Recent Posts

Pages: 1 ... 8 9 [10]
id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« Last post by LDAsh on November 10, 2017, 07:47:15 AM »
John Carmack himself said the engine was not "future proof", never supposed to be, and infact has a lot of terrible issues with high polycounts and wide open areas inherent in the engine itself, regardless of the hardware you throw at it.  It's a relic from over a decade ago.  You can argue with me about it all you want, but it would be outright delusional to argue with the author of the engine itself.
id Tech 2 Discussion / id Tech 2
« Last post by Shawnturner on November 10, 2017, 06:51:56 AM »

id Tech 2 is id Software's second fully-3D engine, first used in Quake II. The engine is based on a lot of the code from the Quake Engine (by many referred as id Tech 1.5) used in the original Quake.

The engine contained out-of-the box support for hardware rendering, mainly OpenGL, in addition to a software renderer. It used BSP for level environments with a static lightmap for lighting objects.

id Tech 2 has been open-sourced (something of a tradition with id Software which John Carmack insists upon), creating projects not only to enhance the original Quake II with modern graphics upgrades (such as Quake2Max and Quake II Evolved), but also projects by independent developers using the now-free engine such as Warsow.
This concept contains games that use the id Tech 2 engine; either the original or a slightly modified version. 

For more details: whiteboard animation
id Tech 4 Discussion / Why so few uses of Id Tech 4?
« Last post by Shawnturner on November 10, 2017, 06:49:29 AM »

Id Tech 4 (i.e. Doom 3) was state-of-the-art when it was released, and still looks good today, but it was ignored by both commercial developers and mod makers.

There's only one commercial game made with the engine: Prey. There are also a few mods (TDM, MITM) and SP maps, but nothing approaching the number or content of UT or HL...

as I see it Id Tech 4 has several advantages over others:
runs on Windows, Mac, Linux, Xbox
has a large user base (D3 alone sold 3.5m copies)
will have the full source released under the GPL eventually, so you can make your TC into a standalone game and even sell it.
looks nice with modest requirements (I can run ETQW on high settings, whereas BS just barely worked on low)
the updated engine for ETQW can render huge environments very well
Looks and feels unique. There's no Havok, SpeedTree, etc. Id make everything by themselves.
Why's everyone using that broken pile of brokeness, U3?

I didn't find the right solution from the internet.

explainer video
id Tech 4 Models and Animations / Re: Create new af decl
« Last post by The Happy Friar on November 09, 2017, 11:05:04 PM »
The af editor is full of crashing bugs.  I never had it crash when I selected new, but it crashes at seemingly random things.
id Tech 4 Models and Animations / Re: Create new af decl
« Last post by argoon on November 09, 2017, 10:14:20 AM »
I don't know if his a bug or why it crash's, but about doing af any other way, what you can do is, instead of clicking "New" af file, just open a existent generic af file, like the one below and change it to reflect your new af, in that way you don't need to ever click "New".

Code: [Select]
File generated by the Articulated Figure Editor
Do not edit this file but launch the game and type 'editAFs' on the console.

articulatedFigure default {

settings {
model ""
skin ""
friction 0.0099999998, 0.0099999998, 0.8000000119, 0.5
suspendSpeed 20, 30, 40, 60
noMoveTime 1
noMoveTranslation 10
noMoveRotation 10
maxMoveTime -1
totalMass -1
contents corpse
clipMask solid, corpse
selfCollision 1

body "body" {
joint "origin"
mod orientation
model box( ( -10, -10, -10 ), ( 10, 10, 10 ) )
origin ( 0, 0, 0 )
density 0.200000003
friction 0.0099999998, 0.0099999998, 0.8000000119
contents corpse
clipMask solid, corpse
selfCollision 1
containedJoints "*origin"

id Tech 4 Models and Animations / Create new af decl
« Last post by bitterman on November 09, 2017, 07:30:28 AM »
Is it a bug when game is crashes after try to create new af decl via "New" button in EditAFs?

How to create new af decl by other way?

Content for Games/etc. / Re: Sharing My Music / SFX - Over 1200 Tracks
« Last post by Eric Matyas on November 07, 2017, 06:35:55 PM »
Greetings everyone!

I hope you're all having a good week. I've been super busy writing scripts, but I did manage to get some new tracks done for you:

On the Fantasy 7 page:
"Fantasy World Menu" (Looping)
"Fantasy World Menu 2" (Looping)

On the Puzzle Music 2 page:
"Frosty Puzzler" (Looping)
"Frosty Puzzler_v001" (Looping)
"Bounce Light" (Looping)
"Bounce Light 2" (Looping)

id Tech 4 Mods / Re: Doom 3 BFG Edition sounds
« Last post by argoon on November 05, 2017, 02:29:57 PM »

I'm trying to replace sounds in the BFG edition using RBDoom but nothing seems to works.
The files I trying to replace are voice files. (eg: sound\xian\creepy\vocal_fx\voc_comeonhurry_03.wav, vo\alpha_labs\sarge_radio1.wav)
I'm already using the two parameters (+set fs_resourceLoadPriority 0 +set fs_game @HUN) but the original files are played everywhere.

Please, help me.

I don't work with the BFG engine but in principle, it work's the same has vanilla idtech 4, so lets see, If the original sound files are playing, that means the engine is not finding your replacement files and so defaulting to the original ones, this can be a clue. Are you sure the engine is finding your mod folder? The @ on the name could be causing trouble? See if there's some obvious error on the console. Have you modified the original files path or files names in any way? If yes have you modified the sound shaders for those sounds so the engine knows where the new files are? If you don't know idtech 4 has the ability to play sounds with no sound shaders defined but Doom 3 afaik uses sound shaders for pretty much everything.

Hope this helps.

what format are your wav's in, bfg is really picky about that. 22,050k 16 bit mono wav's work.

I don't know about BFG but past idtech 4 can play 11025, 22050 or 44100 Hz  wav's or ogg's just fine, i'm even playing 227kbps 32 bits 44100 Hz ogg's on fhDoom engine here no problem.   
id Tech 4 Engine Coding / My findings on how to prevent a sound from overlaping itself
« Last post by argoon on November 05, 2017, 02:09:24 PM »
After many hours of trying to prevent a sound from playing over itself, when pressing a key continuously and inside the player think loop, after going trough the engine code i found some ways to solve this.


Code: [Select]
const idSoundShader *sound = declManager->FindSound( "sound_name" );
// this above is not really necessary you can do the following instead if you want.
//...StartSound( declManager->FindSound( "sound_name" ), SND_CHANNEL_BODY );

// get the sound emitter (speaker) binded to the ingame entity, btw i tried to get a emitter directly from the master entity but it didn't found any and crashed the engine, why i don't know,
// is strange because afaik all entities can be "speakers"...
idSoundEmitter *emit = gameLocal.FindEntity( "some_speaker" )->GetSoundEmitter( );
if (!( emit->CurrentlyPlaying( ) )) // if sound is not playing
        // play it
emit->StartSound( sound, SND_CHANNEL_BODY);


Code: [Select]
const idSoundShader *sound = declManager->FindSound( "sound_name" );
idSoundEmitter *emit = gameLocal.FindEntity( "some_speaker" )->GetSoundEmitter( );
emit->StartSound( sound, SND_CHANNEL_BODY, 0, SSF_PLAY_ONCE ); // SSF_PLAY_ONCE prevents the sound from playing again if it is already playing

Three:  If you don't create a emiter object like above and call the sound directly from a entity it also works. :)

Code: [Select]
const idSoundShader *sound = declManager->FindSound( "sound_name" );
Entity->StartSoundShader( sound, SND_CHANNEL_BODY, SSF_PLAY_ONCE, false, NULL );
id Tech 4 Mods / Re: Doom 3 BFG Edition sounds
« Last post by y2keeth on November 03, 2017, 09:42:49 AM »
what format are your wav's in, bfg is really picky about that. 22,050k 16 bit mono wav's work.
Pages: 1 ... 8 9 [10]