Search found 231 matches

by motorsep
Wed Jun 25, 2014 7:13 pm
Forum: Project Showcase
Topic: [FTE][in production] Scout's Journey
Replies: 36
Views: 43934

Re: [FTE][in production] Scout's Journey

You know you can turn brush work into "detail" or into func_wall and would functionally become a "model" that doesn't affect vis ?

I was pondering the idea of making levels in Blender, but it seems like a double amount of work making caulk hull afterward.

Doom 3 relies on manually placed portals ...
by motorsep
Wed Jun 25, 2014 5:31 pm
Forum: Project Showcase
Topic: [FTE][in production] Scout's Journey
Replies: 36
Views: 43934

Re: [FTE][in production] Scout's Journey

Interesting project. I read your blog every now and again :)

So you model entire level in Blender and basically don't use too many brushes?
by motorsep
Wed Jun 25, 2014 5:28 pm
Forum: General Discussion
Topic: QuakeC framework for indie projects
Replies: 21
Views: 8007

Re: QuakeC framework for indie projects

Aye, thanks for the break down. Interesting insight.
by motorsep
Tue Jun 24, 2014 9:33 pm
Forum: General Discussion
Topic: QuakeC framework for indie projects
Replies: 21
Views: 8007

Re: QuakeC framework for indie projects

Why did you choose FTE vs DP for your project? (just curious)
by motorsep
Tue Jun 24, 2014 7:40 pm
Forum: General Discussion
Topic: QuakeC framework for indie projects
Replies: 21
Views: 8007

QuakeC framework for indie projects

Has anyone thought of making a complete, solid QuakeC framework for indie projects using DP engine ? (close-source offered for a fee or GPL)

Something that a developer could grab and build upon. Something like Quake's qc code, but with menu qc, csqc, etc.
by motorsep
Mon Jun 23, 2014 8:53 pm
Forum: General Discussion
Topic: Darkplaces Engine at 1080p on Raspberry PI !!
Replies: 7
Views: 3575

Re: Darkplaces Engine at 1080p on Raspberry PI !!

I wonder if there is a viable market for Raspberry PI. They sure must be lacking 3D games, so DP could be a good platform to make such games for PI gamers :)
by motorsep
Sat Jun 21, 2014 2:02 am
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59035

Re: Doom3 shadow optimization

Doom 3 BFG already does everything and more than what people have tried doing with old Doom 3. Seems like counter productive, unless it's for personal learning experience.
by motorsep
Sat Jun 21, 2014 1:13 am
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59035

Re: Doom3 shadow optimization

AMD dropped it?
by motorsep
Fri Jun 20, 2014 11:18 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59035

Re: Doom3 shadow optimization

Lol, why go through all that trouble when it doesn't even work as expected to begin with and ARB2 backend looks better? :)
by motorsep
Fri Jun 20, 2014 9:07 pm
Forum: General Programming
Topic: Hypothetical multiplayer game with huge maps
Replies: 18
Views: 28098

Re: Hypothetical multiplayer game with huge maps

Let me dime into this thread.

DP's collisions will fail after ~32k units radius around 0 0 0 of the map. LH committed a few things for collisions recently, but I don't know if that changed anything. I haven't tested collisions on flat brushes passed 32k, but I did test brush based terrain and mesh ...
by motorsep
Fri Jun 20, 2014 4:49 pm
Forum: Artificial Intelligence
Topic: AAS Files vs. Navmesh/Waypoints/etc.
Replies: 20
Views: 30533

Re: AAS Files vs. Navmesh/Waypoints/etc.

AAS is a 3D nav mesh, to put it simply. There are several AAS revisions, with Quake 3 having the most primitive one, compare to RAGE AAS.

There are a lot of good reads here: http://mrelusive.com/publications/pubs_bytype.html
by motorsep
Fri Jun 20, 2014 4:19 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59035

Re: Doom3 shadow optimization

Might as well post a comparison screenshot from Doom 3 - I don't really see much difference from the top of my head :/
by motorsep
Fri Jun 20, 2014 3:32 pm
Forum: Project Showcase
Topic: [Makaqu][Pre-Dev]Fighting game
Replies: 2
Views: 13972

Re: [Makaqu][Pre-Dev]Fighting game

Good luck!!!
by motorsep
Thu Jun 19, 2014 11:00 pm
Forum: Project Showcase
Topic: [Storm Engine 2][dev] Phaeton
Replies: 22
Views: 47344

Re: [Storm Engine 2][dev] Phaeton

Just wondering, is there any reason why games like to use the flash interfaces?
I don't have anything against Flash (I used to use it myself quite happily), just wonder why that format. Seems like a fairly big entry barrier when using a proprietary third party tech.

Because having Flash is ...
by motorsep
Thu Jun 19, 2014 10:54 pm
Forum: Project Showcase
Topic: [Storm Engine 2][dev] Phaeton
Replies: 22
Views: 47344

Re: [Storm Engine 2][dev] Phaeton

Julius wrote:Got a source repository somewhere? Is is multiplatform, i.e. Linux support?
Yeah, somewhere private for now :)

Windows/Linux for now, OSX shouldn't be too hard to add, SteamOS perhaps even easier.