Search found 199 matches
- 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.
- 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.
- 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
http://i.imgur.com/TEnp6qB.jpg
This looks significantly more impressive if you've got an Oculus Rift, btw

- 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.
- 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 ...
- Thu Jun 21, 2007 5:04 pm
- Forum: General
- Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
- Replies: 138
- Views: 9132
- Fri Feb 23, 2007 5:10 pm
- Forum: General
- Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
- Replies: 138
- Views: 9132
- 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 ...
- Tue Feb 20, 2007 1:51 am
- Forum: General
- Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
- Replies: 138
- Views: 9132
- Fri Feb 16, 2007 6:02 pm
- Forum: General
- Topic: Problem with GL Mode
- Replies: 26
- Views: 1824
- Wed Jan 17, 2007 6:26 pm
- Forum: General
- Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
- Replies: 138
- Views: 9132
- 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 ...
- 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
???
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
- Sun Jan 14, 2007 11:06 pm
- Forum: General
- Topic: ZDOOMGL v2: Re-Restarting The ReWrite, Again
- Replies: 138
- Views: 9132
- 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 ...