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Topics - aphexjh

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id Tech 4 Discussion / Skin Deep - Id Tech 4 Game?
« on: October 17, 2018, 05:08:47 PM »
I believe the inimitable Blendo hath created another Id Tech 4 game. Long live Doom 3. Hail to the king, baby!

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id Tech 4 Discussion / Global Gam Jam ?
« on: January 20, 2017, 12:19:28 PM »
There is a global game jam, where participants will idly waste valuable energy resources to produce briefly interesting vaporware.

Is anybody here planning to participate and make anything with id tech 4? I was looking up Blendo's past jam submission that used it and I discovered this helpful link from the long long ago. (it suggests d3w as a resource)

http://blendogames.com/news/?p=844

But anyway, I was thinking of making something with Unity, but I would also love to make something really ridiculous in tech 4. Anyway, if any of you are participating in any capacity in a Jam this weekend, it would be cool if you would share about it here. (whether its d3 related or not)

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Content for Games/etc. / Katsbits
« on: April 08, 2016, 03:37:55 PM »
Some good, although simple, models here. Some of them, like the steps afaik, make doom 3 editor crash, but the vehicles are okay. No normal maps, which would be nice, but I'm not complaining. Obviously a lot of good information here too, about terrain creating, modeling, using blender. MD5 exporting and other stuff.
http://www.katsbits.com/download/models/

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id Tech 4 Scripting / Disabling fall damage
« on: January 04, 2016, 02:06:38 AM »
Hi guys. How do I disable falling damage? Is there a value I can adjust in the player def which controls the fall damage? Thanks.

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id Tech 4 Scripting / Autosave
« on: June 22, 2015, 05:31:51 PM »
How do I trigger an autosave/checkpoint in stock doom 3? Thanks.

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id Tech 4 WIP / Hallowed Mod
« on: January 26, 2015, 10:58:40 AM »
**New Preview Trailer**

**Previous Update**

Hallowed Mod Beta Release is now available at www.moddb.com

Including 3 levels & an original score.

**original post**

Hi All,

Thought you guys might like to play a mod I just released. Currently, the mod is quite short, it will grow in length hopefully.
Hallowed Mod is a single player Doom 3 Campaign which adds new textures, original music, a new mainmenu gui with a custom "wipe", new materials and particles, and some custom effects for destructible objects/events (ie:rubble and rock bits)
There are also some "characters" which make an appearance in this mod.
Here is the download if you are interested in playing:
your feedback is always appreciated

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Haunting of Deck 12 / Happy Halloween
« on: October 31, 2014, 03:49:17 PM »
Hope its a good one, if you are like me, your already ate your quota of candy.

From Doom FB Page and this guys image page http://www.pixiv.net/member.php?id=5143909

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id Tech 4 Discussion / Why are so many mods existing IP's?
« on: October 24, 2014, 01:05:03 PM »
I was just wondering why mods are usually made for existing properties.  For instance, Hexen: EOC, Arx: End of the Sun, Dark Mod, Shamblers Castle, Bladeghost's recent incredible works and others I can't think of, all are based on already established IP's and universes. Why is this?

There are exceptions, some of BloodRayne's mods come to mind.  Obviously Quadrilateral Cowboy and Phaeton, are other notable exceptions, but maybe I should be making a distinction between full games and total conversions at this point.

Is there something about the various usage licenses of doom 3 that makes people uncertain about putting there own ideas out there? Are authors afraid they won't be able to protect their IP?

I have been thinking about games like Team Fortress, Portal, Stanley Parable, etc. that started out as mods and then became (successful) full games. And the workshop system on steam, that allows artists and designers make their hobbies into jobs.  I would like to see the mods in the Id tech community, go from mod to full game, and I am just wondering if there is something in the way of that, other than the work of rewriting scripts etc.

One possibility I can think of is that some of you may work in the game industry, or be under a non-compete contract, which would explain why you don't want to violate that and openly develop a project, just to have it contested.

Another reason might be that people can get others to help them if they have a common interest, like a great old game they want to see revived, to get behind. But having been reading your posts for a long time, it seems obvious that many of you are capable of creating a smaller game experience on your own, which makes it even more of a shame that if you want to take your project to steam for publishing, you would be violating copyright in doing so.

Anyway, please share your thoughts and happy modding.




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id Tech 4 Scripting / Disappearing Particle Emitters
« on: October 14, 2014, 01:02:24 PM »
I am using Doom Edit for doom 3 mapping and I am having the following issue:

When I add a particle emitter to the scene, it appears fine, but when I apply a particle to it, it disappears from the camera and grid views. When I check the entity list, the emitter is still in the scene and I can select if from the list, but once I deselect, it disappears/hides again.

I have checked all the hide/show check boxes in the show menu, so that I am not hiding entities for instance, but nothing will reveal the particle emitter(s). Any suggestions?


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id Tech 4 WIP / Doom 3 multiplayer DM_Westwood
« on: September 25, 2014, 10:28:49 AM »
This is a level I worked on for a long time, and only released it a couple of years ago. It is a recreation of the de_westwood map for counterstrike.
http://doom3.gamebanana.com/maps/168431


It seems that the playability suffers in some specific ways, particularly in regard to the windows, but also possibly due to the placement of the initial spawn points.
In any case, here is a short video (in the most regrettably low quality resolution, apologies) 

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