icecoldduke
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I added heavily refactored Quake 3 bot code to Doom 3 BFG. https://github.com/jmarshall23/Doom3BFG
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Hospital Pain Nightmare (Beyond My Normal Thread)
icecoldduke replied to leejacksonaudio's topic in Everything Else
Hey Lee, Sorry to hear your going through this; the only time I've had extreme pain as someone else said was kidney stones. I'm 30 and few months ago I woke up and was unable to pee and within about 30 minutes of that I felt the most extreme pain you could ever feel on my lower right side of my stomach. I eventually went to the ER because I had no idea what was going on. So for about 10 hours I felt extreme pain mixed with a crazy urge to pee it was terrible, but after a catscan I saw that something that size of a piece of sand was causing all of this. I wish you the best Lee, I never personally appreciated how extreme pain can actually bring someone to their knees until I went through that. -Justin -
So I could integrate Quake 3 bot code into Quake 4. Check out the video, preview isn't working. https://www.youtube.com/watch?v=h6fcX-_SUbA
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Heretic 2 - Source code recreation part 2
icecoldduke replied to icecoldduke's topic in Everything Else
Just to catch everyone up: the last core bug remaining in the Heretic 2 bits is the bugs in the collision detection. Unforunetly Raven in Heretic 2 did some "magic"(only calling it magic because I have no idea) bits to make the collision detection way better then Quake 2; and I haven't been able to find the magic sauce to get that fixed. Probably the next step is switching the collision detection code over to like PhysX or something; I know someone is doing that for Quake 2, once thats done I might revist this and get that code integrated. -
No sorry I just woke up and read it the wrong way I guess :). The entire point though of this project is to create a open source engine that can run Quake 4, and its already there; the contrast adaptive sharpen is just a additional feature and isn't the point of the project. The point of the project is to modify Doom 3 GPL to have the engine features of Quake 4 and can play Quake 4. Its already to that point(singleplayer is completely playable), with the exception of the particle engine and multiplayer and I'm trying to fix multiplayer now.
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It's not a mod. I've recreated chunks of the Quake 4 source code in Doom 3 and added graphical features that wouldn't be available otherwise. This post kind of made me angry(honestly). Contrast adaptive sharpen is a post processing pass, and the visual results give a sharper result then simply disabling low res textures. In fact you can't use CAS with low res textures. This mod adds Quake 4 support to the Doom 3 GPL code base by modifying the engine to load the Quake 4 DLL. Contrast Adaptive Sharpen is just a new graphical feature in the codebase, but you can't get the same result by just editing the config of the original game.
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In previous work(before we had access to add new engine features with Quake4Doom) I added CaS to the closed source engine, but it had a fixed set of resolutions because I couldn't pass in the render target information; obviously that's fixed. (look at it zoomed in). CaS OFF CaS ON
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Alpha 3.2 is now up https://github.com/jmarshall23/Quake4Doom/releases/tag/Alpha3.2
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Took down Alpha 3, will update when its back up.
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Quite a few fixes including dmap(map compiler) and the runaas compiler can now build Quake 4 maps(just without the AAS 1.08 tactical information, the engine can read that information, but if you want to make new content, runaas can't generate that data yet). Also fixed the door being black. This is the last visual issue, aside from missing particles, which I won't be fixing. Quake 4 had a custom VFX engine called BSE which was never open sourced and is huge pain to reverse engineer. So here's hoping Microsoft will open source Quake 4 at some point, until then it won't have particles :(. But all the remaining visual issues are now fixed.
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Fixed quite a few graphics bugs. Only graphics bugs left is some of the black doors.
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With my latest change, Quake 4 is now 64bit. https://github.com/jmarshall23/Quake4Doom/commit/3de814efdca130d7beec24c7c8d6632d322cbff6
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Hey, I have a few projects going(trying to find the right one for a proper RTX port). I have integrated the Quake 4 SDK with Doom 3 GPL. The game is almost 100% playable, there are a couple non progressions were the doors don't open(you can see in the video), but I can play five levels or so before encountering a true non progression. AI, GUIS, and a lot of Quake 4 specific bits are all ported over(a lot of that work I already did in other projects). Alpha 2 Binaries: https://github.com/jmarshall23/Quake4Doom/releases/tag/Alpha2 Github: https://github.com/jmarshall23/Quake4Doom
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Heretic 2 - Source code recreation part 2
icecoldduke replied to icecoldduke's topic in Everything Else
I will not be recreating the software renderer for Heretic 2. I'm only focusing on hardware rendering only/raytracing. -
GZDoom couldn't handle a Hexen recreation in my opinion; Doom 3 can handle a Hexen port, it just takes some work on the rendering side of the things.