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Messages - Gazz

#1
Worked out it's soft shadows in RBDoom - when they're disabled the game runs. It still fails to load but it doesn't CTD when the shadows are disabled.
#2
I'm having problems compiling maps that I created in Classic Doom 3. The mod has some source code changes and custom variables within the map files for level transitions, in-level background music and a few other bits and pieces. In testing the maps on their own they won't load in BFG. I've checked the resources and they're all being loaded successfully after some tweaking but the last error I can't get around is to do with some custom variables in the maps themselves. Has anyone else run into similar problems or should BFG ignore the custom variable warnings? (They are warnings in console log, not errors).

Alongside this is there a way to get a crash error log in BFG? I'm not sure how to generate it and can't find the suitable console command(s). Any help will be greatly appreciated, thanks :)

p.s. wasn't sure what forum because this overlaps with the sdk coding side of things too.

p.p.s wondering if it's even worth the effort, but not sure how many people have BFG vs Vanilla and seemed like a nice challenge from a coding perspective but if the assets are a problem then probably not worth the effort and should just get on with mapping out E1M9b for vanilla. What do you guys think?
#3
Welcome! / Re: A quick hello
January 20, 2016, 04:11:57 AM
One of the YouTube playthoughs talks about how the levels were less constrained by reality in original Doom and more puzzle and maze-like with lots of backwards and forwards in a given level making maximum use of the environment that'd been constructed. I think this maze-like feeling is what makes Doom so different from the more reality bound games since war games became popular around the late 1990s and early 2000s.

Definitely prefer more surreal games where you have to solve abstract puzzles rather than just running down a corridor playing whack-a-mole like the majority of story led FPS games these days.
#4
Welcome! / Re: A quick hello
January 19, 2016, 10:32:28 AM
Lol I don't need any help with the mapping side of things, I was the project lead and made 3 of the levels in classic doom 3. I remember seeing happy friars posts on doom3world.org years ago and that's what prompted me to register here. I think my old d3w username was gazado. Thanks for the welcome :)
#5
Welcome! / A quick hello
January 18, 2016, 06:17:11 PM
I used to post on Doom3World.org back in the day and periodically test the url but without luck (obviously know its gone for good, wishful thinking)!

Looking to find out what can be done to port Classic Doom 3 mod to Doom 3 BFG and then map out John Romero's E1M8b and release it as a sort of 'directors cut' version to function with both vanilla Doom 3 and also Doom 3 BFG.

If not will hang around to refresh my memory on level creation etc... for my other future projects :)