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Messages - bitterman

Pages: [1] 2 3 ... 17
1
id Tech 4 Tech Support / Re: DOOM instantiate launch command
« on: October 18, 2017, 07:47:55 AM »
Quote
IDSPISPOPD

Looks like it has a hidden meaning... 8)

2
id Tech 4 Scripting / Re: How to activate ragdoll after spawning?
« on: October 11, 2017, 12:36:39 PM »
Thanks guys. I try it.

3
id Tech 4 Scripting / How to activate ragdoll after spawning?
« on: October 10, 2017, 03:06:22 AM »
When I spawn char_campbell_bfg.af then it starts as "live" npc. To start this ragdoll I must to kill npc.
Is there a way to spawn "already dead" ragdoll (I mean key/val in .def or script command)?
(it spawns via dropitemAF() )

Thanks.

4
If I understood GPL license right, the fork code based on it also must be open (excepted assets perhaps)
 ;)

6
Can't find it.
Thanks.

7
id Tech 4 Engine Coding / Re: Getting var values from GUis?
« on: September 30, 2017, 02:49:57 AM »
I tought about your inventory mod and how to realize it.

Can you describe the main algorithm?

Let say:

1. Allocate window in pda.
2. Draw grid, split to units (cells).
3. Fill cells with items indexes based on some items inv. parms.
4. If receive onAction from window then convert mouse coords to cells.
5. Read index (item id) from target cell.
6. Do action.

Something like this?

8
id Tech 4 Engine Coding / Re: Getting var values from GUis?
« on: September 29, 2017, 06:55:26 AM »
It's just an idea, but if it possible to encode item's location in one string (comparing with coords of the grid window)  then theoretically it possible to get/set it via "inv_id" which is a native part of inventory system.

9
id Tech 4 Engine Coding / Re: Getting var values from GUis?
« on: September 29, 2017, 05:28:14 AM »
Well, we can easy get/set entity's keys.
Is it necessary to store info about ltem location in gui parm?

10
id Tech 4 Engine Coding / Re: Getting var values from GUis?
« on: September 29, 2017, 03:22:09 AM »
AFAIK this works like entity -> somegui -> parm. Then parm is for entity, not for gui itself (not sure about pda gui, perhaps the player is that entity).


11
id Tech 4 Textures / Re: Eyeball deform
« on: September 24, 2017, 12:35:43 AM »
Perhaps this is because differences between head and eyes turn angles.


12
id Tech 4 Textures / Re: Eyeball deform
« on: September 23, 2017, 01:30:12 PM »
Can't check it out because when I set '$char.lookat($player1)' then NPC's head tracks to player, not only eyes. There is no need to move only eyes when whole head do it.

Perhaps this type of deform used only for NPS without separated head...

13
id Tech 4 Textures / Re: Eyeball deform
« on: September 21, 2017, 12:35:36 PM »
Well looks like 'deform eyeball' just scrolls texture to realize 'track to' effect (eyeball moving) when NPC looking at something.

14
id Tech 4 Textures / Eyeball deform
« on: September 20, 2017, 08:34:27 PM »
I can't find any detailed info about this type of deform.

As I suspect it is a plane with two separated tris. It must be placed in front of other plane wich eyeball's image. If it placed right then first plane will deform texcoords of second plane with image (make it more convex perhaps).

Am I right? Thanks.

15
id Tech 4 Textures / Re: Night/thermal vision technique
« on: September 15, 2017, 11:41:14 PM »
Done.

P.S. Hmmm, FPS is down.

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