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Messages - spamclark15

#91
Could you possibly do it again?  :o It would be a huge help as I know next to nothing about manipulating the game's meshes.
#92
I've noticed that the chaingun commando is 90% the size of the tentacle commando, but there doesn't seem to be a simple way of modding the game to bring them to the same scale again. Is there a way this could be done programmatically in the engine or game code or a feasable way of doing this using the md5mesh and md5animations and running them through Blender?
#93
I'm wondering if you could help me solve a problem with my own mod for DOOM 3...

I've made changes to the game to make all monster corpses stay forever and addressed other issues that popped up in the game as a result, but one I haven't figured out is getting movers like doors and moving platforms to ignore corpses and finish rather than treating them as an occlusion and going into a loop where they can never finish.

There seems like 2 ways this can go: either movers ignore dead bodies (how does it check this though?), or bodies are set to not be solid to a mover. The latter sounds simpler to do. For the player as an example, a living enemy is solid so you can't walk through them, but a dead enemy is not solid so you walk right through the body, but it isn't non-solid for everything or things like bullets would not have an effect on the bodies. Somewhere in the D3SDK is code that determines for a mover if an obstruction is solid or not and either reverses direction if it is solid and finishes if it is not. I can't simply have movers treat everything as non-solid as then they would clip right through living enemies and the player potentially standing in a mover path.
#94
That leads me to another question: barrels that have exploded and gibs seem to have their own "burnaway" effect that is much more subdued than the one used for demons. Is there any way to alter this behavior? It's possible that it's in a def or script file but I haven't found it. If these behaviors are in the dll, I can change them and build a new dll, the issue being where exactly to look.
#95
Gibbing I disabled because I felt it was happening too frequently. The game's default behavior is to do just that, to gib a corpse that's in the way, which is why I'm here trying to change the behavior to either ignore corpses (travel right through them) or to kick them out of doorways and movers where they would occlude free movement.
#96
Interesting. The last option sounds like the best, pushing them away. I have the game code so even hard-coded stuff I can change. It's more a matter of not knowing how to implement it.
#97
Since I disabled corpse burnaway/removal, the corpses stay solid, which is good, but I'm wondering if there's a way to have doors and movers treat dead enemies as not solid so that they can close/move properly and not go through a loop of not being able to function properly? So if the door/mover encounters an object that is specifically a dead enemy, it will close/move anyway.
#98
I'm wondering if anyone knows a way to change the head that is loaded for the player on mars_city1 as I have given the doomguy back his helmet and it's basically finished except for this map which is before he gets his equipment so in this case he should not be wearing the helmet. Changing def_head to head_player_helmet for the player.def affects all maps since they all inherit head_player from here, but mars_city1 uses a different unarmored marine body so I'm wondering if I could also set a custom head for this map (changing "inherit head_player to something else.)
#99
id Tech 4 Mods / Re: Arl's improvements (WIP).
March 30, 2016, 11:53:51 PM
Nice work. This is a lot more than the very minor improvements the BFG edition made.
#100
I've disabled burnaway/removal of dead monsters, which is fine until you get to the final battle with the cyberdemon. Somewhere there is scripting that spawns 4 demons (imps/maggots) and then will only spawn more to replace those demons as they are removed by the game, so my change makes the battle impossible as the soul cube is needed to kill the cyberdemon and you can't charge the soul cube if the game is refusing to load more monsters in. I'm wondering if anyone knows where this behavior is set at so it can be modified.
#101
I second this as I'm working with him to try and accomplish this.