Recent Posts

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1
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by motorsep on September 20, 2018, 09:22:25 AM »
Thanks, guys.

I'm looking at some .cpp files in yours /neo/d3xp/script.

RBDOOM changes marked as "//RB".

Are your "goodies" marked somehow?

Not everything.. Some programmers didn't want to leave any trace of their work (ex-ID software programmer). But, why?! Just use the engine as-is.
2
Welcome! / Re: Hey everybody!
« Last post by Monybarx on September 20, 2018, 01:05:34 AM »
It's another story that I've been thinking about for a long time.
3
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by bitterman on September 19, 2018, 10:00:56 PM »
Thanks, guys.

I'm looking at some .cpp files in yours /neo/d3xp/script.

RBDOOM changes marked as "//RB".

Are your "goodies" marked somehow?

4
id Tech 4 Mod Coding / 2 ammo types for a weapon with alt fires
« Last post by Revility on September 18, 2018, 08:18:36 PM »
So I've been tinkering with trying to have 2 ammo types for a weapon.  We already have multiple projectile types and are able to toggle that from Denton's mod.  What i'm hoping to do is have the secondary projectile type also use a different type of ammo.

I did try simply toggling the ammotype key in a weapon but that didn't work.  any ideas?
5
Strutt your stuff! / Re: Storm Engine 2 update
« Last post by motorsep on September 18, 2018, 04:39:13 PM »
What's changes are needed to adapt some custom d3 and d3xp mods for SE2?

As I remember BFG had a two main problems - binarized assets and swf menu.

Thanks.

Assets are get binarized on initial load by the engine. You still work with old ascii assets during development.

I released source SWF files, so you can make your own SWF menu from scratch using proper tool.

SE2 is mostly good for games that are made from scratch. You can adjust original Doom 3 scripts to run with SE2, but we added a lot of goodies that break stock Doom 3 scripts.
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Strutt your stuff! / Re: Storm Engine 2 update
« Last post by Snehk on September 18, 2018, 11:54:31 AM »
You'll need to rewrite scripts and shaders (if those mods are based on GPL engine). If the mods have changed menu, then the menu code should be changed and new swf files should be added.
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Strutt your stuff! / Re: Storm Engine 2 update
« Last post by bitterman on September 17, 2018, 10:20:59 PM »
What's changes are needed to adapt some custom d3 and d3xp mods for SE2?

As I remember BFG had a two main problems - binarized assets and swf menu.

Thanks.
8
id Tech 4 Level Editing / Re: How to work func_forcefield?
« Last post by The Happy Friar on September 17, 2018, 01:54:03 PM »
Just remembered that i did use this once to simulate a "space vaccuume" effect in my space sjip map. 

Took a few tries to get the hang of it if i remeber correctly.   :riflenade:
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Strutt your stuff! / Re: Storm Engine 2 update
« Last post by motorsep on September 17, 2018, 09:36:08 AM »
All good - SE2 builds with MSVC2017 under Windows 10 fine and runs. Also a lot of warnings that pop up during build process were eliminated.
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id Tech 4 Level Editing / Re: How to work func_forcefield?
« Last post by bitterman on September 15, 2018, 05:30:25 AM »
Not sure. It's more like volume inside of which specified entity will be affected with force in specified direction (defined by vector or just target_null). The Volume is most important definition, because all experiments with very small brushes are not informative.

There is a good definition on darkmod wiki:

http://wiki.thedarkmod.com/index.php?title=Func_Forcefields 
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