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id Tech 4 Discussion / DOOM3&ROE no error patch
« Last post by grml4d on October 22, 2017, 05:56:27 AM »
i try to add monsters from Quake4 & Prey in Doom3-Roe..  for learning how scripts are working , i remove errors / warnings of maps...
doom3 maps do not have a lot but Roe is more buggy...doom3 maps do not have a lot but Roe is more buggy...
here is a topic in a forum about this :
http://idtechforums.fuzzylogicinc.com/index.php?topic=589.msg6310#msg6310

as i have solved nearly all errors , i made a 7z files having corrected files and all maps recompiled .
the link to the file is https://goo.gl/c2J1hf
the 3 txt files that are also in the exe , are the console log files .
there are warning left , some are like false positives , few others are about bugs in models.. i am not able to correct them yet as i do not know a model editor able to import/export md5mesh correctly .

i hope to ear your opinion about it and get last corrected files .
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Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on October 21, 2017, 09:04:34 AM »
Happy Saturday!

I've added some new fantasy textures on the following pages:

TXR - BRICK
http://soundimage.org/txr-brick/

TXR - ROCK/STONE
http://soundimage.org/txr-rockstone/

Have a good weekend!  :-)
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Content for Games/etc. / Re: Storm Engine 2 Development Base
« Last post by Snehk on October 19, 2017, 04:49:50 PM »
I'm busy with university stuff, and college seems to be a motivational roadblock for some reason. I intended mostly to make a prototype, or at least make it work. And well... it works! I'll have to add a player model in the future.

Video of the base pack would wait until at least Saturday, and it's not really much to show. Simple dev textures (like, 128x128), fire particle, a skybox and a level that mixes them. It's not really a visual pack, it rather focuses on functionality - you've got entity defs right there, with everything set up for you to make assets.

What I'll do is make some beginner level tutorials for working with the engine once I'll have more time.
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Content for Games/etc. / Re: Storm Engine 2 Development Base
« Last post by motorsep on October 19, 2017, 03:18:06 PM »
Letting those files simply rot on my hard drive would be pointless, even if no one is going to use it.

Sound like you aren't going to make a standalone game using the engine.

Btw, you should make a youtube video showing what your base pack looks like in action.
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Content for Games/etc. / Storm Engine 2 Development Base
« Last post by Snehk on October 19, 2017, 12:45:44 PM »
I hastily made some simple assets, defs, materials and a basic level to create a quickstart base for anyone willing to try Storm Engine 2. It lacks a player model, but there's a workaround I described in it's readme. Letting those files simply rot on my hard drive would be pointless, even if no one is going to use it.

https://github.com/Snehk/SE2DevBase
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id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« Last post by The Happy Friar on October 19, 2017, 12:20:09 PM »
I already know where the flashlight stuff is. The flash when demons spawn is unrelated.

I thought "light flash" was "flash light."  My bad.  :)  Sorry!
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id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« Last post by grml4d on October 19, 2017, 07:43:38 AM »
you should search in roe , where vulgars monsters are spawning with a blue signal
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id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« Last post by spamclark15 on October 19, 2017, 01:05:54 AM »
Got it. Traced it back through the telebolt particle effect. This is referenced in teleporter.fx and 4 other fx files, which then references the squareblast light.

Next mystery to solve is where the color for the HUD doodles of all the weapons is (the icon that shows up when you pick up a new weapon.) They're shown in a greenish/cyan color but having gone through the GUIs that belong to the HUD for both single player and multiplayer, I haven't run across it yet. I changed the HUD colors and these need to change as well. I wish I knew the color as the float values the game uses as that would lead me right to it as I've replaced everything else that is that color. They're white and then colored by the game, likely in a GUI I haven't touched with a name that doesn't make this obvious.

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id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« Last post by spamclark15 on October 18, 2017, 10:57:12 PM »
Yes I keep a copy of the game extracted for the same reason along with a folder of just assets that are useful for text searches.

I already know where the flashlight stuff is. The flash when demons spawn is unrelated.
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id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« Last post by The Happy Friar on October 18, 2017, 10:40:14 PM »
I actuatly keep  already extracted def/material files handy just to do searches.  :)

So after searching in the weapon_flashlight.def, it says the "mtr_flashshader" is "lights/flashlight5".  That's defined in the same .def file.

That references a file in "lights/flashlight5.tga".  That's in pak000.pk4.
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