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Messages - The Happy Friar

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id Tech 6 SnapMap / Re: SnapMap Central aggreggator
« on: July 07, 2017, 05:53:51 PM »
Sweet.  :)

id Tech 4 Mod Coding / Re: Game Code That Removes idDebris
« on: June 22, 2017, 08:02:54 AM »
Is it possible to not use the debris or C++ code at all and attach a script to the barrel def that spawns and throws out func_movables?

I've found a couple references on the internet about _iobuf being changed between the 2013 & 2015 editions.  There seems to be two solutions: 1) take the relavent parts of the 2013 & older header file & put them in the new header files, or 2) rewrite the code so it doesn't use that pointer.  #2 is beyond me atm.

This is the same GPL stock code I've compiled in MS Community 2013 & 15.  I looked online and all I could find was that after Community 2013 some headers changed.  Which is what I said a while ago. 

Maybe I did just go back to Community 2013.  I forget.  :)

hovering my mouse pointer over "_file" in the offending line I get the popup that says "class '_iobuf' has no member '_file'".

Where's _iobuf?  A header perhaps?

Yeah, same error I'm having in the post above ( )

I just don't remember what I did to eliminate it.

Ok, I forgot what I did to fix the C2039 error for the file is not a member of thing.  Anyone remember?  I didn't post in this thread.  I'm trying to compile in MSVC Community 2017.  :)

This is still the ONLY thread on the internet that address these issues.  :)

id Tech 4 Mod Coding / Re: Game Code That Removes idDebris
« on: June 18, 2017, 08:32:03 PM »
You would need to change the debris from idDebris to idMovable in the code.  The wile loop @ line 1013 in movables.cpp contains the declariation of idDebris.

id Tech 4 Scripting / Re: "Use" feature
« on: June 15, 2017, 09:21:00 PM »
Since switches/buttons are triggers, and you CAN run a script from a bound key, shouldn't making all your switches/buttons respond only to non-player/monster entities & making it so you have a trigger box bound to the front of the player that is unhidden/hidden via script via bound key press work?  Would require nothing fancy, just the design of the level.  A trigger could even be bound to the player via the map editor.  I did similar in my old mod with the grenade that would give the player health when blown up in your hand.

It wouldn't work with existing GUI setup, but no other presented way would either, right?

Unfortunately you don't have much choice about what keys you use for things you script, because only buttons (so no impulses) are available for scripting and even on those only a small subset works, idtech 4 is not like UE4 or Unity3D where you can do everything only using scripting, on this engine some things do require messing with the source code.

To be fair D3 tech is from 2004 and no other AAA engine at the time let you modify as much as D3 tech did w/o moding code.

id Tech 4 Textures / Re: Question about HUD graphics
« on: June 14, 2017, 09:28:59 PM »
Wouldn't make sense for Photoshop to not support TGA alpha's (unless the charge extra for that feature now).  Do a search online to see how to do it.

Kind of.  Lights, sounds, & particles can all be saved via their respective editors.  You can modify ragdolls & there's a console save command for them (type "save" then hit tab to view them).

I tried spawning a monster in a test box, enabling g_dragentity 1 & clicked it, then typed "saveselected".  I then reloaded the map & the monster was there.  Turns out I used a Cherub and it's origin was under the floor so it wasn't in the room.  An issue arrouse when I killed all the monsters in the room ("killmonsters" in the console), spawned another cherub in & then saveselected that guy.  Reloading the map caused a "duplicated entities" error because it reused the name of the first cherub I removed via "killmonsters." 

So, yes, you can.  Just be careful.

id Tech 4 Textures / Re: Question about HUD graphics
« on: June 14, 2017, 01:28:38 PM »
Photoshop does, it's not like Gimp though, if that's what you've used in the past.  It's a separate color layer I believe.

id Tech 4 Models and Animations / Re: How to bind weapon to player?
« on: June 13, 2017, 12:33:02 PM »
Check the weapon's md5mesh.  That could be the one used in the weapon model, not the player.

id Tech 6 General Talk / Re: Wolfenstein: New Colossus
« on: June 12, 2017, 09:20:48 PM »
Haven't watched the video yet, but would make sense.  Doom was awesome in it.

The AF is used for ragdoll's, that's pretty much it (might be some other collision stuff to, not 100% sure any more).  Hence the ragdolls not working properly.

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