qbism wrote:motorsep wrote:I am not bullying anyone, I am one of the vocal minority folks for the subject.
Then I will rephrase my comment to 'denouncing the work of others.'
Oh, so now you saw some work being actually done with BFG and you don't really have nothing to say, so you trying find something else to poke at me.
It's quite simple - Doom 3 modding community wants to mod BFG, Doom 3 community wants to faster, more capable engine. BFG provides all that, idTech 4 doesn't. There are a few folks in the community who kept saying "BFG is crap, we are making idTech 4 run faster and better". One guy released several tutorials on how to add faster and better features, and I'd say 99% of that never worked. The only person who released working stuff was "mk"(?), which coupled with few fixed from Dande and fall back code, all that for VBOs, allowed idTech 4 to do a bit more than what it used to do. I am not saying idTech 4 isn't capable, I am saying there is better engine out there, compatible with most of Doom 3 content.
So when I see yet another guy doing something that isn't really beneficial, I have to ask him to direct his skill towards something better, for the same common purpose. That's all.
anonreclaimer wrote:I was just suggesting plus people wouldn't have to rezip the pk4 to resource anyway.jmarshall port over the tools anyway. So i guess you just have to work out the bugs.
It's not a big deal to repack mod into .resources. While BFG repacking can take more than an hour, and that's a lot of Gb of data, regular mods will pack in no time. New mods will have to follow a few rules for coding / scripting, due to threading. Old mods (depending on how the script is written) might need to have scripts fixed. Code of SDK mods will definitely need to be ported into code base from tr3b's branch and recompiled. Full screen menus would need to be re-made in Flash (but there aren't whole a lot of those, so might as well just disregard those).
Has anyone ever compiled jmarshall's code? I was never able to build it with even vanilla Doom 3. His tools port doesn't even have MSVC2010 solution, and fails compiling with MSVC2012.