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Messages - EoceneMiacid

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1
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: May 19, 2019, 09:57:36 AM »
Improved the HUD some more. I added bars for armor and health.




2
id Tech 4 WIP / Re: Doom 3 Supremacy
« 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:



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


3
id Tech 4 WIP / Re: Doom 3 Supremacy
« 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.


However you can now switch to 'Charge' mode, which allows you to charge up powerful plasma blasts!

4
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: May 17, 2019, 11:22:34 AM »
Finally gotten round to polishing the HUD (somewhat)



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:



This is helpful to find items in the dark.

5
id Tech 4 WIP / Re: Doom 3 Supremacy
« 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






Super Shotgun






Machine Gun



6
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: May 17, 2019, 03:01:31 AM »
Nice, how did you get the entity gui to work?

Blaster


Hyperblaster


Grenade Launcher


Dark Matter Gun (Fired like a pistol)


And some Prey weapons:

Hunter Rifle


Leechgun


Acidgun

7
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: May 16, 2019, 10:27:17 AM »
The player now correctly (well, more or less) holds Quake 4 weapons:

Assault rifle


Lightning gun


Railgun


Of course, the weapon view model still has the Quake 4 arms attached. How would I replace them with Doom 3 guy arms?

8
id Tech 6 General Talk / Re: RAGE 2 is out !
« on: May 16, 2019, 02:38:54 AM »
Which reminds me I still have the first game to finish

9
FEAR 2 blew me away. Some of the best storytelling and creepiest horror I've witnessed in any game ever.

10
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: May 13, 2019, 12:13:52 PM »

11
FEAR is awesome.

Have you played the FEAR Complete mod?

12
Yeah, I was thinking to do this via scripts too. It's definitely more flexible that way. I really like how you've done the plasma rifle's alternate shot,
leaving nothing but a smoldering skeleton.


13
id Tech 4 WIP / Re: Doom 3 Supremacy
« 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.

14
Okay, got it figured out. Spent a lot of time working on new particles, including blood sprays and splatters, which lead me to gibbing. I now have nice and painful-looking bullet wounds with blood gushing out, and scorch marks (with billowing smoke) for energy weapons.

As for gibbing, the setup is quite simple. You define a skin for each npc/monster that sets all used materials to textures/common/nodraw, then set it with 'skin_dropgib", so the monster instantly becomes invisible when gibbed. Then you spawn blood and gib chunks from joints.

So now all I need is better gib chunks. The ones in vanilla Doom 3 do not sell the illusion well at all.

Ideally, I would take each monster/NPC model, separate it into pieces (head, torso, arms, legs) and export each piece as a .lwo, to be spawned as a gib. Anybody know how to do this? Blender, I would presume?




15
id Tech 4 WIP / Re: Doom 3 Supremacy
« 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.








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