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Messages - bitterman

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1
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP)
« on: January 08, 2019, 07:02:35 AM »
I found that the model of space ship from D3 is very complex and  looks more cool than drop ship from Q4. Never noticed it before.

2
Content for Games/etc. / Re: Can't open modwiki.xnet.fi
« on: December 29, 2018, 09:41:42 PM »
why are you using an outdated firefox version?

Because it was worked until now.

Thanks, caedes. I updated FF to 52 and it works again.

3
Content for Games/etc. / Re: Can't open modwiki.xnet.fi
« on: December 29, 2018, 09:08:50 AM »
Looks like this site and modwiki.xnet.fi is unable to open with older browsers (e.g. Mozilla 43.0).

Before crash it was possible. Now it opens just as empty page.

4
"By the power of linguistic shotgun I command you - die!" )))

****** upd *******

Think about AI_WEAPON_FIRED in ai player script.


5
id Tech 4 Needs Help / Re: Changing entity values from a gui
« on: December 07, 2018, 06:00:45 AM »
Try to find "lanSet" in Code and mainmenu.gui. Looks like the same.

6
id Tech 4 Level Editing / Re: About 'hellMap' flag
« on: December 03, 2018, 07:06:46 AM »
Quote
I thought it was for when you have a map in hell, for the loading screen.

Quote
Probably a text to be displayed in the splash screen Flash GUI (the one you see between levels).

Yes, it is in loading/default.swf.

But why map AND hell map? One type (usual map) should be enough fot everything ))

I think it is some gamedesign or unrealised feature. Can't find any prac5ical purpose for that.

But thanks anyway.

7
id Tech 4 Level Editing / About 'hellMap' flag
« on: December 01, 2018, 10:14:43 PM »
In D3BFG it can be possible to set this flag in mapDef.

It is affect to level loading, e.g. it will put the name of current loading map to 'txtHellName' instead 'txtName' for normal map (whithout this flag).

What is this flag for? What ID want to divide type of maps for?

Only one thing when it can be useful IMO - it is reuse one map in one time as normal map (mars city before invasion) and in other time as hell map (MC after invasion). But looks like it's not.

Thanks.

8
Shield is looks like semi-transparent image.

These blue and red lights on the body of npcs which are glowing in shadow - as I remember they maked via glow map in Q4, and it was a new stage in this game instead of D3.

9
id Tech 4 Mods / Re: Quake 4 weapons and enemies in Doom 3 (WIP)
« on: November 25, 2018, 09:31:04 AM »
Is it glow on last picture?

What D3 engine do you use?

By the way - good job :)

10
id Tech 4 Models and Animations / Re: The md5 file
« on: November 24, 2018, 11:14:19 PM »
Mostly related topic, so my queston is:

Is md5 importer for blender 2.49 don't imported an armature?
I already imports some meshes but can't find any bones.

******* upd *********

The Armature is still there but not as separated object (like 2.5x).

It can be found in wireframe mode.


11
Content for Games/etc. / Re: Can't open modwiki.xnet.fi
« on: November 21, 2018, 11:59:20 PM »
Thanks for the information!

Watch out for buses! ;)

@motorsep

"This Is The End Of The World As We Know it" ta-ta-tada ;)

12
Content for Games/etc. / Can't open modwiki.xnet.fi
« on: November 20, 2018, 09:27:47 PM »
Is there any mirror?

13
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 30, 2018, 11:13:32 AM »
Yes, the vehicle auto-drives along path_corner at start if path_corner set as "target" for vehicle's entity.

Is there a way to bring back normal view in editor's window?

Not sure what is cause for this distortion.

14
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 26, 2018, 02:30:22 AM »
Btw funny fact about vehicles:

In D3 main part of vehicle's code located in AFEntity.cpp and it can get control via impulse_40 from Player.cpp.

Looks like AFEntity.cpp from D3BFG (and perhaps from RB too) has same stuff but impulse_40 was excluded from Player.cpp so vehicle's code can not get control either way.

In SE2 impulse_40 was reverted back, replaced with BUTTON_USE and stuff from AFEntity.cpp significantly extended (added new 4wd spawnclass, exhaust particle system etc).

P.S. Now I try to understand what is autodriving, waypoints and related stuff. In SE2 test map I see only vanilla 'path_corner'.


15
Strutt your stuff! / Re: Storm Engine 2 update
« on: October 25, 2018, 09:34:16 AM »
Yep

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