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Messages - The Happy Friar

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1
id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« on: November 13, 2017, 10:42:05 PM »
motorsep's right, doom 3 tech isn't very flexible.  it does what id designed it to do very, very well.  TDM plays on it's strengths very well.  TDM has also been in development for about 14 years.  With previous id game GPL releases there were several games based on the GPL engine released within ~5 years of release. 

As for a specific reason D3 tech hasn't been popular is, to me at least, a very simple reason: only the engine is GPL, no weapon, AI, shaders, etc. available.   For Quad Cowboy the hardest part was writing all those basics.  Wolf3D, Doom, Q1, Q2, Q3A, RTCW, etc. all have everything you need to make a game except assets where as Doom 3 is lacking, basically, the whole gameplay part of the game: someone could make a clone of one of those games in months with just asset work.  Doom 3 requires more code to get to the point where you can have some gameplay going.

In arguments like this the irony is lost by almost everyone: epic/valve fans for decades claimed id was nothing but an engine tech company that made games to show off tech.  The reality became that valve & epic are engine tech companies & id is still a game company but nobody's hollering it off the roof tops like when id made mega-hit game after game decades ago.  :)
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2
id Tech 4 Models and Animations / Re: Create new af decl
« on: November 12, 2017, 12:13:26 AM »
For body_one, wouldn't you want bone1 to bone2, not origin to bone2?

3
id Tech 4 Models and Animations / Re: Create new af decl
« on: November 11, 2017, 06:06:19 PM »
Problem is: when I touched "bone_one" body (via 'drag entity' checkbox or g_dragEntity) it indicated "bone_one". When I touches "bone_two" body it also indicated "bone_one" and seems like drag point is pined to origin (not to choosed bone).

You say "bone_one"  but you outlined "body_one" in the pictures.  Did you mean "body_one"?

4
id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
« on: November 10, 2017, 05:16:01 PM »
I like Doom 3 tech because I know it.  I also like Q2 tech.  I admit they're no where near what modern engines offer though, and Torque 3D is open source MIT license vs GPL, which I consider an advantage of id's GPL licenses.

However, Q1/2/3/D3 are great for small teams: no royalties, super-easy  to use, lots of engine updates out there, Q1/2/3 are perhaps the most documented engines out there, all run an almost any device in existence... 

5
id Tech 4 Models and Animations / Re: Create new af decl
« on: November 09, 2017, 11:05:04 PM »
The af editor is full of crashing bugs.  I never had it crash when I selected new, but it crashes at seemingly random things.

6
id Tech 4 Textures / Re: Eyeball deform
« on: October 29, 2017, 09:38:13 PM »
I think he needs to see a doctor for that one. :)

7
id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« on: October 19, 2017, 12:20:09 PM »
I already know where the flashlight stuff is. The flash when demons spawn is unrelated.

I thought "light flash" was "flash light."  My bad.  :)  Sorry!

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id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« on: October 18, 2017, 10:40:14 PM »
I actuatly keep  already extracted def/material files handy just to do searches.  :)

So after searching in the weapon_flashlight.def, it says the "mtr_flashshader" is "lights/flashlight5".  That's defined in the same .def file.

That references a file in "lights/flashlight5.tga".  That's in pak000.pk4.

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id Tech 4 Mods / Re: DOOM 3 Spawn flash light color
« on: October 18, 2017, 09:06:05 PM »
The flash light is defined with a material.  It uses a graphic for it's color & pattern it uses.   I forget where it is, but find the material it calls in the def, then you'll find the file it uses.

10
id Tech 4 Needs Help / Re: removing doom3 errors....
« on: October 12, 2017, 09:00:38 PM »
There's lots of warning but warnings are just that, warnings.  Nothing bad should happen.  They normally happen because something that isn't needed or was replaced isn't there & id never removed it from the code/data files.

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id Tech 4 Scripting / Re: How to activate ragdoll after spawning?
« on: October 10, 2017, 06:59:17 AM »
There's no default ragdoll entity so you can't.  His model doesn't use the same skeleton as other characters in the game (the model with the BFG anyway) so you can't replace another character's model with his in the already defined "env" ragdolls.
you can:
a) make a new entity
b) spawn the live guy & have a script/trigger to kill him.

Those should work.

12
doom3 is very popular ...but its files formats are not offered by latest blenders , maya$ or else 3dstudio...
so i have to handle carefully

id only ever released a md5 plugin for the Maya that was out at the time & everything else was written by fans, that's why there's not much out there.  Blender has a more dedicated programmer community, hence it's got a little more compatibility with Doom 3.

I use to like Maya until they went to the yearly license.  Blender does everything I want now.

I was under the impression that Q1 includes everything like the the QC sources under GPL for ai and stuff (https://github.com/id-Software/Quake-Tools/tree/master/qcc/v101qc).
Yeah, you are correct.

I stand corrected.  My Quake 1 GPL code came from ftp.idsoftware.com long, long ago & the QC code wasn't included in that release & it seems none of the GPL branches (darkplaces comes to mind right away) included the QC source files either.

I didn't even know there was a github of Quake 1 code.  Thanks for the link,

13
You would be better off using the non-Doom 3 assets with modified Doom 3 AI scripts.  You might even be able to import the Q4 assets in to Blender & re-export them in Doom 3 md5mesh/anim standard. 

I'd also say Quake 1 is very easy to mod.  it's dll format can still compile on windows 10 & is cross compatible with any OS (just need an engine binary).  Only downside (that I can see) is that the game ai/weapons/etc. Weren't GPL'ed with the engine, just like doom 3.  Q2 & Q3A had their AI/etc. gpl'ed but Q2 is way behind in the SP GPL engine engine compared to Q1 & Q3A has no SP AI.

Not much has been done with the "old" idtech 4 Doom 3 GPL, more has been done with the BFG version.

14
id Tech 6 General Talk / Re: Testing a short test Bink video with DOOM?
« on: September 24, 2017, 08:35:36 PM »
The warning in red in multiple languages looks like it's shadowed by a different color, a light blue.

15
id Tech 4 Textures / Re: Night/thermal vision technique
« on: September 18, 2017, 10:05:34 PM »
Yes, my mistake.  Got confused there even with the moddb profile staring my in the face.  :)

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