News:

One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
Also on Rumble: https://rumble.com/c/c-1115371

idTech 4 (aka Doom 3 tech) Discord Server! https://discord.gg/9wtCGHa

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - bkt

#31
Did anyone else get a chance to play the Alpha?
#32
Quote from: VGames on September 25, 2015, 11:53:31 AM
So what wouldnt be compatible graphics wise?
Probably most. 

Remove the dll from your local Sikkmod Dir and see what still works.
#33
Quote from: VGames on September 24, 2015, 03:45:55 PM
So if u take the gamex86.dll file and drop it into Sikkmod 1.2 everything will work fine? Except maybe some of the options in the sikkmod menu?
Absolutely not.

Sikkmod uses the dll for some features.
#34
All these fancy effects.... as a designer, I love 'em. 

The main issue I always had with Sikkmod was the fact that they were never implemented into the the engine and thus ran slower.  My pipe dream would be for all of those effects plus deferred lighting/shadowmapping to be fully integrated into the engine code.  I'd definitely make another Doom3 level/mod if that happened :)

#35
Quote from: motorsep on September 22, 2015, 11:23:59 AMAlthough by all means, good luck! Maybe when you finish it and make it rock stable, Unreal Engine 5 will become stable too :)
Or, perhaps when you release your BFG based game with it's super stable, silky smooth source code.

You're really not contributing to the discussion (or community for that matter) motorsep...

If you were open to acknowledging the advantages other people see in using D3 over BFG then perhaps there would be a discussion to be had.  However you only bring up the advantages of BFG that you perceive as important and dismiss all other peoples opinions. 

Please don't reply to this message as I'm not trying to initiate a conversation, I'm simply making a statement.

Devilz, it's looking pretty cool.  If you take this any further than a fun side project, don't forget to add in the other Sikkmod Post Process effects such as LUT color grading, bokeh DoF, vignetting, etc.

Combined with the soft shadows, thos visual effects bring D3 right back into the modern visual generation.  Well, except for lacking PBR and the all important dirt mask.
#36
Why not just create a new material that's red and apply that to the model?
#37
Take a look at the iddevnet page I linked you to.  It explains how the scripting system works. 

It looks like you're over-complicating matters.  Triggering a monster to perform an animation is as simple as setting the appropriate key:val pairs on the entity and placing a trigger that targets said entity.

Not sure what I meant?  There are tutorials that explain it all on iddevnet.
#38
Test it yourself :)

Generally speaking, if you change anything that modifies the AAS zones then you'll need to recompile.  Looking into how these systems work will help you out a great deal in general.
#39
id Tech 4 Discussion / Re: These forums are quite empty
September 11, 2015, 02:23:48 PM
Quote from: VGames on September 09, 2015, 10:00:15 PM
Mine included... cough... shameless promotion... it's usually always in the top 3 most popular mods... cough... its got over 500 watchers... its been ranked as high as 13... :P
May have hit #2 at it's peak on launch :)



#40
It's all in the files somewhere.  Dig deeper into the pack to find it. 
#41
Raven changed a lot of small parts of the engine and gamecode in Q4.  You'll need the SDK to fix it probably. 
#42
Tutorials? Yes.  Q4 Specific, but it's the same scripting language.
#43
Research is good ya: https://www.iddevnet.com/doom3/sounds.php

Also check the Q4 wiki on iddevnet, it's got some pretty good pages, some of which still apply to Doom 3.
#44
Quote from: motorsep on September 04, 2015, 04:56:00 PMI also think that no one will be porting your code to their own code base as it a way too much work. People would just build upon MCS, which isn't a bad thing for your project's longevity.
Or, they might cherry pick pieces of the source they like and incorporate it into their own GPL project.

Just be wary Devilz, you've put a lot of hardwork into this project.
#45
Quote from: motorsep on September 04, 2015, 11:35:15 AM
Quote from: oneofthe8devilz on September 04, 2015, 11:31:25 AM
If the campaign is successful, the entire sourcecode including custom MCS Client and Dedicated Server binaries will be released to the public.

Once you release binaries of your mod, you will be legally bound to release source code.

As a matter of fact, anyone who already got binaries of MCS (all the testers) have legal right to receive source code.
As you will be, should you ever release your game.