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Messages - Snehk

#46
I've been using 64bit binary, so maybe that's the problem. Thanks for providing me with info that tools weren't quite tested for 64bit binaries, as well as with proof that everything works fine on latest Windows.  Sorry for taking your time too.

I'll most probably get to check argoon's method and 32bit binary tomorrow and post if they worked.
#47
Thanks for help! I'll try to run the editor with those settings later, I still need to figure out what to do with particle editor to be able to work with it. I may have messed something with materials first time I tried .lwo model. I use Wings3D to model geometry and UV map. I use blender only for rigging, animation and export.
#48
Haven't done too much due to lack of time. Noticed that GUI Editor crashes on start-up every time I try to launch it. I'm using Windows 10, maybe it has some problems with that? Another issue: Particles editor loads properly, but it's window is too big. It's not resizeable and there are no sliders to get down to other options. Is the resolution hard-coded or does it scale up to screen resolution?

I scripted in func_static by checking engine code and original Doom 3 scripts. It loads models properly, I tried with an .ase model (.lwo are a bit of a pain to load). I'm also working on an animated model, already tried exporting a test md5 from Blender and it worked.
#49
id Tech 4 Textures / Re: DDS TGA sorcery
August 04, 2017, 02:12:53 PM
That's kinda strange, I'm not sure how to help you with that. Maybe someone else will come up with any idea. Perhaps it looks differently due to different quality settings? That shouldn't affect diffuse though.
#50
Doom 3 engine is too far ahead GoldSource to simply make HL levels playable on it, not that much to gain by doing it either.

Engine is already somewhat stable if you're using one of it's forks. Bots would have to be coded though.

You won't need any coding or dlls to reuse monsters and weapons from quake4 in Doom3 (not sure about Prey), scripting would be enough. You'll have to move all the assets to project's directory and script them into the game or re-script existing entities to use those assets.
#51
Quote from: grml4d on July 25, 2017, 04:30:24 PM
i looked the source files and saw that some "libraries" can be updated : i uploaded them at this link
https://mega.nz/#F!zIYGkK5b!pXnP_W_Plc5LqFgaMN_2fA

the files are jpeg version 9 while doom3 uses 6 , the network engine : curl and the audio ogg & vorbis .
as i start learning programming , i ask for help to update these main elements...

Perhaps checking the implementation in engine and checking sources for libraries would help to see how much needs to be updated. Though someone better at coding would help you better than me.

Quote from: grml4d on July 25, 2017, 04:30:24 PM
i hope to use the idtech4 for playing hl maps ...  O0 8)

You mean Half-Life maps? You can add support for level format, probably easily at that, but there would be several problems. HL levels are compiled into .bsp files, compilers for Half-Life (ZHLT, VHLT) won't give you .proc and .cm required to run the engine on idTech 4. You can try to compile .map file from HL level editors (Sledge, VHE, Worldcraft) with dmap, but I'm not sure if it'd successfully compile. HL level format has numerous cirppling limitations that would make it running on id Tech 4 hard.
#52
id Tech 4 Textures / Re: Light material question
July 25, 2017, 08:54:13 AM
I don't see anything wrong with those materials, but I'm not a materials expert, or even Doom3 modding expert. Maybe check which material doors scripts call?
#53
Game must be updated to 1.31 to run on compiled GPL release.

To compile you'll also need MFC and DirectX SDK, and update 5 is required too. Check this out:

https://www.katsbits.com/smforum/index.php?topic=896.0

You'll find links to required downloads, as well as instructions how to prepare GPL release straight from id's github to compile. If you're still going to use the code provided by The Happy Friar, then you will probably need only downloading required files and updating game.
#54
Good to know, though Adobe stuff is costly. I might try with FlashDevelop, even though bitterman had problems with using it and getting stuff working. Still it's worth checking out.
#55
I meant documentation on creating assets. I'm not planning to touch code you've changed too much if at all.

Changing the GUI is mostly to see how hard it could be and how it'd work with the engine, but I was planning to stick with SWF in the long run. Only problems I see with them is that I've never worked with Flash or Actionscript, and Flash is deprecated.

I'll probably start working on a better level once I'll have more time than just a minute to post.

Right now everything I do is to get better with asset creation pipeline for the engine and scripting game logic. I'll probably add new maps and test enemies, and only then determine if I'll develop any bigger project on SE2. I know that there's UE4 or Unity free for development, worked with UE4 (don't like Unity's license model), and I'm not too much into it. All those visual editors confuse me even more than Doom's GUI code...
#56
SE2, just like idTech 4 BFG is quite good engine, only problem is lack of documentation, but things are quite easy to reverse engineer so checking other projects or starter packs for reference make things easier.

I'm thinking about bringing back old GUI. I know that it still applies to world surfaces, and that bringing old HUD back is a matter of few simple edits in Player.cpp (there's both code for swf and gui HUD, even commented). Not sure about menu, and tweaking it all for widescreen. I'll have to either ask OpenTech Engine guys about it or dive deeper into code.
#57
Hello there, I'm new to this forums (though I've been checking it for possible reference from time  to time).

I like to mess with game engines and I picked up Storm Engine 2 recently (like, downloaded yesterday and started working with it today). I always wanted to try my skills with Doom 3 engine. Today's progress:


  • Compiled the engine, ran the executable to check if it'd work
  • Changed hardcoded player_female classname into player
  • Checking available reference (idDevNet, d3starterkit, some Doom3 mods) I added scripts and defs required to run a level (scripts and defs that came with SE2 are still used, replacing them wasn't neccessary but it's something that I'll do at some point), they're quite rough and bare bone, but work
  • Made simple dev texture with normal and specular maps, material for it and then made a simple room in DarkRadiant and compiled
  • Commented out checks for bones (eg. bone_hip), so the engine would allow loading a level without player model

This took me a while, but this day was like: run several errands then get back to engine and figure out what goes where, and then do something else again. Here's the result (brightness in the level is too high, but this level is just a test). Add to it that I'm only (if not less) halfway decent programmer and Doom 3 modding rook.



Not sure if this thread should be in this forum section...