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Messages - xyzz

#1
Strutt your stuff! / Re: Back from the Dead
June 14, 2019, 11:26:12 AM
Have you installed the 1.3.1 patch?

What I've read on the internet about this problem is mostly in regards with Win10 not being compatible with Disk version of Doom 3.
#2
Quote from: LDAsh on June 06, 2019, 06:20:26 PM
performance issues. ... in terms of performance.... had pretty bad performace in some maps...due to poor map optimisation-related performance issues)

Never had any for the old Doom(s). Played even on my old PC . Risen, Zandorum, ZDoom, GZDoom, Doomsday, Chocolate, Legacy, EDGE, DOSBox. Never encountered performance issues.
#3
Welcome! / Re: Greetings fellow earthlings :)
May 29, 2019, 03:22:51 AM
Greetings !

For help, besides here :

https://modwiki.dhewm3.org/Doom_3 - ModWiki with tutorials about the engine

http://forums.thedarkmod.com - Dark Mod Forums, not Doom 3 , but a game based on Doom 3, guys there are pretty helpful

https://discordapp.com/invite/9wtCGHa - Discord chat. It's the best option right now

https://www.doomworld.com/forum/8-doom-3/ - Uhm. It's alright I think

Most of the stuff in the engine seems pretty self-explanatory if looked with some attention.

I also had this idea to get in the near future 2016 stuff in Doom 3 (Monsters & Weapons). Nice to hear someone got there before me.
#4
Haunting of Deck 12 / Re: Doom 3 Supremacy
May 28, 2019, 12:11:08 PM
I suppose you don't have a weapon model. I'd suggest you could use the sentry mesh with the folded anim. With the right weapon offset it will look ok. When deploying use something similar when the grenade is thrown.

https://imgur.com/a/ejFPTXY

This gave me an idea. Like Guardian Head from Shadow Warrior. To use a monster mesh as a weapon (maybe with hands added), with the right offset and rotation when you shoot he plays a screaming attack . lol
#5
Haunting of Deck 12 / Re: Doom 3 Supremacy
May 27, 2019, 08:56:38 PM
You are right.

He'll have to re-do every little entity and script and anything to get it working. But I guess he knew that, hence why the maps are ported with no entities on them.

@EoceneMiacid

How do you select the maps to merge them? Do you actually select all the brushes one by one or is there a option in Dhewm3 (or D3 that I don't know of) that can select all brushes at once ?
#6
Haunting of Deck 12 / Re: Doom 3 Supremacy
May 21, 2019, 09:47:56 PM
I think it's missing normals.
#7
Haunting of Deck 12 / Re: Doom 3 Supremacy
May 21, 2019, 05:08:20 PM
D3Guy's head is kinda small on Q4 suit lol
#8
id Tech 6 General Talk / Re: RAGE 2 is out !
May 16, 2019, 08:57:47 PM
Well most reviewers praise the shooting and dislike the open-world content. I think the open-world part is where Avalanche helped tho. Shooting seems pretty much id-level.
#9
Haunting of Deck 12 / Re: Doom 3 Supremacy
May 16, 2019, 11:50:19 AM
:D
#10
Haunting of Deck 12 / Re: Doom 3 Supremacy
May 08, 2019, 02:21:54 PM
Is that a base Doom 3 map?  Also the shader looks very Quake 4-ish.

About the portals. I remember on Doom3World was a tutorial regarding that. I tried looking for it using archive.org and excavated d3w but could not find anything. Maybe other people on these forums know?
#11
Haunting of Deck 12 / Re: Doom 3 Supremacy
May 06, 2019, 04:00:58 PM
Looks good. But who threw the Centurion from Prey into the air ?
#12
I like browsing through older threads to see how they argue all the time.
#13
Yeah. He's active on his ModDb.

https://www.moddb.com/members/vgames

You could look at this to see how it works

http://planetdoom.gamespy.com/View028a.html?view=Doom3Mods.Detail&id=90

It's a combination of particles, gib models and setting up the weapons that gib.
#14
Perfected has some nice gibbing FX, alongside better bloodsquirt particles.
#15
id Tech 4 Needs Help / Damage blob question
April 17, 2019, 03:10:23 AM
What are the exact parameters that causes screen blurring for a split second in a damage def ? (Screenshot included)

I'd like to have the blurring removed keeping only the screen tilting to directions. I have played with the "blob_" parameters a little but no real change.

Some extra questions

- Do the sound shaders have a parameter to echo the sound?

- I have binded a light to a monster but it won't illuminate the enviroment only the player's viewmodels. Except when it's dead. Then it illuminates everything. Doing it with noshadows works but the monster also seems to cast no shadow. I' tought (and maybe it is) it's because the monster's model stops the light but binding it to different joints did not solve the problem.


EDIT: The blob cvar seems to be dv_time