indie game developer :)

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motorsep
motorsep Aug 20 2015 says:

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.

+1 vote   download: Doom 3 BFG Hi Def 2.2 patch for 2.0
motorsep
motorsep Aug 19 2015 says:

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.

0 votes   mod: Doom 3 BFG Ultimate
motorsep
motorsep Jul 6 2015 says:

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

+1 vote   mod: Last Man Standing Coop
motorsep
motorsep Jun 27 2015 replied:

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?

+1 vote   mod: Doom 3 BFG Hi Def
motorsep
motorsep Jun 26 2015 replied:

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

+1 vote   mod: Doom 3 BFG Hi Def
motorsep
motorsep Jun 26 2015 says:

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

+2 votes   mod: Doom 3 BFG Hi Def
motorsep
motorsep May 1 2015 replied:

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 :)

+1 vote   engine: Storm Engine 2 (working title)
motorsep
motorsep Apr 21 2015 replied:

Why is that ?

+1 vote   engine: Storm Engine 2 (working title)
motorsep
motorsep Mar 12 2015 replied:

Not too far I hope :)

+1 vote   engine: Storm Engine 2 (working title)
motorsep
motorsep Jan 5 2015 says:

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 ?

+1 vote   media: Citadel - Security (Level 8) Creation Timelapse
motorsep
motorsep Dec 15 2014 says:

Thank you :)

+1 vote   engine: Storm Engine 2 (working title)
motorsep
motorsep Dec 15 2014 replied:

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.

+1 vote   media: Shadowmaps from alpha tested surfaces
motorsep
motorsep Aug 4 2014 says:

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

0 votes   game: Doom III
motorsep
motorsep Jun 16 2014 says:

Storm Engine 2 video, as promised: Youtube.com

+1 vote   blog: Doom3World
motorsep
motorsep Jun 12 2014 replied:

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

+1 vote   blog: Doom3World
motorsep
motorsep Jun 12 2014 says:

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

+1 vote   blog: Doom3World
motorsep
motorsep Jun 9 2014 replied:

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

+1 vote   blog: Doom3World
motorsep
motorsep Jun 8 2014 replied:

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

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

+1 vote   blog: Doom3World
motorsep
motorsep Jun 7 2014 says:

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

+1 vote   blog: Doom3World
motorsep
motorsep Jun 4 2014 replied:

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.

0 votes   blog: Doom3World
motorsep
motorsep Jun 4 2014 replied:

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.

0 votes   blog: Doom3World
motorsep
motorsep Jun 3 2014 replied:

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.

0 votes   blog: Doom3World
motorsep
motorsep May 28 2014 replied:

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.

0 votes   blog: Doom3World
motorsep
motorsep May 26 2014 replied:

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.

0 votes   blog: Doom3World
motorsep
motorsep May 26 2014 replied:

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.

0 votes   blog: Doom3World
motorsep
motorsep May 25 2014 replied:

There is transcode option in Wolf.

+1 vote   blog: Doom3World
motorsep
motorsep May 24 2014 says:

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.

0 votes   blog: Doom3World
motorsep
motorsep May 23 2014 replied:

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.

+1 vote   blog: Doom3World
motorsep
motorsep May 20 2014 replied:

Or people can wait util our dev portal goes up, since a lot, if not everything, will be applicable to Doom 3 modding ;)

+1 vote   blog: Doom3World
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