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Messages - Tehstrelok

Pages: [1] 2
1
id Tech 4 Needs Help / Re: Looking for awesome custom skin pack
« on: September 09, 2015, 11:07:47 AM »
I pretty much cant download from those places, I could before, but now it is always unavailable.

2
Strutt your stuff! / Re: Phrozo Mod 2.0 Officially Released
« on: September 09, 2015, 10:59:42 AM »
Interesting. Do they actually sense projectiles, or are they randomly dodging before and after attacks? If this is in your mod I have a copy and will look at this later.

Anyways  I'll probably heavily modify the AI or start from scratch but I think it might take a while. When I was making the weapon light system I learned that DoomScript is purely virtual, or so it seems, because base functions get totally overwritten by derived objects when an inherited functions get defined, so I was limited to what I could do in the weapon_base script. The same problem will exist for scripting new base stuff for the AI.

One thing I would like is for them to have better world and peer sensory while keeping it as easy as possible to test what the AI thinks/knows. Presently they pretty much act the same whether they are alone trying to kill you, or if they have help. Exceptions would be if a monster gets in the way or accidentally triggers monster infighting, but that seems to be about it.

I tried to organize Phrozo Mod 2 a little better than 1 but I realize there is a lot more stuff. I can try and find what you need if you specifically list and name what you want. Also, the bullet holes are tiny because they are realistic :)

Dafama got them to dodge at random and when they get hit, although it does look like they sense they are being attackec, is not all monsters though, only specific ones that you would expect to have a better sense of self preservation.

the one effect Im really interested in is the mancubus plasma attack, and how do you make it so that the chainsaw sparks give off light? I did something similar for the chaingun bullets but the impacts give off light all the time even when hitting flesh.

and now that I think about it, I think the commnado with cgun is very good too, you also fixed the bugged muzzleflash lighting not enlighting the surroundings, that one one would be nice.

3
Strutt your stuff! / Re: Phrozo Mod 2.0 Officially Released
« on: September 08, 2015, 10:28:18 PM »
Yes unfortunately I don't have Pro and the number of video/audio layers are restricted. There are probably more advanced plugins with it as well.

Ok, back to the topic, sorry that we derailed from your mod phrozo, btw, did you do changes to the ai in the game? during a test play, I spawned a hellknight and when I ran away to wait for it in a corridor, it did not show up there as expected, it actually took an alternate route to get to me lol!

p.s: just one last thing about vegas pro, Ive used up to 120 tracks among video n audio in a project to make videos before, no limitations heh.

I wasn't happy with the pain threshold system in D3 because only high powered weapons would cause pain animations and sometimes that was disabled so I experimented with the HK and a few other monsters to break from attacks after accumulating enough damage. I also made the cgun commando and Mancubus attack you while taking cover ( they would stop immediately once you weren't visible ).

Simple stuff, nothing too serious. Most script just added new FX like the particles for spawning in fireballs for the HK and Imp. Right now I'm working on DoomScript stuff at the moment and in the future I plan to work on the AI a little more.

I did the mancubus keeping the plasma attack after you took cover first! heh

if you want I have some really nice scripts made with the help of dafama7k that improve the ai a bit as well, the imps behave a lot more like they do in the cinematics, you can use things from my mod as I have used some effects from you. This video is old but it shows you a bit of the improvement, also, sounds! though some were changed later on.


Btw, looking at your new things, Ive been thinking of adding your new mancubus plasma fx, the chainsaw sparks on walls giving off light, and the smoke particle for ricochets to my mod, although there are too many things in there, is it possible that you could make me a little pack with the necessary files specifically?

Btw, why are some of the bullet impacts so minuscule in your mod?

4
id Tech 4 Mods / Re: Enemies that grab and hold u in place
« on: September 08, 2015, 10:18:36 PM »
I brought up sawyer sucking you in, and phrozo explained how it worked, I hope we have helped you heh.

5
id Tech 4 Needs Help / Re: Looking for awesome custom skin pack
« on: September 08, 2015, 10:16:59 PM »
I went to file planet but couldn't download anything for some reason. But the thing is I still have to sift through all those downloads too. I dont have any screenshots either. The skins were so distinct I was hoping somebody knew what I was talking about. I'll keep looking through gamefront.

I have the same exact problem, it is really frustrating

6
id Tech 4 Mods / Re: Enemies that grab and hold u in place
« on: September 08, 2015, 04:29:34 PM »
Yeah I'm fixing to look into this feature. Just now getting to it. I'm not sure how much sawyer holds u in place but I was thinking he did something like I needed. The animations are a whole other problem.

just confirmed that when he stabs you with the chainsaw, the player can be stuck in it for the duration of the swing animation, if it barely hits you can get out of it, but if you are too close, you cant run away for the duration of the attack, it just swings you left n right while the chainsaw is cutting you.

7
Strutt your stuff! / Re: Phrozo Mod 2.0 Officially Released
« on: September 08, 2015, 02:13:51 PM »
If you spawn a monster in a map that doesn't have the area awareness built for it them it doesn't "know" how to go around, it just goes.  Like Quake or Q2.

that could make gameplay interesting when they can be unpredictable like that, I spawned it in delta2a level

8
id Tech 4 Mods / Re: Enemies that grab and hold u in place
« on: September 08, 2015, 01:48:24 PM »
If I remember well, the chainsaw zombie holds you in place when it hits you, so you must kill it to be free

9
Strutt your stuff! / Re: Phrozo Mod 2.0 Officially Released
« on: September 08, 2015, 12:37:35 PM »
Ok, back to the topic, sorry that we derailed from your mod phrozo, btw, did you do changes to the ai in the game? during a test play, I spawned a hellknight and when I ran away to wait for it in a corridor, it did not show up there as expected, it actually took an alternate route to get to me lol!

p.s: just one last thing about vegas pro, Ive used up to 120 tracks among video n audio in a project to make videos before, no limitations heh.

10
id Tech 4 Scripting / Re: make decals stay for a long time? (Quake 4)
« on: September 08, 2015, 12:27:21 PM »
Raven changed a lot of small parts of the engine and gamecode in Q4.  You'll need the SDK to fix it probably.

I see, thanks

12
Gamebanana is a large gaming modding community that supports a lot of games in many genres, including doom.

While half life and counter strike get the most attention, the doom 3 modding has recently started to revive in it with members like dafama7k and CED, and I want to bring more attention to it there. The doom 3 section has different sub categories for sounds, skins, models, full mods, and also a forum with threads like these. They even featured a couple of doom 3 submissions in the main page some time ago.

http://gamebanana.com/

doom 3 section

http://doom3.gamebanana.com/

It could benefit from this community, in fact, the happy friar, if you joinned, I could speak with the admins so you could be in charge of that section yourself seeing your role here, I am a moderator there. You can customize your profile as youd like (if you know how to use html)

My profile http://gamebanana.com/members/597879

The site has existed for almost 14 years, and it keeps growing, it would be awesome if doom 3 modding there became as popular as hl, tf2, or cs modding.


13
id Tech 4 Scripting / Re: make decals stay for a long time? (Quake 4)
« on: September 07, 2015, 09:29:27 PM »
Add this line and adjust the 300 to your liking. Its in seconds so 300 would be 5 minutes.


In doom 3 that works perfectly, yet here it just causes the decal to become a square and still dissapears in 10 seconds, very odd, I do not understand why it works in the other game but not here.

14
id Tech 4 Scripting / Re: make decals stay for a long time? (Quake 4)
« on: September 07, 2015, 06:22:17 PM »
Look in the material files. Find the decal u want to alter and then increase one of the numbers in the code. Can't remember which one. Not at my PC right now. It's very easy.

ok, I found it, was simple enough,however, I am not sure which line Id have to edit here, for example:

textures/decals/bullethole
{
   DECAL_MACRO
   noSelfShadow
   noShadows
   noImpact
   nonSolid
   qer_EditorImage   gfx/effects/decals/bullethole.tga
   {
      if ( glslPrograms == 1 )
      blend          GL_DST_COLOR, GL_SRC_COLOR
      rgba         decalFade[ DecalLife ]
      vertexColor
      glslProgram       glsl/MultiplyBlend.glsl
      shaderTexture      Image         gfx/effects/decals/bullethole.tga
   }   
   
   {       
      if ( glslPrograms == 0 )
            blend         gl_zero, gl_one_minus_src_color
      map         gfx/effects/decals/bullethole_multiply.tga
      clamp         // we don't want it to tile if the projection extends past the bounds
      rgba         decalFade[ DecalLife ]
      vertexColor      // oblique projections will be slightly faded down
   }
}

What line should be edited or added?

15
Strutt your stuff! / Re: Phrozo Mod 2.0 Officially Released
« on: September 07, 2015, 03:18:26 PM »
Vegas pro 11 is great

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