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motorsep

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Everything posted by motorsep

  1. Is it just me, or md5 animation viewer doesn't work? Darkradiant 1.7.2 Windows 7 64bit
  2. I don't know if anyone here investigated BFG Edition, but I have and I can tell you that it's not moddable. The workflow of authoring mods / new content is totally different and tools that you need for that are missing. It's _much_ faster than original Doom 3 at rendering many enemies with dlights (read Imps), so potentially one could have Doom like feel to it, with crowds of enemies. Oh, and the way resources get packaged, you get massive duplication of content. That's why BFG takes ~8Gb on HDD. Oh, and old menu code is not there, so you would need to buy Adobe Flash or get Flex SDK to author swf menus. Not to mention there is no documentation whatsoever on that subject (how to interface SWF with scripts in the game). While BFG is very interesting engine, optimized and fast (thanks to multi-threading), BFG in its current state is no use for modding.
  3. Thanks! What about MD5 animation viewer bug? I have been, but only posting here got me some response
  4. I am not sure if anyone reads git repo issues report, but here I have 2 issues that are definitely too major to be ignored (unless I am doing something wrong): md5 animation viewer shows nothing: https://github.com/orbweaver/DarkRadiant/issues/6 func_door model gets misplaces and dislocated: https://github.com/orbweaver/DarkRadiant/issues/7 Can someone fix at least func_door issue? (when loading Doom 3 maps, I can't even revert func_door to the worldspawn) DR 1.7.2 64bit, Windows 7 Pro 64bit Thanks.
  5. Correct, Steel Storm: Burning Retribution is top-down shooter built upon DarkPlaces engine. Steel Storm 2 takes place in the same universe, with the same lore, but in first person perspective.
  6. info_player_start is identical to Doom 3 one, just inherits different classname. Does DR have hardcoded classnames for Doom 3 ?
  7. The project is Steel Storm 2, which is a spinoff from Steel Storm: Burning Retribution
  8. DarkRadiant segfaults when I place info_player_start for my custom game based on Doom 3 engine and choose entity class for it (or if I try creating an entity). Bug report http://bugs.angua.at/view.php?id=3188
  9. Unfortunatelly to get particle/gui/AF/sound/light editors working in Doom 3 one needs commercial MSVC compiler as the express one doesn't support MCF. I am wondering if DarkRadiant comes with all these editors? I don't see anything about that in the DarkMod wiki. Thanks.
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