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Phrozo Mod 2.0 Officially Released

Started by Phrozo, September 05, 2015, 07:10:37 PM

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VGames

Well sometimes it'll work out but most of the time they'll just stand still like I said. The bigger ones really seem to do this more often. Which sucks and is not good. That's why I added a teleport feature for my Soul Knight so u can move him around a map and place him where u need him.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

Phrozo

Yes unfortunately I don't have Pro and the number of video/audio layers are restricted. There are probably more advanced plugins with it as well.

Quote from: Tehstrelok on September 08, 2015, 12:37:35 PM
Ok, back to the topic, sorry that we derailed from your mod phrozo, btw, did you do changes to the ai in the game? during a test play, I spawned a hellknight and when I ran away to wait for it in a corridor, it did not show up there as expected, it actually took an alternate route to get to me lol!

p.s: just one last thing about vegas pro, I´ve used up to 120 tracks among video n audio in a project to make videos before, no limitations heh.

I wasn't happy with the pain threshold system in D3 because only high powered weapons would cause pain animations and sometimes that was disabled so I experimented with the HK and a few other monsters to break from attacks after accumulating enough damage. I also made the cgun commando and Mancubus attack you while taking cover ( they would stop immediately once you weren't visible ).

Simple stuff, nothing too serious. Most script just added new FX like the particles for spawning in fireballs for the HK and Imp. Right now I'm working on DoomScript stuff at the moment and in the future I plan to work on the AI a little more.


Tehstrelok

#32
Quote from: Phrozo on September 08, 2015, 07:04:34 PM
Yes unfortunately I don't have Pro and the number of video/audio layers are restricted. There are probably more advanced plugins with it as well.

Quote from: Tehstrelok on September 08, 2015, 12:37:35 PM
Ok, back to the topic, sorry that we derailed from your mod phrozo, btw, did you do changes to the ai in the game? during a test play, I spawned a hellknight and when I ran away to wait for it in a corridor, it did not show up there as expected, it actually took an alternate route to get to me lol!

p.s: just one last thing about vegas pro, I´ve used up to 120 tracks among video n audio in a project to make videos before, no limitations heh.

I wasn't happy with the pain threshold system in D3 because only high powered weapons would cause pain animations and sometimes that was disabled so I experimented with the HK and a few other monsters to break from attacks after accumulating enough damage. I also made the cgun commando and Mancubus attack you while taking cover ( they would stop immediately once you weren't visible ).

Simple stuff, nothing too serious. Most script just added new FX like the particles for spawning in fireballs for the HK and Imp. Right now I'm working on DoomScript stuff at the moment and in the future I plan to work on the AI a little more.

I did the mancubus keeping the plasma attack after you took cover first! heh

if you want I have some really nice scripts made with the help of dafama7k that improve the ai a bit as well, the imps behave a lot more like they do in the cinematics, you can use things from my mod as I have used some effects from you. This video is old but it shows you a bit of the improvement, also, sounds! though some were changed later on.



Btw, looking at your new things, I´ve been thinking of adding your new mancubus plasma fx, the chainsaw sparks on walls giving off light, and the smoke particle for ricochets to my mod, although there are too many things in there, is it possible that you could make me a little pack with the necessary files specifically?

Btw, why are some of the bullet impacts so minuscule in your mod?

Phrozo

Interesting. Do they actually sense projectiles, or are they randomly dodging before and after attacks? If this is in your mod I have a copy and will look at this later.

Anyways  I'll probably heavily modify the AI or start from scratch but I think it might take a while. When I was making the weapon light system I learned that DoomScript is purely virtual, or so it seems, because base functions get totally overwritten by derived objects when an inherited functions get defined, so I was limited to what I could do in the weapon_base script. The same problem will exist for scripting new base stuff for the AI.

One thing I would like is for them to have better world and peer sensory while keeping it as easy as possible to test what the AI thinks/knows. Presently they pretty much act the same whether they are alone trying to kill you, or if they have help. Exceptions would be if a monster gets in the way or accidentally triggers monster infighting, but that seems to be about it.

I tried to organize Phrozo Mod 2 a little better than 1 but I realize there is a lot more stuff. I can try and find what you need if you specifically list and name what you want. Also, the bullet holes are tiny because they are realistic :)

Tehstrelok

#34
Quote from: Phrozo on September 09, 2015, 01:56:50 AM
Interesting. Do they actually sense projectiles, or are they randomly dodging before and after attacks? If this is in your mod I have a copy and will look at this later.

Anyways  I'll probably heavily modify the AI or start from scratch but I think it might take a while. When I was making the weapon light system I learned that DoomScript is purely virtual, or so it seems, because base functions get totally overwritten by derived objects when an inherited functions get defined, so I was limited to what I could do in the weapon_base script. The same problem will exist for scripting new base stuff for the AI.

One thing I would like is for them to have better world and peer sensory while keeping it as easy as possible to test what the AI thinks/knows. Presently they pretty much act the same whether they are alone trying to kill you, or if they have help. Exceptions would be if a monster gets in the way or accidentally triggers monster infighting, but that seems to be about it.

I tried to organize Phrozo Mod 2 a little better than 1 but I realize there is a lot more stuff. I can try and find what you need if you specifically list and name what you want. Also, the bullet holes are tiny because they are realistic :)

Dafama got them to dodge at random and when they get hit, although it does look like they sense they are being attackec, is not all monsters though, only specific ones that you would expect to have a better sense of self preservation.

the one effect I´m really interested in is the mancubus plasma attack, and how do you make it so that the chainsaw sparks give off light? I did something similar for the chaingun bullets but the impacts give off light all the time even when hitting flesh.

and now that I think about it, I think the commnado with cgun is very good too, you also fixed the bugged muzzleflash lighting not enlighting the surroundings, that one one would be nice.