motorsep
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Posts posted by motorsep
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I haven't seen anything that suggests that Workshop is incompatible with GPL, but we probably want to steer clear of it anyway for various reasons that you'll find up there somewhere earlier in the thread.
Seriously, Workshop has C++ code, just like the rest of the Steamworks SDK. I don't know if you guy messing with me or can't wrap your heads around the concept :/
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1. What does the GNU Operating system have to do with Steamworks?
2. What is your source for the claim "Steamworks can't be implemented due to conflict with GPL license."
GNU GPL license is my source. It clearly states that any code merged with GPL code has to be/become GPL. I don't have time to waste on this nonsense. You've been on board with TDM too long and you should know the limitations due to engine's GPL license.
If Steamworks could be implemented with GPL code, then Steel Storm had Steamworks implemented. However, it's impossible due to the GPL license on the engine.
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To use Workshop, one needs Steamworks. Steamworks can't be implemented due to conflict with GPL license.
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What, because it's running on GTX 980 or the Titan X? They kind of have an interest in promoting their new products.
Both. It should run on my PC with 670 GTX at 30 fps
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Although I lost programmer to UE4, I think I am gonna stick with id Tech 4 for now.
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In addition to what jaxa already wrote, the creator of Unreal engine Tim Sweeney confirms on Nvidia's blog that the kite demo runs on TITAN X:
Aye, thanks for digging it out. UE4 doesn't feel too awesome any longer
If anyone interested / has time, try Unigine's Valley demo: http://unigine.com/products/valley/
My GPU is 670 GTX (the rest of the hardware is like 9 years old) and yet that demo runs fine on it. That makes me wonder about UE4 optimization.
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Huh? What the hell is your problem? I just tell you what I read on some website.
That's how HL3 got "confirmed"
Here is _the_ source: https://www.unrealengine.com/blog/epic-kicks-off-gdc-with-more-news
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It says in the description that it's 30 FPS, and it's rendered on Titan X so on average GPU it would probably be 1 frame per second. LOD is noticable in couple of paces but it's not jarring.
Lol, I "love" this kind of comments :/ Thief in the Shadows was rendered on Titan X. Kite description only says 30 fps. No word about hardware.
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Unfortunately you can't find my repository as I haven't released the engine yet. I am currently debating whether to go with UE4 and drop my BFG-based engine (then I'd release source pretty soon) or keep working with it (then source won't be released any time soon).
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I always thought it was to hide LOD switches.
LOD switch is made to be seamless in UE4.
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We fixed recording and playback of demos in Doom 3 BFG, but I can tell you it was broken to hell. There are still a few number of issues to be fixed
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Regarding outside levels, we have LOD. The issue is that most mappers do not excessively use it. The deal is that idTech 4, the base of our engine wasn't designed for large outdoor levels. In return, other engines (for example those who are suited for large outdoor levels like CryEngine) are in return not that powerful in regards to high-detailed interiours.
You should probably play Crysis 3 to see how detailed interiors are.
As for AI, I am sure any game with a lot of thinking smart AI will bog down performance. So I don't believe it's relevant to the engine.
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I am thinking you just made a bad joke, dmagogue
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BSP/CSG at this moment is crappy in UE4. DR rules in that field.
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Well when something is free there is always a catch, first black mark? having to create an account just to download the launcher, second black mark? not very user friendly launcher..
Lol, what's wrong with registering? I am sure you had to create account for games or some other software. Epic needs to track usage and whatnot. Kinda a no-brainer to me - I will require some sort of registration for my games just so I could track people back for feedback and whatnot.
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It has half the job done for gpu vertex skinning, but when we tackle that we'll want to aim for more rather than just copy BFG and stop there, but that bit of code from BFG would be useful as a base. Its parallel processing system is a big upgrade (and looks correspondingly hard to digest), but what it's used for in the renderer (constructing shadow vols, cpu skinning, sillhouette detection, light interaction culling) would probably be easier and faster to do on the gpu using OpenGL3 techniques.
What do you mean by "half the job done on GPU vertex skinning" ? What BFG has for GPU skinning is one of the good performance oriented techniques available (coming from another engine author). I'd like to know what would be the other "half" of the skinning
I believe it's not possible to do all these things BFG currently does on CPU, on GPU. If that was possible, it would have been done on GPU. Afaik, shadow volumes (in any engine) are CPU bound by design. None managed to move all that to GPU.
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Heh, why would I want for TDM to go for UE4?
Like HMart said, it's _a lot_ of work. Nothing is impossible with UE4, but _a lot_ of work. It's not feasible, nor necessary to port TDM to UE4.
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It happened as unexpectedly as Unreal grants - Unreal Engine 4 is FREE now!
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Aye, will try "comment" for meanwhile, but I guess eventually I will need to make it reusable entity (.def file) to make a proper use for that "show help" checkbox in DR.
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Right, but can I add that to the map entity ? I know I can do that for entities in .def file, but this is something that should only pertain to a particular entity that was created as func_static / func_mover, and then then adjusted to work with certain gui_parms.
If I use that on the root func_mover/func_static, all of the entities I make will have the same description / comments for gui_parms, when in reality those gui_parms can serve entirely different purpose.
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Is there a way to add a description for entity's spawnargs? (so it's visible in when using entity in DR)
I have an entity (func_mover / func_mover with gui screen) which has 12 gui_parms. I'd like to add some sort of comment / description for each of those so that when someone else will use the prefab with that entity, that person would know what those gui_parms are for.
Thanks.
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But there is. It's entirely possible for it to be released as St Lucia and the training mission. Were somebody to verify their game cache, it would install St Lucia and the training mission. The other option is to include every mission and add new ones via free product updates that change the master copy on Steam for all future installs. Again, very, very simple.
But, no, there is not a way to store missions as pk4 files (or any files for that matter) on Steam servers and have TDM download it directly from Steam servers. Anything that goes on Steam servers needs to be authored into depots and Steam app will be the one downloading it in the form of DLC or updates.
As I already said, the best way to go about it is to release with all missions, and have new missions downloaded using usual way of TDM from your servers, not from Steam servers. Once critical mass of new missions is accumulated, you can push it as free updated to reduce load on your servers.
I don't see another way of doing it, unless you have the capacity to serve swarm of users who will download missions from your servers upon release.
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Where on Earth did you get login systems from? We're talking about whether or not to use the current mirrors and risk an overload on release, or use Steam servers and post newly released FMs as updates.
I am referring to general attitude some people exposing about unwilling to adjust to what Steam requires. Yes, there are some games that do things non-Steam way, but generally there is a reason behind it and not everyone can do such things on Steam.
I already said there is no way to store missions on Steam servers without resorting to Workshop / DLC format (which means you can't use in-game downloader as is).
Steam: Greenlight
in The Dark Mod
Posted
There ya go - to download FMs via Workshop you don't need anything. Just subscribe and get it via web browser or Steam client (if you do it via web, when you launcher Steam client mod/FM will download). However, to upload FM to Steam Workshop you need SDK implementation. You can not implement this part in the engine. That's where GPL conflict is. And I brought it up, yet again, when I saw post #325.