Latest Comments by motorsep
Steel Storm 2 new dev video
6 Sep 2012 at 2:25 pm UTC
Thanks :) [url="http://www.kot-in-action.com"]www.kot-in-action.com[/url] ; [url="http://www.steel-storm.com"]www.steel-storm.com[/url] ; @motorsep and @steelstorm2 on Twitter ; http://www.facebook.com/steel.storm.game [External Link]
6 Sep 2012 at 2:25 pm UTC
Quoting: "Brandon Smith, post: 5334, member: 56"This is looking very cool Motorstep. Do you guys have a company website I can follow? Or what's the best place to keep updated about SS2 and Tomes?
Thanks :) [url="http://www.kot-in-action.com"]www.kot-in-action.com[/url] ; [url="http://www.steel-storm.com"]www.steel-storm.com[/url] ; @motorsep and @steelstorm2 on Twitter ; http://www.facebook.com/steel.storm.game [External Link]
Steel Storm 2 development update
23 Aug 2012 at 11:22 pm UTC
23 Aug 2012 at 11:22 pm UTC
I can't watch many, many youtube videos on Linux at all. Btw, this video was uploaded on Linux. If you can give me a hint on how to upload video to YouTube so that everyone can see it, I will use it :)
Steel Storm 2 development update
23 Aug 2012 at 1:24 pm UTC
Almost vanilla idTech 4 (actually modified fork dhewm3). In addition to what dhewm3 added (some SDL, OpenAL, 64bit and a _ton_ of clean ups and bug fixes), we only added depth buffer access. Not using a single thing from sikkpin's stuff.
23 Aug 2012 at 1:24 pm UTC
Quoting: "gavlig, post: 5260, member: 149"Looks cool! Is it vanilla id tech 4 or you modified it? Are you going to use some of stuff that sikkpin made for d3?
Almost vanilla idTech 4 (actually modified fork dhewm3). In addition to what dhewm3 added (some SDL, OpenAL, 64bit and a _ton_ of clean ups and bug fixes), we only added depth buffer access. Not using a single thing from sikkpin's stuff.
Steel Storm 2 development update
23 Aug 2012 at 1:21 pm UTC
Yeah, right :) There is one particular bug that heavily contributed to my desire to switch - player getting stuck in the terrain (or hitting invisible walls). That bug had been in DP for ages, it got a partial fix and never got completely resolved.
ODE physics isn't working on client side at all. Afaik only one type of ODE joints works. Real-time radiosity which claimed to be working doesn't seem to be working with BSP levels (at least no matter what I did I was unable to get it working with BSP levels) and it 100% doesn't work with real-time generated levels on ToM.
DP devs don't care to implement certain features in engine (matrix transformations for ragdolls is one of them). A lot of features had been thrown into the engine without testing, so when we dug deeper we got bugs that sometimes are not fixed.
Another issue with svn repo not being updated means the engine is no longer actively supported. Meaning if we get a bug that needs urgent attention, it won't get fixed. And I don't mean bug created by us, I mean a bug that has been dormant for years.
So while DP could be successfully used in another top-down game, or side scroller, or Quake 3 like game, I wouldn't use it for something more modern - lacks features that are widely accepted and are defacto standard in modern games (some of those features could be implemented in QuakeC, but is way less than optimal solution and will be slow)
Going with idTech 4 has many advantages over DP, but also has trade offs (awesome networking is one of them).
23 Aug 2012 at 1:21 pm UTC
Quoting: "Qantourisc, post: 5259, member: 181"No commits: so no bugs ? :)
Any specific commit you are looking for ?
Yeah, right :) There is one particular bug that heavily contributed to my desire to switch - player getting stuck in the terrain (or hitting invisible walls). That bug had been in DP for ages, it got a partial fix and never got completely resolved.
ODE physics isn't working on client side at all. Afaik only one type of ODE joints works. Real-time radiosity which claimed to be working doesn't seem to be working with BSP levels (at least no matter what I did I was unable to get it working with BSP levels) and it 100% doesn't work with real-time generated levels on ToM.
DP devs don't care to implement certain features in engine (matrix transformations for ragdolls is one of them). A lot of features had been thrown into the engine without testing, so when we dug deeper we got bugs that sometimes are not fixed.
Another issue with svn repo not being updated means the engine is no longer actively supported. Meaning if we get a bug that needs urgent attention, it won't get fixed. And I don't mean bug created by us, I mean a bug that has been dormant for years.
So while DP could be successfully used in another top-down game, or side scroller, or Quake 3 like game, I wouldn't use it for something more modern - lacks features that are widely accepted and are defacto standard in modern games (some of those features could be implemented in QuakeC, but is way less than optimal solution and will be slow)
Going with idTech 4 has many advantages over DP, but also has trade offs (awesome networking is one of them).
Steel Storm 2 development update
23 Aug 2012 at 6:41 am UTC
23 Aug 2012 at 6:41 am UTC
Ofc it looks different :) SS2 is a spinoff. Same lore, same (although you don't see her in SS:BR except on the poster) protagonist, but FPS with vehicular combat, storyline, NPCs, old school action, etc. So you might call is a hybrid ;)
No, DP is retired (there were almost no commits for the past few month). At least for this kind of games. This is idTech 4 (Doom 3, Quake 4, Prey, etc.) engine.
No, DP is retired (there were almost no commits for the past few month). At least for this kind of games. This is idTech 4 (Doom 3, Quake 4, Prey, etc.) engine.
Tomes of Mephistopheles new screencast
12 Aug 2012 at 7:54 am UTC
12 Aug 2012 at 7:54 am UTC
Have you tried recording screen cast on Ubuntu 12.04 for SS:BR or ToM ? It just doesn't work for me. It works fine for anything else, but not for DarkPlaces engine.
Tomes of Mephistopheles new screencast
12 Aug 2012 at 1:13 am UTC
12 Aug 2012 at 1:13 am UTC
heh, I use very similar script, but I have Pulse Audio
Tomes of Mephistopheles new screencast
11 Aug 2012 at 10:49 pm UTC
11 Aug 2012 at 10:49 pm UTC
Suppose to be the same engine, unless Xonotic team changed something :)
What script do you have? My major issue is voice over sound - it comes out all wobbly when I am recording simultaneously from mic while playing the game and recording it into AVI with built-in tools. And if I use ffmpeg it just comes out all bad.
What script do you have? My major issue is voice over sound - it comes out all wobbly when I am recording simultaneously from mic while playing the game and recording it into AVI with built-in tools. And if I use ffmpeg it just comes out all bad.
Tomes of Mephistopheles new screencast
11 Aug 2012 at 4:34 pm UTC
11 Aug 2012 at 4:34 pm UTC
I found myself fighting all that stuff and wasting time. Since I have Windows, I'll just do screencasts there from now on.
Tomes of Mephistopheles new screencast
11 Aug 2012 at 3:53 pm UTC
Well, it was on Bluesnews because they picked it up. Press doesn't usually post about games they don't like and simply spamming them won't do any good. So we'll see if they will pick up on the update.
11 Aug 2012 at 3:53 pm UTC
Quoting: "Bumadar, post: 5189, member: 93"I know ToM was on Bluesnews so maybe you could get a follow up placed ?
Well, it was on Bluesnews because they picked it up. Press doesn't usually post about games they don't like and simply spamming them won't do any good. So we'll see if they will pick up on the update.
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