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Messages - EoceneMiacid

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1
id Tech 4 WIP / Re: Supremacy 3
« on: July 05, 2019, 11:18:44 AM »
I would like to take the opportunity to plug the Doom Reborn mod, which I've been playing and enjoying a lot - and you should too.

Props to GameHacker who made it!

(It should keep you nicely occupied until Supremacy3 is released ;) )

2
id Tech 4 WIP / Re: Supremacy 3
« on: June 30, 2019, 03:09:04 PM »
Alright - 15 november it is.

3
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: June 30, 2019, 08:33:32 AM »
Apologies for the lack of updates - things are still happening, but at a slower pace.

Recent events indicate that using a copyrighted name for your mod project increases scrutiny, so I'm dropping 'Doom' from the title and call it Supremacy 3 from now on. I will update things accordingly.

I also settled upon a release date for v1.0, which will be the same date Doom Eternal will be released - 22 November 2019. No new features will be introduced until then, focus will be exclusively on polish.

A test version will be released before that, though. If you are interested in helping out by testing and providing feedback (or fixes outright ;) ) just send me a personal message stating your interest.


4
id Tech 4 Mods / Re: Adding Coop to Doom 3
« on: June 30, 2019, 07:37:36 AM »
IIRC there are a couple of Doom 3 mods out there with Sikkpin's code included, and nobody raised a fuss.


5
Doom Discussion / Re: SIGIL is available for download
« on: June 29, 2019, 08:45:44 AM »
I think we were just too busy being awestruck with the fact we could walk around in a fully texture mapped world for the first time ever. And with Quake, framerate mattered because deathmatch.

6
Doom Discussion / Re: SIGIL is available for download
« on: June 29, 2019, 01:53:35 AM »
Then again I don't believe there's any WAD out there designed with DSDoom in mind.




7
id Tech 4 Mods / Re: Adding Coop to Doom 3
« on: June 29, 2019, 12:01:56 AM »
As for Sikkpin.

If I understand correctly, the source code is out there, but the author isn't, so we can not get permission.

Now, assuming he uploaded the source voluntarily, why wouldn't he give permission? I know I'd much prefer see the fruits of my labor live on in mods instead of withering and dying.

I'd say that, as long as you properly credit Sikkpin and mention you'd like to get in contact so the permission thing can be worked out, you're ok, on an ethical level at least. You should only prepared to remove the code again in the improbable case Sikkpin steps forward and does not grant permission.

8
Haunting of Deck 12 / Re: Greetings fellow earthlings :)
« on: June 21, 2019, 12:28:53 PM »
Really. Can you summarize what the post was about?  ???

9
Strutt your stuff! / Re: The Dark Mod 2.06 64-bit is out!
« on: June 21, 2019, 07:50:09 AM »
Eh, you're right. Should've checked the date :s

10
Strutt your stuff! / Re: The Dark Mod 2.06 64-bit is out!
« on: June 20, 2019, 03:14:09 PM »
Great job, congrats!

(And thanks again for the nice map editor ;))

Have you considered adding the engine improvements back to dhewm3?

11
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: June 18, 2019, 08:07:38 AM »
Added an effect to all mechanical entities where they periodically emit sparks and smoke after taking enough damage:





This works pretty well, but perhaps it can be improved still by picking a random joint to spawn the particles from.

12
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: June 15, 2019, 06:04:02 AM »
Same as with the special weapon functions, I replaced all the individual weapon tracing functionality with a single, unified solution.
In non-fourth-wall-breaking-terms, this means it's your suit doing the tracing now, relaying commands to wherever they are needed.

Not only is this solution much cleaner, but it also opens the door for some very interesting possibilities.

Your HUD now subtly highlights whatever monster or NPC you're aiming at. Monsters are highlighted orange, NPC's green.




(i've exaggerated the green-ness here for clarity)



Not only that, but it also allows to perform context-sensitive actions; shooting at a friendly NPC will not actually fire the weapon but send a command instead (regardless of weapon used or state the player is in - it's seamless). For example, clicking on a Sentry bot would get it's attention, and a second click would send the Sentry to the location you clicked.

It's also a pretty useful aiming aid :)




13
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: June 15, 2019, 02:47:40 AM »
There are many cool new features coming up, but they require some polish before being shown off :)

The Loot Drop system has been improved. The base monster class has a list of possible items to drop, such as a clip of pistol ammo.



However, each monster can override or add to this list with items of it's own, so, for example, Cherubs drop more exotic things.



I am still working out the details of the algorithm, but what items are dropped - if any - is determined by your Luck stat, tied to your experience level among other things.

14
Strutt your stuff! / Re: Back from the Dead
« on: June 14, 2019, 04:56:12 AM »
and maybe even join a team too.

I am accepting applications

15
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: June 13, 2019, 07:40:55 AM »
A lot of nice improvements under the hood (though not easy to show off in pictures)

Many special functions are now handled by the player script, sending the necessary commands to weapons, instead of the other way around.
This means the elimination of a lot of duplicate code, not to mention other benefits such as newly added weapons automatically having running/aiming/alt/melee capability.

The actual melee system has been improved as well. In practice, the previous implementation proved near useless, as switching to fists, punching, and switching back proved far too slow to be useful.

So now melee attacks are performed by the current weapon held, which is near instantaneous.





.. I don't have any melee animations for any of the guns as of now, so I just throw the view around a bit until I do :)

In practice this system works quite well, though I'm considering sharing melee with the Aim button instead of Switch . We'll see.

Weapon_fists is now not needed anymore, freeing up a weapons slot as well :)

I have a few melee-related ideas, such as auto-focusing on any nearby monsters, which would solve the problem of melee attacks not landing because the monsters wasn't perfectly centered in your view. Perhaps a series of combination attacks could be performed if the player keeps pressing the button.

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