Recent Posts

Pages: [1] 2 3 ... 10
1
id Tech 4 WIP / Re: Doom 3 Supremacy
« Last post by EoceneMiacid on Today at 03:55:22 AM »


Hmm, not too accurate at the moment...

Using the laser to calibrate, it's (almost) dead on now. (Thanks for the heads-up, Friar!)



Accuracy when fired from the hip isn't too good (as it should be), but it doubles when aimed.

There's one problem left, (in the machine gun's case at least), and that is that bullets appear to be fired after the firing animation, making precise shots difficult, since the fire animation is in effect when the bullet leaves the barrel. Looking at the script, seems alright to me.

Hmm.

The shotgun has been re-calibrated as well. Fired from the hip:



And while aiming:



(The spread values probably need further adjusting)

Adjusting the pistol's aim
2
I'm on Linux.

Quake 4 has a native port, which works great. Though, as the Windows version, it's unmaintained.
Prey and ETQW have native ports too.

And I use DarkRadiant on Linux as well. Doesn't have some features I wish it did, but it's a solid and very useful map editor.

And Dhewm3 runs smooth as butter on Linux :)

And WINE is just amazing. Just a few more years, and it has caught up, completely. I finished Doom 2016 a bunch of times using Proton (the Valve fork) on Ultra and never dipped below 60fps.

I just buy stuff on Steam without bothering to thoroughly check if it runs properly. If it doesn't, it will someday. Unless the developer chooses to encumber it with aggressive DRM. Looking at you Capcom. (Or id, back when DOOM still had it)
3
Because Quake IV has some features like lip-sync scripts, distance-culling portals and a couple of MP and AI-related things that Doom3 doesn't have.  These may be reasons why someone would specifically want to use Q4.

I think these days VM/WINE and at least multi-boot different OSes is the way to go.  I will go ahead and say that I don't have a problem with anyone pirating any Microsoft product to use in any way - this company has had enough of our money over the years and is slowly but surely gearing up to be "OS as a service", especially after Windows 7 is dropped hard, which it will be.  If they are so keen to stop people from using their own products, I take that as it being classed as abandonware by their own admission.
4
id Tech 4 WIP / Re: Doom 3 Supremacy
« Last post by EoceneMiacid on Today at 01:51:22 AM »
not sure if you slowed down the player while looking down ironsights, but I'd say don't.  you're a badass marine.  If john wick doesn't slow down while gunning down baddies, why should you hunting down demons.  :)

It does slow you down, from jogging to walking. There needs to be a trade-off, and you want the extra precision by walking slower.
But you have a point, which gave me the idea that this would make for a nice unlockable skill, or powerup or whatever.

I'd say don't worry about the laser offsets.  they'd normally be offset anyway, with the idea they're set to be accurate at a set distance.

Depth-wise yeah, but here they're off a bit on the horizontal axis
5
id Tech 4 WIP / Re: Doom 3 Supremacy
« Last post by The Happy Friar on Today at 01:00:24 AM »
not sure if you slowed down the player while looking down ironsights, but I'd say don't.  you're a badass marine.  If john wick doesn't slow down while gunning down baddies, why should you hunting down demons.  :)
I'd say don't worry about the laser offsets.  they'd normally be offset anyway, with the idea they're set to be accurate at a set distance.
6
id Tech 4 WIP / Re: Doom 3 Supremacy
« Last post by EoceneMiacid on Today at 12:34:42 AM »
There's some tweaking left to be done, sure. The laser sights offsets aren't entirely correct either.
Also even when aiming, the 'idle' animation is still played. I should probably disable that, for a steadier aim.
7
id Tech 4 WIP / Re: Doom 3 Supremacy
« Last post by The Happy Friar on May 22, 2019, 06:32:14 PM »
the gun guy in me is saying if the iron sights are being used correctly you should match up the front and rear sights.  :)
8
id Tech 4 WIP / Re: Doom 3 Supremacy
« Last post by EoceneMiacid on May 22, 2019, 05:19:40 PM »
I've actually had iron sights aiming in the mod for a long time, but I basically just dropped someone else's code (from the CED assets pack) into my scripts (back when I had no clue what I was doing) and got distracted by other things.

That particular implementation turned out to be much more elaborate than it needed to be, so after a thorough cleanup and revision of many weapon scripts (many of which were a mess), I now have iron sights aiming with MUCH less code, for all guns (except the big, heavy ones obviously). I'm really happy with the new scripts.

I've had the laser pointers for a long time too, but their implementation was kind of shaky as well. They now work flawlessly, and they can be toggled on and off at will. Before, I combined the laser sights with aiming (think Resident Evil) and while that worked pretty well, it's nicer to be able to toggle it, so it's active when firing from the hip, as a replacement for the crosshair, which you might have noticed is not present :)









I'm also going over the Quake 4 weapons to clean up and fix those too.
9
id Tech 4 WIP / Re: Doom 3 Supremacy
« Last post by EoceneMiacid on May 22, 2019, 05:01:38 PM »
Should have mentioned that I've tried a whole lot of values.

With "0 -1 0", the view is smacked to the left, rolling to the right - so it's basically mirrored.

Some roll would be nice, but it needs to roll to the outside, not the inside.
10
id Tech 4 WIP / Re: Doom 3 Supremacy
« Last post by The Happy Friar on May 22, 2019, 12:57:55 PM »
from the C++ code:
kickDir is specified in the monster's coordinate system, and gives the direction
that the view kick and knockback should go
so try 0 -1 0 ?
Pages: [1] 2 3 ... 10