id Tech Forums

id Tech 4 (Doom3/Prey/Q4) => id Tech 4 WIP => Topic started by: EoceneMiacid on November 26, 2018, 09:54:23 AM

Title: Supremacy 3
Post by: EoceneMiacid on November 26, 2018, 09:54:23 AM
(https://imgur.com/j1cSh23.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on March 02, 2019, 01:08:08 PM
Right!

The time has come to shed some light on this project I've worked on, since it is beginning to approach a state that's fit for public release.

There are some traditions I deem worthy upholding in life - upgrading my rig whenever a new Doom game comes out is one of them. The technology of Doom 3 had my jaw firmly on the floor throughout my first playthrough, and I knew that this would be the engine I'd ultimately settle for. The source code release in 2011 prompted me to actually start doing something with it.

After years of trying to make peace with the way you are supposed to build a Doom 3 mod, I realized I was never going to be entirely happy with the end result. Looking at the gamedata, it is obvious id Software couldn't afford the luxury spending time cleaning everything up, probably because of the publisher's deadline. Roughly half (probably more) of all texture definitions refer to work-in-progress textures that are not present in the final game.

Simply put - the Doom 3 data is a bloated, hard-to-navigate mess.

So I ultimately decided upon building a brand new data set, from scratch, with the aim of providing the best possible base to build new mods on.

Some of my design goals are:

- Target modern source ports on any supported operating system;
- Keep the data as consistent, compact, clean, bloat-free, and easy to read as possible;
- Pre-configure the game for best possible image quality (since even ghetto PC's can run the game effortlessly these days)
- Provide as much professional-quality assets for modders to use as possible;
- Completely rework every aspect of the game, to make it much more fun to play than the vanilla game ever was;
- Modernize controls and add features common in modern FPS games;
- Provide any useful prefab I can think of to simplify map building;

Technically speaking, D3S isn't even a Doom 3 mod anymore (and the name as such is subject to change in the future), but rather a standalone game that happens to run on the same engine, and also featuring it's assets.

Probably the nicest bonus feature is that all the assets from engine stablemates Quake 4 and Prey are also included; massively increasing the amount of available content to play around with. I guess one could call it the idTech4 equivalent of the popular GMod.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 06, 2019, 02:27:40 AM
To test the AI (and combat in general), I made an arena with all the Doom 3 monsters on one side and the Strogg on the other set up so they fight each other, with the Strogg primarily targeting the Cyberdemon and the demons the Makron. The Prey guys are in there too, but they just pick targets at random. There's also a fourth faction underway: the humans :)

(https://imgur.com/KWHAmAM.png)

(https://imgur.com/ToxDeY3.png)

(https://imgur.com/0sVBLPb.png)

(https://imgur.com/70ez5KF.png)

Screenshots do not do it justice, though. It is beautiful to witness the Doom 3 engine pull this off. The dynamic lighting cast by all the projectiles, monsters, and explosions looks absolutely surreal, and performs smoothly (even though it manages to trigger the odd crash).
Title: Re: Doom 3 Supremacy
Post by: xyzz on May 06, 2019, 04:00:58 PM
Looks good. But who threw the Centurion from Prey into the air ?
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 06, 2019, 06:01:19 PM
Well noticed :)

It occurred to me that he was being kicked around all the time, which was caused by a commented out 'mass' var, hence he had no mass.

The Quake 4 and Prey monsters have a lot of animations not being used right now, mostly for situational use.

Right now I'm working on importing textures into the project, one by one, making sure they all work fine etc. The main sources are the Wulfen packs, but they only cover a limited amount of textures, so the remaining ones come from Doom 3. I'll probably add Quake 4 and Prey textures too, down the line. Might as well.

As for maps, I'm experimenting a bit with some ideas. Apart from making my own, I'm thinking of stitching remixed versions of all the Doom 3 and RoE maps together into a single campaign.

Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 08, 2019, 03:18:49 AM
Maps!

(https://imgur.com/HU17J43.png)

After spending considerable time importing all the required materials, textures and objects, it can now compile and run Doom 3 maps.
Next time I have a lot of free time on my hands, I'll work on doing the same for Quake 4 and Prey maps. How about stepping through portals from one game to another?
Title: Re: Doom 3 Supremacy
Post by: xyzz on May 08, 2019, 02:21:54 PM
Is that a base Doom 3 map?  Also the shader looks very Quake 4-ish.

About the portals. I remember on Doom3World was a tutorial regarding that. I tried looking for it using archive.org and excavated d3w but could not find anything. Maybe other people on these forums know?
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 08, 2019, 04:01:52 PM
Yeah, it's Mars City 1, but without any entities or models. Feels strange walking around in it, as if abandoned. Quite creepy, actually :)

Meanwhile I've imported all the required materials for other maps, so now I can walk around in mc_underground, mars_city2, admin, and cpu too.

I'll try and get at least one Quake 4 map up and running by tomorrow.







Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 11, 2019, 02:59:31 PM
I have been working extensively on the project the last couple of days.

I continued working on importing all the materials of Doom 3, so I can compile and run more maps now. Still a bunch to go.

Apart from that, I wrote a whole new bunch of particle effects for blood and gore, and I've implemented a gibbing system (vanilla Doom 3's actually), but put to much better use here :)) still a lot to do, but looks promising.
Blood sprays a lot more generously (and more entertainingly) now. The plasma weapon now leaves nasty scorch marks on flesh, with black billowing smoke. That sort of thing.

Fireballs now explode into spark showers, some with trails. Combat scenarios look like fireworks now :)

Quake 4 and Prey monsters now start to properly work. I have been fixing all their animations with associated sounds, they fire projectiles, and demonstrate simple 'use melee attack when in range, ranged attack when in line of sight, chase when neither of the previous two is true'-behavior. Having them fire different projectiles is going to require some further script doctoring.

I also implemented a system where monsters carrying firearms can run out of ammo. They're still not smart enough to do anything else but beeline straight towards you, however :)

Another nice feature I added is I added a custom cloak skin (think Predator) for every monster.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 13, 2019, 12:13:52 PM
(https://imgur.com/kqmM51w.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 16, 2019, 10:27:17 AM
The player now correctly (well, more or less) holds Quake 4 weapons:

Assault rifle
(https://imgur.com/DLeQSym.png)

Lightning gun
(https://imgur.com/1d7Lvm6.png)

Railgun
(https://imgur.com/HpFJuhI.png)

Of course, the weapon view model still has the Quake 4 arms attached. How would I replace them with Doom 3 guy arms?
(https://imgur.com/djI4cQu.png)
Title: Re: Doom 3 Supremacy
Post by: xyzz on May 16, 2019, 11:50:19 AM
:D
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 17, 2019, 03:01:31 AM
Nice, how did you get the entity gui to work?

Blaster
(https://imgur.com/m24FJdD.png)

Hyperblaster
(https://imgur.com/XHixPxW.png)

Grenade Launcher
(https://imgur.com/SKfDXbJ.png)

Dark Matter Gun (Fired like a pistol)
(https://imgur.com/Vq4HLby.png)

And some Prey weapons:

Hunter Rifle
(https://imgur.com/uPcnked.png)

Leechgun
(https://imgur.com/dfBaTx0.png)

Acidgun
(https://imgur.com/aNCcVpo.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 17, 2019, 05:51:31 AM
More weapons!

I wanted to expand the arsenal even further, so here's a couple of new weapons from the Q2 Lost Marine mod :)

Shotgun

(https://imgur.com/VwgKI2q.png)

(https://imgur.com/hQQuiH3.png)


Super Shotgun

(https://imgur.com/27cv2kJ.png)

(https://imgur.com/1nFI0xa.png)


Machine Gun

(https://imgur.com/AVeCSbK.png)
(https://imgur.com/mIiL0Hj.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 17, 2019, 11:22:34 AM
Finally gotten round to polishing the HUD (somewhat)

(https://imgur.com/c07VOmj.png)

The weapon indicator panel works properly (sans ammo counter), but it's of little use since there are way too many weapons for the player to use, so a new script-driven system will need to be developed.

I also added a blinking effect to weapons and items that can be picked up:

(https://imgur.com/mT3fuHt.png)

This is helpful to find items in the dark.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 17, 2019, 04:44:14 PM
Alternate Fire!

This is the new plasma gun's 'Auto' mode, which is the default - hold the trigger for rapid fire plasma shots.
(https://imgur.com/lVGS188.png)

However you can now switch to 'Charge' mode, which allows you to charge up powerful plasma blasts!
(https://imgur.com/eh1Q0sD.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 19, 2019, 04:00:47 AM
Thanks to an example kindly provided by xyzz!

Quake 4 uses different viewmodel offsets. By correcting that, the view models now look much better:

(https://imgur.com/spazN1s.png)

As you can see, the GUI also works properly now. I will now fix up the other Quake 4 weapons.

Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 19, 2019, 09:57:36 AM
Improved the HUD some more. I added bars for armor and health.

(https://imgur.com/NdsrHu6.png)

(https://imgur.com/hU0PzVx.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 21, 2019, 10:38:58 AM
With the kind blessings of geX, one of the three developers of the Phobos mod, I've been digging around in their project.

Say hello to the new imp:

(https://imgur.com/dzbsRMD.png)

And

(https://imgur.com/K59Luct.png)

He is now gibbable! I don't really have a blood explosion effect yet, so he just appears to fall apart into pieces at the moment, but it's a nice start.

(Gibs courtesy of CaffeineFreak)

(https://imgur.com/XZQw82a.png)

(https://imgur.com/kcLQ9W4.png)

(https://imgur.com/N6p9cgX.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 21, 2019, 01:12:52 PM
Maggot is now gibbable too :)

(https://imgur.com/IPoHcMS.png)

(https://imgur.com/YcSIn8X.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 21, 2019, 04:17:22 PM
Vulgar

(https://imgur.com/nR513Ts.png)

Fwoom!
(https://imgur.com/VQs2ocp.png)

(https://imgur.com/QTpm04O.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 21, 2019, 04:52:02 PM
(https://imgur.com/LCMPe7B.png)
Title: Re: Doom 3 Supremacy
Post by: xyzz on May 21, 2019, 05:08:20 PM
D3Guy's head is kinda small on Q4 suit lol
Title: Re: Doom 3 Supremacy
Post by: The Happy Friar on May 21, 2019, 09:39:07 PM
is the indian guy's texture really low quality or is something wrong?
Title: Re: Doom 3 Supremacy
Post by: xyzz on May 21, 2019, 09:47:56 PM
I think it's missing normals.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 22, 2019, 01:04:11 AM
Right you are. Prey material definitions are all over the place. Tommy's head normal maps crash dhewm3. Needs looking into.

Tommy is in fact the multiplayer model, so he has weapon animations. There's also a Jen multiplayer model, but that's not working yet.

About the head, well, I have the helmeted Quake 4 head in the game, but the offsets and angles are completely screwed up. Also needs looking into.

And while I have all the Doom 3 zombies in the mod (excluding a few edge cases that need fixing), I don't have any of the UAC personnel yet.
I'm currently looking at a mod called Tin Man Squad which has 'weaponized' models of those characters, so they too can hold and use weapons instead of standing around helplessly.

I was thinking to give one of the higher-tier monsters (the ArchVile, maybe?) an attack that zombifies human NPC's, which could be pretty interesting, turning your former friends against you.

So, my chores are done, I am properly caffeinated, here we go *cracks fingers*

Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 22, 2019, 01:22:09 AM
(https://imgur.com/uzVI1Ib.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 22, 2019, 02:08:27 AM
Can't get this to work;

(https://imgur.com/BFobBGc.png)

I just went over everything, compared it to how Quake 4 does it just to be sure, but I can't figure out how to fix this. Anyone know?
I also imported a few other Quake 4 heads, but they all do the same.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 22, 2019, 08:11:33 AM
I completely overhauled the melee system (on the monster side). I developed a structure of inheritable classes to cover all kinds of strikes received, whether it be slaps, punches, claw slashes and what have you, in left and right variations, with each melee attack animation having it's own melee definition, with appropriate parameters and effects.

Thwack!
(https://imgur.com/zLaPD7x.png)

Actually there's just one problem - I'm not sure I fully understand how 'kickdir' works, as the picture above demonstrates. The Strogg Guard swings his right gun arm and hits me with it like a baseball bat, so I'd like to simply 'yaw' the player's view to the right some, with no roll or pitch. So I've set "kickdir" to "0 1 0", with the first value corresponding to pitch, the second yaw and the third roll.

(https://upload.wikimedia.org/wikipedia/commons/thumb/c/c1/Yaw_Axis_Corrected.svg/250px-Yaw_Axis_Corrected.svg.png)

But it doesn't appear to be correct, since the view still rolls to the left, as you can see.

Anyone know how kickdir works?

Title: Re: Doom 3 Supremacy
Post by: The Happy Friar on May 22, 2019, 12:57:55 PM
from the C++ code:
kickDir is specified in the monster's coordinate system, and gives the direction
that the view kick and knockback should go
so try 0 -1 0 ?
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 22, 2019, 05:01:38 PM
Should have mentioned that I've tried a whole lot of values.

With "0 -1 0", the view is smacked to the left, rolling to the right - so it's basically mirrored.

Some roll would be nice, but it needs to roll to the outside, not the inside.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 22, 2019, 05:19:40 PM
I've actually had iron sights aiming in the mod for a long time, but I basically just dropped someone else's code (from the CED assets pack) into my scripts (back when I had no clue what I was doing) and got distracted by other things.

That particular implementation turned out to be much more elaborate than it needed to be, so after a thorough cleanup and revision of many weapon scripts (many of which were a mess), I now have iron sights aiming with MUCH less code, for all guns (except the big, heavy ones obviously). I'm really happy with the new scripts.

I've had the laser pointers for a long time too, but their implementation was kind of shaky as well. They now work flawlessly, and they can be toggled on and off at will. Before, I combined the laser sights with aiming (think Resident Evil) and while that worked pretty well, it's nicer to be able to toggle it, so it's active when firing from the hip, as a replacement for the crosshair, which you might have noticed is not present :)

(https://imgur.com/3oKkgIO.png)

(https://imgur.com/EP4hHU4.png)

(https://imgur.com/2enEpkt.png)

(https://imgur.com/3LIvzu5.png)

I'm also going over the Quake 4 weapons to clean up and fix those too.
Title: Re: Doom 3 Supremacy
Post by: The Happy Friar on May 22, 2019, 06:32:14 PM
the gun guy in me is saying if the iron sights are being used correctly you should match up the front and rear sights.  :)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 23, 2019, 12:34:42 AM
There's some tweaking left to be done, sure. The laser sights offsets aren't entirely correct either.
Also even when aiming, the 'idle' animation is still played. I should probably disable that, for a steadier aim.
Title: Re: Doom 3 Supremacy
Post by: The Happy Friar on May 23, 2019, 01:00:24 AM
not sure if you slowed down the player while looking down ironsights, but I'd say don't.  you're a badass marine.  If john wick doesn't slow down while gunning down baddies, why should you hunting down demons.  :)
I'd say don't worry about the laser offsets.  they'd normally be offset anyway, with the idea they're set to be accurate at a set distance.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 23, 2019, 01:51:22 AM
not sure if you slowed down the player while looking down ironsights, but I'd say don't.  you're a badass marine.  If john wick doesn't slow down while gunning down baddies, why should you hunting down demons.  :)

It does slow you down, from jogging to walking. There needs to be a trade-off, and you want the extra precision by walking slower.
But you have a point, which gave me the idea that this would make for a nice unlockable skill, or powerup or whatever.

I'd say don't worry about the laser offsets.  they'd normally be offset anyway, with the idea they're set to be accurate at a set distance.

Depth-wise yeah, but here they're off a bit on the horizontal axis
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 23, 2019, 03:55:22 AM
(https://imgur.com/OjfyUOx.png)

Hmm, not too accurate at the moment...

Using the laser to calibrate, it's (almost) dead on now. (Thanks for the heads-up, Friar!)

(https://imgur.com/MA9gVl1.png)

Accuracy when fired from the hip isn't too good (as it should be), but it doubles when aimed.

There's one problem left, (in the machine gun's case at least), and that is that bullets appear to be fired after the firing animation, making precise shots difficult, since the fire animation is in effect when the bullet leaves the barrel. Looking at the script, seems alright to me.

Hmm.

The shotgun has been re-calibrated as well. Fired from the hip:

(https://imgur.com/kIMB4pb.png)

And while aiming:

(https://imgur.com/LitCVk2.png)

(The spread values probably need further adjusting)

Adjusting the pistol's aim
(https://imgur.com/qcZVNJg.png)
Title: Re: Doom 3 Supremacy
Post by: The Happy Friar on May 23, 2019, 12:08:01 PM
If you're assuming the laser is properly sighted then the bullets should always be accurate to the laser.  In your machinegun & handgun pic's that's how it would look in reality with the laser (unless you're to close to the target or to far away), so good job!  :)
I always felt the machinegun had the firing anim after bullets started leaving even in Doom 3.  I thought it was the animation.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 24, 2019, 03:15:26 AM
I've disabled firing animations, kickback and spread for the SMG, so every shot hits dead center, everytime.

(https://imgur.com/oXZAIlK.png)

This reveals that the animations of the gun has no effect whatsoever on accuracy, but the laser sight remains firmly in sync with the animation, which means that the perceived accuracy of the laser depends on the frame of animation.

In other words, idle animations need to be disabled when aiming.

I also reduced the "recoiltime" value of the gun. I probably increased it at some point to give the gun more of a kick.



Title: Re: Doom 3 Supremacy
Post by: The Happy Friar on May 24, 2019, 12:53:49 PM
how did you create the laser?  If it's based on a bone location that would make sense it's in sync with the animations.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 25, 2019, 02:38:31 AM
I use mtr_flashShader for this, toggled with flashlight(on/off) in the weapon script. I got the idea from a standalone laser sight mod.

But the implementation could probably be better, since the weapon's actual muzzle flash effect was sacrificed.

Then it occurred to me that "launchFromBarrel" was set to 0 on the projectile, but enabling it only makes the most marginal difference. Too bad, I hoped that would have fixed it.

I'm putting this aside to work on later, there's lots of other stuff to do.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 26, 2019, 08:56:18 AM
All required Doom 3 wall/floor and light materials were imported (and work properly in the map editor). As such, I can now 'dmap' and walk around in the Doom 3 and RoE maps.

Most static entities aren't present yet, however.

Doom 3

mars_city1
(https://imgur.com/h4FeBM1.png)

mc_underground
(https://imgur.com/MFhkwoM.png)

mars_city2
(https://imgur.com/XKj89cf.png)

admin
(https://imgur.com/8PRU3Im.png)

alphalabs1
(https://imgur.com/65N9NXo.png)

alphalabs2
(https://imgur.com/ZaIWYzi.png)

alphalabs3
(https://imgur.com/pcbsgpi.png)

alphalabs4
(https://imgur.com/rht7Mcu.png)

enpro
(https://imgur.com/il4zAiy.png)

commoutside
(https://imgur.com/R882xGj.png)

comm1
(https://imgur.com/ecDQNC9.png)

recycling1
(https://imgur.com/aZzoNIk.png)

recycling2
(https://imgur.com/RoMtP6x.png)

monorail
(https://imgur.com/qBwTXdH.png)

delta1
(https://imgur.com/gmDjCEV.png)

delta2a
(https://imgur.com/bAxhIoM.png)

delta2b
(https://imgur.com/7bsu74D.png)

delta3
(https://imgur.com/BECm8Z9.png)

delta4
(https://imgur.com/UvaQhg8.png)

delta5
(https://imgur.com/vb6LG5q.png)

cpu
(https://imgur.com/F3fv9ai.png)

cpuboss
(https://imgur.com/6f3Vklf.png)

site3
(https://imgur.com/Wrl9I8Y.png)

caverns1
(https://imgur.com/Xb4Y9sk.png)

caverns2
(https://imgur.com/6jrbdcf.png)

Resurrection of Evil

erebus1
(https://imgur.com/Zn4ELz3.png)

erebus2
(https://imgur.com/42ywifx.png)

erebus3
(https://imgur.com/5eCQlyY.png)

erebus4
(https://imgur.com/Gsr5jne.png)

erebus5
(https://imgur.com/AcacTZv.png)

erebus6
(https://imgur.com/zoWT94Y.png)

phobos1
(https://imgur.com/B7pfrMS.png)

phobos2
(https://imgur.com/pXsmkE4.png)

phobos3
(https://imgur.com/1luQ3xN.png)

phobos4
(https://imgur.com/L6EDTvI.png)

deltax
(https://imgur.com/IOvhL7J.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 27, 2019, 02:07:17 AM
Hell textures are now in too

hell1
(https://imgur.com/q5SQeyj.png)

hellhole
(https://imgur.com/q0muMi3.png)

And, finally, the 'hell' map from RoE.
(https://imgur.com/hyQIuF2.png)

So that's the entirety of the Doom 3 and RoE campaigns. After mapobjects such as doors and the like are properly inserted, I'm going to try and combine the maps - at least, ones from the same group. For example, mars_city1, mars_city2 and mc_underground could be merged into a single map.

The maps are also going to be re-decorated, as it were. I removed all the static boxes (essentially just brushes with box textures), which will be replaced with moveable objects instead. I cleaned up all the blood splatters and the like.

As for maps from Quake 4 and Prey, I'm working on doing the same thing for them, but it's a lot of tedious work. Quake 4's material system also does things differently here, so that needs to be untangled first.

Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 27, 2019, 04:07:19 AM
(https://imgur.com/uthN8YP.png)

The red lens above his railgun (presumably for targeting) now actually emits an actual laser dot so you can see where he's aiming his railgun.
Title: Re: Doom 3 Supremacy
Post by: The Happy Friar on May 27, 2019, 08:47:02 PM
So that's the entirety of the Doom 3 and RoE campaigns. After mapobjects such as doors and the like are properly inserted, I'm going to try and combine the maps - at least, ones from the same group. For example, mars_city1, mars_city2 and mc_underground could be merged into a single map.
you might break scripts if you do that.  I'm betting there's quite a bit of generic entity names (like imp_01) in many of the maps.
Someone might of tried this before, and it might not be hard to get around.  If you've mananged to get this far with getting Q4 & Prey assets in D3, then you might not even care. 

 :magicpony:
Title: Re: Doom 3 Supremacy
Post by: xyzz on May 27, 2019, 08:56:38 PM
You are right.

He'll have to re-do every little entity and script and anything to get it working. But I guess he knew that, hence why the maps are ported with no entities on them.

@EoceneMiacid

How do you select the maps to merge them? Do you actually select all the brushes one by one or is there a option in Dhewm3 (or D3 that I don't know of) that can select all brushes at once ?
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 28, 2019, 02:43:41 AM
Indeed, the maps are just the brushes, patches and lights.

The idea is to construct an entirely new campaign by repurposing them. As such I will need all-new map scripts.

Merging the maps can be done using layers. I copy mars_city1 in the first layer, mars_city2 in the second, then align the two layers, and remove all the duplicate stuff. It's probably not quite as simple as that, though.


Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 28, 2019, 03:10:02 AM
Sentry Operation Manual

Congratulations with the purchase of your new Mixom SENTRY-3 unit, designed to meet your strictest security needs.

How to use

Step 1. Deploy the unit
(https://imgur.com/nvMDlGd.png)

Step 2. The unit will activate upon deployment, and establish a communication link with the operator.
(https://imgur.com/habT5NR.png)

(DISCLAIMER: ensure your TAC-LINK is operating properly, as the unit is not guaranteed to recognize you as a non-threat without)

Step 3. Unit will actively seek out threats, and engage them
(https://imgur.com/qxXaZ6D.png)
Title: Re: Doom 3 Supremacy
Post by: xyzz on May 28, 2019, 12:11:08 PM
I suppose you don't have a weapon model. I'd suggest you could use the sentry mesh with the folded anim. With the right weapon offset it will look ok. When deploying use something similar when the grenade is thrown.

https://imgur.com/a/ejFPTXY

This gave me an idea. Like Guardian Head from Shadow Warrior. To use a monster mesh as a weapon (maybe with hands added), with the right offset and rotation when you shoot he plays a screaming attack . lol
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 28, 2019, 02:32:23 PM
Nice, that's a pretty cool idea. I was thinking of making it a full-blown weapon, with the viewmodel (in your example) used to put the sentry on the floor.
Perhaps bind the folded sentry model to your back when carrying it. When he's active, his stats (health/ammo) should be visible on the HUD.
Also looking into if it is possible to bind a camera to him, uploading the video feed to your HUD.

And means to issue commands would be interesting as well - but only via in-game controls, not a menu or something. For example, if you want to send him forward, you could 'shoot' an invisible projectile that he'd walk to. Issuing commands should be done with the mouse.

Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 30, 2019, 05:23:45 AM
This is the Chaingun.

(https://imgur.com/6QHKFto.png)

In Supremacy3, it ranks as a Heavy Weapon. You can carry only one weapon of this class. (Initially)
Unwieldy and cumbersome, but the weapon's rate of fire is unmatched, capable of shredding all but the best armored enemies to pieces in seconds. They can make all the difference in otherwise no-win situations.

An added feature is that holding down the alt fire button now spins up the barrel which allows the gun to fire immediately if needed:

whirrrrrrrr
(https://imgur.com/EFSb5bh.png)

The extremely high rate of fire will overheat the weapon after sustained fire, which forces a cooldown period to avoid damaging the weapon (and potentially the operator). However, third-party cooling solutions are available.

(https://imgur.com/HGDpWSq.png)

Actually I would like to add some more functionality to the weapon. I still have an unused 'switch' button available. What about switching between 'manual' and 'tracking' mode?

The GUI also needs to be replaced with something a little more useful.

As for the crosshair - I want to have it on the HUD, but tied to the actual gun, not dead center.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 30, 2019, 12:09:52 PM
Monsters now glow red when they're low on health

(https://imgur.com/zQgXZy9.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 30, 2019, 06:24:25 PM
Power Management

Your suit comes equipped with a battery. It's power level is represented by a bar in the upper left corner of your HUD.

(https://imgur.com/AI7mqFP.png)

It powers devices such as the flashlight, which is integrated in your suit. The flashlight consumes 0.05% of power per cycle, which roughly translates to a minute of use before the battery is drained. (Additional devices and larger capacity batteries are available)

(https://imgur.com/gy986Rk.png)

The battery can be recharged in a number of ways:

- By moving. The faster you move, the faster your battery will recharge;
- By obtaining the Photosynthesis module upgrade, your suit will absorb light and convert it into power;
- By obtaining the Kinetic Converter module upgrade, which partially absorbs kinetic energy from incoming projectiles;
- Recharge stations.

(https://imgur.com/KzoOgHf.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 31, 2019, 03:34:48 AM
Added one more weapon, the Napalm Gun (not finished yet)

(https://imgur.com/YkU8V0l.png)

Speaking of upgrade modules earlier...

Time Stretcher
(https://imgur.com/QxmJY4D.png)

This module enables the generation of a time dilation field around the operator with the perceived effect of 'stretching' time out around him, increasing reaction time and the ability to deal with larger amounts of threats at once. Generating time dilation fields consumes a lot of power and as such you will only be able to use it for short stretches of time. High capacity power sources are recommended for extensive use.

(many involuntary test subjects suffered gruesome fates in the development of this technology)

Cloak
(https://imgur.com/y96YwSQ.png)

The cloak employs 'optical redirection'-technology (from a highly classified origin) to reduce the operator's (and any carried equipment's) visibility to near-zero, depending on movement, terrain and light conditions. Medium power consumption. Should not be relied on when engaging enemies capable of viewing in infrared.
Title: neat
Post by: MooD on May 31, 2019, 04:19:50 AM
Some super cool stuff here! I love the idea of the invisibility being nullified by enemies with infrared.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 31, 2019, 04:38:49 AM
Probably won't work against monsters who navigate by smell, sound or echolocation either :x
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 31, 2019, 05:40:09 AM
THE SLAYER HAS ENTERED THE FACILITY

(https://imgur.com/8Vxl81o.png)

Many thanks to MooD, who conjured up and kindly donated the model - and it's not the only thing he's donated :)

Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 31, 2019, 06:21:00 AM
This guy entered the facility as well

(https://imgur.com/TVoFTR0.png)

For comparison
(https://imgur.com/gO5bOwI.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on May 31, 2019, 06:37:37 PM
I've been reworking AI scripts (and their hierarchies) in a number of ways, to make their behavior more interesting.

All friendly NPC's in the game engage in combat (if they are able to). There are no cutscene-or dialogue-only NPC's. They are all potential combatants. Weapons are just as effective in NPC's (or monster's) hands as they are in yours, but also subject to limited ammo. A freshly spawned zombie carrying a shotgun will have anywhere between zero and the max amount of shells in it (in this case 8 ). Suppose it received 6 shells, and managed to fire 2 before you kill it. There are then 4 shells left in the gun if you pick it up. NPC's and monsters also behave differently in the sense that human's tend to not be suicidal and retreat when they run out of ammo, while a monster might not be so concerned about it's own well-being and concludes that the only worth it's got left is to try and melee you.

These are Mars Security troops, typically called Secs.

(https://imgur.com/z8xb2wj.png)

However, because they are human and do not possess the recommended anti-measures, they are subject to zombification by the forces of Hell :)

(https://imgur.com/pzl9AQy.png)

I'm making all human NPC's real-time zombifiable, so they become hostile and turn against you. I'm not sure yet what monster to give this power. The Arch-Vile, maybe? Any NPC's in a radius would turn zombie :)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 01, 2019, 02:06:52 AM
(https://imgur.com/zL3hjyQ.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 01, 2019, 04:29:58 AM
Roller

Big, heavy, armored robot balls that roll around at high speeds, covering large distances rapidly. Has two built-in plasma guns.
Their shell is impervious to small arms fire, so they are best dealt with using a Heavy Weapon. However, they have other exploitable weaknesses.

(https://imgur.com/Q3gESDh.png)

(https://imgur.com/8cICCw6.png)

(https://imgur.com/T7YiQ84.png)
Title: Re: Doom 3 Supremacy
Post by: MooD on June 01, 2019, 05:21:28 AM
I've been reworking AI scripts (and their hierarchies) in a number of ways, to make their behavior more interesting.

All friendly NPC's in the game engage in combat (if they are able to). There are no cutscene-or dialogue-only NPC's. They are all potential combatants. Weapons are just as effective in NPC's (or monster's) hands as they are in yours, but also subject to limited ammo. A freshly spawned zombie carrying a shotgun will have anywhere between zero and the max amount of shells in it (in this case 8 ). Suppose it received 6 shells, and managed to fire 2 before you kill it. There are then 4 shells left in the gun if you pick it up. NPC's and monsters also behave differently in the sense that human's tend to not be suicidal and retreat when they run out of ammo, while a monster might not be so concerned about it's own well-being and concludes that the only worth it's got left is to try and melee you.

These are Mars Security troops, typically called Secs.

Maybe lost souls to posses them as well (just like how a few people are possessed by them in the doom3 campaign) also if they die they have a chance to come back as zombies? The revenant also should revive there corpses too.

(https://imgur.com/z8xb2wj.png)

However, because they are human and do not possess the recommended anti-measures, they are subject to zombification by the forces of Hell :)

(https://imgur.com/pzl9AQy.png)

I'm making all human NPC's real-time zombifiable, so they become hostile and turn against you. I'm not sure yet what monster to give this power. The Arch-Vile, maybe? Any NPC's in a radius would turn zombie :)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 01, 2019, 05:52:32 AM
Yes, that's what I was thinking. It should be like this (starts at 1:12, sorry, timestamps do not seem to work?)


So I would need to identify the entity used for this. IIRC you encounter one in the airlock in mc_underground, which flies past you.
It's not a lost soul. At least, not the monster they call 'lost soul' in Doom 3.

Then I make a projectile out of it, and NPC's hit with it will turn zombie.

And you mean the Archvile, he's the one who resurrects monsters. That doesn't work at all yet in my mod, but I would sure like to have it working someday. Could be a good excuse to gib enemies - make sure they are not resurrectable.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 01, 2019, 10:10:34 AM
(https://imgur.com/YiIKkfo.png)

You can ride it in Quake 4, which you can't here (yet). Instead, it's now a much larger and better armed version of the Sentry, seeking out hostiles and murdering them. Unfortunately the model's vertical pitch doesn't change, and as such aiming on the vertical axis won't look correct - but that doesn't stop it from being a valued asset in battle.

(https://imgur.com/aV1KwMJ.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 02, 2019, 07:36:51 AM
Improved the walker some more, it now has nice startup and death animations, and projects light. Also added all the sounds.

(https://imgur.com/0x7ZAaf.png)

It follows you around, like a good boy. It just likes to get a little too close, still need to tweak some values. I also need to tone down it's fov, reaction time, accuracy and rate of fire because it slaughters enemies the second they spawn.

It fires the gun just fine, I just need to add the ability to fire rockets also.

I think I like this thing better as a companion drone than as a vehicle :)

Like the Sentry, it also needs a voice, but a growling, intimidating one, like ED-209:

Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 02, 2019, 09:29:32 AM
Let's drench this mod in blood.

(https://media.discordapp.net/attachments/488393514690805790/584735108121231361/bloody.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 03, 2019, 07:44:58 AM
There's going to be a huge upgrade curve for the player.

All monsters are now assigned an appropriate EXP value, which is given to the player upon death. The lowest ranking enemies give 1 point.
However, you are rewarded by engaging in close combat - kill them up close and you're granted twice the amount of EXP given.

By reaching the next EXP milestone, you'll level up. Each time you level up, the milestone doubles, so you'll need to gain twice as much for each consecutive level.

100 total exp > lvl 2
300 total exp > lvl 3
700 total exp > lvl 4
...

I still need to figure out what to actually do with your experience level. Things like movement speed, damage and defense could be affected.

I've added a bar to the HUD in the right upper corner that displays the amount of EXP you have so far, but I'm not sure I want to keep it that way.

(https://imgur.com/UMvObF0.png)

There's also a separate skill level for each individual weapon. Each confirmed kill records the monster killed and the weapon it was killed with, and your skill level with that particular weapon will increase after achieving sufficient kills with it.

same curve, so

- 10 kills > lvl 2
- 30 kills > lvl 3
- 70 kills > lvl 4

Skill level should affect things like weapon handling (how fast you switch to and from the weapon), reload speed, and accuracy.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 03, 2019, 08:12:18 AM
I'm also thinking of monsters dropping money, which can be spent on vending machines.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 03, 2019, 03:45:10 PM
Improved blood splatter effects!

By randomizing the scale of the blood decal, the applied splatters now look different each time. Much more convincing.

(https://imgur.com/Rj0PRCG.png)

(https://imgur.com/WNjRGYh.png)

(https://imgur.com/YLa1Gym.png)

(https://imgur.com/Db7LAIb.png)

(https://imgur.com/5ItHXAz.png)

(https://imgur.com/iLvus8J.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 03, 2019, 04:30:43 PM
Better yet...

(https://imgur.com/JSnFUwj.png)

The effect is now applied when you kill a monster from close enough, and stays until you switch weapons. Presumably there is a weapon cleaning mechanism integrated in your suit?

(https://imgur.com/s3wSEz2.png)

Simple but nice feature, really clean and lightweight implementation too, I'm quite happy with it. Thanks to discord member Furious for the idea.

It's still not quite perfect, as bloodying up the hands isn't as straightforward as it seemed initially - getting some unexpected graphical glitches there.

And perhaps, the effect shouldn't be strictly applied when a monster dies, but also when you are hit with a bullet that managed to penetrate your armor.

Another thing on my checklist is to do a much better job at simulating pain and impacts than Doom 3, but it'll be a while until a have something worth showing off.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 04, 2019, 12:07:49 PM
Scope views for weapons with scopes were added, though they have a lot of elements to them and it'll take some time until everything looks right.

(https://imgur.com/rWp5nsw.png)

The Rocket Launcher now has homing capability. Aim at an enemy through the scope to highlight and track it. Any fired missiles will now home in on the target.

(https://imgur.com/oOQ41DA.png)

The Chaingun now also received Tracking Mode. In this mode, holding the trigger will cause the weapon to automatically fire at any targets in view.

Manual (default) mode
(https://imgur.com/4DCvNWZ.png)

Switch to Tracking mode
(https://imgur.com/apsRcKN.png)

Weapon will fire automatically when trigger is held and weapon is pointed at an enemy
(https://imgur.com/6O147KM.png)

Your tracking range is limited by default, but upgrades that increase it are available.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 05, 2019, 02:15:37 AM
Improved the Rocket Launcher some more.
(https://imgur.com/Inl2p3Q.png)

Locking on works better now. The weapon will continuously scan while holding Aim, which makes it easier to obtain lock-ons, especially during hectic battles. Just aim, look at target, there, its locked on.

(https://imgur.com/xR3zuiY.png)

There is a lot of upgrade potential for this weapon. Scanning range, scanning 'width', number of simultaneous lockons.

Weapons draw power from your suit. Scanning consumes a low (ish) amount of power.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 06, 2019, 05:01:00 PM
Improved blood splatter effects:

(https://imgur.com/qXJB2Re.png)

(https://imgur.com/BGOqnnf.png)

(https://imgur.com/Zgq4X23.png)

The obvious problem here is that you play as this guy now:

(https://imgur.com/kYxB46o.png)

... which doesn't match up with the bare arms of the weapon viewmodel.

The dynamic splatters can be applied to any material as long as it's attached to a script-driven entity (otherwise there's no way to toggle it). Obvious candidates are the monsters themselves. Applying it as a makeshift damage effect would look somewhat cheesy I think, but it could work nicely if you gib a monster and all nearby monsters would get splattered? There are some cool effects possible for sure.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 06, 2019, 07:30:56 PM
Since it's technically possible to 'change suits' on the fly...

I never really intended the player to be the Slayer - that is id Software's story to tell.

That doesn't mean that the Praetor suit cannot be found in the game, however :)

This is now spoiled, of course.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 07, 2019, 08:14:31 AM
Handgrenades now finally work the way you'd expect them to in a modern FPS.

(https://imgur.com/VufIvj0.png)

Press the 'grenade' button to grab and prime a handgrenade, should you have any.
(https://imgur.com/gxpOOmY.png)


Hold the button down to increase power. The more power, the further you'll throw it (and the more it'll hurt, should you score a direct hit)
(https://imgur.com/3FUysA7.png)


Release the button to throw the grenade. (Oops, there's still a skinning error left, apparently)
(https://imgur.com/MvrjBOF.png)


(https://imgur.com/FVVEPZA.png)

The handgrenades themselves are more effective than they were in Doom 3, from improved physics to enhanced exploding performance. Also they do not bounce around anymore.

I'm thinking of making them more lethal still, adding a shrapnel effect.

Don't forget to actually *throw* the grenade once primed :)

Still need to finetune a bunch of of variables until the weight and inertia of the projectile feels right.

More to come :)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 08, 2019, 12:47:07 AM
Zombies

(https://imgur.com/fYdSeNh.png)

UAC personnel and their zombie counterparts. Too bad the models don't quite match up, they appear to change body types when zombified :)

The human versions use Doom3guy's body, so they have all his animations too, which means they can use weapons.

I still need to do the zombie heads, so the zombies still use the human ones, for now.

Speaking of heads, I'm seeing some nice potential for decapitation here, so their heads can be blown off with a close range shotgun blast or something.

I'm not sure how to do the transition from human to zombie yet. Removing the human version and spawning the zombie is probably the only possible way, I don't think you can hot-swap an entities' model, animations and AI scripts.

Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 08, 2019, 03:57:59 AM
In addition to highlighting guns on your HUD, it is now capable of displaying labels above them too:

(https://imgur.com/RYqEK6Z.png)

Initially, it shows just the weapon's name, but it could be upgraded so it would show the amount of ammo in the gun as well.

The text needs to be a lot smaller obviously, and look better.

Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 08, 2019, 04:56:56 AM
I changed it so the label only appears within a certain range:

(https://imgur.com/p8IUVZS.png)

(https://imgur.com/dXyzdwi.png)

(https://imgur.com/15Rk4G5.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 08, 2019, 02:00:54 PM
(https://imgur.com/45yn36L.png)

This model is also in Doom 3, referred to as 'poppy', and was probably intended to be a zombie at some point (as the presence of monster_zombie_fem.def in the game data implies).

She is ragdoll-and-gibbable, but she doesn't have animations nor does her model inherit any other (AFAIK), so she won't be of much use in the game, unfortunately.
Title: Re: Doom 3 Supremacy
Post by: The Happy Friar on June 08, 2019, 03:21:23 PM
she's the model that first shows a lost soul bring spawned.  I remember some talk in the game's pda about her being easy.  Also, her boobs have physics too. 
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 08, 2019, 05:07:59 PM
Also, her boobs have physics too.

I just tested. You're right :)

(https://imgur.com/KV99EAg.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 09, 2019, 03:47:00 AM
Regarding the zombies, I was thinking, they are semi-merged with their human counterparts.

If, however, the shared zombie animations could be added to the shared npc model, then we could have truly realtime switchable humans/zombies without any hacks.

I also noticed there's setModel(), but I'm not sure it does what I think it does, or I'm not using it correctly.

I tried adding a zombie animation to the NPC model but alas, the # of joints doesn't match up.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 09, 2019, 05:07:37 AM
There's some content in Prey left to plunder, so here's Princess.

(https://imgur.com/hO0DuFB.png)

There's still a material problem left apparently, her head doesn't cast shadows :)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 09, 2019, 06:21:23 AM
This is the Assault Rifle from Quake Wars - Enemy Territory.

(https://imgur.com/qGpsj8U.png)

All of ETQW's weapons are in .md5 format in the SDK, so they can be added to Supremacy.

(Well, after they are manually hacked downgraded from V11 to V10 format, that is)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 09, 2019, 08:35:37 AM
And here's the Hider.

(https://imgur.com/tS4hgWL.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 09, 2019, 08:58:05 AM
(https://imgur.com/YO9EjV5.png)
Title: Re: Doom 3 Supremacy
Post by: oneofthe8devilz on June 09, 2019, 09:23:45 AM
It is nice and refreshing to see someone still being so enthusiastic about the idtech4 engines. I definitely am looking forward to playtest whatever you end up cooking.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 09, 2019, 10:23:38 AM
It's a passion project.

(https://imgur.com/Ir71a7z.png)




Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 09, 2019, 12:43:42 PM
These are the Shotgun and Machine Pistol from ETQW.

(https://imgur.com/0boylU8.png)

(https://imgur.com/1YxYq3W.png)

Until I find a way to obtain their textures and animations, this is the best they will get, I'm afraid.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 09, 2019, 02:36:59 PM
(https://imgur.com/Ic7CHmc.png)

Did I mention the bodies stay until gibbed? :)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 09, 2019, 02:47:23 PM
Demonstration of a handgrenade's power.

(https://imgur.com/Wix5vi9.png)

(https://imgur.com/NBIjGuw.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 09, 2019, 03:12:40 PM
(https://imgur.com/BfAOySt.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 10, 2019, 08:32:24 AM
Monsters do not come pre-spawned (or in monster closets) in any of Supremacy's campaign.

Instead, the maps are populated by Spawners. This invisible entity spawns monsters at randomized intervals.

(https://imgur.com/YZM0Job.png)

What monster it spawns is determined by a number of factors, such as your experience level. You'll mostly see low-ranking Ticks, Trites or Cherubs at first, but gradually more powerful monsters are introduced.

A Spawner will not spawn a new monster until the one it spawned is dead - but not straight away.

This way, maps are always populated in unpredictable ways, you'll never go through long stretches of time without something to shoot, even when backtracking, and there's plenty of opportunity to farm EXP.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 10, 2019, 10:20:46 AM
A Spawner is also capable of assembling zombies 'on-the-fly', picking random head and body combinations.

(https://imgur.com/nt3hi3I.png)

(https://imgur.com/pv63e6W.png)

(https://imgur.com/44ebCcF.png)

Furthermore, monster statistics are slightly randomized as well! A monster might have 125% health, or walk 20% faster, or cannot see, or hear, or both, any of these combined, or whatever!
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 10, 2019, 11:28:04 AM
Loot!

Monsters now drop loot. Well, perhaps. If you're lucky.

The luckier you are, the better the loot will be.

(https://imgur.com/IPxHbWO.png)

(https://imgur.com/wM33hBw.png)

For testing, I've given myself 100% chance of obtaining a shotgun, so each time a monster is killed, one is dropped.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 11, 2019, 02:59:14 PM
Testing out the Dynamic Monster Distribution System(c), it works like a charm.

(https://imgur.com/NpgvRwt.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 12, 2019, 10:39:44 AM
Made the SMG a little smarter, which is now able to tell when aimed at an enemy.

(https://imgur.com/pk482Je.png)

(https://imgur.com/p5v390v.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 12, 2019, 11:39:42 AM
Made it a little bit smarter still, it is now able to distinguish friends from foes:

(https://imgur.com/I3HlZo8.png)

(https://imgur.com/hIrpkt2.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 12, 2019, 12:41:13 PM
Melee!

Pressing the Switch button will switch weapon modes or toggle add-ons such as laser sights.

(https://imgur.com/trqKvNd.png)

However, it now has a secondary function. Press Switch while facing a monster within range and you'll perform a melee attack instead.

(https://imgur.com/Nrk9yxp.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 13, 2019, 07:40:55 AM
A lot of nice improvements under the hood (though not easy to show off in pictures)

Many special functions are now handled by the player script, sending the necessary commands to weapons, instead of the other way around.
This means the elimination of a lot of duplicate code, not to mention other benefits such as newly added weapons automatically having running/aiming/alt/melee capability.

The actual melee system has been improved as well. In practice, the previous implementation proved near useless, as switching to fists, punching, and switching back proved far too slow to be useful.

So now melee attacks are performed by the current weapon held, which is near instantaneous.

(https://imgur.com/2KszwsC.png)

(https://imgur.com/1EPUAdP.png)

.. I don't have any melee animations for any of the guns as of now, so I just throw the view around a bit until I do :)

In practice this system works quite well, though I'm considering sharing melee with the Aim button instead of Switch . We'll see.

Weapon_fists is now not needed anymore, freeing up a weapons slot as well :)

I have a few melee-related ideas, such as auto-focusing on any nearby monsters, which would solve the problem of melee attacks not landing because the monsters wasn't perfectly centered in your view. Perhaps a series of combination attacks could be performed if the player keeps pressing the button.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 15, 2019, 02:47:40 AM
There are many cool new features coming up, but they require some polish before being shown off :)

The Loot Drop system has been improved. The base monster class has a list of possible items to drop, such as a clip of pistol ammo.

(https://imgur.com/nltdDl4.png)

However, each monster can override or add to this list with items of it's own, so, for example, Cherubs drop more exotic things.

(https://imgur.com/p9mrSrT.png)

I am still working out the details of the algorithm, but what items are dropped - if any - is determined by your Luck stat, tied to your experience level among other things.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 15, 2019, 06:04:02 AM
Same as with the special weapon functions, I replaced all the individual weapon tracing functionality with a single, unified solution.
In non-fourth-wall-breaking-terms, this means it's your suit doing the tracing now, relaying commands to wherever they are needed.

Not only is this solution much cleaner, but it also opens the door for some very interesting possibilities.

Your HUD now subtly highlights whatever monster or NPC you're aiming at. Monsters are highlighted orange, NPC's green.

(https://imgur.com/wpKuwB9.png)

(https://imgur.com/Deuyxz7.png)
(i've exaggerated the green-ness here for clarity)

(https://imgur.com/aR8Xtni.png)

Not only that, but it also allows to perform context-sensitive actions; shooting at a friendly NPC will not actually fire the weapon but send a command instead (regardless of weapon used or state the player is in - it's seamless). For example, clicking on a Sentry bot would get it's attention, and a second click would send the Sentry to the location you clicked.

It's also a pretty useful aiming aid :)

(https://imgur.com/gigHmnV.png)

(https://imgur.com/QCSqpr2.png)
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 18, 2019, 08:07:38 AM
Added an effect to all mechanical entities where they periodically emit sparks and smoke after taking enough damage:

(https://imgur.com/L3BQEgi.png)

(https://imgur.com/aVg3KGB.png)

This works pretty well, but perhaps it can be improved still by picking a random joint to spawn the particles from.
Title: Re: Doom 3 Supremacy
Post by: EoceneMiacid on June 30, 2019, 08:33:32 AM
Apologies for the lack of updates - things are still happening, but at a slower pace.

Recent events indicate that using a copyrighted name for your mod project increases scrutiny, so I'm dropping 'Doom' from the title and call it Supremacy 3 from now on. I will update things accordingly.

I also settled upon a release date for v1.0, which will be the same date Doom Eternal will be released - 22 November 2019. No new features will be introduced until then, focus will be exclusively on polish.

A test version will be released before that, though. If you are interested in helping out by testing and providing feedback (or fixes outright ;) ) just send me a personal message stating your interest.

Title: Re: Doom 3 Supremacy
Post by: The Happy Friar on June 30, 2019, 11:08:48 AM
it's quite possible that nobody will play if you release it same day as eternal.  I'd say a week ahead for ultimate hype.  :)
Title: Re: Supremacy 3
Post by: EoceneMiacid on September 03, 2019, 03:29:11 AM
(https://media.discordapp.net/attachments/488393514690805790/618346302077534208/gunship.png?width=1142&height=643)

(https://media.discordapp.net/attachments/488393514690805790/618342124311543838/diag.png?width=1142&height=643)

(https://media.discordapp.net/attachments/488393514690805790/618341900356943873/hound.png?width=1142&height=643)

(https://media.discordapp.net/attachments/488393514690805790/618335039243157505/double.png?width=1142&height=643)

(https://media.discordapp.net/attachments/488393514690805790/618333668867440650/run.png?width=1142&height=643)

(https://media.discordapp.net/attachments/488393514690805790/618330971485503488/table.png?width=1142&height=643)

(https://media.discordapp.net/attachments/488393514690805790/618329000787574794/gfx.png?width=1142&height=643)

(https://media.discordapp.net/attachments/488393514690805790/618324873491775508/glare.png?width=1142&height=643)

(https://media.discordapp.net/attachments/488393514690805790/618354539275485194/shot.png?width=1143&height=643)

(https://media.discordapp.net/attachments/488393514690805790/618355902122033172/wall.png?width=1143&height=643)

(https://media.discordapp.net/attachments/488393514690805790/618364561677877249/kill.png?width=1143&height=643)

(https://media.discordapp.net/attachments/488393514690805790/618375867524972544/glare.png?width=1143&height=643)
Title: Re: Supremacy 3
Post by: The Happy Friar on September 03, 2019, 09:53:18 PM
after you're strogofied you should be turned in to that badass.   O0
Title: Re: Supremacy 3
Post by: motorsep on September 03, 2019, 09:57:43 PM
After seeing Doom 2016 model, I grabbed a lot of popcorn ...  >:D
Title: Re: Supremacy 3
Post by: EoceneMiacid on September 04, 2019, 04:43:29 AM
(https://imgur.com/ogSlyce.png)

(https://imgur.com/u9fM7MA.png)

(https://imgur.com/nO2jE8F.png)
Title: Re: Supremacy 3
Post by: EoceneMiacid on September 04, 2019, 04:46:14 PM
(https://imgur.com/IeAKOrR.png)

(https://imgur.com/wrsHTPi.png)

(https://imgur.com/8t5n7a9.png)

Also monsters are now able to cloak as well:

(https://imgur.com/8aP8th6.png)

(https://imgur.com/YolLswe.png)

Luckily, any visible damage such as bullet wounds or scorch marks are visible.

(https://imgur.com/N5yEgCn.png)

(https://imgur.com/lcyHM6t.png)

(https://imgur.com/dpbOW8S.png)
Title: Re: Supremacy 3
Post by: EoceneMiacid on September 06, 2019, 11:53:42 AM
(https://imgur.com/PtTCUTO.png)

(https://imgur.com/gBs9OMW.png)
Title: Re: Supremacy 3
Post by: EoceneMiacid on September 08, 2019, 09:04:52 AM
(https://imgur.com/6vRyzS8.png)
Title: Re: Supremacy 3
Post by: EoceneMiacid on September 09, 2019, 09:04:40 AM
(https://imgur.com/7ExW1Hs.png)

(https://imgur.com/go1xdx4.png)

(https://imgur.com/SL2gFy1.png)
Title: Re: Supremacy 3
Post by: EoceneMiacid on September 13, 2019, 03:32:56 PM
The previous pictures didn't demonstrate the monster cloaking very well, so here are some more.

Here's a normal mancubus in the back and a cloaked one in the front:

(https://imgur.com/Ynq6g1j.png)

And the revenant:

(https://imgur.com/Vd6YaJ2.png)

Each monster has it's own custom cloak skin, which uses the normal map to generate the effect.

Some monsters are (deliberately) not entirely effective at cloaking, as things like glowing eyes or fire are still visible.

For example, here's a cloaked cacodemon:

(https://imgur.com/uJw6SjR.png)

I'm also looking to add an effect to cloaked monsters that, when shot, makes the cloak glitch temporarily in some way.
Title: Re: Supremacy 3
Post by: ADV_MD5 on September 13, 2019, 04:39:09 PM
Looks cool. Glad to see some people keeping D3 alive. I decided to register here because I like the fact that someone is trying to keep the games alive by extending them.

D3+Prey+Quake4+ETQW all have free demos with some assets. Id like to see them all cobbled together into 1 asset pack/1 game.
Title: Re: Supremacy 3
Post by: EoceneMiacid on September 13, 2019, 06:36:21 PM
D3+Prey+Quake4+ETQW all have free demos with some assets. Id like to see them all cobbled together into 1 asset pack/1 game.

Good to hear there's interest.
Title: Re: Supremacy 3
Post by: EoceneMiacid on September 16, 2019, 04:10:28 PM
(https://imgur.com/ncVjVWg.png)

(https://imgur.com/9hvE9jK.png)

(https://imgur.com/iv6slrZ.png)
Title: Re: Supremacy 3
Post by: EoceneMiacid on September 21, 2019, 04:17:24 PM
(https://imgur.com/rFpQ0mx.png)
Title: Re: Supremacy 3
Post by: EoceneMiacid on September 22, 2019, 07:05:44 AM
Quake 4 Maps!

(https://imgur.com/zTDxVE1.png)

(https://imgur.com/PEnC82f.png)

(https://imgur.com/uagkQuS.png)

(https://imgur.com/jsp1cLU.png)

(https://imgur.com/5Nwvom7.png)

(https://imgur.com/MqrxMzG.png)

(https://imgur.com/eODstYS.png)

(https://imgur.com/hyaqK0D.png)

(https://imgur.com/znlq8li.png)

(https://imgur.com/vKGEVfj.png)
Title: Re: Supremacy 3
Post by: EoceneMiacid on September 29, 2019, 07:05:43 AM
(https://imgur.com/rWZklHv.png)
Title: Re: Supremacy 3
Post by: EoceneMiacid on October 01, 2019, 05:02:34 AM
(https://imgur.com/Qa7w4Xl.png)

(https://imgur.com/oOCjFwa.png)

(https://imgur.com/JDL2c9R.png)
Title: Re: Supremacy 3
Post by: EoceneMiacid on October 08, 2019, 08:36:03 AM
Lots of work done the past week, which will be shown off here soon enough :)

However there's one thing that I absolutely have to rave about right now, and that's IcedTech (https://github.com/jmarshall23/IcedTech), a brand spanking new modernized idtech4 source port with too many new features to mention, several of which were high up on my wishlist. It has it's own forum too, which can be found at https://www.realvectormathstudios.com (https://www.realvectormathstudios.com).

At the moment, only 32bit Windows builds are available, but Linux support is being looked at and the engine runs fine in WINE, which is good enough for me to adopt it as-is.
Title: Re: Supremacy 3
Post by: EoceneMiacid on October 16, 2019, 01:49:14 PM
https://imgur.com/5tABKw3
https://imgur.com/Bey7AHb
https://imgur.com/Upty3Rg
Title: Re: Supremacy 3
Post by: EoceneMiacid on October 17, 2019, 07:28:48 PM
https://imgur.com/yqO17zE
Title: Re: Supremacy 3
Post by: The Happy Friar on October 17, 2019, 09:34:11 PM
were you controlling the spider turret or was it moving on it's own?
Title: Re: Supremacy 3
Post by: EoceneMiacid on October 18, 2019, 02:59:59 AM
I didn't control it.

But I'm working on a control method.