id Tech Forums

General Category => Strutt your stuff! => Topic started by: VGames on August 19, 2014, 11:34:26 AM

Title: Perfected Doom 3
Post by: VGames on August 19, 2014, 11:34:26 AM
Here's a link to help you keep up with the latest on Perfected Doom 3:

http://www.moddb.com/mods/perfected-doom-3-version-500
Title: Re: Perfected Doom 3
Post by: The Happy Friar on September 02, 2014, 07:00:10 PM
Merged them in to a single thread.   :armadillo:
Title: Re: Perfected Doom 3
Post by: VGames on September 02, 2014, 07:40:20 PM
Thanks. Its all fixed.
Title: Re: Perfected Doom 3
Post by: VGames on May 25, 2015, 08:31:55 PM
Fixing to get back into my mod for another release which will add melee attacks for the player weapons, dual wielded SSG's, and fixes to polish off PD3 for a final release. Stay tuned for video updates at ModDB.
Title: Re: Perfected Doom 3
Post by: VGames on June 03, 2015, 03:54:35 PM
What was the command that displays the name of the texture your cross hair is on while in game?
Title: Re: Perfected Doom 3
Post by: VGames on September 28, 2015, 06:11:31 PM
I'm gonna start asking my questions here to keep the forums cleaned up.

Anyways I'm trying to add a death skin to the dead Sabaoth that is left in the middle of the arena that u fight him in on the CPUboss map but the sucker wont use the new skin. I can spawn a Sabaoth, kill him, and he will use the skin. I've got the Sabaoth during his cinematic death scene to use the skin but as soon as the cutscene is over his body that is left over is using his standard skin. I've gone into the map and added the skin command to anything that has to do with monster_boss_sabaoth_2 which is his reference in the map and still no change. I've noticed that after he's dead his body only emits particle hit effects that are the same as metal walls. Even his flesh which normally spurts blood makes metal wall impact effects when shot. Is this another map object all together? Where can I find it in the map file?
Title: Re: Perfected Doom 3
Post by: VGames on September 29, 2015, 02:05:43 PM
Is it possible to set a skin on a certain frame of an animation inside of a monsters def file? That's one thing I didn't get to test because I didn't know the proper syntax to setting a skin like that.
Title: Re: Perfected Doom 3
Post by: VGames on September 29, 2015, 08:17:48 PM
Figured it out. There was already a skin defined for use by the death animation for the Sabaoth. It's called "skins/models/monsters/sabdeath". Stupid me.
Title: Re: Perfected Doom 3
Post by: VGames on September 29, 2015, 11:33:53 PM
Forgot to show the results:

http://www.moddb.com/mods/perfected-doom-3-version-500/images/dead-sabaoth-skin
Title: Re: Perfected Doom 3
Post by: oneofthe8devilz on September 30, 2015, 07:17:31 AM
Quote from: VGames on September 29, 2015, 11:33:53 PM
http://www.moddb.com/mods/perfected-doom-3-version-500/images/dead-sabaoth-skin

Coming along nicely :)
Title: Re: Perfected Doom 3
Post by: VGames on September 30, 2015, 08:05:25 AM
Thanks man. I'm wrapping things up as far as the big content goes. Until I get the final boss battle from the Happy Friar I'm just gonna keep making small changes like these. Glad u like the skins.
Title: Re: Perfected Doom 3
Post by: The Happy Friar on September 30, 2015, 08:40:19 AM
I thought I was just doing the introduction, not the battle!   :cyberdemon:
Title: Re: Perfected Doom 3
Post by: VGames on September 30, 2015, 08:56:14 AM
Well yeah the intro and a few changes to the map during the fight to compensate for the SM's long range minigun. Like rocks that flew out of the hellhole when it was closed for cover from his bullets. That's what I meant. Hope I didn't freak u out. I'm pretty sure I mentioned that in the PM.

Title: Re: Perfected Doom 3
Post by: VGames on April 08, 2016, 03:39:23 PM
Hey guys check out my new gibbing system in the upcoming PD3 release. Tell me what u think.

http://www.moddb.com/mods/perfected-doom-3-version-500/videos
Title: Re: Perfected Doom 3
Post by: oneofthe8devilz on April 08, 2016, 04:05:03 PM
This raises associations of Quake Series Gib-Styles for me :)

Good old days...
Title: Re: Perfected Doom 3
Post by: VGames on April 08, 2016, 04:09:43 PM
These effects only occur when certain weapons are used to kill certain monsters and a certain amount of damage is met. So u can still get bodies being ragdolled instead of gibbed. It's nice to see ingame. Hope u liked it.
Title: Re: Perfected Doom 3
Post by: trebor on April 08, 2016, 04:14:26 PM
Nice reminds me of Quake 3 Arena which I really loved.
Title: Re: Perfected Doom 3
Post by: VGames on April 08, 2016, 06:54:50 PM
Thanks
Title: Re: Perfected Doom 3
Post by: Arl on April 08, 2016, 07:18:46 PM
Impressive, the rocket gibbing was great.
Title: Re: Perfected Doom 3
Post by: VGames on April 08, 2016, 10:27:53 PM
U not like the plasma gibbing?
Title: Re: Perfected Doom 3
Post by: Arl on April 09, 2016, 05:30:04 AM
Quote from: VGames on April 08, 2016, 10:27:53 PM
U not like the plasma gibbing?

I do like it. 'Impressive' was a general appreciation, with a special mention to the rocket gibbing.
Title: Re: Perfected Doom 3
Post by: VGames on April 09, 2016, 10:03:14 AM
Understood. Glad to hear.

I was going for a death similar to what u see in FEAR when u use the particle cannon that leaves just a charred skeleton behind. I think I nailed it. Gonna try to spruce it up a bit with electrical fx that stay bound to the skeleton for a few seconds after it's spawned. Like in FEAR.
Title: Re: Perfected Doom 3
Post by: VGames on April 22, 2016, 07:24:15 PM
I just noticed something I've never noticed before since I always play with HDR on but when you turn it off the Relief mapping or POM is way more visible. What exactly is causing this. I'm Sikkmod 1.2. What would make the HDR cause the parallax or relief effect not be so visible. It's still there just not as prominent when HDR is disabled. Is it a source problem or is it in the VFP files for HDR features? 
Title: Re: Perfected Doom 3
Post by: VGames on April 22, 2016, 07:43:52 PM
Ok on further inspection the HDR is completely removing the POM or Relief Mapping feature. Why is this and has this always been with Sikkmod? I can't believe I've never noticed this.
Title: Re: Perfected Doom 3
Post by: The Happy Friar on April 23, 2016, 06:39:27 AM
I have an AMD card so I think I always disabled this stuff because of issues.

If I have time I'll take a look today/tomorrow.
Title: Re: Perfected Doom 3
Post by: VGames on April 23, 2016, 07:30:15 PM
Hey that's great. I haven't upgraded my PC yet so I'm still using an ATI card too. Let me know what u come up with.
Title: Re: Perfected Doom 3
Post by: VGames on May 21, 2016, 06:09:08 PM
Did anybody ever look into this? Curious as to what others are getting.
Title: Re: Perfected Doom 3
Post by: VGames on July 07, 2016, 11:58:27 AM
Perfected Doom 3 version 7 Official Trailer Released

http://www.moddb.com/mods/perfected-doom-3-version-500/videos
Title: Re: Perfected Doom 3
Post by: EoceneMiacid on July 07, 2016, 02:31:47 PM
Nicely produced trailer you have there :)

But it doesn't showcase what the mod offers all that well - at least it wasn't obvious to me.


Title: Re: Perfected Doom 3
Post by: VGames on July 07, 2016, 03:55:11 PM
Thanks. This mod has been around for more then a decade. I figured everybody would know by now. Plus the last 2 release trailers were in the same style. Epic action. There are several feature lists on the mod page to explain more.
Title: Re: Perfected Doom 3
Post by: bkt on July 07, 2016, 05:23:31 PM
I'd echo what EoceneMiacid said.  I couldn't really tell what the mod is showcasing based on the V7 trailer.  Sure, there was action and some weapon mods, but it was mostly explosions and gunfire in familiar scenes with slightly different looking enemies?  It also seemed odd to me to spend so much time on cutscenes from the original game.  As a potential customer, I'd much rather see what makes your mod stand out featured front and center.  Sure there are features listed on the ModDB page, but the trailer left me scratching my head and not too enthused to follow through to find out more.

You definitely put some time into making a fun trailer that syncs up with your chosen track, but as I mentioned above, it'd be good to see a more focused effort to get my hyped next time.  Just a bit of honest feedback for you.
Title: Re: Perfected Doom 3
Post by: VGames on July 07, 2016, 09:44:34 PM
Your feedback falls on deaf ears my friend. I wanted this trailer to be just like the last 2 official release trailers and my trailer editor Vizard did just that. If you've never played PD3 before then u need to catch up. It has been around for over a decade and I don't continue work on this mod for newcomers. I do it for those that have been a part of it from the beginning. It has more watchers and a better rating then vanilla Doom 3 at ModDB and it sits at the top of the Doom 3 mods totem pole at ModDB with ease. Thanks to the many people who have helped over the years PD3 is a beast. Check it out if you want a tough replay with loads of new gameplay features.

The trailer is perfect.
Title: Re: Perfected Doom 3
Post by: VGames on July 07, 2016, 09:58:35 PM
I have to say I see your points. Just play the mod and you'll enjoy it.
Title: Re: Perfected Doom 3
Post by: EoceneMiacid on July 08, 2016, 06:11:11 AM
I'll gladly do so the instant you release your source as GPL, and have it added to the dhewm3-mod repository.
Title: Re: Perfected Doom 3
Post by: VGames on July 08, 2016, 10:09:53 PM
Perfected Doom 3 version 7 for both Doom 3 and ROE is now available for download. Along with the newest version of the PD3 Texture Pack and the Source Codes. Enjoy.
Title: Re: Perfected Doom 3
Post by: VGames on July 19, 2016, 10:35:21 PM
HEADLINED!!!