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I propose to create a document with ideas we want to implement, with ideas we have, and with ideas we agreed to implement
we could also add how we think we could implement the ideas
what do you thin…
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Is there a chance Q2RTX will support game DLL and assets of the Quake 2 remaster (was announced/released today at QuakeCon) ? Pleeeeaaaase :)
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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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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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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
3 years ago
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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]…
ghost updated
7 months ago
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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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Something that was rediscovered a while ago at VOGONS forums, Quake 3 Supported ATI TruForm tesselation mode which gave to all of the Q3A models quality on par with late 2000's models
https://imgur…
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TDM is a Thief-like Open Source game. It based on Doom3 engine (idtech 4). I think it should be possible to run it on DIII4A. I hope there will be support for this project
https://www.thedarkmod.co…