Search found 692 matches
- Tue Jan 16, 2024 6:14 pm UTC
- Forum: Off-topic
- Topic: How look other games on the Daemon engine?
- Replies: 35
- Views: 148993
Re: How look other games on the Daemon engine?
I made a video to showcase the goodness: https://www.youtube.com/watch?v=hEOpI37NND4 🎬️ Watch and like on Youtube: https://www.youtube.com/watch?v=hEOpI37NND4 🦣️ Star and repost on Mastodon: https://idtech.space/notice/AcgBWcaC5SyBaVErxY ✖️ Like and repost on X: https://idtech.space/notice/AduTmMPSY...
- Sat Jan 13, 2024 9:13 pm UTC
- Forum: Off-topic
- Topic: How look other games on the Daemon engine?
- Replies: 35
- Views: 148993
Re: How look other games on the Daemon engine?
We got more lighting code implemented and merged and more is to come . 👍️ Once the next release is published, the game engine will be considered 100% backward compatible with the various lighting modes used in idTech3 legacy assets such as Quake 3 and RTCW/Wolf:ET game and mods. There was also impro...
- Mon Jan 01, 2024 10:43 am UTC
- Forum: Ideas & Suggestions
- Topic: Improvements to Bot options in the Pause menu
- Replies: 12
- Views: 8651
Re: Improvements to Bot options in the Pause menu
Ah, we may have to implement that, then…
- Mon Jan 01, 2024 8:11 am UTC
- Forum: Ideas & Suggestions
- Topic: Improvements to Bot options in the Pause menu
- Replies: 12
- Views: 8651
Re: Improvements to Bot options in the Pause menu
Firstly, let me say thank you for adding the improved options for spawning bots in the latest update! I am a mostly single-player player so these options are important and helpful to me. Hi! Thank you for taking you time to share this feedback, this is greatly appreciated! :thumbup: It is an improv...
- Mon Jan 01, 2024 12:27 am UTC
- Forum: Ideas & Suggestions
- Topic: Please add an FOV slider and higher options for Shadow settings
- Replies: 8
- Views: 8382
Re: Please add an FOV slider and higher options for Shadow settings
There is no other shadow option that works, having something better than what we have would require an higky skilled engineer to work fulltime for days to contribute new code.
- Sun Dec 31, 2023 10:01 pm UTC
- Forum: Troubleshooting
- Topic: Is there any way to get the game running on Windows XP?
- Replies: 2
- Views: 7797
Re: Is there any way to get the game running on Windows XP?
Hi! We don't support Windows XP. We know the engine runs on older versions of Windows than what the updater supports, so i the updater doesn't run, you may download the universal zip and follow the instructions in the README.txt file in the archive and try by yourself to see if you're lucky. Edit: B...
- Tue Dec 26, 2023 10:44 am UTC
- Forum: Assets & Artwork
- Topic: Implementing the TeraPack dpkdirs
- Replies: 7
- Views: 8036
Re: Implementing the TeraPack dpkdirs
So, I ported the demo map to the new texture paths.
It looks like the textures/terapack/road/road_3
path is missing.
- Tue Dec 26, 2023 8:34 am UTC
- Forum: Assets & Artwork
- Topic: Implementing the TeraPack dpkdirs
- Replies: 7
- Views: 8036
Re: Implementing the TeraPack dpkdirs
I noticed that the misc package is very large, it looks like we can split it in multiple ones, I identified some common themes like floor and furr that may be split. $ du -shc build/_pakdir/pkg/tex-terapack* 35M build/_pakdir/pkg/tex-terapack-brick-stone_test.dpkdir 24M build/_pakdir/pkg/tex-terapac...
- Tue Dec 26, 2023 8:28 am UTC
- Forum: Assets & Artwork
- Topic: Implementing the TeraPack dpkdirs
- Replies: 7
- Views: 8036
Re: Implementing the TeraPack dpkdirs
So I did a huge rename of files to follow conventions, and now the materials are all generated by Sloth when building with Urcheon (there is no .shader file in tex- dpkdirs anymore). I have not ported the demo map as I don't know what to do with numbers yet. I have not ported materials from metaland...
- Tue Dec 26, 2023 5:28 am UTC
- Forum: Assets & Artwork
- Topic: Implementing the TeraPack dpkdirs
- Replies: 7
- Views: 8036
Re: Implementing the TeraPack dpkdirs
It may be possible to extend Sloth
to write textures/terapack/tree/tree_3
out of textures/terapack/tree/pattern_116_diffuse
by implementing a name generator based on pattern and iteration in Sloth, but that may be annoying to do.