indie game developer :)
Storm Engine 2 video, as promised: Youtube.com
Heh, I could just play last levels of each game and watch the credits :P
Is there a list of level designers who worked on Doom 3 / RoE / Quake 4 / Prey ? (preferably with contact info)
Soft edge particles. This way you don't see obvious intersection between particle and other surfaces.
I do, but I'd like to have built-in editor with native preview ;)
So, functionality of DarkRadiant in our built-in Level Editor..
Posted a small update on Phaeton (ex-Steel Storm 2): Kot-in-action.com
Bloody DarkRadiant, all other Radiants, including Quake 4 Ed, allow resizing of lights by dragging sides.
There is no correlation between easy way of sizing lights and proper placement of lights.
We in 2014 by the way, so while more drawcalls is not as good as less drawcalls, with modern hardware there is a liberal tolerance allowing to work with idTech 4 creatively, and not mechanically.
idTech 4 does better with large lights, less lights. But it's not related to how you size lights. So, tools need to be fluent, not rigid.
Already figured it out. Kinda horrible way of resizing lights :/
Hopefully we'll improve that. I recall in Quake 4 Ed you drag sides to resize lights. Something like that will be handy.
Not quite the time yet :) Also, there will be no pull request - it will be standalone release.
Also, our engine is no use for BFG as all changes are made to make standalone games with it, not to mod BFG.
Ok, tried it. Holding Ctrl and using LMB drags light, leaving center where it is.
Can someone with working DOOMEdit record a video how to work with lights? It seems like we still have issues in that area after porting DOOMEdit into BFG engine.
That drags entire light around. What I am talking about is when you have directional light source, like sun, and you need to set direction in which "sun rays" go.
There is transcode option in Wolf.
How do I resize lights and position light's center in DOOMEdit ? In DarkRadiant one can drag it as brush, and use Vertex selection to move light's center around.
I did! Wolf is amazing!!!! Runs ok on my old rig, on par with Rage, but with so much better textures and more details.
Just 10 min ago redeemed Doom key (no longer called Doom 4 btw, just Doom). Beth said they'll let me know when it's ready.
Or people can wait util our dev portal goes up, since a lot, if not everything, will be applicable to Doom 3 modding ;)
Or simply just release db of the forums and TheHappyFriar can weeds out tutorials into a new forum :)
Nevermind, here it is: Svn.icculus.org
Btw, does anyone know where to get source code for SABot for either Doom 3 or Quake 4 ? I lost contact with the author, and last e-mail I sent him was never answered.
I recall he had it on github or gitorious, but I am failing to locate it :/
Always have been curious what hardware do you have :)
What is it? Got links to screenshots/videos?
Community is no more, sadly.
Gotta wait until some new game powered by idTech 4 / BFG engines come out, with tools and hopefully community will be re-born ?
Let's face it, either something happened that physically keeps him from restoring the forums, or d3w is plain dead and not coming back.
The rumor has it that the owner of the site was not running it for free entirely. Ad revenue is what he was after and it just never lived up to his expectations, thus shut down was inevitable.
While it is just a rumor, I can see a grain of truth in it. My site was several time under DDoS, and it was all straightened out by the host within days.
So no, I don't believe it takes that long to get everything back on track. I wonder if he already lost d3w domain.
I wonder if "d3w is coming back really soon" means within a few weeks or within a few month ? :)
I pre-ordered new Wolfenstein, that is already made and coming out next month. Doom beta is a bonus for those who pre-orders new Wolfenstein. There is no other way to get Doom beta (unless someone leaks it; or if Beth decides to run open beta eventually).
I am using Doom 3 BFG engine, which is being modified and tools are being ported back from Doom 3 (some, only essential tools; the rest will be Qt5 based, standalone since they don't need to be in the engine to begin with).
Dubbed as Storm Engine 2, it will be released to the public as soon as I release playable alpha of my game.
As for finding people who can work with tools, I am aiming at opening small dev portal for my engine, where we'll have tutorials for various aspects of modding, including working with tools.
Of course there are no tools that beat Unity/UE4, but Doom 3 tools are no Assembler - they can be learned and used ;)
Btw, good news for those who pre-ordered new Wolfenstein - Doom beta key will be in the box!
Right, and I don't get when people say "Radiant doesn't use standard interface" as if there is a standard for UI in level editors.
Not to mention that CoD's Radiant is .. Radiant. And Hammer is quite similar to Radiant from what I heard.
That guy should have tried Quark :) Or Blender o.O
Sad that some people present idTech 4 in a wrong light in 2014: