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Messages - The Happy Friar

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id Tech 6 General Talk / Re: RAGE 2 is out !
« on: May 16, 2019, 01:05:58 PM »
I haven't read a review (haven't for years, I'm not a fan of most review systems/scoring), but I'll wait till it's on sale.  Not sure how long though.  Might not even get PC.  I still find it stupid Wolf 2 is $60 on Steam but on console, disc form, is $40.  Prices aren't lowered any more so I'm less interested in AAA PC titles that only go down in price on sales.

id Tech 6 General Talk / Re: RAGE 2 is out !
« on: May 16, 2019, 07:39:25 AM »
Realized it last night when I saw it on a twitch stream.  Also showed me why I normally don't watch Twitch streams, but meh.  :)
As much as I liked Rage I'm personally waiting for the new Doom as my "Big Game of the Year" purchase. :)

id Tech 4 Discussion / Re: Skin Deep - Id Tech 4 Game?
« on: May 09, 2019, 09:30:44 PM »
on topic though, he's got a bunch of dev streams:
Can't say for sure, but I'm betting it's a great way to make sure the project gets done faster if you're broadcasting you working on it. :)

id Tech 4 Discussion / Re: Skin Deep - Id Tech 4 Game?
« on: May 09, 2019, 09:28:57 PM »
he's a spammer, removed him. :)

W/o any code changes, D3 has a built in gib system not used to much. scroll down a little bit.
in the modeldef's you can add particles to joints too.

id Tech 4 Needs Help / Re: Practical map size limit?
« on: April 23, 2019, 11:41:50 AM »
in the D3 cvar/command help file, do a search for "persistent".  Will give relevant script commands.
I played with storing extra strings/#'s in the player's entity & that seemed to work.  Game doesn't seem to purge non-useless key/values upon map load (IE I can add key/value "door123open/0" to the player & it can be accessed next level).

id Tech 4 Needs Help / Re: Practical map size limit?
« on: April 22, 2019, 12:43:11 PM »
Not only can you have multiple starting points in a single map, but you can setup entities/maps to have certain things preserved between maps.

id Tech 4 Needs Help / Re: Practical map size limit?
« on: April 21, 2019, 10:03:24 PM »
loading time & entity count are the biggest threats to large maps.  Every new projectile = new entity.  I'm not sure how well D3 recycles them, I'd figure it does though.
Big advantage is no more loading.  Icarus Starship Command Simulator takes forever to load but never loads again, a big plus. 

My theory is if map changes are at points that make sense, it's all good.  If you can load maps fast then you can do them at other points (like around corners, etc).

id Tech 4 Needs Help / Re: Default model orientation
« on: April 16, 2019, 01:07:42 PM »
Yes and no.  It is hardcoded in the model but you can also use entity definitions (key/values) or the map editor to rotate models too.

id Tech 4 Needs Help / Re: Disable shadows on particle lights
« on: April 14, 2019, 12:56:18 PM »
Yes.  there should be a key/value you can set to disable shadows on lights.  If it's defined in the weapon def you'd just need to set it there (same key/value the editor uses, forget what it is)

didn't know that supported Q4.  I third DR.

GTKRadiant says it has Doom 3/Q4/Prey in version 1.5.

Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: April 07, 2019, 04:58:16 PM »
delete the config file & put your custom res in the autoexec.cfg file (you may need to make one, same folder as the config file).
That will eliminate something conflicting in the config.

Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: April 06, 2019, 03:38:04 PM »
if it's like stock D3,
r_customheight, r_customwidth, for the monitor height/width respectively, r_mode -1 for custom resolution, r_customaspect for the aspect ratio of your monitor.

id Tech 4 Needs Help / Re: Ragdolls do not project shadows
« on: April 06, 2019, 03:35:32 PM »
never noticed, you are correct.
My first thought is it's the burnaway skin.  Game doesn't do shadows with transparent materials.
EDIT: second possability, monster uses a shadow mesh & it's not in ragdolls.
EDIT2: I bet that's it as non burning ragdolls have shadows.

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