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Messages - motorsep

Pages: [1] 2 3 ... 63
1
id Tech 4 Scripting / Re: getButtons
« on: Today at 09:45:23 AM »
Doom 3 modding is dead, wake up! We are in 2017 and Quake still gets more mods and activity than Doom 3.

2
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: March 16, 2017, 12:22:26 PM »
That version of D3BFG uses the touch to move, correct?

You can move as on PC, but I will make you puke (unless you don't experience motion sickness in general) and you can move by "jumping" (teleporting), which doesn't make most people sick.

I don't know if they completely removed seated experience when you can use kb and mouse or gamepad, but VR really shines with motion controllers and standing 360 deg. experience.

3
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: March 15, 2017, 10:26:47 PM »
and ... crickets....  ???

4
id Tech 4 Mods / Re: Doom 3 BFG VR
« on: March 12, 2017, 10:45:37 PM »
New update:

Version 0.021 Alpha

Additions:

QuakeCon style teleport. ( jkchng )

Fixes from v 0.020

Fix issue #107: use other hand for movement.
Fix issue #97: Fix talking waking monsters.
Fix issues 100 & 106: Change language detection to use sound files. Issue #100 and Issue #106
Fix issues #113 and #27: Fix timing issues.
Improve issue #27:Disable ASW and make it a menu.
Improve issue #103:   Fix loading old savegames with different scripts.
Fix crash loading 020 save games, and allow old versions.
Loading RBDoom savegames works now.
"Fix" loading script objects of different sizes.
Fix save and load menus.
Adjust installer, Readme, and other docs for v 0.21 Alpha.
Work Around Movement Popping.

EDIT:
Known issue: After saving a game it might appear greyed out in the load game list and be unable to find it. To fix this issue, either use this console command before opening the load game menu, or exit the program and restart it:
testSavegameEnumerate
This issue is fixed in the next version.

5
id Tech 4 Mods / Doom 3 BFG VR
« on: March 04, 2017, 09:52:44 AM »
Pretty interesting: https://github.com/KozGit/DOOM-3-BFG-VR/blob/master/README.txt

Now that Rift + Touch costs $600, it's pretty interesting to try Doom 3 in VR

6
id Tech 4 Models and Animations / Re: The md5 file
« on: February 18, 2017, 11:22:27 AM »
In 2.78 I've tried exporting one of our models - it's triangulated and has a root bone. The model exports as a 1kb file and is not visible in the viewer. I'll have to download 2.77 and try that.

Using my md5 exporter?

Did you press Init button in your Properties to have add-on initialized and mark deforming bones as exportable ?

I believe I have a video tutorial about how to use md5 exporter.

7
id Tech 4 Models and Animations / Re: The md5 file
« on: February 16, 2017, 10:46:41 AM »
Hopefully when I have time and money, I can get SE2 converted back to support Doom 3 BFG assets and make a mod for Doom 3 :)

Alternatively if fhDOOM will get tools back, maybe I'll use fhDOOM :)

8
id Tech 4 Models and Animations / Re: The md5 file
« on: February 16, 2017, 09:57:02 AM »
I was talking to gamehacker over at Doom Reborn and we are both wondering if the lack of exporters for MD5 is part of the reason why the modding community has pretty much dried up.

I doubt that. Making good animated models is not an easy task. Lower hanging fruit would be making new maps, new static meshes, scripting/coding improvements, making new experiences using existing animated models. So technically before you get to the point you need md5 exporter, you would have done many more mods for Doom 3. And that never happened after ~2008.

9
id Tech 4 Models and Animations / Re: The md5 file
« on: February 15, 2017, 08:56:04 PM »
Hoi hoi !

https://github.com/motorsep/blender-idtech4-md5

Haven't tested with Blender 2.78, but works with 2.77

10
id Tech 4 Scripting / Re: Inventory
« on: February 13, 2017, 10:52:35 AM »
In RoE you can store power cell and use it later.

11
Strutt your stuff! / Re: The Dark Mod on Greenlight
« on: February 06, 2017, 10:37:10 AM »
It's about time. I recall the talks started a looooong time ago and there were so many against going on Steam.

I see some people expressing negativity on Steam and DarkMod guys swing ban hammer  ::)

13
id Tech 4 Scripting / Re: Scale func_static in script?
« on: January 27, 2017, 02:55:44 PM »

First he did this on his free time with no money compensation so be glad it happen at all.

Second have you clicked the link i posted? I assume not because if you did then you would see this.

Would you shut the fuck up already?! I asked a question. If you don't intend to answer it, don't bother to reply with useless set of letters...

14
id Tech 4 Scripting / Re: Scale func_static in script?
« on: January 26, 2017, 06:23:22 PM »
Only a bit more than a year passed from the moment I was inquiring about that  ::)

You still need engine / dmap update, correct ?

15
id Tech 6 General Talk / Re: DoomExtract
« on: January 14, 2017, 11:20:27 AM »
Cool, new version!

It says it can add stuff.  :)

Now of course someone needs to try it :D

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