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id Tech 4 Tech Support / Re: DOOM instantiate launch command
« Last post by motorsep on Today at 03:38:19 PM »
What is the command to launch DOOM?

IDSPISPOPD
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id Tech 4 Tech Support / Re: DOOM instantiate launch command
« Last post by Adisark on Today at 02:51:33 AM »
What is the command to launch DOOM?
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Id tech 5 Discussion / Re: Will any of new Beth games use idtech 5 ?
« Last post by Adisark on Today at 02:50:44 AM »
I was wondering, too.
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id Tech 4 Needs Help / Re: removing doom3 errors....
« Last post by grml4d on October 13, 2017, 06:50:15 AM »
i know there were a lot of warnings... most of them in roe...but i removed nearly all of them...
i should be below 10 warnings in the all doom3 including during gameplay warnings...
my 1.33 patch is nearly ready..i am sure that few vwarning left will be removed by 1.33bis

by the way , the error about glass should be solved by some like you that knows the code and game ...
the target is nearly spotted with all the details i founds.. it is not something "random" anymore.. O0
i hope you ll get it..

i will replay the roe to recheck the last errors and the patch itself..that is not so big ...there were few typos errors in files and maps ..
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Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on October 13, 2017, 06:25:21 AM »
I've uploaded a bunch of new texture images. They are on my TXR-WOOD page and at the bottom of my TXR-FABRIC page, under "General Textiles."

http://soundimage.org/txr-wood/
http://soundimage.org/txr-fabric/

Have a good weekend!  :-)
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id Tech 4 Needs Help / Re: removing doom3 errors....
« Last post by The Happy Friar on October 12, 2017, 09:00:38 PM »
There's lots of warning but warnings are just that, warnings.  Nothing bad should happen.  They normally happen because something that isn't needed or was replaced isn't there & id never removed it from the code/data files.
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id Tech 4 Needs Help / Where is the bug...?
« Last post by grml4d on October 12, 2017, 03:12:24 PM »
i finish to remove bugs of doom3 .. >:D ... so i started to check the errors of the console during gameplay , as i am lucky enough to have two monitors , i can see in the windows console when errors occurs  ^-^  that setup helped me to get a very weird error
the error that always occurs is :

WARNING: Couldn't load sound '_emptyname.wav' using default

and happens when the player destroys a glass , a window .
you can quickly see it when you load caverns1 map , go upstairs and shoot the glass where you see a green bfg munition .
there is a sound of glasses when you destroy

so i looked a little in the console using the listsounds commands that shows at end :


   22kHz   2726ms    13kB  OGG sound/vo/caverns2/maint1_3.wav
   44kHz    186ms    16kB  WAV _emptyname.wav(DEFAULTED)
     861 total sounds
51080049 total samples loaded
   23146 kB total system memory used


looking in the source code : name is created by this instruction in file DeclManager.cpp  :

if ( !name || !name[0] ) {
      name = "_emptyName";
      //common->Warning( "idDeclManager::FindType: empty %s name", GetDeclType( (int)type )->typeName.c_str() );
   }

i also use the search files/words to find glass . the results show
wav files in game.sndshd that are used in functions reused by func.def

debris.def has only one reference to one sound
"snd_bounce"            "casings_small_mix"  , that is reused in weapons.sndshd . "snd_bounce" is in source code , in some weapon files .

i checked the wavs in sndshd files and the one in the listsounds , most of them are looking loaded...
so is there anyone knowing what and where is the bug of the file wav having no name that should be played..   :-\


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id Tech 4 Scripting / Re: How to activate ragdoll after spawning?
« Last post by bitterman on October 11, 2017, 12:36:39 PM »
Thanks guys. I try it.
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Content for Games/etc. / Re: Sharing My Music / SFX - Over 900 Tracks
« Last post by Eric Matyas on October 11, 2017, 10:10:41 AM »
Greetings! Here are this week's new free tracks:

On the Puzzle Music 2 page:
"Puzzle Clues" (Looping)
"Music Box Puzzler" (Looping)
"Monkey Island Puzzler" (Looping)
http://soundimage.org/puzzle-music-2/

On the Action 2 page:
"Street Chaos"
http://soundimage.org/action-2/

And on the Chiptunes page:
"8-Bit Perplexion"
http://soundimage.org/chiptunes/

Have a great week!  :-)
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id Tech 4 Scripting / Re: How to activate ragdoll after spawning?
« Last post by The Happy Friar on October 10, 2017, 06:59:17 AM »
There's no default ragdoll entity so you can't.  His model doesn't use the same skeleton as other characters in the game (the model with the BFG anyway) so you can't replace another character's model with his in the already defined "env" ragdolls.
you can:
a) make a new entity
b) spawn the live guy & have a script/trigger to kill him.

Those should work.
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