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Everything posted by motorsep

  1. Right, we didn't aim at supporting open source video drivers.
  2. not really following :/ What are you asking? Storm Engine 2 has not been tested with MESA. Most likely it doesn't work with it. It was only tested with proprietary Nvidia and AMD drivers. As for building, you need to run cmake on Linux, it will generate makefile so you can build it. I don't use Linux, so I can't really verify much. Basically MSVC 2013/2015/gcc is what we used to compile it with, nothing else.
  3. Added full (I hope) list of features added to the engine.
  4. Yes, SE2 performs better with shadow mapping. It doesn't really have to do with shadow mapping alone as it's almost the same as RBDoom3's (although the matrix is modified). It's the whole complex approach with completely disabling shadow volume calculations (which RBDoom3 doesn't to) and limiting shadows drawing distance. Shadow maps are not cheap. Any modern engine chokes on it when there are a lot of point lights and shadow casting objects. That's why UE4 uses various shadow casting techniques for various distances and various types of objects. The biggest advantage over RBDoom 3 is that SE2 more stable, better put together, has a lot of gameplay enhancements and all tools (except RoQ converter), which were also fixed up (GUI Editor for example) and somewhat enhanced. I don't think you can rip stuff out and use in TDM, due to architecture differences, but for a new project SE2 is a solid foundation.
  5. Thanks Well, it's not for me to determine. Whoever does engine work on TDM should be the one to determine that
  6. It's not compatible with Doom 3 BFG out of the box (we changed compression methods for textures for higher quality than Doom 3 BFG). Someone could make it compatible with Doom 3 content where engine would take Doom 3 assets and binarize them on the first run. I tried running Doom 3 MP maps as mod and it worked. You can build engine yourself. It's super easy and instructions are there.
  7. There ya go folks: https://github.com/motorsep/StormEngine2/ Hopefully someone can take it to the new heights.
  8. Yep, that's why I chose it to render VR shots - I think it has the most beautiful Quake 1 architecture.
  9. https://drive.google.com/drive/folders/0BwE6dxM0O2PsWUdtTmNxdXQzaUU Only 3 panoramas for now, but truly stereo VR Tested with Gear VR, but should work on any VR HMD. I think DarkMod would benefit from same functionality !
  10. I think there is a bug with Quake 3 rotation flag. It seems that DR now completely ignores it when saving Quake 3 map file.
  11. I haven't had any. Btw, did you see my bug reports on the bugtracker by chance?
  12. Well, use it with GPL engine and you will be safe
  13. There are no license on formats. Blender using FBX format without AD SDK and nothing illegal about it. Plus, I am not going to or advocating using .map and other related files as is. I simply need it for my stereo VR dioramas and for testing performance in mobile VR.
  14. Better then make Doom 3 map importer for Blender
  15. Well, OBJ goes into Blender. You can optimize it in Blender. That's why exporting each brush as single object is the best way to do it. You can pick and choose what to combine in Blender and the export pieces as FBX. It's super easy for DR devs and total freedom for artist in Blender. Win/Win.
  16. I have Quake 4. But it would be nice to use DR instead of some unrelated game. Why would you want chunks?
  17. Well, bad news - DR exports OBJ that isn't quite compliant - can't be imported into any version of Blender
  18. So I am guessing it's a no-go for this project? :/ Actually, I just got insane idea - I can export Doom 3 map from DarkRadiant into (as-is I guess, too bad patches don't get exported :/ ), then I can duplicate imported geometry in Blender, merge all faces (probably per room), re-UV map it, bake textures from original to the re-UV mapped model (to reduce draw calls), import that into Unity and bake lighting (which sucks, because Unity's lightmap baking tools are _slow_).
  19. Maybe you guys already had it fixed in TDM. I recall we didn't have it working right and had to fix it in the Storm Engine. Or maybe it worked fine with entity>bone, but didn't work with entity>entity binding. I don't recall by now.
  20. Yes, if you modify binding functionality. Currently the way binding works is that bound object will only change location, but not rotation.
  21. Or you could mess around with view cvars via script to make view move
  22. Still not possible. The way camera shakes currently is by playing sound shader with shake key (https://www.iddevnet.com/doom3/sounds.php). You could try making sound with sine waveform, and cranking down its volume in the sound shader, and using looping/shaking keys, but I am not quite sure if such hack will work or produce shaking of the cam.
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