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Messages - The Happy Friar

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id Tech 4 Discussion / Re: why is this not news here!?
« on: August 15, 2017, 05:50:37 PM »
Downside of Web 2.0 & overly restrictive content authors.  :(

id Tech 4 Discussion / Re: why is this not news here!?
« on: August 14, 2017, 08:06:36 PM »
It's a neat thing to add, but has anyone made a massive open DOOM 3 map where Vulkan would really shine? I have a hard time finding any user maps for DOOM 3.

The Doom 3 World huge map from over a decade ago would be a great test.  It's online somewhere, I have it somewhere too.

id Tech 4 Discussion / Re: why is this not news here!?
« on: August 11, 2017, 09:24:12 PM »
Because it's not a news site.   :stroggflag:
Just announced today.  It's friday, people work.  :)
Q3A apparently has one in the works too.

Article doesn't have much info, but a relevant question is that with this rendering performance enhancement, can Doom 3 BFG now do large open areas with lots of polys and AI moving around + lighting w/o slowing to a crawl?

I'd imagine motorsep is compiling this moment to check.  :)

Quake 4 uses textures for lighting, doesn't it?  Doom 3/Prey is just point lights with materials (point lights w/materials can do a real good job at faking texture based lighting like used in Quake 1/2/3.)

Prey and D3 are almost identical engines & asset setup.  Q4 has different model, coding, scripting, & engine changes.  It shouldn't be overly difficult to get Prey stuff in to D3, Q4's just going to require a lot more work (for example, all AI for Q4 is in the .dll vs scripts for D3/prey).

I wouldn't suggest releasing any mod with mixed assets like that though.  Most likely someone from one of the companies who owns the rights won't be happy.

There's several Quake 1 & 2 source ports that support HL1 maps (there might be some Q3A ports too).  I think Darkplaces loads Half Life maps, and if it does, then you can make it as good as the Doom 3 engine w/o reworking the D3 engine (maybe even better, DP has more features I think).  :)

noclip should make noting notice you until you attack it.  You won't trigger anything that would cause a script to happen though.

Not sure about showing your exact XYZ in the console though,  It's doable via some scripting though.

id Tech 6 General Talk / Re: Update 6.66
« on: July 23, 2017, 12:44:31 PM »
No mention in the update of anything extra for the season pass holders.  Glad I never bought one either.  Maybe something will come along, like people who bought the DLC for Doom get free DLC with Wolf or Doom 2?

Have to wait to try out the new update, downloading take a while.  To bad they didn't do it two weekends ago when I was at a LAN with huge bandwidth.  :D

id Tech 4 Needs Help / Re: Map hubs
« on: July 23, 2017, 12:35:22 PM »
That could be done all the way back to Doom I believe.

Doom 3 does that in a couple maps, but you just tell the exit trigger to start you at a specific player start in the map you're loading.

I forget exactly how to do it atm, I'll have to look it up later & post if someone doesn't post the specifics.

id Tech 6 SnapMap / Re: SnapMap Central aggreggator
« on: July 07, 2017, 05:53:51 PM »
Sweet.  :)

id Tech 4 Mod Coding / Re: Game Code That Removes idDebris
« on: June 22, 2017, 08:02:54 AM »
Is it possible to not use the debris or C++ code at all and attach a script to the barrel def that spawns and throws out func_movables?

I've found a couple references on the internet about _iobuf being changed between the 2013 & 2015 editions.  There seems to be two solutions: 1) take the relavent parts of the 2013 & older header file & put them in the new header files, or 2) rewrite the code so it doesn't use that pointer.  #2 is beyond me atm.

This is the same GPL stock code I've compiled in MS Community 2013 & 15.  I looked online and all I could find was that after Community 2013 some headers changed.  Which is what I said a while ago. 

Maybe I did just go back to Community 2013.  I forget.  :)

hovering my mouse pointer over "_file" in the offending line I get the popup that says "class '_iobuf' has no member '_file'".

Where's _iobuf?  A header perhaps?

Yeah, same error I'm having in the post above ( )

I just don't remember what I did to eliminate it.

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