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Messages - EoceneMiacid

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id Tech 4 Mods / Re: Adding Coop to Doom 3
« on: June 01, 2016, 07:54:47 PM »
While it's certainly an impressive achievement, I have zero interest in medieval fantasy stuff.

id Tech 4 Mods / Re: Adding Coop to Doom 3
« on: June 01, 2016, 07:31:40 PM »
Are we starting to see the benefits of the open source philosophy yet?

There's so many cool Doom 3 projects out there, and so many of them are destined to die a slow and unmaintained death, stuck in the realm of 32-bit Windows forever, unable to be enjoyed by non-Windows users.

It's just frustrating to think that a popular feature such as co-op totally exists out there, and that the developer simply cannot be bothered :/

Pretty please, make your projects available for anyone to use and learn from. It's for the benefit of the whole community.

id Tech 6 General Talk / Re: New Doom (2016) Thread
« on: June 01, 2016, 07:05:46 PM »
Went into the store today and took a good, hard look at a copy of Doom. I'd love to buy it, I've already watched several HD playthroughs of the game and just about every aspect - or at least, most - blows me away. The single player campaign, at least, is something I want to have experienced for myself. Some day.

The problem is, my PC won't cut it. I've got a Lenovo laptop with Intel Haswell chipset, i5 with 8Gb RAM. I'm pretty satisfied with the gaming performance of the thing, but running the New Doom won't be a pleasant experience, and if I get to play it, I want to play it the way it was intended.

And even if it could handle it, it's a Windows-only game. What's especially frustrating is that making it work on Linux or Mac shouldn't take a lot of work (because it uses OpenGL). The beta apparently ran flawlessly out of the proverbial box in Wine without any performance penalty whatsoever, but the final release doesn't because of the DRM :/
It seems the Wine development team is hard at work to rectify the situation, since the latest release already implented a partial fix for some of the DRM issues. So, even if Bethesda may never bother to produce a Linux/Mac port, we still should be able to play the game, someday.

What also bothers me is that it isn't a born-and-bred computer game anymore, but rather a DRM-heavy, Steam-requiring, lowest-common-denominator multiplatform title, and that modding and properly mapping for it is not possible (at the moment, at least). That's what gave the previous Doom games their incredible life span, and the reason why this forum exists :)

Snapmap doesn't look like it'll hold my interest for long, neither does the multiplayer.
So, I'll probably wait for a bit and wait until it comes down in price. Maybe I'll have a better computer by then. If not, I'll probably still buy it, only to own those sweet, sweet assets :)

id Tech 6 General Talk / Re: Found this...
« on: June 01, 2016, 06:42:24 PM »
Please make a Doom 3 player model out of this :)

id Tech 4 Mods / Re: Help me port Quake 4 assets to Doom 3
« on: June 01, 2016, 05:45:35 PM »
You are going to have to create new def/script files for Quake 4 models from scratch, because Doom 3 and Quake 4 have somewhat different engines and Quake 4 defs are not compatible with Doom 3 game code.

It's definitely an ambitious project to pick as my starter project, but it's feasible.

I've already created some of the weapon scripts, copying and modifying those from Doom 3, but the guns don't work yet. Maybe I could use existing Doom character scripts and adapt them to use the Quake 4 resources too?

So any idea how to resolve this particular error?

id Tech 4 Mods / Re: Help me port Quake 4 assets to Doom 3
« on: June 01, 2016, 01:22:31 PM »
You're right. D'oh. It simply didn't occur to me to try renaming it.

Okay, after fixing a couple more errors, I'm stuck on this one:
ERROR: Missing 'AI_FORWARD' field in script object 'object'

This is defined in doom3's ai_base.script, which is loaded in doom_main.script.

Code: [Select]
#include "script/ai_base.script"
I copied the original doom 3 script to make sure, but it doesn't work.

id Tech 4 Mods / Help me port Quake 4 assets to Doom 3
« on: June 01, 2016, 11:33:28 AM »

I've spent the last couple of days working on a Quake 4 mod for Doom 3.

My primary goal is to get the character models and weapons up and running. The secondary goal is to have the mod import these assets directly from /q4base, so it won't piss Raven off, and can be distributed.

It certainly has been educational thus far, but it isn't as straightforward as I hoped.
The main problem is that the file structure is slightly different. For example, Doom 3 requires weapon scripts, but Quake 4 doesn't have them - it has this functionality hardcoded in the library instead (which, apparently, is officially recommended by Carmack, for performance reasons).

So, I'm forced to use those from Doom 3. In some cases, this appears to work - I mean, parameters aside, the d3 and q4 shotgun work the same.

It's still a bit early to show screenshots and such, but I already have all the weapons defined, and I can spawn them in-game. Some of the world models are correctly textured and everything, and I can even pick them up, and see a (mangled and untextured) view model of the gun, with animations.

I've put that aside for now, and I would like to focus on the basics first, which is crafting a fully functional main script and player model definition.

So I've been tweaking player.def, fixing the numerous errors that pop up in the console.

However, this one has me stumped:

ERROR: Joint '' not found for 'head_joint' on 'player1' which appears after loading a map.

Here's the player definition from quake 4:

Code: [Select]
entityDef player_doommarine
    "spawnclass"                "idPlayer"
    "hud"                       "guis/hud.gui"
    "mphud"                     "guis/mphud.gui" // mphud is overlayed on hud in multiplayer
    "cursor"                    "guis/cursor.gui"
    "cinematicHud"              "guis/cinematic.gui"
    "wristcomm"                 "guis/wristcomm.gui"
    "blink_min"                 "0.5"
    "blink_max"                 "4.8"
    "bleed"                     "1"
    "gib"                       "1"
    "joint_head"                "chest"
    "joint_hips"                "hips"
    "joint_chest"               "chest"
    "joint_eyeOffset"           ""
    "joint_chestOffset"         "chest"
    "model"                     "model_player_marine"
    "articulatedFigure"         "player"
    "ragdoll"                   "player"
    "def_head"                  "char_marinehead_kane2"

I've got both the marine and head models in their respective locations, but the problem remains.

Can anybody help?


Welcome! / Re: Growing the community
« on: May 27, 2016, 11:27:34 AM »
Should have elaborated further.

quake4.pk4, prey.pk4 and etqw.pk4 would serve as an interface to an existing installation of that particular game.

It adds an extra tab to the options window, where the path to the base folder of that game must be entered. That content would then be made available in Doom3.

The paks themselves wouldn't contain the assets, because that's clearly a violation.

I'm an unreasonably enthusiastic Linux user.

More accurately, I'm running a very stripped down Kubuntu (which is so stripped down there's hardly any *buntu left), but with a fully custom, self-developed desktop environment called SQEW (

It's the best of both worlds - I still get to enjoy the wide software support Debian offers, but I still have enough control to tweak every single aspect of my system the way I exactly want it.

This is probably not going to be a popular statement here, but I have huge problems anything to do with Microsoft, and Windows in particular. As somebody who has worked in systems management and software development since the mid-90's, I think I'm in a fairly qualified position to have a valid opinion about their products and policies, and the less I have to do with them, the happier I am.

All Linux variants have a splendid feature, called package management. It's something Windows will never properly have, due to the commercial, closed source nature of the platform. It makes developing, installing and upgrading software several orders of magnitude faster, easier and safer than on Windows. I simply cannot take an OS that doesn't have this seriously.

Then there's the command line. Having a pretty GUI is surely desirable (another area in which Linux utterly trounces Windows - it's fun to show them Compiz and watch them stare in disbelief), but the powerful command line interpreter is something that makes the computer several orders of magnitude faster to use.

And If I need to run Windows software, I can do it either through Wine (which is fucking amazing nowadays, and getting better all the time), or resort to a VM.

Linux is The Shit.

Welcome! / Re: Growing the community
« on: May 27, 2016, 07:23:38 AM »
off: i wonder how something such as sven coop could be made for doom3. MCS has advanced netcode, right? couldn't that be a base for a project like that? look at the source engine. its greatest achievement is garry's mod. people love doom/quake/half-life not because of the main game, but rather because they see them as a sandboxing tool. that's what we need. alas it requires dedicated engineers on board for that to achieve. if that doesn't lead to a drastic change as far as the community growth goes, than nothing ever will.
(phrozo's tweaks also would make a nice foundation)

Good call. That's what I have in my mind as well, to make Doom3 a sandbox experience, akin to GMod.

Ideally, it would combine all the best features from every mod out there, while remaining fully modular. Every feature should be standalone and optional, and easily configurable from within Doom3, with full credits to each individual developer.

Every module would come in it's own .pk4 file.

- coop.pk4 (adds co-op feature from OpenCoop or Last Man Standing)
- bots.pk4 (adds bot support)
- textures.pk4 (hi-res textures)
- gfx.pk4 (improved shaders and effects from Sikkmod, Phrozo's stuff)
- weapons.pk4 (tweaks all the guns, with faster weapon switching and reload animations, iron sights, alternate fire, punchier sounds, grenade throw hotkey...)
- monsters.pk4 (faster monsters, improved AI, higher damage output, better sounds)
- melee.pk4 (improved melee combat, akin to Doom 4's glory kills)
- gore.pk4 (improved blood and gore)
- quake4.pk4 (Quake 4 content)
- prey.pk4 (Prey content)
- etqw.pk4 (ETQW content)
- maps.pk4 ('Official' map pack, developed with the improved features in mind)
- music.pk4 (Doom 4 soundtrack)

And, importantly, the project would be fully open and inviting to people wanting to contribute. Everybody would win, and Doom 3 will be an awesome, open, and fully free gaming experience (provided you have the content)

Then all we need is a decent trailer on Youtube, which is so good that word of mouth starts spreading.

This is what Doom 3 needs. Plain and simple.

A lot of the required content is already out there. The biggest challenge will be to convince the original developers to donate their code to the larger cause.

Let's see anyone disagree with this.

Haunting of Deck 12 / Re: Growing the community
« on: May 27, 2016, 03:59:06 AM »
I'm not like Motorsep though.

Please try to understand my situation.

I'm eager as fuck to start doing serious shit with idTech4. I have been ever since I've played Doom 3 way back in 2004, and I believe the time to do so is now better than ever, with Doom 3 being open source, the Doom name being relevant again due to the release of the new game, and your average computer being able to run the engine well.

So, it's a goddamn motherfucking tragedy to see the community in the sorry state it's in.

Holding back the source code to your projects is just plain retarded. It should be available on Github. It helps others immensely seeing what makes your mods tick, and how to contribute or develop their own.

This 'it's my project' mindset needs to DIE. Stop being delusional. You're not making money with it, nor is anyone else. All it would do is GROW THE COMMUNITY.

My mod will be open source from DAY ONE, and I welcome anyone to look at it, criticize it, contribute to it, learn from it. That is CRUCIAL to making a community work.

So, guys. Open up your source, and don't wait until 'you think it's ready'. Because by then, people like me will probably haved moved on by then and forgotten about your project completely, and NOBODY WINS.

Welcome! / Re: Growing the community
« on: May 26, 2016, 05:18:45 PM »
So, I've just been enticed to play two different mods, by two different people, that I actually cannot play, on the same page.

On top of that, I'm lost following the cryptic instructions attempting to compile mods that DO have their source available.

And I've just wasted half an hour trying to get a mod to work that's advertised as Linux compatible.


Why in the holy name of FUCK aren't your projects on Github?
What's with all the secrecy?

Welcome! / Re: Growing the community
« on: May 26, 2016, 04:51:23 PM »
Looks great. Where can I download the Linux version?

I just tried getting Last Man Standing to work, which is advertised as Linux-compatible.
But it isn't. I get a whole bunch of script errors when I try to launch it.

I'm also looking into the dhewm3-mods repository thing, but I cannot get that to work either. It fails at the cmakelists step.

God damn, what a fucked up situation.

Welcome! / Re: Growing the community
« on: May 26, 2016, 03:54:08 PM »
No my source will be released when version 7 is released. Why people use Linux I don't understand. Sorry for the inconvenience.

... and that's why Doom 3 modding would hugely benefit from implementing a scripting language. Take away the platform dependency.

And I'm not going to start a OS flamewar here, but I cannot stand working with Windows. I much prefer Linux for a huge list of reasons. Let's keep it at that.

Welcome! / Re: Growing the community
« on: May 26, 2016, 03:34:02 PM »
Have u tried out my mod Eocene? It does the best that can be done with Doom 3's map layouts and somebody made an addon for it that greatly increases the monster count. Plus weapon upgrades galore. Version 7 will boast even more.

I'd like to. Do you have a (preferably) 64-bit Linux version available, or a link to the source code and build instructions? :)

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