Recent Posts

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id Tech 4 Needs Help / Help wanted porting our mods to a d3 gpl
« Last post by Revility on July 16, 2018, 08:47:02 AM »
Its been years since I've tinkered with idt4 and any major mod project in general and now I'm ready to jump back in the boat.

I am looking for to see if there is anyone interested in porting the source code from hq2 to one of the more modern d3 gpl sources out there.  Maybe Ruiner as well.  While I've always understood enough about the hard coding side to do small changes, when it comes to larger scale stuff is where things get foggy and figured it would be best to find someone for the task.  I have not heard from our original programmer in years so that brings me to here.

After snooping around it looks like dwehm or rbdoom would be the best routes to go.. if there is something better I'm all for it.  Mostly I'm looking for a straight forward port with a few extras thrown in the mix. 

If using an updated version of the original d3 gpl, like dhewm, the only addition would be to have controller support.  Hardqore 2 is a 2.5d sidescroller...  so finally having that in would be great.  We supported keyboard contra style controls and also keyboard and mouse.

Using an updated bfg source would be great and I believe it does have controller/joystick support in it.  My only concern would be the flash gui's.  I used to teach flash in the early 2000's in a night school and am quite familiar with it...  but I straight up don't like working with it anymore for various reasons.  If a version of the original gui system was added back in, rbdoom would great to use just for the extra bells and whistles added in.  The only built in editors I ever used in d3 were the AF and particle editor but it's my understanding DRad has a particle editor in it now.

I'm sure there might be other issues porting over and other small updates needed, looks like we forgot to add in old school player knockback & some enemies hurt by just touching them into hq2 as an example.  As for ruiner, a port would be nice to have just for players to have the option to use...  but I wouldn't want to start it back up without adding in some gameplay features and updating some of the art assets and revamping the maps as well...  so it would be a larger scale project than a Hardqore revival would be.

If anyone is interested, please let me know.  The updated code could also be put online as well for everyone to tinker with.  The source code was released a while back and is available at:
https://www.moddb.com/mods/hardqore-2/downloads/ruiner-hardqore-2-source-codes

If it helps any, I know the ruiner souce was build off the denton mod source code.  I did notice denton's mod support was added to dhewm.  HQ2 might be as well, I don't remember off the top of my head.
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Content for Games/etc. / Re: Sharing My Music / SFX - Over 1500 Tracks
« Last post by Eric Matyas on July 12, 2018, 09:25:04 AM »
Happy Thursday Everyone,

This week's brand new free tracks are:

"Attack of the Flaming Pie Tins"

on my Sci-Fi 7 page:

http://soundimage.org/sci-fi-7/

"Quirky Crawlers"

"Plastered by Lunch Time"

on my Funny 5 page:

http://soundimage.org/funny-5/




"Carnival Games"

"Rubik's Dodecahedron"

on my Puzzle Music 3 page:

http://soundimage.org/puzzle-music-3/



I hope they are useful.  Have a good weekend!
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Content for Games/etc. / Re: Sharing My Music / SFX - Over 1500 Tracks
« Last post by Eric Matyas on July 12, 2018, 09:24:17 AM »
Hi everyone,

I've created over 1500 tracks of music and sound effects that you are welcome to use in your games, videos or anything else you can think of. It's all original...all my own work. All I ask is to be attributed as detailed on my homepage:

www.soundimage.org

I sincerely hope some of my tracks are helpful. Any and all feedback is welcome and always appreciated.

All the best,

Eric
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Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on July 10, 2018, 09:47:21 AM »
Hi Everyone,

I have a bunch of new free seamless images ready for everyone here:

TXR - GROUND
http://soundimage.org/txr-ground/

TXR - ORGANIC
http://soundimage.org/txr-organic/

Also, if you haven't already noticed, to streamline my site a bit Iíve eliminated the gigantic text block under the header image that showed all the pages on the site. Instead, links to all the pages on the site are on the right side of every page, listed under MUSIC, SOUND FX and IMAGESÖ (scroll down.) Simply click on the name of any page to navigate to that page. Then scroll down. The links appear at the right side of every page so that you can quickly navigate from any page to any other page on the site.

Enjoy!
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Content for Games/etc. / Re: Sharing My Music / SFX - Over 1200 Tracks
« Last post by Eric Matyas on July 05, 2018, 01:11:59 AM »
Hi Everyone,

To streamline my site a bit, Iíve eliminated the gigantic text block under the header image that showed all the pages on the site. Instead, links to all the pages on the site are on the right side of every page, listed under MUSIC, SOUND FX and IMAGESÖ (scroll down.) Simply click on the name of any page to navigate to that page. Then scroll down. The links appear at the right side of every page so that you can quickly navigate from any page to any other page on the site.

That said, I have some new free music tracks ready for everyone:

"Cumulonimbus"
on my Nature/Science 3 page:
http://soundimage.org/nature-science-3/


"Far Away Puzzle Places"
on my Puzzle Music 3 page:
http://soundimage.org/puzzle-music-3/


and "Alley Chase"
on my Sci-Fi 7 page
http://soundimage.org/sci-fi-7/



Enjoy and have a good weekend!
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id Tech 6 General Talk / Re: id Tech 7 is upon us !
« Last post by The Happy Friar on July 03, 2018, 07:58:54 PM »
I am certain it will be scalable. If you look at the teaser, there isn't anything over the top. Maybe just draw distances. I bet they gutted old code, tightened it up and maybe made it moddable ? Maybe added VR-optimized render path?
In ~1.5 month we shall see :)
I felt the same about the teaser.  Reminds me of the sequels from the 90's early 00's: near same engine, new levels, some new weapons & baddies.  That's part why I was excited: I figured they didn't bother remaking the engine again, they just upgraded as they went along (like with D3 tech) and added new stuff for a new game.
Was excited to read it will have some Earth locations.  :D
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id Tech 6 General Talk / Re: id Tech 7 is upon us !
« Last post by motorsep on July 03, 2018, 07:39:10 PM »
Didnt realize doom (2) eternal was idtech 7.  I thiught they would still be using 6.  Maybe they are doing what epic does and just making new engine names for new releases. 

Epic no longer does it with UE4 ;)

Hoping d2 runs on my d1 hardware.  didnt want to upgrade!  :)

I am certain it will be scalable. If you look at the teaser, there isn't anything over the top. Maybe just draw distances. I bet they gutted old code, tightened it up and maybe made it moddable ? Maybe added VR-optimized render path?

In ~1.5 month we shall see :)
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id Tech 6 General Talk / Re: id Tech 7 is upon us !
« Last post by The Happy Friar on July 03, 2018, 07:30:18 PM »
Didnt realize doom (2) eternal was idtech 7.  I thiught they would still be using 6.  Maybe they are doing what epic does and just making new engine names for new releases. 

Hoping d2 runs on my d1 hardware.  didnt want to upgrade!  :)
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Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on July 03, 2018, 06:39:30 AM »
More brand new seamless images are ready for your creations here:

TXR - CONCRETE/PAVEMENT
http://soundimage.org/txr-concrete/

And new music is coming on Thursday...stay tuned!  :-)
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id Tech 6 General Talk / Re: id Tech 7 is upon us !
« Last post by Snehk on July 01, 2018, 12:39:58 PM »
Full GPL release of the engine would still be great though. They don't really have anything to lose making the code public, since most AAA companies use their own tech and indies opt for engines that offer ease of use, good documentation and not overly restrictive licensing (see UE4 and Unity).

Pushing BFG forward is a neat idea, we lack coders to do so though. I'll definitely use BFG/SE2 branch for a small project and I'm also really into TDM engine. Somehow, I'm more comfortable working with Tech4 based engines than even UE4. I just love the freedom it gives in all aspects of editing.
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