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Messages - The Happy Friar

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id Tech 4 Level Editing / Re: What for this isolated box on the alphalabs3?
« on: February 24, 2018, 02:36:46 PM »
If they're not sealed then they leak.  This trick was used in all previous id games I think.  :)

id Tech 4 Level Editing / Re: What for this isolated box on the alphalabs3?
« on: February 21, 2018, 08:50:54 PM »
could be for if you use the console to load the map it gives you the ammo/guns you "should" have when you get there in game.

id Tech 4 Scripting / Re: Multiple running script
« on: February 06, 2018, 09:54:26 PM »
instead of a trigger you could use a check in a script to check player distance to a location.  If/then to decide how to handle it.

Or have a check to see if the object is already showing, maybe with storing a key/val in the player entity.  If showing then it skips most of the script again (again, if/then statement).

id Tech 4 Scripting / Re: Multiple running script
« on: February 06, 2018, 01:35:27 PM »
Well, normally triggers activate something, use a script that every X seconds checks for a condition & when the condition is met, activate whatever the trigger would.  If you want multiple things activated at once have the script call a trigger_relay.

Should work.

id Tech 4 Scripting / Re: Multiple running script
« on: February 05, 2018, 01:11:28 PM »
You can set any spawnargs you want to the entity & only the recognizable ones will be used by the game.  So, if you have a trigger with the spawnarg "stupid 1" & used "getkey" on "stupid" it should result in 1. 

I haven't tested this in a while but I want to say I've done it before to store values in entities.

id Tech 4 Scripting / Re: Multiple running script
« on: January 29, 2018, 01:08:58 PM »
def file also says it is a repeatable trigger.  trigger_multiple & once both are the same spawnclass & the def for trigger_once defaults a wait of "-1" which means only trigger once.  So it's just a def that defaults to triggering once but can be used multiple times.

id Tech 6 General Talk / Re: Doom 2016 is a sequel not a reboot
« on: January 05, 2018, 05:41:25 PM »
What's the other theory's? 

This theory doesn't explain why if the whole thing started in the 1st age & the game happens in the 4th age, how/why would Mars now be an alternate dimension?  Never explains how Doom 3 ties in as D3 has easter eggs too & they're the same ones used in Doom 2016.  Also ignores the original Doom level secrets.  Also ignores that in Doom 2016 Demons & Hell wearn't the aggressors, says UAC invaded them (D3 suggest this too until you find out Betruger is a demon and that was the plan to let Hell in)

While he points out that in the end of Episode 1 of Doom you do die & go to hell, you prevail in the end (Ep 3) & he assumes, with nothing but Doom 2016 existing as proof, the Doom marine in Episode 2, 3, 4 & Doom 2 are now possessed.  The text in those games doesn't suggest that at all.   His theory says that Doom 1/2 didn't end like they did.  Doom 2 even says you go back to Earth & help rebuild.

The alternate universe idea works but unfortunately that works in nearly any circumstance so I don't count that unless id/beth specifically says so.

My theory would be this (I like this one for the Zelda universe even though it isn't official & Nintendo has stated that it's a multiuniverse):

Doom 1/2 happened as said in ending texts. Eventually most humanity left the solar system (always stragglers behind).  They had the ships & tech to do it eventually.  Things left behind would reveal to future generations what happened. 

Doom 3: The human stragglers eventually forget what happened & start their own new society.  Demons have a bigger influence in (earth) humanity this time and try to recreate the failed invasion from Doom 1/2.  Hence you find evidence of the last invasion on Mars.  It would be assumed there's evidence on Earth but since people lived there odds are it would be destroyed in the name of progress (well, except the pyramids.  Those ship loading/launching platforms are still there. :D )  Really, if people did find evidence of hell's invasion & records of what's going on, the majority of people would assume it "ancient" civilization superstition.  Anyway, someone saves the day again.  As evidenced by RoE Hell doesn't end.  Worth noting D3 & RoE doesn't say how things turned out eventually like D1/2 endings did.

Doom 2016: Hell's having management issues from all the issues the people are causing.  The doom slayer is the guy from Doom 1/2 except that it's a "stripped" down version of him.  He did leave hell but part stayed behind somewhat (like a carbon copy).  Doom 2016 goes in the the depth of the history of how Hell became what it is by Doom 2016's point.  I'd say the 2nd age is ~time of Doom 1/2 & 3rd age is D3.  First age would be before this.  I agree with the guy that time moves different in Hell.  I'd say ours = faster, so to us thousands of years = hundreds in Hell. 
As for the time period of Doom 2016 vs D3, I'd say at one time humans reset the calendar (again).  Perhaps based on the incidents in D3, that was eventually reset to 0 (that would mean D2016 takes place ~2000 years after D3, the time span between D1 & 2016 would be ~4000-6000 years).  Humans in Earth area advanced quite a bit.  Some people believe that the stuff found in D3 is significant & it turns in to a religion.  UAC finally has tech to "handle" Hell (kind of like how a submarine can handle the water as long as no holes in the hull) but gets infiltrated by those who worship the demons (most likely converted after working at the company.  The religious beliefs = great work ethic for current UAC project) & what not & it's released again.  As you play you find out your demonic history. 

Doom 1 secret levels are an attempt by Hell for f*ck with Doom Slayer's head.  :)

That's my theory as to why we see Doom 1/2/3 evidence in the game.  Final Doom has evidence of we're past Mars & have better tech (on a moon of Jupiter & devices that can override hell's teleporters & shut them down).  Final Doom also gives us a big spaceship that can be reverse engineered for further space colonization.  Icon of Sin is also in Final Doom, which means there's more then one.  We don't know which one is in Doom 2016.

id Tech 6 General Talk / Re: Doom 2016 is a sequel not a reboot
« on: January 05, 2018, 02:40:56 PM »
Cool theory.  Good use of easter eggs to prove it too.  :)  In '94 (or even 2004) the eggs  would be considered just that though, easter eggs that are fun for people to find.

Updated the tools sticky with this.

cool.  never messed with the testblend command.  So does it work now?

id Tech 4 Models and Animations / Re: Mess with bones orientation
« on: December 11, 2017, 09:47:25 PM »
Use the testmodel command above the floor to check what's happening.  Maybe 1/2 way up a room.  Then you can see under it too.

id Tech 6 General Talk / Re: Doom VFR
« on: December 03, 2017, 09:02:02 AM »
Motorsep, is doom VFR Doom 2016 in VR mode (whole game), is it an addon to Doom 2016 to add VR, or is it a different game?

Thanks! :)

id Tech 6 General Talk / Re: Doom VFR
« on: December 03, 2017, 08:54:59 AM »
Steam VR runs really slow on my machine.  It also seems to use a lot of resources and run any game through it slower then if I can use the Oculus API instead.  I find it strange I can run RoboRecall very smooth but I can't even run the Steam VR "room" at more then ~10fps.  I bought "Keep Talking and Nobody Explodes" through Steam because it was on sale and if I use Steam VR mode it runs @ 1/2 FPS vs if I use Oculus VR mode.  :?

id Tech 6 General Talk / Re: Wolfenstein: New Colossus
« on: December 02, 2017, 11:09:43 PM »
Wikipedia is (not so?) strangely absent with any references to the engine that Wolf: TNO & NC were made with, just saying they're make with 5 & 6 respectively (no article, etc. references linked).

I thought TNO was the same engine as Doom, but didn't realize it came out two years earlier.  So that's my mistake.  :)

However, the fact that Doom and NC demo run as good as TNO (I'd say it's safe to assume TNO has many updates vs Rage) makes me think the differences between the engine are either a) not that much or b) so much so that with increased content it runs better/same on the same hardware as the previous two games.

I want to point out that NC demo has really short loading sequences on my machine too.  Especially compared to a Source engine game.  Those still take minutes to load vs Doom/TNO/NC's 30 seconds or less.

Also, if if the wikipedia article is correct that all assets had to be recreated (says "complete overhaul" which isn't very descriptive) for id tech 6, Machinegames either had NC stuff being worked on alongside TNO (released only 3 years ago) or things got so streamlines they created a whole new game with a whole new engine in under 3 years.  Either way,  wow.

id Tech 6 General Talk / Re: Doom VFR
« on: December 02, 2017, 10:55:09 PM »
So it is rift compatible?  It doesn't list Rift on the Steam page.

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