Doom Corner "for all Doom related discussion"
#511 Posted 05 August 2015 - 07:14 PM
#512 Posted 06 August 2015 - 12:15 PM
Lunick, on 04 August 2015 - 10:15 PM, said:
This is friggin awesome. I had been wondering for a long time if that alpha build would ever become available, especially due to many of the screenshots that were available. No doubt there are other alphas/betas that will hopefully surface from obscurity.
#513 Posted 06 August 2015 - 01:47 PM
This post has been edited by Tea Monster: 06 August 2015 - 01:48 PM
#516 Posted 11 August 2015 - 03:34 PM
This post has been edited by Tea Monster: 11 August 2015 - 03:34 PM
#517 Posted 11 August 2015 - 04:24 PM
This post has been edited by PsychoGoatee: 11 August 2015 - 04:26 PM
#521 Posted 28 August 2015 - 11:10 PM
This post has been edited by FistMarine: 11 December 2016 - 06:37 AM
#524 Posted 31 August 2015 - 11:23 PM
#526 Posted 01 September 2015 - 12:28 PM
Quote
Hoberman: We have a game that we've been developing the multiplayer component, in its entirety, for about two years. Our involvement hasn't been announced. We're thinking there's a chance there'll be an announcement later this year...but that's the type of project that complements this other game so well. We outright own all of the multiplayer, from the ground up, from the beginning, of a big, triple-A FPS game. But we have to work with our publishing partners on the announcements for these types of things.
EDIT: Also, id's tech team is entirely new, and mostly based in Germany. - LOL!
This post has been edited by Mr. Tibbs: 01 September 2015 - 02:21 PM
#529 Posted 11 September 2015 - 08:31 PM
Completely rewrote the renderer in 3DGE. Supports bump maps, normal maps, dynamic lighting and Doom3-style shadows, multiple lights and colors, specular highlights, environment maps, and more. Still working on even more advanced things, like decals, shader-based Sky system, reactive particles, per-pixel bounding boxes on 3d models (physics, basically) and more.
Screen is from Hypertension, testing a quick normal map just to show it off.
#532 Posted 12 September 2015 - 07:36 PM
Still cool asf though!
#533 Posted 14 September 2015 - 07:24 AM
Pretty sure one of those old Prey FAQs or Polytex notes mentioned something about finding a bug in BSP trees that became the basis for Prey.
This post has been edited by PikaCommando: 16 September 2015 - 07:40 AM
#534 Posted 16 September 2015 - 10:51 PM
#535 Posted 17 September 2015 - 11:56 AM
Lunick, on 12 September 2015 - 04:52 AM, said:
Unreal and Unreal Tournament '99 had this too, and I remember discovering it as a kid making crappy custom maps back in early 2000's.
I made a specific level that if you ran through a corridor in one direction, you would never know the portal was there, but if you ran around the other direction it was walled off by a brick wall. If you ran through the portal backwards, the wall kinda just instantly appeared. It was a neat trick chasing my brother down who would try and run away only to run into the wall he just ran out of.
#536 Posted 21 September 2015 - 03:51 AM
#538 Posted 22 September 2015 - 01:25 AM
I mean, just check this shit out:
The 80s were wonderful as you could get your painting onto store shelves with only a grade-school art diploma.
#539 Posted 22 September 2015 - 02:17 AM
This one isn't mine, it's by CGPhantom.
This post has been edited by Tea Monster: 22 September 2015 - 02:18 AM
#540 Posted 22 September 2015 - 05:59 AM
This post has been edited by TheZombieKiller: 22 September 2015 - 06:00 AM