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Messages - Phrozo

Pages: [1] 2 3 ... 6
1
id Tech 4 Engine Coding / Re: Getting var values from GUis?
« on: September 28, 2017, 11:14:31 PM »
If you can't get the value how do you know you are actually setting it? Neither get or set state functions will inform you if are trying to read or write to a variable that can't be found or doesn't exist. Are you sure your variable can be found?

2
id Tech 4 Textures / Re: Another Material Question
« on: September 13, 2017, 02:31:53 AM »
The color is hard set in the material being used for the weapon gui lights, which is 'lights/viewWeaponGuiLight' found in lights.mtr.

3
id Tech 4 Needs Help / Re: removing doom3 errors....
« on: September 07, 2017, 09:33:31 AM »
Code: [Select]
WARNING: Unknown weapon 'weapon_chainsaw'
WARNING: Unknown weapon 'weapon_soulcube'

In ROE there is no chainsaw or soulcube. They are replaced by the grabber and heart of hell.

4
id Tech 4 Textures / Re: Another Material Question
« on: September 05, 2017, 06:41:52 AM »
Just for clarity.
Code: [Select]
models/mapobjects/tablecart1ball
{
deform sprite
{
blend blend
map models/mapobjects/lab/labcart_wheel/poppawheely_d.tga
}
}

Not all blend modes interact with light, such as blend, add, or filter. Blend mode blend is often used for opaque particles like dust or smoke and is rendered based on how strong the alpha parameter is.

Looking through the source code deform sprite doesn't appear to work correctly with light interaction so stages like normalmap, diffusemap, and specularmap may not work at all with deform, but I can't say for certain.

5
id Tech 4 Textures / Re: Another Material Question
« on: September 04, 2017, 10:44:22 PM »
What exactly is the desired effect you want?

6
id Tech 4 Textures / Re: Another Material Question
« on: September 04, 2017, 01:14:39 PM »
I miss read your object name. It isn't 'lookAt' it's 'lookAT' so change it and try again.

7
id Tech 4 Textures / Re: Another Material Question
« on: September 04, 2017, 12:48:59 PM »
Okay good, you included your scripts. Now just edit each tablecart entityDef you mentioned in moveable.def to include a new line with this code somewhere among all the other key/value strings.
Code: [Select]
"scriptobject" "lookAt"

Launch the game and look at a table cart in game and see if you notice anything.

8
id Tech 4 Textures / Re: Another Material Question
« on: September 04, 2017, 10:43:28 AM »
Now you can try scripting for these table carts. Make a new script file if you haven't already.


If you are not sure which one to edit just edit all of them and add the key "scriptobject" with the name of the script object you made in quotes. Then when they spawn, each table cart will run that script.

9
id Tech 4 Textures / Re: Another Material Question
« on: September 04, 2017, 04:19:55 AM »
That's a material...

10
id Tech 4 Textures / Re: Another Material Question
« on: September 04, 2017, 03:48:50 AM »
Try finding the entity def of these table carts you are talking about.

If I recall r_showSurfaceInfo set to 1 should show the entity def of what you are looking at. If not try grabbing the table cart with editAFs. If not that, type editDecls in console and search for 'models/mapobjects/tablecart1ball'. Check under entityDefs for any possible hits.

11
id Tech 4 Textures / Re: Another Material Question
« on: September 02, 2017, 09:35:16 AM »
models/mapobjects/tablecart1ball

This is the object that I want it to apply to. When you say player script, you mean doom_main.script? There's no player.script. Is this all 1 set of instructions or 2 ways of doing it?

That isn't a object, its a material. That script won't help you without one.

12
id Tech 4 Textures / Re: Another Material Question
« on: September 02, 2017, 09:13:35 AM »
Try sys.eachFrame

13
id Tech 4 Engine Coding / Re: working with idStrg class
« on: August 27, 2017, 10:48:28 PM »
I don't have much experience with the idStr class but from what I can see you could try something like this.
Code: [Select]
    idStr filePath  = "C:/Doom3/mod_folder/icon.ico";
idStr compareTo = "icon.ico";
idStr fileName;

filePath.ExtractFileName( fileName );

if ( fileName == compareTo ) {
        // icon file found
  } else {
      // icon file not found!
  }

Sorry about the code formatting.

14
id Tech 4 Mod Coding / Re: Gamex86 Question
« on: August 27, 2017, 12:53:19 AM »
sorry to "smite" Phrozo ...the compilation is c[++]...

eXistence answered the question ... the word gamex86 is made with the word game contained in "%s" that is previously defined in "const char *baseName"  , game being injected in *baseName in a previous/other file ; x86 comes from a test that injects answer in  CPUSTRING ...

that is weird ...i prefer assembly because that uses directly some instructions the cpu can understand...with c...the cpu loose a lot of energy...i was hoping efi bios would make possible to program ....but like dos/win3.1...with a pc ; except paint and write plus a calculator you buy nothing .... they are "clever" at intel...

Sorry that my reply was overly simplistic and a bit ignorant about the naming mechanism, however, I know that the source is in C++. I've compiled the Doom 3 source code many times before. Machine instructions are the assembled result ( what I meant to say ) , unless I'm mistaken.

15
id Tech 4 Mod Coding / Re: Gamex86 Question
« on: August 26, 2017, 11:47:09 AM »
Because the DLL is the game's logic and it is compiled in 32-bit x86 assembly.

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