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 ...
Search found 231 matches
- Wed Jun 25, 2014 7:13 pm
- Forum: Project Showcase
- Topic: [FTE][in production] Scout's Journey
- Replies: 36
- Views: 43934
- 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?
So you model entire level in Blender and basically don't use too many brushes?
- 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.
- 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)
- 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.
Something that a developer could grab and build upon. Something like Quake's qc code, but with menu qc, csqc, etc.
- 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 
- 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.
- 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?
- 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? 
- 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 ...
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 ...
- 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
There are a lot of good reads here: http://mrelusive.com/publications/pubs_bytype.html
- 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 :/
- 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!!!
- 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 ...
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 ...
- 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
Yeah, somewhere private for nowJulius wrote:Got a source repository somewhere? Is is multiplatform, i.e. Linux support?
Windows/Linux for now, OSX shouldn't be too hard to add, SteamOS perhaps even easier.