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Messages - The Happy Friar

Pages: [1] 2 3 ... 66
1
id Tech 4 WIP / Re: Supremacy 3
« on: October 17, 2019, 09:34:11 PM »
were you controlling the spider turret or was it moving on it's own?

2
id Tech 6 General Talk / Re: RAGE 2 is out !
« on: September 16, 2019, 05:48:27 PM »
i'm liking it quite a bit so far.  I really liked the intro with the ranger guy who rode in on a bike.  I like stealing cars.  I like attacking strongholds that are harder then I'd expect.  I like upgrading @ arcs.  I like the snarky car (I feel kind of like knight rider :p ).  I like the little skull that appears when you kill something.

3
id Tech 6 General Talk / Re: RAGE 2 is out !
« on: September 15, 2019, 12:11:49 PM »
So I bought the deluxe edition last night.  It reminds me so much of Zelda Breath of the Wild, but with guns & cars vs swords & horses.  Plus you talk in the game. :)

4
id Tech 4 Scripting / Re: Waving plants
« on: September 14, 2019, 11:31:11 PM »
well, a couple ways.1) ragdoll plants.  could take up a lot of cpu power, you need to do an AF for your plants.  AF kind of = PITA.2) have them be a monster & when you get to close they run an animation.3) have them be a func_animate, and when you get to close animation is changed (this might be better then monster, not sure).
Never looked in to specifically how Farcry did it, so not sure if there's a better way in D3 to do it.

5
id Tech 6 General Talk / Re: RAGE 2 is out !
« on: September 13, 2019, 05:35:19 PM »
Motorsep, I liked the first rage, & R2 is on sale @ steam.  Think I'd like the sequel?

6
id Tech 4 WIP / Re: Supremacy 3
« on: September 03, 2019, 09:53:18 PM »
after you're strogofied you should be turned in to that badass.   O0

7
id Tech 4 Mod Coding / Re: new entity i made up called "func_funkytown"
« on: August 29, 2019, 07:25:44 AM »
it's just as simple as I describe.  :)  I literately combined idbobber & idrotater together. 

Code: [Select]
/*
===============================================================================

idRotater                    aka func_funkytown by thf 8/28/19

===============================================================================
*/

CLASS_DECLARATION( idMover_Periodic, idRotater )
    EVENT( EV_Activate,            idRotater::Event_Activate )
END_CLASS

/*
===============
idRotater::idRotater
===============
*/
idRotater::idRotater( void ) {
    activatedBy = this;
}

/*
===============
idRotater::Spawn
===============
*/
void idRotater::Spawn( void ) {
    physicsObj.SetSelf( this );
    physicsObj.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
    physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
    physicsObj.SetAxis( GetPhysics()->GetAxis() );
    physicsObj.SetClipMask( MASK_SOLID );
    if ( !spawnArgs.GetBool( "nopush" ) ) {
        physicsObj.SetPusher( 0 );
    }
    physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, gameLocal.time, 0, GetPhysics()->GetOrigin(), vec3_origin, vec3_origin );
    physicsObj.SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, GetPhysics()->GetAxis().ToAngles(), ang_zero, ang_zero );
    SetPhysics( &physicsObj );

    if ( spawnArgs.GetBool( "start_on" ) ) {
        ProcessEvent( &EV_Activate, this );
    }
    //idbobber added by thf 8/28/19

    float    bob_speed;
    float    height;
    float    phase;
    bool    x_axis;
    bool    y_axis;
    idVec3    delta;

    spawnArgs.GetFloat("bob_speed", "4", bob_speed);
    spawnArgs.GetFloat("height", "32", height);
    spawnArgs.GetFloat("phase", "0", phase);
    spawnArgs.GetBool("bob_x_axis", "0", x_axis);
    spawnArgs.GetBool("bob_y_axis", "0", y_axis);

    // set the axis of bobbing
    delta = vec3_origin;
    if (x_axis) {
        delta[0] = height;
    }
    else if (y_axis) {
        delta[1] = height;
    }
    else {
        delta[2] = height;
    }

    physicsObj.SetSelf(this);
    physicsObj.SetClipModel(new idClipModel(GetPhysics()->GetClipModel()), 1.0f);
    physicsObj.SetOrigin(GetPhysics()->GetOrigin());
    physicsObj.SetAxis(GetPhysics()->GetAxis());
    physicsObj.SetClipMask(MASK_SOLID);
    if (!spawnArgs.GetBool("nopush")) {
        physicsObj.SetPusher(0);
    }
    physicsObj.SetLinearExtrapolation(extrapolation_t(EXTRAPOLATION_DECELSINE | EXTRAPOLATION_NOSTOP), phase * 1000, bob_speed * 500, GetPhysics()->GetOrigin(), delta * 2.0f, vec3_origin);
    SetPhysics(&physicsObj);
}

/*
===============
idRotater::Save
===============
*/
void idRotater::Save( idSaveGame *savefile ) const {
    activatedBy.Save( savefile );
}

/*
===============
idRotater::Restore
===============
*/
void idRotater::Restore( idRestoreGame *savefile ) {
    activatedBy.Restore( savefile );
}

/*
===============
idRotater::Event_Activate
===============
*/
void idRotater::Event_Activate( idEntity *activator ) {
    float        rot_speed;
    bool        rot_x_axis;
    bool        rot_y_axis;
    idAngles    delta;

    activatedBy = activator;

    delta.Zero();

    if ( !spawnArgs.GetBool( "rotate" ) ) {
        spawnArgs.Set( "rotate", "1" );
        spawnArgs.GetFloat( "rot_speed", "100", rot_speed );
        spawnArgs.GetBool( "rot_x_axis", "0", rot_x_axis );
        spawnArgs.GetBool( "rot_y_axis", "0", rot_y_axis );

        // set the axis of rotation
        if ( rot_x_axis ) {
            delta[2] = rot_speed;
        } else if ( rot_y_axis ) {
            delta[0] = rot_speed;
        } else {
            delta[1] = rot_speed;
        }
    } else {
        spawnArgs.Set( "rotate", "0" );
    }

    physicsObj.SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, physicsObj.GetAxis().ToAngles(), delta, ang_zero );
}


8
id Tech 4 Mod Coding / new entity i made up called "func_funkytown"
« on: August 28, 2019, 10:53:56 PM »
it combines the properties of a func_bobbing & func_rotating in to a single entity.  Basically reduces entity count if you want something to bob & rotate but not be an animated model.  I bound a model to it.  :)
feature=youtu.be

9
Welcome! / Re: Hello :)
« on: August 19, 2019, 07:25:32 AM »
Welcome to the forums.    We have cooler smile's to choose from vs the discord.    :magicpony:

10
id Tech 4 Models and Animations / Re: AR-15 test model I'm working with
« on: August 18, 2019, 05:37:07 PM »
list=PL87A443F762A27843&index=20&t=0s
using a target_setinfluence to place the players view at a camera which follows an entity & an animated model is spawned at the point of the camera.

11
id Tech 4 Models and Animations / Re: AR-15 test model I'm working with
« on: August 12, 2019, 01:59:23 PM »
Yes.  I modified the code to actuality fire from the direction barrel.  By default it would fire from the barrel at the player's view angle vs the direction of the barrel bone.
Code: [Select]
            //dir = playerViewAxis[ 0 ] + playerViewAxis[ 2 ] * ( ang * idMath::Sin( spin ) ) - playerViewAxis[ 1 ] * ( ang * idMath::Cos( spin ) );
            //use actuatly angle from muzzle bone vs player for firing direction   THF 2019/6/1
            dir = muzzleAxis[0] + muzzleAxis[2] * (ang * idMath::Sin(spin)) - muzzleAxis[1] * (ang * idMath::Cos(spin));
just change the first commented out stuff on the weapon.cpp to the new code.  Surprisingly easy.  I've done tests too, and having different firing animations I can actually change direction of fire now.  Pretty cool.  :) 

12
id Tech 4 Models and Animations / Re: AR-15 test model I'm working with
« on: August 11, 2019, 12:55:17 PM »
issue i'm having now is that the bullet doesn't have slowdown so i can't get the bullet to drop properly.  :)

13
id Tech 4 Models and Animations / Re: AR-15 test model I'm working with
« on: August 09, 2019, 09:31:07 PM »
what specific you want to see of the model?  It's not my model, it's a really low poly test model I got from blenderartists.

14
id Tech 4 Models and Animations / AR-15 test model I'm working with
« on: July 31, 2019, 10:04:23 PM »
my goal is to make the weapon more "real", so I've been messing with some code, script, & model setup's to achieve that.
currently the weapon is setup so that when you start with it, you're not to accurate, but once you hit the target X times (forget how many), you become more accurate.
the idea being the more the player practices @ the range, the better they get.
currently there is no "fire by the hip" option because that's not how I shoot, so it seems unrealistic when trying to hit a target.I might make one where you're just holding the firearm, but you can still pull the trigger & fire to the side.

15
id Tech 4 Mods / Re: Adding Coop to Doom 3
« on: July 01, 2019, 12:20:09 AM »
from sikkmod's readme & moddb page, it looks like he was encouraging other to use his stuff as a base for new mods.  based on that I don't see a reason to not use it.

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