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Topics - EoceneMiacid

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1
Doom Discussion / SIGIL is available for download
« on: June 06, 2019, 07:35:09 AM »
Since it wasn't mentioned here yet...

Played it a bunch, well, can't say it motivated me to keep pressing on. Some of the architecture is quite nifty, I'll give it that.
Haven't played it far enough to encounter any Doom II enemies though, are they even in?

2
I noticed that, by tweaking the 'fps' value in .md5anims, the speed of said animation can be adjusted, which is especially great for monsters, since they can be made to walk or attack faster (or slower) that way.

But I can't help but think this isn't the 'proper' way to do it. Quake 4, for example, introduced a 'rate' animation command that can be adjusted, which seems better to me than adjusting the actual .md5anims.

Actually I'd prefer to do this through scripting for a number of reasons :)

Is this possible?

3
One of the things on my project checklist is to address the gore, or rather, the lack of it.

Nothing but firmly over the top will do, I'm afraid :)

What is the best Doom 3 implementation of gore to date?


4
id Tech 4 Needs Help / Practical map size limit?
« on: April 21, 2019, 03:08:39 PM »
Instead of linear progression through a series of maps, I'm interested in having the player explore a single, large map, with some required backtracking, akin to a Metroidvania game.

Doom 3 maps can be absolutely humongous, large enough to contain a whole game in, so why even bother splitting the campaign up into separate maps? Considering generous use of visportals and keeping active monster count under control, are there any hard limits I'm eventually going to run into, or is this a bad idea for other reasons altogether?


5
id Tech 4 Needs Help / Default model orientation
« on: April 16, 2019, 12:56:45 PM »
Hi,

This is the default orientation of the shotgun: (good)



This is the default orientation of the Quake 4 shotgun: (bad)



I would like to rotate the model 180, so it is in line with the first shotgun.

As I understand it, the rotation is 'hardcoded' in the .lwo file?

6
id Tech 4 Needs Help / Disable shadows on particle lights
« on: April 14, 2019, 04:35:52 AM »
I think this one should be possible...

My plasmagun's projectiles has lights attached to them, so that they light up the place whenever you fire it.
This looks great, but it becomes problematic with a high enough rate of fire, especially if the projectiles bounce around and there are a lot of surfaces to bounce the light off of, and objects to cast shadows from.

I do not want to gimp the firerate to keep the framerate under control either.
Is it possible to keep the light but not the shadow casting?

7
id Tech 4 Needs Help / Ragdolls do not project shadows
« on: April 05, 2019, 05:25:38 AM »
Whenever a monster or NPC is killed and transitions into a ragdoll, it stops projecting a shadow.
Some NPC's do not exhibit this, interestingly. I'm looking at the ragdoll and material definitions but I can't figure out what causes this. Can anyone help?

8
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?

9
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?

10
id Tech 4 WIP / Supremacy 3
« on: November 26, 2018, 09:54:23 AM »



Supremacy 3 is a standalone work-in-progress first-person shooter game about an epic multiverse war between Hell, the Strogg, the Sphere - and what's left of humanity, with you leading the desperate struggle for interdimensional supremacy - the only alternative to extinction.

Fortunately, you're skilled at making things extinct yourself.

Despite being massively outnumbered by apocalyptic forces who accept nothing less than total eradication of any living memory (or record) of mankind...

there's still a fighting chance.

Introduction

UAC scientists discovered what was coined as the Exploit - a peculiar quirk in the fabric of timespace that allowed for cheap and reliable instant spacetime travel.
Traditional rocket propulsion technology was made obsolete in an instant and colonizing inhabitable planets became a realistic prospect.

They had no way of knowing that other intelligent entities had discovered it for ages.
Neither did they know that it made our beacons a blip on their radar - and a set of coordinates.

Entirely taken by surprise, mankind doesn't get to make much of a last stand. Overrun by armies of nightmarish creatures who took their perpetual war with them to fight on our battlegrounds - with our planet as the spoils - there's no way for us to wage war back anymore.

So there was a silver lining to being stripped of your identity and dumped in a secret prison facility. If you had been anywhere else, you would most likely be dead.
Having served as an involuntary Exploit test subject in the finetuning phase left you with several unique symptoms which might prove to be decisive in humanity's fate.

Features

- Runs on IcedTech, a modernized and enhanced IdTech4-based engine
- Fast-paced combat-focused gameplay with tactical and RPG elements
- Metroidvania-style central game structure with the player unlocking progress by finding enhancements or achieving objectives in distant but familiar locations
- The definitive idtech4 assets pack - assembled from the ground up, in the cleanest way possible. Modders have a lot of content to make games with
- High degree of randomization - monster encounters are almost always plentiful, but never predictable
- No cutscenes or stretches of dialogue or scripted events - everything happens in-game

11
Haunting of Deck 12 / Re: Quake 4 weapons and enemies in Doom 3 (WIP)
« on: November 25, 2018, 09:31:04 AM »
Is it glow on last picture?

What D3 engine do you use?

By the way - good job :)

12
Haunting of Deck 12 / Quake 4 & Prey stuff in Doom 3 (WIP)
« on: November 22, 2018, 12:30:20 PM »
 x

13
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.

14
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.


15
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

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