indie game developer :)
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.
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.
So, any reason why Coop mode source code isn't released yet ?
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?
Did you modify the engine ? Cos there is really no difference running mod launcher or manually running .exe with cmd line parameters.
Did you figure it all out based on Doom 3 BFG launcher thread on Steam ?
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 :)
Why is that ?
Not too far I hope :)
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 ?
Thank you :)
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.
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
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 ;)