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So.....ever since my buddy (GuyMcBrofist) and I posted the overthinked doom 3 .so lib file on github, and ever since overthinked doom 3 was added to the idtech4 engine app. I was thinking if Perfected…
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Hi,
I have been working on an ambitious mod for Doom 3 for quite a while now, targeting dhewm3 from the onset.
What would be great to have is to have the engine support the PNG format for textur…
ghost updated
7 years ago
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We have a very nice front page here: http://opentechengine.github.io/
It's generated out of this repository:
https://github.com/OpenTechEngine/opentechengine.github.io
I think it needs some improvem…
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There're two GLSL branches floating around:
1) https://git.iodoom.org/~raynorpat/iodoom3/raynorpats-glsl_iodoom3/commits/master
and a continuation 2) https://github.com/LogicalError/doom3.gpl/commits/…
dhewg updated
4 years ago
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i saw several idtech4 engine mods, and now i’m sure that this one is more stable and imo the best of it.
So, please, not only on mobile platforms it’s really needed!
Please, provide and windows, ia …
DI555 updated
7 months ago
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All I know there are no other available sources for games, so what's your next project?
( Sorry for bad English mistake it's my time writing comment )
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This issue was introduced with v38, because the last working version with my phone is the fixed v37.
None of my game files have changed, and these all work with v37. My phone is a Snapdragon 865 (…
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There was the source ports for Quake 1, 2 and 3 ports made by the same author, n0n3m4: qi4a, qii4a and qiii4a (and even rtcw4a). I think that if these source ports code is almost the same, made accord…
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Would it be feasible to use vertex groups to assign detail vs structural to the exported brushwork in face export mode?
Would require splitting all faces into tris prior to this and hoping the vert…
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When running the map with daemonEngine, after a quick novis compilation with Netradiant (1.5.0), it is possible to go outside of the map's geometry from where I am in this screenshot:
![2023-10-29]…