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Messages - aphexjh

#16
id Tech 4 WIP / Re: QC
July 12, 2016, 10:39:13 AM
WOOO HOOO! Looking forward to it. I saw that there were some physical boxes made for Thrity Flights of Loving.



It would be cool if we could get something like this for QC, so that I can put it on the shelf with my other Tech 4 games!
#17
1. select the speaker
2. press 'n' on the keyboard
3. click on 'sound' button on the entity inspector (do not search through the content browser tab)
4. when the sound browser window pops up, go to the sound you want to use
5. double click the sound you want
6. hit 'okay'
7. select the computer model
8. shift-select the speaker
9. press Ctrl + 'k' on the keyboard (this connects the computer to the speaker)

#18
1. select the computer model
2. press 'n' on the keyboard
3. click on 'gui' button on the entity inspector (do not search through the content browser tab)
4. when the GUI browser window pops up, go to the gui you want to use
5. double click on the gui you want
6. hit 'okay'
#19
for the models, like computers and doors with screen panels, just select the model with shift+LMB and then click the GUI button in the entity inspector.

If you are using a plane with the common/gui texture applied to it (which you have converted to a func_static) select the plane with shift+LMB and then click the GUI button in the entity inspector.

Ctrl+Shift+LMB is only used to select faces of brushes.
#20
I haven't played much at all, but from what I have played, it is quite good. If this is meant as practice toward MG making the next Quake SP game and possibly contributing toward Quake Champions, both of those ideas would already have had my encouragment, but this is a welcome addition. It's cool that a professional studio would be a member of the mod community like this.
#21
id Tech 4 Mods / Re: Tactical HUD display
June 27, 2016, 02:48:38 PM
the gui/camera_view (not sure about the spelling) gui does this, and I believe it uses a camera view from somewhere in the map, but it is able to display on a gui in-game, real-time, so it should also work for the HUD, but I never successfully tested it, so I could be wrong.
#22
but didn't the whole no SP thing not go so well with Q3A, I confess to only playing it long after it was released, but I seem to remember that. It's also weird that most of the Q3 characters were never in the actual Quake games, since they would have been really neat to see. It's strange that quake has like 3 different universes that only seem connected by the name. Anyway, will probably still play.
#23
Is there going to be a single player for this?
#24
id Tech 4 WIP / Re: Hallowed Mod
June 12, 2016, 02:20:55 PM
Hey guys. I made an update with a multiplayer map of Lvl2, would someone test it please?

Thank you.

http://www.moddb.com/mods/hallowed-mod/downloads/hallowed-mod-beta-24-muliplayer-update
#25
Okay, yea, my guess is something isn't working with your dhewm3. Can't really help with that tho.

#26
It looks like there is a problem with the light material, but that shouldn't influence the bsp, it just means the light won't work, but when I played the map, the flickering light worked, so I don't think this is an issue. You can check out the file that is listed "materials/patd.mtr" and you will see the light material definition, but I don't think this is your problem.

I am about to test your map. I'll reply soon.
#27
you really should include the other files from compilation. I dmap'ed the map and i don't see any of the gaps you are seeing.

Could it be something to do with the build/branch you are using?

#28
Glad to help. Yea, seems like dark radiant is the way to go. Check out the layer editor too, that thing can really help keep things organized.
#29


Done. You might compile the map again as another name and compare the compiled files. I used doom edit fyi.

*edit*

Also, I changed that first platform from a func_static back to worldspawn after the initial test compilation in the video, since the platform was invisible for some reason. After I changed it back to worldspawn and recompiled, it was visible again.
#30
Huh. Lame. Does doom 3 editor not work with Wine?