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icecoldduke

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Everything posted by icecoldduke

  1. icecoldduke

    Doom Eternal Delayed(March 2020)

    Looks like Doom Eternal has been delayed till March 2020 https://www.google.com/amp/s/www.eurogamer.net/amp/2019-10-08-doom-eternal-delayed-until-march-2020
  2. Video of ESARGAN textures with Contrast Adaptive Sharpening:
  3. Hey Awhile back I started a thread entitled "recreating the Heretic 2 source code". I've been getting a lot of different requests on what happened, but I want to start over with something a bit more modest in scope. So here's what I have so far: I have a custom Heretic2 launcher that basically does the following: Adds Contrast Adaptive Sharpening pass. Adds widescreen, and fov/brightness support. Adds music support. Fixes numerous buffer over flow bugs. I also have a custom WndSnd.dll that does the following: Adds OpenAL support. EAX reverb. Positional Audio. I also have a custom game/client effects/player DLL that does the following: Fixes numerous buffer over flow bugs. Download: https://github.com/jmarshall23/Heretic2CaS/releases/tag/0.04 To use: Extract to your Heretic 1.06 directory. Must be a CLEAN install! To start the game, do NOT go through the menu(or you will crash). Instead type "map ssdocks" or load a save game. r_brightness controls the brightness with CaS on ONLY. r_fov controls the FOV. MUSIC: If you want music, you need to convert the cd audio music to wav files and structure the files/directory like this. https://imgur.com/a/aDReZ0F
  4. Its on my todo list. I got a basic code injection to load PNG textures instead of the low res M8/M32 textures, and I ran all of the textures through ESARGAN
  5. icecoldduke

    Doom 3 Virtual Texturing

    New binaries: https://www.realvectormathstudios.com/forum/iced-tech/news-and-annoucements/39-binary-sdk-0-02-release
  6. icecoldduke

    Doom 3 Virtual Texturing

    Hey, If I'm creating too many threads, please let me know mods. As some of you know I've moved away from clipmapping(ETQW megatexture streaming method) and moved over to virtual texturing. Here's a full playthrough of Mars City1 using my virtual texturing code. After the initial cutscene, I change the vt debug type(the bit that's drawing the numbers of the pages), and you can see the game retranscoding all of the images, to add the new debug information to the pages.
  7. icecoldduke

    Doom 3 Virtual Texturing

    I've fixed the game pk4 issue: https://github.com/jmarshall23/IcedTech/commit/5b280734d3bd576736741bc1168a42436e2aaf85 it will be in the next binary release. Have you encountered any other issues?
  8. icecoldduke

    Doom 3 Virtual Texturing

    So have you tried deleting all of the gamexxx.pk4 in base? Thanks again for your support :).
  9. icecoldduke

    Doom 3 Virtual Texturing

    Try deleting you game pk4 files in bsse, also make sure you extracted everything from the fixed package out properly. It looks like in dkbase is the wrong game dll or even missing it entirely. Try installing to a fresh directory, and make sure your using the new binary release.
  10. icecoldduke

    Contrast Adaptive Sharpening

    Hey, I added Contrast Adaptive Sharpening to Prey and Quake 4. I turn it on and off during gameplay in these videos so you can see what it does. Let me know your thoughts. If the Quake 4 video is too dark look at the Prey video since Roadhouse is more lit.
  11. icecoldduke

    Lighting Tutorial(How To Guide)

    Lighting Tutorial Video 3
  12. icecoldduke

    Doom 3 Virtual Texturing

    Thank you for your support :). That error was caused by me including a debug gamex86.dll in the release package and NOT a release package, so you didn't have the runtimes. I have fixed the release and the new binary package is up here: https://github.com/jmarshall23/IcedTech/releases/tag/v0.01
  13. Hey, Today I created a simple PBR shader for Quake 4, uploaded a comparsion video and the source code for it here: https://www.youtube.com/watch?v=0uyGz2CWoP8 Interaction Shader(including CG source) for Quake4/Prey/Doom 3 here: https://github.com/jmarshall23/idtech4_pbr The data needs to be changed pretty drastically to make it look good all over the game(there are issues since the game was originally designed for phong based lighting). I'm not sure how much more I can do, since the game isn't open source, but I figured I would upload it here anyone and see what your guys's thoughts are.
  14. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    Prey 1.3 NoSpecular fix https://github.com/jmarshall23/idtech4_pbr/tree/master/prey/code
  15. icecoldduke

    Doom 3/Quake 4/Prey PBR interaction shader

    I committed to my Quake 4 PBR github, a fix for nospecular. In all idTech 4 games(Prey, Quake 4 and Doom 3), ticking "nospecular" in the editor, didn't do anything. Through some memory injection magic I fixed that. Relevant code is here: https://github.com/jmarshall23/idtech4_pbr/tree/master/quake4/code With the two relevant source files: https://github.com/jmarshall23/idtech4_pbr/blob/master/quake4/code/renderer/draw_arb2.cpp https://github.com/jmarshall23/idtech4_pbr/blob/master/quake4/code/renderer/tr_inject.cpp So if you drag and drop the files in code into the Quake 4 SDK and compile, nospecular option will work.
  16. icecoldduke

    Contrast Adaptive Sharpening

  17. icecoldduke

    Doom 3 Virtual Texturing

    Thanks :) There's no way for Iced tech to be compatible with Dhewm3. Is there a specific use case your wondering about? I upload binaries if anyone wants to try it out. Please read the readme! https://github.com/jmarshall23/IcedTech/releases/tag/v0.01
  18. icecoldduke

    Doom 3 Virtual Texturing

    I put the source code for my branch up if anyone wants too take a look. I'm not sure if I'm ready to have people use it for mod development yet, but here it is: https://github.com/jmarshall23/IcedTech
  19. icecoldduke

    Contrast Adaptive Sharpening

    Here's the github: https://github.com/jmarshall23/idTech4CaS/tree/master
  20. icecoldduke

    Contrast Adaptive Sharpening

    Because youtube compresses videos like garbage, heres a pic comparision. Image should say CaS Sharpen, not upscale, did it too quickly :).
  21. icecoldduke

    Doom 3 Virtual Texturing

    I measured load times compared to Doom 3 vanilla and RBDoom3BFG. Basically the test is run the game with the command line arg +devmap game/mars_city2, and timer starts at the first black screen(timer starts at 0:09 seconds, and ends at 0:17). This is also a debug build so my load times will be even faster in a release build. Doom 3 Base ultra settings: Cold Boot to mars_city2 22 seconds. RB Doom 3 BFG: Cold Boot to mars_city2 14.5 seconds. IcedTech Doom 3 Vanilla: Cold Boot to mars_city2 8 seconds. This video also shows virtual texture mipmapping working.
  22. icecoldduke

    Doom 3 Virtual Texturing

    Made some progress today, got mipmapping kinda working with Virtual Texturing.
  23. icecoldduke

    MegaLight - WIP MegaTexture Lighting Tool

    Hey, I created a lightmapper for MegaTextures called MegaLight. MegaLight bakes a 16,384x16384 lightmap in under a minute. MegaLight uses DirectX 12 Raytracing. The MegaTexture compiler combines the lightmap and the albedo to form the final MegaTexture.
  24. icecoldduke

    MegaLight - WIP MegaTexture Lighting Tool

    So I'm switching over to virtual texturing instead of using clipmapping for MegaTextures, but I've uploaded the megatexture code only to my github. This code WILL NOT compile out of the box(remember I'm using vanilla with a bunch of BFG code integrated over), but this code will have an easier time compiling in the BFG edition out of the box. If anyone wants it, here it is. https://github.com/jmarshall23/Doom3MegaTexture
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