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Tried loading custom content through fs_game, gave the write protected message. Not a big deal, just wanted to try load old maps and mods from vanilla doom 3.
ghost updated
8 years ago
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A better alternative for MD5: http://lee.fov120.com/iqm/
tapir updated
8 years ago
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https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues/161
dmap added in #150 seems to have a flaw with very basic maps.
Please find set of basic assets at https://github.com/OpenTechEngine/OpenTech…
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Hey guys,
I'm really digging the new RB-BFG engine and I was wondering if Gloss control is out of the question?
It'd be neat if it was something similar to how Prey supports it in their Materials.
…
ghost updated
8 years ago
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This isn't an issue with the source code, it's the collection of insights into what I see based on an idea I had at the beginning of 2014 for a college class concerning an innovative project, without …
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Currently, modification of DoomConfig.cfg is needed to play at a native widescreen resolution.
For example, if I want to play at 1440x900 :
```
seta r_customHeight "900"
seta r_customWidth "1440"
se…
libcg updated
8 years ago
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I've got OTE to compile with VS10 with one compiler error involving idLib::strcmp. I renamed all instances of strcmp to "strCmp," and viola. The OpenTechBFG.exe loads up, but the gui displays an empty…
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I propose:
- all "qer" textures (the textures for the map editor) doesn't need to be distributed I propose to create a "qer" folder outside of the texture folders where all the "qer" textures go, so w…
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I've seen that there is code for handling game libraries (in the sys folder in the "main" files)
how can we compile game libraries external to the engine? if we could, would the engine use them?
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I've tested the new release on Windows 7 with an Nvidia GeForce 780 GTX, and it runs flawlessly
but on an intel HD Graphics 3000 running an Ubuntu 14.04 it's unplayable
it shows black textures (altho…