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Messages - BloodRayne

#1
Quote from: motorsep on August 11, 2015, 01:55:32 PM
You should really do your homework ;) Most if not all of these "indies" are former AAA folks. So technically, those are AAA games with smaller budgets. In that case, it's old AAA competes with new AAA, but not with some garage indie teams that have no budget, etc.
There is no discussing with you. You just talk around the facts as if they don't exist, that's why I always tire out so quickly. Let's just be active in these forums and not quote each other, ok?
#2
Quote from: motorsep on August 09, 2015, 05:41:00 PM
Quote from: BloodRayne on August 09, 2015, 05:09:49 PM
I'm making the point that Indie games are competition for triple A developers, and the sales figures are backing up my statements. ;)

Can we please see those sales figures? (and please, no need to post those few well known indies who broken through in the golden era, which has been well over since ~ 2012)
See the top 100 sellers in Steam, I assume you have it installed....  ::)
#3
Quote from: motorsep on August 09, 2015, 10:15:00 AM
Quote from: BloodRayne on August 09, 2015, 08:42:47 AM
Indie developers are snipping away more and more of the Triple A income. More and more gamers rather buy 3-4 indie titles than a $60 title. The Indie gaming model truly is a disruptive business model for A+ developers and they are contending with some serious competition there.

What makes you say that?

It's true that there is a flood of indie games. But to say indies make more money than AAA is absurd!
<snip>
I didn't say that, so that's where this discussion ends.

Quote from: The Happy Friar on August 09, 2015, 12:17:26 PM
Quote from: BloodRayne on August 09, 2015, 08:42:47 AM
We agree on most of your post, but not this. Indie developers are snipping away more and more of the Triple A income. More and more gamers rather buy 3-4 indie titles than a $60 title. The Indie gaming model truly is a disruptive business model for A+ developers and they are contending with some serious competition there.

I buy games I like, irregardless who made them.  I always have.  I had "indie" games in the shareware days and loved them.  I don't pay $60 for a title any more though (which, adjusted to inflation, is dirt cheap), to much risk.  IE can't resell.  I normally don't buy "indie" titles at full price either, I wait for a sale.  Same reason, to much risk.  Most indie games I don't find with the price, just like AAA games.
I'm making the point that Indie games are competition for triple A developers, and the sales figures are backing up my statements. ;)
#4
Quote from: The Happy Friar on August 09, 2015, 12:37:37 AM
Quote from: BloodRayne on August 04, 2015, 01:49:52 PM
This is over philosophising, guys. It's much simpler than all that. Indie gaming is bigger than ever now.

Indie gaming is as plentiful as the shareware days as far as I can tell.  Nobody's afriad of them, freak accidents like Minecraft are just that, freak accidents & publishers publish games with record sales every year, especially in games that don't support modding (ie consoles). 
<snip>


We agree on most of your post, but not this. Indie developers are snipping away more and more of the Triple A income. More and more gamers rather buy 3-4 indie titles than a $60 title. The Indie gaming model truly is a disruptive business model for A+ developers and they are contending with some serious competition there.
#5
Welcome! / Re: Growing the community
August 09, 2015, 08:39:01 AM
I think we should bait members by creating a Doom4 modding section. I know it's going to be extremely limited, but I get the feeling we'll be getting quite a big influx of people wanting to mod Doom3 after it turns out D4 is so limited. If we can prepare for that with a dedicated section I think we can really grow the community. I'm talking banners on IMDB etc..

If we could create a Doom4 modding section explaining how to extract assets from D4 it would be a great start.

We should also create a Steam group and get active there, but I'll leave that up to you HF. :)
#6
Welcome! / Re: Growing the community
August 08, 2015, 05:33:33 PM
Guys, I'm talking about growing the community, meaning:

- On other forums, link back here.
- Talk to other modders about this forum (e.g. on your IMDB pages, on IMDB threads, etc..etc...)
- Link to this page from your other gaming page profiles, and if you have it from your own website.
- Share the link on facebook pages about modding/modeling/general gaming and modding pages.
etc..etc..
#7
Welcome! / Re: Growing the community
August 08, 2015, 09:44:35 AM
Quote from: oneofthe8devilz on August 08, 2015, 05:37:59 AM
It will be tough recruiting new members with always the same usual suspects talking this engine and this page down... but there are things I personally can do, like adding links to this forum to my homepage and possibly doing the same to my idtech4 based moddb.com projects.
It's my hope to overcrowd any negativity. ;)
#8
Welcome! / Re: Growing the community
August 08, 2015, 03:16:49 AM
I was thinking of a more simpler approach, like everyone post a link here in sigs on other boards, make a post on other boards that you visit, let people know to come and visit here, the no.1 idtech modding place to be etc..etc.. :)
#9
Welcome! / Growing the community
August 08, 2015, 02:43:59 AM
Let's discuss ways to reach a wider audience with our community. I know there are many Idtech modders currently 'floating' with no real home to speak of, let's plaster links to this place everywhere you go, advertising it as an advanced/elite modding forum. Make it a bit special so we can raise the quality of posting here and perhaps get some more professionals active.

I'm pretty sick of the yes/no/i'm smarter/quicker/better than you discussions here and I'd love to see in depth tech talk about modding, without all the mud throwing.
For that we need much more posters and a more active community. I'd love to hear ideas and see you guys pull your weight in trying to grow the community.

Do not start any discussions about the current quality of posting, this thread is not to solve discussions or disputes, it's to find ways to grow the community.
#10
id Tech 4 Mod Coding / Re: RBDOOM3-BFG GUI system
August 07, 2015, 11:33:59 AM
Quote from: motorsep on August 07, 2015, 10:33:54 AM
Apparently Adobe Flash will be phased out soon (unless it's just a rumor) :/
Not a rumour, Flash is leaky as a 90yo woman. It's a constant security risk and hassle, it's entire design principle is flawed in the way that it eats up CPU and performance. The kernel is so flawed that an entire rewrite is necessary. I can't believe they ever went with Flash as a GUI interface.
#11
This is over philosophising, guys. It's much simpler than all that. Indie gaming is bigger than ever now. Just look at Steam as a platform and how well Indie gamers are doing. Bathesda is running the old fashioned business model and sees the Indies as something dirty and competition to be squashed. They'll never admit it, but that's the bottom line. Keeping the engine closed will protect their technology and will make sure that they don't give the Indie developers and modders yet another great platform to outclass them.

At the end of the day, making the engine modable and documented is a big investment, one that has not returned for them in the past.
#12
Quote from: VGames on August 01, 2015, 01:42:44 PM
Ok so how do I select the bones? I tried clicking on them after going into animation mode but nothing is selected. Do I need to select them in the 3d view windows or via the menu on the right side of the screen?

And while I'm asking questions what steps do I need to make to properly export this animation?

Do this tutorial from Brian Trepanier: https://www.youtube.com/watch?v=vD1IxSAYRkA
#14
Quote from: VGames on July 29, 2015, 10:05:44 PM
I know about the def stuff but I need only this animation to be centered. Not all of them. Is there a way to position a single animation via the defs?

I'm using 3dsmax 9 with the derton import and export plugins. I'm doing something wrong. It shouldn't be this hard.
Animations are related to the origin bone, that is the location of the entire entity. If you want that one animation to be moved you need to do it dynamically, via script and by calling that script in your animation def. Thing is, that will have consequences for the code, as your are physically moving the object around in the world.

Short answer: no, impossible unless you use scripting but that will have consequences you don't want.

Best solution: You need to import that animation using Der_Tons anim importer, then reposition that animation's root bone(s) (not origin, leave that in place) to the correct place. With the animation root bone(s) I mean any bone that is not origin. You can move bones without affecting the hierarchy by using 'affect pivot only' in your options menu on the right. Select all bones that are not the origin bone and move them into the correct place.
#15
Quote from: motorsep on July 29, 2015, 09:03:30 AM
Quote from: BloodRayne on July 29, 2015, 07:46:42 AM
For complete accuracy, you need to focus on the projectiles. In their hit() code, pass a variable along to the entity it hit so that you can check per projectile. That way, if the player throws some handgrenades and switches to the gun (or vice versa) the anims will remain accurate. You'll also need some form of precedence then, e.g. if within the same second something is hit by both a bullet and a grenade, the visual impact of the grenade will be larger than the other way around.

Wouldn't that require SDK code change ?
No. You can set a variable by hooking into the script object of a projectile.

entity proj = LaunchProjectiles(blah)