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Topics - EoceneMiacid

Pages: [1] 2
1
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?

2
id Tech 4 Needs Help / Changing entity values from a gui
« on: December 04, 2018, 02:02:24 PM »
Kind of a stupid question, most likely. Apologies in advance.

I have several different player classes, each with their own set of weapons.

Set up like this:

Code: [Select]
entityDef player_class1{
   ...
}

entityDef player_class2{
   ...
}

entityDef player_doommarine{
   "inherit" "player_class1"
   ...
}

So I can change the class by editing player_doommarine.

Obviously, this is not ideal - I would like to have the player choose the desired class when playing a new game, with a nice 3D model representation.

So what is the best method to set the desired player class from a GUI?

3
A few more things I'm working on...

And here we have the Quake 4 marine (again, minus head)


Quake 4 and Prey also come with a ton of nicely modeled map objects to spice up your maps, and they're quite interchangeable.

Here's the Brainstalk from Q4:



(Though the actual brain is not visible atm)

4
id Tech 4 WIP / Doom 3 Supremacy
« on: November 26, 2018, 09:54:23 AM »

Supremacy?...




5
id Tech 4 Mods / Quake 4 & Prey stuff in Doom 3 (WIP)
« on: November 22, 2018, 12:30:20 PM »





Quake 4 weapons:

Blaster



Shotgun



Machinegun



Nailgun



Grenade Launcher



Rocket Launcher



Hyperblaster



Lightning Gun



Railgun


Monsters:

Slimy Transfer



Strogg Marines



The Berserker, the Gladiator and the Grunt



Group picture



This guy is also in here... (He's so large I couldn't possibly fit him in the same picture)



And also:



This is Jen, from Prey. Yeah, I'm working on Prey stuff too - I have the first few working monsters even. They are easier to adapt than Q4 monsters in some ways - but harder in others. Material definitions basically need to be entirely rewritten, but it at least uses AI scripts (which need to be heavily modified for sure).

After I'm finished with Q4 and Prey, I'll see what I can do with ETQW.

6
Haunting of Deck 12 / Quake 4 weapons in Doom 3
« on: November 21, 2018, 02:16:17 PM »
Hi there,

I've been absent from this place for a while, hard at work on several projects, among them my Doom 3 project.

I'm currently working on this;





These are the rifle and shotgun from Quake 4. I have all the other weapons (blaster, hyperblaster, nailgun, railgun, lightning gun, grenade launcher, and the darkmatter gun) in there too, but they don't quite work yet. There's quite a bit of adapting to be done since the soundshader and material definitions use a slightly different syntax in Quake 4, not to mention Quake 4 doesn't use weapon scripts, it instead handles the weapon behavior in C++ - so I had to write scripts myself (mostly derived from similar Doom 3 weapons, though) - so they don't handle entirely right yet. Also the GUIs have a bunch of extra commands Doom 3 doesn't support.

At any rate, I expect to make a lot of progress the next few days still. If I'm happy with it, I'll look into adding Quake 4 enemies, and content from both Prey and ETQW.

7
id Tech 4 Needs Help / Map hubs
« on: July 22, 2017, 10:14:55 AM »
Hi there,

Been a while since I've posted here.

Is it possible to set up a central hub map, and allow seamless transitions between maps?
I'm working on what I hope will eventually become a full-fledged Metroidvania-style game.


8
id Tech 4 Discussion / Content pack with iron sights aiming?
« on: December 31, 2016, 02:37:00 PM »
Hi,

Due to reasons, I had to put my Doom 3 modding project on hold for a while
I'd like to resume working on it now :)

Roughly half a year ago (I think), somebody posted a thread about a content pack for Doom 3 that the developer gave away for use in modding projects.

It had all kinds of stuff, such as iron sights for the pistol and tons more.

Anybody know which pack I'm talking about?

Regards

9
id Tech 4 Mods / gloves
« on: June 29, 2016, 04:22:03 AM »
Hi,

I admit I haven't done any extensive Googling on this just yet, but is there any mod out there that has gloves for the player?

I suppose I could just paint them on the skin texture, but that would be the equivalent of using a felt tip marker to draw them on your hands.


10
id Tech 4 Mods / Tactical HUD display
« on: June 25, 2016, 08:07:20 PM »
Hi,

I have created a custom player class, who is equipped with a pistol, machinegun and a couple of grenades as standard issue. He also runs twice as fast and doesn't make those annoying tippity-tappity footstep sounds :)

I have two subclasses, one wearing the Doom 3 armor and helmet, and the other the ROE equivalent.

A prominent feature of my mod will be the HUD, which will look like it's projected on the visor. I want it to have a purely functional, fluff-free, military style look.

I also want to implement a metric fuckton of useful features in the thing. For example, it'll be capable of interfacing with your guns.

It'll also be capable of identifying friend or foe,  gauge distances, improve targeting, mark and track encountered enemies.

Currently, I'm able to deploy sentry bots, which scuttle off on their own, looking for monsters to shoot. I would like to be able to mount a camera on the thing, which will be viewable in a small window on your HUD. You will also be able to issue commands to it, remotely.

Anyway. What I'm looking for is a way to show the viewpoint of the sentry on my HUD.

zDoom had a feature called camera textures. I believe Doom 3 has them too, for example when you communicate with someone over a video link (AFAIK they're realtime, not prerendered videos). If you can display it on an in-game monitor, it should be trivial displaying it on your HUD; they're the same thing.

Anybody able to point me in the right direction with this? What GUI file am I looking for, and is it possible to have it display the sentry view?


11
Haunting of Deck 12 / Re: Zombie AI reloading?
« on: June 17, 2016, 05:17:46 AM »
Maybe he drinks more milk

12
id Tech 4 Scripting / Zombie AI reloading?
« on: June 14, 2016, 07:43:01 PM »
Hi,

My mod will primarily feature combat against armed human opponents, who may or may not be zombified.

While their default AI isn't too bad (I'm impressed to see how well they understand the map they're in, and how to navigate it), I feel it could do with a few tweaks to make the combat more interesting.

I'm mostly bothered by the fact they never need to reload, and have infinite ammo.
Ideally, they would need to reload, just like you do - and if they'd be really smart, they'd try to find cover first. H

Has this been done before, and if not, how far fetched is this?
As far as I know, their models do not have the requisite animations, but maybe those from Doomguy could be applied to them?


13
id Tech 4 Scripting / Automap and secrets?
« on: June 14, 2016, 07:20:11 PM »
Hi,

This is a long shot - but here goes.

One feature that the original Doom had and Doom 3 didn't was the automap. Given Doom 3's linearity and relative lack of secrets to hunt down, it wasn't really necessary anyway.

However, I'd very much like to have one in my mod - ideally as an overlay, displayed on your helmet's visor. Crucially, the map would only display the areas the player would have seen in-game.

So, how far-fetched is this idea? I've read that, one of the things the dmap command does, is create a simplified, undetailed version of the map the AI uses to navigate it (which does it pretty well, I must say). Maybe this map can be visualized and used?

14
id Tech 4 Needs Help / Ironsights aiming (scripting?)
« on: June 13, 2016, 06:31:01 AM »
Hi,

I would like to add ironsights capability to my mod.

It's actually pretty easy to achieve, by tweaking the g_gunX, g_guny and g_gunz cvars - but obviously, I would like to add a function that allows me to toggle between the default and tweaked values.

So how do I create this function, and how do I execute it? It's probably a script, I guess?

15
id Tech 4 Mods / Using d3xp as base mod
« on: June 12, 2016, 02:49:22 PM »
Hi,

I want to use d3xp content in my mod, so I start it with the fs_game_base set to "d3xp". I have also created a custom player class, based off of the d3xp one, with the grabber and heart artifact intentionally removed.

However, I would like to keep the double barreled shotgun. I can spawn the movable object and pick it up, but switching to the gun stops the session with this error message in the console: "ERROR: Script object 'weapon_shotgun_double' not found on weapon 'weapon_shotgun_double'.

I haven't touched either the .def or the .script file, so it should use those from d3xp's pak file, right?

What am I doing wrong?

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