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Messages - The Happy Friar

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1
id Tech 2 Mod's / Re: Quake 2 VR with Rift + Touch support
« on: May 17, 2017, 11:18:01 PM »
I'm surpised he could last that long w/o getting sick.  He was moving pretty slow though and I noticed with Quake if I have a really slow movement speed (~25-50) I don't get sick.  :)

2
Not too long ago you needed a several thousand dollars high performance gaming computer to be able to run this at those quality settings...
And now it runs on my mobile phone with complete CrossPlatform Multiplayer capabilities...

I felt the same way when I ran MP Q2 on our tablet + PC at the same time & ran Carmageddon on the kids tablet.  :)

3
id Tech 4 Mods / Re: Best custom AI mods for Doom 3?
« on: April 26, 2017, 09:52:54 PM »
There was some script mods a while back for pack ai & a bot, but that's all I remember off hand.

I never found the so any more stupid then other shooters of the era. 

Ai could be enhanced with new animations but 95% of all game ai have the same Abilities as doom 3.

The big change with d3 vs other games was the aas system.  Most games even years later still used the same method as doom 1 and quake 1 for monster pathing.  In doom 3 the aas tells the ai how to go around obstacles vs just beelining straight to you.  Of course if there's a straight line that's what they will take.  :)

4
id Tech 4 Textures / Re: Lightsaber material in D3
« on: April 24, 2017, 09:37:46 PM »
Sweet.  Needs a light that uses the correct color so it glows a bit.  But nice looking.  :)

5
id Tech 4 Textures / Re: Lightsaber material in D3
« on: April 20, 2017, 12:35:34 PM »
use a func_mover instead.  func_pendulum is depreciated from previous id games, you can do everything with a func_mover AND have more options.  Just change the origin of the object (manually) to the rotation point in the editor.

6
id Tech 4 Textures / Re: Lightsaber material in D3
« on: April 19, 2017, 12:24:57 PM »
Very nice looking.  How's it look moving faster?

7
id Tech 4 Discussion / Re: modwiki problems
« on: April 12, 2017, 11:55:24 PM »
The whole "every server should now be https for safety!" the browser makes are pushing doesn't make anything less secure.  Now they're just telling you to panic vs before they didn't.  :)

8
id Tech 4 Discussion / Re: modwiki problems
« on: April 10, 2017, 03:29:20 PM »
That site loads good for me.

9
id Tech 4 Discussion / Re: modwiki problems
« on: April 08, 2017, 10:17:27 AM »
http://www.modwiki.net/ ?
Doesn't load up for me.  Server not found.

10
Id tech 5 Discussion / Re: Dishonored 2 - modded id Tech 5
« on: April 08, 2017, 10:16:08 AM »
The system I plan to download it with is not the system I plan to play it on.
If you download on system A you can copy/paste to system B & point Steam on system B to that folder & it will work.  You might need to spend a few minutes downloading something else, but this makes system restores for me a lot faster for Steam downloads (I keep my games on any drive but my Windows/program drive, so a new system = put the old D/E/etc. drive in & transfer if I need to).

I hope this sets a modern precedent for more developers to release trials/demos.  Compatible progress with the full version is really awesome.

A pipe dream that may be coming back?  :)  Maybe 20gb contains most of the data.  Personally, I'm hating the 20+GB game downloads.  I've got 7mbs and it's a PITA.  The only reason I haven't deleted Doom 2016 yet is because it's so damn big it will take a week or so to download again.  I don't want a new HD, just to clear space for other stuff.  Sometimes I like to load up Doom and play but the ~80gb download size makes it so that's not possible any more.  :(

11
id Tech 4 Textures / Re: Lightsaber material in D3
« on: April 08, 2017, 10:11:54 AM »
What blender are you using to export?  I still use 2.49b (I like it, no need to try to convert me to 2.7x.  :) ) & the XReal md5 exporter is the best one I've seen for 2.49b.
Exporters are here: http://idtechforums.fuzzylogicinc.com/index.php?topic=17.0
If there's more I don't have there, post in that thread & I'll add them to the main post.

12
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: April 03, 2017, 09:53:49 PM »
You can probably mod Quake to work with Touch. It should work with XB controller out of the box, since engine is Darkplaces. Just aim by turning your head instead of using gamepad's stick :)

I'm using the Quakespasm engine for the Rift: https://github.com/phoboslab/Quakespasm-Rift/releases
I was thinking of simulating a layout that Metroid Prime had on the Wii: you used the Wii remote to aim & when it went so far it would rotate the character. 
Didn't realize Darkplaces had Rift support built in.
Save

13
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: April 03, 2017, 07:50:46 AM »
We haven't played Quake much because it's hard getting used to the controls, but during the Quake demos (demo1 & 2 are the best) & running around the Start map nobody's gotten sick.  My youngest son and I are very prone to motion sickness, so that's surprising.  Just figuring out the controls is hard.  I'll see if I can get the game to work on the XBox controller or Touch controls, not sure if I can.

14
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: April 02, 2017, 12:24:04 PM »
Pick up Rift + touch yesterday afternoon and hooked it up last night.  Didn't try D3 BFG (I don't actuality own D3 BFG so that's a good reason to not try it), BUT...

Q1 on my kids computer (Phenom 2 quad core, Nvidia GT 730) runs AWESOME.  :)  Those damn shotgun guys are as big as you!  :D

My computer runs it much better even though I'm bellow spec with my GPU.

I haven't had one of those "holy $h!t!" moments on a piece of hardware since putting a VooDoo 2 in my machine & loading up Q2 vs software mode.
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15
id Tech 4 Textures / Re: Lightsaber material in D3
« on: March 31, 2017, 11:49:34 AM »
Lol, art is not all 1s and 0s. You need to paint beam with glow and alpha, make 3d model (stretched quad with proper UV map), make material for it (which uses painted beam texture) and use animated table to drive flicker. Will be cheaper (performance wise) than particles and look as good or better.

Best way, yup.  I don't have JK2 any more (not missing that game. :) ) so I can't take a look at how they did it, but the glow is a really important part.  Using one of the graphic enhancement mods for D3 might make up for that with it's post processes effects.

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