloads, time passing with it...)
Keep in mind that fast reload doesn't work always, sometimes it can go wrong.
Among many other cases.
It won't be very complicate to don´t do a complex game. It may kill the fun if it is overused. It will be quite simple and very random.
The concept is there, it just needs a good execution.
Maybe it's kinda boring to see reloading all the time, but if you noticed at 0:22 is a random reload animation.
Uploaded some testing videos. Just to show some stuff I recently added detail wise. It can affect gameplay sometimes.
halted, to be port to EtXreal.
The mp is canned, but I still have the wolf_beach remade to be ported to Et-Xreal.
Another one is wolf_base.