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Messages - EoceneMiacid

Pages: [1] 2 3 ... 9
1
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: Today at 01:22:28 AM »
I would like to upload it to a GitHub or GitLab repository.
I can make it private, and provide access to anyone asking for it in this thread who has been a member for some time of this forum. It's a rather small community, if you've been hanging out here chances are you have at least one of the source games legitimately, right?

2
Haunting of Deck 12 / Re: Doom 3 Supremacy
« on: March 25, 2019, 09:28:11 AM »
The name is also outdated, since it's not really a Doom 3 mod anymore.

IdTech4 MegaMix?

3
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: March 25, 2019, 09:24:06 AM »
I've considered developing a tool that would extract the assets from installed versions of Quake 4 and Prey and then re-assemble them for use in Doom 3, but the changes are so severe (on so many levels) means it's such a big task I'd rather
spend the time developing and improving the actual project. Pretty much all the text definition files are all-new, with some copy-pasted chunks here and there, obviously. Raven Entertainment claims copyright to those original files.

I would love to release it as-is, obviously there's still a lot left to do because there's only so much time I can devote to learning all of Doom 3's subsystems in-depth, it would be awesome if others could lend their experience and contribute to what ultimately could become the definitive Doom 3 assets pack.

So, I'm on the fence here.

What do you guys think I should do?

Ask for permission and risk being shot down, and possibly monitored for at least a while?

Provide a download link to anyone asking for it in a private message, under condition they can provide proof of ownership of Doom 3, RoE, Quake 4 and Prey? (How the hell am I going to verify that?)

Provide a download link anyway, at the risk of a c&d?

4
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: March 22, 2019, 08:32:10 AM »
The problem with this is that it's practically an entire new codebase. Nearly every asset is modified or re-assembled from the ground up.

5
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: March 20, 2019, 10:29:15 AM »
So, I've got this alpha version packaged up, ready to be tested.

Obviously it's full of (what I presume to be) copyrighted assets, from a number of different copyright owners.

So, what to do with it? Can I upload it and expect not to get in trouble?

ModDB is full of stuff with copyrighted assets, so...


6
id Tech 4 WIP / Re: Doom 3 Supremacy
« 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.

7
Haunting of Deck 12 / Re: Quake 4 & Prey stuff in Doom 3 (WIP)
« on: February 16, 2019, 07:36:25 AM »
Hello again!

Unfortunately real life responsibilities have caught up with me, and as such I'm unable to devote much time to the project as of late.

Anybody interested in helping out/collaborating/picking up where I left off?

8
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP)
« on: January 08, 2019, 02:47:47 PM »
There is no Doom 4. It's just DOOM or DOOM 2016.

 ::) I'm calling it Doom 4. Deal with it.

I found that the model of space ship from D3 is very complex and  looks more cool than drop ship from Q4. Never noticed it before.

I like the Q4 one more, even though it's a total rip-off of the Aliens dropship.

9
Haunting of Deck 12 / Re: Quake 4 & Prey stuff in Doom 3 (WIP)
« on: January 05, 2019, 07:14:49 AM »
Hi!

Sorry about the lack of news lately, but the past few weeks were eventful to say the least :)

I moved places and had to wait a while for my internet connection.

I also upgraded my laptop to a new one (i7, Nvidia GTX, 16GB RAM, SSD) and right now I'm playing through DOOM 4, which is absolutely goddamn amazing. It's my favorite game of all time, no question - and I positively can't wait for Eternal.

I plan to get back at this project soon (I have to finish DOOM 4 first you understand :)), I have a couple of nice surprises coming up.

Stay tuned and happy new year!

10
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP)
« on: December 16, 2018, 10:07:09 AM »
Imported tons of mapobjects from both Quake 4 and Prey

Things such as doors



Marine dropships




And whatever these things are

11
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP)
« on: December 15, 2018, 08:23:06 AM »
Jetpack Harvester



Sphere Boss

12
id Tech 4 Needs Help / 3rd person model animations
« on: December 15, 2018, 06:10:46 AM »
Hi,

I've been making extensive changes all over the place and I've got many things close to where I want them, but I have neglected this issue that cropped up, and I'm not sure where to start looking :/

In 3rd person view, the upper body of my character is stuck in 'idle fists position'. Changing weapons does not animate, the weapon model just pops up instantly.

Holding the shotgun looks like this:



Firing doesn't animate either.

The legs work fine, though.

Any idea what could cause this? How are the animations usually triggered?

13
id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP)
« on: December 14, 2018, 05:49:27 PM »


Three Quake 4 marines, holding a shotgun, machinegun and hyperblaster respectively :)
(but with Doomguy heads instead)

Also working on other NPC's, here are some from Prey;


14
This might prove a little controversial, as the first Doom mod that lets you kill children in a variety of gruesome ways?

Possessed Boy And Girl


They were originally meant to be ghosts, and as such their modelling looks a bit off when made solid. They don't have any ragdolls either, and dhewm3 doesn't have the built in articulated figure editor.

15
I have a couple of days left with nothing to do but work on this. Fixed a lot of stuff in the meantime, but unfortunately nothing that can be shown off in pictures.

And I'm stuck in a few places - it'd be great if anyone could step up and help out.

What I need is:

- Doom 3 and Prey weapon viewmodels with Quake 4 guy's arms, and a set of Quake 4 viewmodels with Doomguy's arms - so either one can pick up and use any weapon with the correct looking arms;

- Proper world model animations, so Doom 3 guy correctly holds the Quake 4 guns and vice versa;

- Proper AI for the Quake 4 and Prey monsters (although Prey uses AI scripts, they need to be adapted heavily)

- I have a 'quick melee' function, which allows the player to kick, regardless of weapon carried (a la Duke Nukem 3D/Brutal Doom). It works, but I don't have proper kicking animation.
I have downloaded a small mod which has one, but it's tied to the 'fists' weapon.
So if somebody could apply the leg kicking model to each Doom 3, Quake 4 and Prey weapon?

- Lots more stuff on my wishlist, but these are the most pressing :)

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