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by timmie
Sun Sep 01, 2013 4:31 pm
Forum: Abandoned/Dead Projects
Topic: Does this count as a project?
Replies: 7
Views: 1132

Re: Does this count as a project?

Yes, all three axis.
by timmie
Sun Sep 01, 2013 3:50 pm
Forum: Abandoned/Dead Projects
Topic: Does this count as a project?
Replies: 7
Views: 1132

Re: Does this count as a project?

No, I didn't see that before. Mine is based on the current release of GZDoom.
by timmie
Sun Sep 01, 2013 3:15 pm
Forum: Abandoned/Dead Projects
Topic: Does this count as a project?
Replies: 7
Views: 1132

Does this count as a project?

Quick screenshot of something I've been fiddling with the last few days.

http://i.imgur.com/TEnp6qB.jpg

This looks significantly more impressive if you've got an Oculus Rift, btw ;)
by timmie
Sun May 02, 2010 1:51 am
Forum: General
Topic: GZDoom in Development Hell?
Replies: 170
Views: 12387

Re: GZDoom in Development Hell?

I, for one, would like to thank Graf Zahl for the work he's put in over the last couple years in both GZDoom and ZDoom. I would also like to let him know that he most likely will not regret this decision in the future.
by timmie
Fri Jan 02, 2009 3:51 am
Forum: ZDoom (and related) News
Topic: New ACC 1.47!
Replies: 68
Views: 32367

Re: New ACC!

Indeed. But that's one of the reasons why at work I insist that every single project and every development branch of every project has an SVN repository. If a HD gets lost then, all data is restorable. Unfortunately this is something that seems to be very, very hard to communicate to some people ...
by timmie
Thu Jun 21, 2007 5:04 pm
Forum: General
Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
Replies: 138
Views: 9132

hitmanx wrote:so, hows this going?
Slowly. I've been fiddling with different ways of handling the rendering. I haven't been able to spend as much time as I'd like due to work and other personal issues coming up in the last 6 months =/
by timmie
Fri Feb 23, 2007 5:10 pm
Forum: General
Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
Replies: 138
Views: 9132

Hmm, there's no reason you couldn't have normal mapping on a sprite. I'll keep that in mind.
by timmie
Tue Feb 20, 2007 6:10 pm
Forum: General
Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
Replies: 138
Views: 9132

It's going to be proper per-pixel lighting, so normals will be able to be used. Sector lighting is going to be treated as ambient lighting and then the point lights will be added in (potentially using normals/specular/etc). edit: also, my plan is to essentially have a visual editor for the materials ...
by timmie
Tue Feb 20, 2007 1:51 am
Forum: General
Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
Replies: 138
Views: 9132

Most people probably won't find this interesting at all, but work is (slowly) progressing on the materials system. I'm just getting the editor up and running and deciding how far I want to go with its abilities and how precisely I'm going to hook it up to the game. http://timmie.shackspace.com ...
by timmie
Fri Feb 16, 2007 6:02 pm
Forum: General
Topic: Problem with GL Mode
Replies: 26
Views: 1824

none wrote:16MB ATI Range Ultra 4x AGP Graphics
There's your problem right there... I'd suggest getting something a bit more modern than that.
by timmie
Wed Jan 17, 2007 6:26 pm
Forum: General
Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
Replies: 138
Views: 9132

Randy was never against the idea of merging at some point, but, at the same time, really likes to do things at his own speed. Which is perfectly fine by me because it also means that he never rushes into anything without being prepared.
by timmie
Tue Jan 16, 2007 2:43 am
Forum: General
Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
Replies: 138
Views: 9132

Heh, I have no idea how to recompile it. All I know is you need Maya installed for it to compile. I'd imagine you'd also need Visual C++ (could be worth it to try VC++ Express), since it has a .dsp file (Visual C++ project file) in the source zip. I didn't investigate what libraries or anything are ...
by timmie
Mon Jan 15, 2007 3:50 pm
Forum: General
Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
Replies: 138
Views: 9132

http://www.quakerally.com/files/md3export.shtml

???

edit: hmm, only good up to Maya 5... Apparently you can get it to work on later versions if you recompile it from the source with Maya 7 installed.

http://www.quakerally.com/files/md3Export_Source.zip
by timmie
Sun Jan 14, 2007 11:06 pm
Forum: General
Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
Replies: 138
Views: 9132

HSR = Hidden Surface Removal

Right now, so far as I know, all the source ports use the 2D BSP that software Doom uses. The interface between the game and the renderer would allow me to explore new systems for doing that, such as an octree/portal hybrid engine or something.
by timmie
Sun Jan 14, 2007 8:32 pm
Forum: General
Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
Replies: 138
Views: 9132

It's going to be significantly more work than the previous ZDoomGL. The previous one was basically just a simple 2D->3D map converter that spat out the resulting triangles. The shader stuff was just tacked on in the end, just doing multiple passes of each triangle. This time around converting the ...

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