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#16
There's one thing that particulary bothers me...
While your engine is great from what I've seen, and it yealds tons of potential, folks won't use it without... SikkMod. Sikk's special effects (motion blur, screen frost, etc. gameplay modifications aside, not important) had become something like an industry standard in D3 modding community.
Is it really that hard to port SM into your engine? Or making it backwards-compatible?
Thanks in advance for reply!
P.S. I'd love to use your engine, especially because of the performance improvement, but some of Sikk's features are important for the overall gameplay in my mod, so - wether I like it or not - I'm stuck with 1.3.1 GPL version. 
#17
id Tech 4 Level Editing / Re: Delta5 error
June 27, 2016, 04:57:45 PM
I like the first way. Can I do it via script?
All right, worked out by adding soulcube at player spawnpoint
#18
id Tech 4 Level Editing / Re: Delta5 error
June 27, 2016, 04:34:26 PM
semi-bump: As it turns out, invoking delta5.map directly through the console gives soulcube as it should be. Only transition from hell1 to delta5 gives that problem...
#19
id Tech 4 Level Editing / [SOLVED] Delta5 error
June 27, 2016, 03:52:37 PM
Hi there!
I've got this problem when loading delta5 map:
Warning: player1 is not carrying weapon_soulcube
I have no idea why it might be...
I've modified both hell1 and delta5 maps. I've tried it with vanilla hell1 and error is the same.
Modified delta5 map worked before, and I can't go back to vanilla delta5 because of the double barrel shotgun player gets back after getting back from hell.

Edit: In fact everything worked about  a year ago... I've came back to previous maps setup and error is still there. I presume is not fault of maps, but rather scripting / sdk...

Any help appreciated.
#20
id Tech 4 Mods / Re: Tactical HUD display
June 27, 2016, 09:33:29 AM
QuoteI believe Doom 3 has them too, for example when you communicate with someone over a video link (AFAIK they're realtime, not prerendered videos)


takoda  ~  src  orig  %  seek roq
./video/recycling2/cs_bert01_composite.RoQ
./video/recycling2/cs_bert02_composite.RoQ
./video/radar.RoQ
./video/admin/betruger.RoQ
./video/fireball.RoQ
./video/marscity/dropship.RoQ
./video/marscity/sarge_mission_brief.RoQ
./video/marscity/monoflyby.RoQ
./video/marscity/decom.RoQ
./video/marscity/ship.RoQ
./video/marscity/sci_team_request.RoQ
./video/hellhole/rescue.RoQ
./video/mc_underground/inv1sm.RoQ
./video/mc_underground/inv3.RoQ
./video/mc_underground/inv5sm.RoQ
./video/mc_underground/inv2sm.RoQ
./video/mc_underground/inv7sm.RoQ
./video/mc_underground/inv6sm.RoQ
./video/comm1/swann_vidphone1.RoQ
./video/comm1/swann_vidphone2.RoQ
./video/comm1/swann_vidphone3.RoQ
./video/data.roq
./video/intro/introloop.RoQ
./video/intro/introid.RoQ
./video/idlogo.roq
./video/delta1/sarge_video1.RoQ
./guis/site3/tabletroq.gui


Nope, these are just video files...
#21
What are your thoughts on new Quake episode? 
#22
@EoceneMiacid - I remember that problem, but I can't rememeber how to fix it. There was a thread about it at now dead DooM3World, you may look for it. It was also mentioned on the Grimm's mod web page. I'm sorry that I can't remember exact fix. My best bet now is to make clear mod prefix, and apply patches one by one to see where the error lands. I'm also certain that there was some kind of CLI switch to make an error go away, but I can't even remember which one ( it was like three years ago ) so I don't want to mislead you. But try around, wish you best luck.

@main_topic:

CED2011 AP is one of my favourite mods of all time.
It made my imagination running wild and thanks to El Dragon making it explicity publicly available under license even less restrictive then MIT's one it kickstarted my mod like a nuclear missile.

All the animations are top notch (except for machinegun running cycle beginning, broken IMO) and, for the first serious attempt to make DooM 3 realistic, it does pretty good job.

HUD overlays and dynamic crosshair behaviour are very sophisticated and I learned a lot from studying them. I've resigned from them completely at one point because my mod uses projected laser sights for aiming, but they are cool nevertheless and they have a lot of potential ( look at VGames post).

My mod ( Overthinked ) - now in deep developement for version 2 - used many parts of it for quite a long time, even from the very beginning. Now I'm using combination of CED2011 AP, Perfected DooM 3 v7 assets ( will be unavailable for general public for at least a week ), and some vanilla weapons with a twist (Phrozo/Benzo tricks).

There are few key points where CED's AP falls short as a standalone mod.

1) Balancing is bad.

That's just true. Armor has 100% protection ratio (set by a script) and damage dealt by monsters is scaled accordingly. It means that once you run out of armor, you're basically dead. Pistol zsec shoots you down with a single bullet in a foot.

2) No running and gunning.   

Some like it, some don't. I don't.
Every DooM game is centered around this concept of projectile-based attacks performed by enemies, and you got to do some strafe-running and priority-assignment in order to have a successful campaign. It's kinda like dancing. Making weapon unavailable while running destroys that mechanics. But again - some like it, some don't.
Also, while we're at it, I got to admit that it was executed in a very cool way ( practically every weapon has running animation assigned to it ) which looks and feels much better than just lowering a weapon if running key is pressed ( YES, YES, I'M LOOKING AT YOU!, YES, YOU! :) Nah, not you, I mean this other guy :) Yeah, exactly :) )

3) Sounds are ... well... strange.

I know, I know... I've been using some CED sounds for a long time because I really liked them.
But it has changed.
From what I see most of the criticism my mod receives is centered around that loud shooting sounds on some weapons. Yeah, they all have good amount of "BANG", but is it really that necessary? After 2 years of using them I'm going to replace them completely, as they're cool and atmospheric for the first 15 minutes... But not in a long run.
I have to mention here that sound work in CED2011 AP is very sophisticated - practically every sound has two variants, indoors (with echo) and outdoors version, resolved dynamically via script. I've resigned from that feature because 99% of gameplay takes place indoors, and echo behaves weird at times (sound cutoff, anyone?) , but damn... That was some HUGE amount of work and I can only congratulate mr. El Dragon on both the idea and it's execution.

4) Blinking

That's just bad. You're the one who does the blinking all the time. Programmed blink every few seconds is not immersive. It's annoying.
If you're doing a mod based on this pack, please - turn off the blinking.
Thank you. 


All and all, CED2011 AP had (and has) incredible amount of influence on DooM 3 modding community. It sets a ripple in a water you can feel even today while browsing moddb's news column. Every now and then I see "new" mod coming up, you know, like "Complete Uber Super Duper Overhaul Bonus Pack". And what's in there?

- Wulfen textures.
- and CED2011 AP.

So yeah... Those two became something like an industry standard here. Too bad that many folks put CED's pack as-is inside their mods. It's not only repetitive, but also doesn't make much sense. Especially with vanilla D3 mechanics at play.

But it's GREAT learning experience, motherlode of cool ideas, and it's free. People like CED make this community alive and kickin.

If you're reading this, thank you for all your hard work, CED.     



#23
I'm doing DooM 3 mod, and there's no music in there... But already one of poweroff soundfx fits the plasmagun perfectly :) 
#24
Hey, I like that RetroWave/John Carpenter vibe in some of your tunes. Thanks for sharing all this stuff! I promise I'll find some sounds to use in my mod :)
#25
id Tech 4 Scripting / Re: Zombie AI reloading?
June 15, 2016, 03:59:58 PM
Yeah, and lack of dedicated animations is definitely a problem here... I certainly won't do this, as I'm completely talentless when it comes to animation. Especially when it comes to characters - to make it believable it's one hard job. Long hours if not days of work, or quite expensive motion capture.

As an afterthought it could be realised by combination of lower and aim animations - other thing is how it would really look in the game... 
#26
id Tech 4 Scripting / Re: Zombie AI reloading?
June 15, 2016, 03:49:06 PM
I don't believe so. Different number of joints, different names. But the idea is very neat. I'll try to do the logic behind this and I'll see if there's an animation that would fit the bill.

Edit: Here's what I've found so far:



   anim reload                     models/md5/monsters/zcc/chaingun_reload.md5anim {
        frame 9                         sound_body monster_zombie_commando_cgun_reload
    }



Unfortunately, when I performed recursive grep on def directory it was the only dedicated anim that popped up
#27
Nasty hack, indeed.
Code I've posted goes to the script of the weapon you want to mod. For more info, download my mod (Overthinked) and look at script files. Dedicated ADS_IN/OUT methods give you nice continuity if you don't have proper animations for iron sights.
#28
More like Quake 3 with player classes rather than Quake  :-\
#29


//I dunno how do you realise it on your side
// I just take "zoom" button and see if it's pressed

/* in weapon_base
    void        ADS_IN();
    void        ADS_OUT();
    float buttons;
    boolean isZoomed;
    boolean aimOnce; */

/* In idle
   After while(1){}
*/
buttons = $player1.getButtons();

        if ( buttons == 20 )
        {
            isZoomed = 1;
        }
        if (buttons != 20)
        {
            isZoomed = 0;
        }

        if ( isZoomed && !WEAPON_ATTACK )
        {

            if(!aimOnce)
            {
               
                aimOnce = !aimOnce;
                ADS_IN();
     
            }
  if ( !isZoomed && !WEAPON_ATTACK )
            {
                if(aimOnce)
                {

                    aimOnce = !aimOnce;
                    ADS_OUT();
                }
            }
        }




ADS_IN and OUT are just a functions that do lots and lots of set gunx/y/z in a row
HF && GL
#30
id Tech 4 Scripting / Re: Melee push-back
June 10, 2016, 01:58:14 PM
no problemo. Maybe someone will find that piece of code useful, so let's just leave it here ;)