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icecoldduke

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About icecoldduke

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  1. icecoldduke

    Quake 4 - Doom 3 GPL integration

    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
  2. icecoldduke

    Heretic 2 - Source code recreation part 2

    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.
  3. icecoldduke

    Quake 4 - Doom 3 GPL integration

    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.
  4. icecoldduke

    Quake 4 - Doom 3 GPL integration

    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.
  5. icecoldduke

    Quake 4 - Doom 3 GPL integration

    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
  6. icecoldduke

    Quake 4 - Doom 3 GPL integration

    Alpha 3.2 is now up https://github.com/jmarshall23/Quake4Doom/releases/tag/Alpha3.2
  7. i cant acces the website linked on your about page everytime i try it just redirects me to other websites

  8. icecoldduke

    Quake 4 - Doom 3 GPL integration

    Took down Alpha 3, will update when its back up.
  9. icecoldduke

    Quake 4 - Doom 3 GPL integration

    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.
  10. icecoldduke

    Quake 4 - Doom 3 GPL integration

    Fixed quite a few graphics bugs. Only graphics bugs left is some of the black doors.
  11. icecoldduke

    Quake 4 - Doom 3 GPL integration

    With my latest change, Quake 4 is now 64bit. https://github.com/jmarshall23/Quake4Doom/commit/3de814efdca130d7beec24c7c8d6632d322cbff6
  12. icecoldduke

    Quake 4 - Doom 3 GPL integration

    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
  13. icecoldduke

    Heretic 2 - Source code recreation part 2

    I will not be recreating the software renderer for Heretic 2. I'm only focusing on hardware rendering only/raytracing.
  14. icecoldduke

    Hexen: Edge of Chaos Update

    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.
  15. icecoldduke

    Heretic 2 - Source code recreation part 2

    Thanks for that, I'll definitely take a look. I probably won't take anything graphics related though; I plan on ditching OpenGL and switching over to Vulkan or D3D12 at some point and see if I can add real time lighting via raytracing as well as a opt in feature.
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