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Messages - The Happy Friar

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1
id Tech 4 Models and Animations / Re: AR-15 test model I'm working with
« on: August 12, 2019, 01:59:23 PM »
Yes.  I modified the code to actuality fire from the direction barrel.  By default it would fire from the barrel at the player's view angle vs the direction of the barrel bone.
Code: [Select]
            //dir = playerViewAxis[ 0 ] + playerViewAxis[ 2 ] * ( ang * idMath::Sin( spin ) ) - playerViewAxis[ 1 ] * ( ang * idMath::Cos( spin ) );
            //use actuatly angle from muzzle bone vs player for firing direction   THF 2019/6/1
            dir = muzzleAxis[0] + muzzleAxis[2] * (ang * idMath::Sin(spin)) - muzzleAxis[1] * (ang * idMath::Cos(spin));
just change the first commented out stuff on the weapon.cpp to the new code.  Surprisingly easy.  I've done tests too, and having different firing animations I can actually change direction of fire now.  Pretty cool.  :) 

2
id Tech 4 Models and Animations / Re: AR-15 test model I'm working with
« on: August 11, 2019, 12:55:17 PM »
issue i'm having now is that the bullet doesn't have slowdown so i can't get the bullet to drop properly.  :)

3
id Tech 4 Models and Animations / Re: AR-15 test model I'm working with
« on: August 09, 2019, 09:31:07 PM »
what specific you want to see of the model?  It's not my model, it's a really low poly test model I got from blenderartists.

4
id Tech 4 Models and Animations / AR-15 test model I'm working with
« on: July 31, 2019, 10:04:23 PM »
my goal is to make the weapon more "real", so I've been messing with some code, script, & model setup's to achieve that.
currently the weapon is setup so that when you start with it, you're not to accurate, but once you hit the target X times (forget how many), you become more accurate.
the idea being the more the player practices @ the range, the better they get.
currently there is no "fire by the hip" option because that's not how I shoot, so it seems unrealistic when trying to hit a target.I might make one where you're just holding the firearm, but you can still pull the trigger & fire to the side.

5
id Tech 4 Mods / Re: Adding Coop to Doom 3
« on: July 01, 2019, 12:20:09 AM »
from sikkmod's readme & moddb page, it looks like he was encouraging other to use his stuff as a base for new mods.  based on that I don't see a reason to not use it.

6
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: June 30, 2019, 11:08:48 AM »
it's quite possible that nobody will play if you release it same day as eternal.  I'd say a week ahead for ultimate hype.  :)

7
id Tech 4 Engine Coding / .CMD file for CMake & MSVC 2019
« on: June 27, 2019, 07:36:34 AM »
I reinstalled Windows & got MSVC Community 2019 & I needed a new .cmd file to make the project.  Here's that file.  Just remove the .txt from the end.

8
id Tech 4 Mods / Re: Adding Coop to Doom 3
« on: June 26, 2019, 12:31:12 PM »
GPL can be a big pain in these respects.  Even if the OpenCoop code was available you couldn't even use it w/o permission.  In the Q1/2/3 GPL community there has always been questions about if you can use mods with demo assets on a GPL client because the demo license say you can't, but GPL engines allow you to, but id/activision/Bethesda never said no.  Even technically using compiled non-GPL'ed mods are a no-no as the license says can only run with that game.

9
id Tech 4 Mods / Re: Adding Coop to Doom 3
« on: June 25, 2019, 07:06:40 AM »
BTW, even if the opencoop source turns up again, it'll still be under SDK license and thus incompatible with open source GPL doom3/dhewm3.
With all the Quake GPL code nobody ever had an issue taking non-GPL SDK changes & GPLing them.  Normally as long as the author of the changes didn't mind. 


10
id Tech 6 General Talk / Re: Doom Eternal at E3
« on: June 24, 2019, 12:40:27 PM »
haha, awesome!   :cyberdemon:
Still say the trailer has a DNF vibe to it.   :alien:

11
Strutt your stuff! / Re: The Dark Mod 2.06 64-bit is out!
« on: June 21, 2019, 09:10:26 PM »
spam bot retro'ed awesome posts!  :D

12
Strutt your stuff! / Re: Back from the Dead
« on: June 13, 2019, 08:51:21 PM »
welcome back.   :welcome:
Just copy your Doom 3 cd's to a single folder, no need to install.  Well, not the whole CD, just the parts that contain the game.  Should be wherever doom3.exe is & everything in that folder.

13
id Tech 6 General Talk / Re: Doom Eternal at E3
« on: June 10, 2019, 02:41:32 PM »
My first thought was "It's DNF but no voice for Duke!" 
 :cacodemon:

14
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: June 08, 2019, 03:21:23 PM »
she's the model that first shows a lost soul bring spawned.  I remember some talk in the game's pda about her being easy.  Also, her boobs have physics too. 

15
id Tech 4 Needs Help / Re: attach parts to the player
« on: May 30, 2019, 12:59:02 PM »
you could do it in a map script if it's for a single map.  Just use those commands. I want to say you could even do it with the entity in the map editor.

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