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Topics - EoceneMiacid

#21
Hi,

I would like to add ironsights capability to my mod.

It's actually pretty easy to achieve, by tweaking the g_gunX, g_guny and g_gunz cvars - but obviously, I would like to add a function that allows me to toggle between the default and tweaked values.

So how do I create this function, and how do I execute it? It's probably a script, I guess?
#22
id Tech 4 Mods / Using d3xp as base mod
June 12, 2016, 02:49:22 PM
Hi,

I want to use d3xp content in my mod, so I start it with the fs_game_base set to "d3xp". I have also created a custom player class, based off of the d3xp one, with the grabber and heart artifact intentionally removed.

However, I would like to keep the double barreled shotgun. I can spawn the movable object and pick it up, but switching to the gun stops the session with this error message in the console: "ERROR: Script object 'weapon_shotgun_double' not found on weapon 'weapon_shotgun_double'.

I haven't touched either the .def or the .script file, so it should use those from d3xp's pak file, right?

What am I doing wrong?
#23
Hi,

I'm using NetRadiant to build a Doom 3 map project, and getting acquainted with the peculiarities of the engine. I'd like to use DarkRadiant since that seems to be better suited to Doom 3, but that keeps crashing for me on startup.

I'm running into a problem where certain brushes are only rendered partially in-game. They look fine in the editor.

This is a simple staircase hall:



Here's what it looks like in-game; aesthetics aside, it looks okay, except:



That doesn't look right. The corner platforms aren't rendered fully.



The other ones have it too.

So what causes this problem?

I've set the outside walls to structural and everything else to detail brushes, and I normally set the caulk texture on every surface that is not visible in-game, but I've tried replacing all caulk textures with normal ones, which doesn't make any difference.
It's not a lighting issue either.

I simply save the map in the editor, and then use the dmap command in dhewm3 to compile the map. I haven't looked into visportals and such yet.
#24
Hi,

I've spent the last couple of days working on a Quake 4 mod for Doom 3.

My primary goal is to get the character models and weapons up and running. The secondary goal is to have the mod import these assets directly from /q4base, so it won't piss Raven off, and can be distributed.

It certainly has been educational thus far, but it isn't as straightforward as I hoped.
The main problem is that the file structure is slightly different. For example, Doom 3 requires weapon scripts, but Quake 4 doesn't have them - it has this functionality hardcoded in the library instead (which, apparently, is officially recommended by Carmack, for performance reasons).

So, I'm forced to use those from Doom 3. In some cases, this appears to work - I mean, parameters aside, the d3 and q4 shotgun work the same.

It's still a bit early to show screenshots and such, but I already have all the weapons defined, and I can spawn them in-game. Some of the world models are correctly textured and everything, and I can even pick them up, and see a (mangled and untextured) view model of the gun, with animations.

I've put that aside for now, and I would like to focus on the basics first, which is crafting a fully functional main script and player model definition.

So I've been tweaking player.def, fixing the numerous errors that pop up in the console.

However, this one has me stumped:

ERROR: Joint '' not found for 'head_joint' on 'player1' which appears after loading a map.

Here's the player definition from quake 4:

entityDef player_doommarine
{
    "spawnclass"                "idPlayer"
    "hud"                       "guis/hud.gui"
    "mphud"                     "guis/mphud.gui" // mphud is overlayed on hud in multiplayer
    "cursor"                    "guis/cursor.gui"
    "cinematicHud"              "guis/cinematic.gui"
    "wristcomm"                 "guis/wristcomm.gui"
    "blink_min"                 "0.5"
    "blink_max"                 "4.8"
    "bleed"                     "1"
    "gib"                       "1"
    "joint_head"                "chest"
    "joint_hips"                "hips"
    "joint_chest"               "chest"
    "joint_eyeOffset"           ""
    "joint_chestOffset"         "chest"
    "model"                     "model_player_marine"
    "articulatedFigure"         "player"
    "ragdoll"                   "player"
    "def_head"                  "char_marinehead_kane2"


I've got both the marine and head models in their respective locations, but the problem remains.

Can anybody help?

Cheers!







#25
Welcome! / Throw grenade script
May 22, 2016, 06:43:54 AM
Hi,

I decided to venture into Doom³ modding.

I feel the engine has a lot of potential, and deserves a wider audience than what it has now, especially since we've had a quality open source port for a while, and cheap low-to-mid-end computers run the game well.

I believe a key element in reviving interest in Doom³ is a killer app mod.
Sort of like what the controversial Brutal Doom did for the Doom scene; getting enough people to take notice and inspire the development of new projects.

So, I have decided to start development on this mod. It will aim to make Doom³ a totally hypercharged, balls-to-the-wall power trip. I hope I'll get it to live up to the expectations that come with a Doom game.

One of the things I would like to implement first is the ability to throw grenades any time, which is a feature I like having in other FPS games, including the New Doom :)

So, being a Doom³ modding newbie, I assume I will need to bind a key to launching a script that will:

- Quickly lower the selected weapon
- Switch to and throw a grenade, if you have any
- Switch to and raise the previously selected weapon

Perhaps at a later stage, this can be modified so the player won't need to lower his weapon at all and uses the other arm to arm and throw the grenade, but I don't think that will be trivial, since it will likely require the creation or modification of model animations, which I'm only going to concern myself with after sufficiently understanding the basics.

So my question is: how do I create such a script, where does it go, how do I execute it and what does it need to contain, roughly?