indie game developer :)

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motorsep
motorsep @ Doom 3 Hi Def

Sikkmod is incompatible with Doom 3 BFG engine. Did you recreate all Sikkmod effects in Doom 3 BFG from scratch using Cg shaders ?

Good karma+1 vote
motorsep
motorsep @ DooM Resources Explorer v0.4

Can it extract textures? (most likely will be RGB DXT5 or YCoCg DXT5 compressed images if you manage to extract them from .bimage container)

Good karma+1 vote
motorsep
motorsep @ Doom 3 BFG Hi Def

I recall it's a simple fix for particles which you can add to RBDoom 3 BFG and recompile.

Good karma+2 votes
motorsep
motorsep @ Doom 3 BFG Hi Def

A brand new version of Phrozo Mod came out: Moddb.com

Please consider updating your mod with this awesomeness :)

Good karma+2 votes
motorsep
motorsep @ Doom 3 BFG Hi Def 2.2 patch for 2.0

Why can't you run the whole thing on your PC, then release a build with generated/ folder? This way people don't have to wait for the engine to compress textures.

Good karma+1 vote
motorsep
motorsep @ Doom 3 BFG: UltimateHD

How hard is it to run it on your development PC, and release pre-generated mod, so that end-users wouldn't have to bother waiting until their PC will convert all the raw data into BFG's formats?!?!?!?! Utter nonsense! This is the second mod that does it.

Good karma+1 vote
motorsep
motorsep @ Last Man Standing Coop

So, any reason why Coop mode source code isn't released yet ?

Good karma+1 vote
motorsep
motorsep @ Doom 3 BFG Hi Def

RBDoom 3 can't run with TGA and uncompressed / binarized assets. It will have to compress/binarize assets on the first run.

So I guess I have to sit tight and wait until engine finishes compressing all of the assets before I can start playing?

Good karma+1 vote
motorsep
motorsep @ Doom 3 BFG Hi Def

Did you modify the engine ? Cos there is really no difference running mod launcher or manually running .exe with cmd line parameters.

Good karma+1 vote
motorsep
motorsep @ Doom 3 BFG Hi Def

Did you figure it all out based on Doom 3 BFG launcher thread on Steam ?

Good karma+2 votes
motorsep
motorsep @ Storm Engine 2 (working title)

Not too many. Implemented refraction shader fix and oblique projection to solve reflection artifacts. So now we got more or less decent reflecting water surface possible :)

Good karma+1 vote
motorsep
motorsep @ Storm Engine 2 (working title)

Why is that ?

Good karma+1 vote
motorsep
motorsep @ Storm Engine 2 (working title)

Not too far I hope :)

Good karma+1 vote
motorsep
motorsep @ Citadel - Security (Level 8) Creation Timelapse

What level editor is it ? I can barely see "hammer" in the header, but if it's Valve's Hammer, does it mean the map format you are using is HL1 BSP ?

Good karma+1 vote
motorsep
motorsep @ Storm Engine 2 (working title)

Thank you :)

Good karma+1 vote
motorsep
motorsep @ Shadowmaps from alpha tested surfaces

Yep, that's the art style of my upcoming game. It's just shader tricks - engine can be made to look like any art style.

Good karma+1 vote
motorsep
motorsep @ Doom III

I released Doom 3 BFG mod launcher last night, along with 5 old mods prepped to run with Doom 3 BFG. Feel free to give it a spin: Kot-in-action.com

Good karma0 votes
motorsep
motorsep @ Doom3World

Storm Engine 2 video, as promised: Youtube.com

Good karma+1 vote
motorsep
motorsep @ Doom3World

Heh, I could just play last levels of each game and watch the credits :P

Good karma+1 vote
motorsep
motorsep @ Doom3World

Is there a list of level designers who worked on Doom 3 / RoE / Quake 4 / Prey ? (preferably with contact info)

Good karma+1 vote
motorsep
motorsep @ Doom3World

Soft edge particles. This way you don't see obvious intersection between particle and other surfaces.

Good karma+1 vote
motorsep
motorsep @ Doom3World

I do, but I'd like to have built-in editor with native preview ;)

So, functionality of DarkRadiant in our built-in Level Editor..

Good karma+1 vote
motorsep
motorsep @ Doom3World

Posted a small update on Phaeton (ex-Steel Storm 2): Kot-in-action.com

Good karma+1 vote
motorsep
motorsep @ Doom3World

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.

Good karma0 votes
motorsep
motorsep @ Doom3World

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.

Good karma0 votes
motorsep
motorsep @ Doom3World

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.

Good karma0 votes
motorsep
motorsep @ Doom3World

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.

Good karma0 votes
motorsep
motorsep @ Doom3World

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.

Good karma0 votes
motorsep
motorsep @ Doom3World

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.

Good karma0 votes
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