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Messages - The Happy Friar

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1
W/o any code changes, D3 has a built in gib system not used to much.  https://web.archive.org/web/20070328060944/http://www.sterlingshield.net/home/steve/doom3/may05.html scroll down a little bit.
in the modeldef's you can add particles to joints too.

2
id Tech 4 Needs Help / Re: Practical map size limit?
« on: Today at 11:41:50 AM »
in the D3 cvar/command help file, do a search for "persistent".  Will give relevant script commands.
I played with storing extra strings/#'s in the player's entity & that seemed to work.  Game doesn't seem to purge non-useless key/values upon map load (IE I can add key/value "door123open/0" to the player & it can be accessed next level).

3
id Tech 4 Needs Help / Re: Practical map size limit?
« on: April 22, 2019, 12:43:11 PM »
Not only can you have multiple starting points in a single map, but you can setup entities/maps to have certain things preserved between maps.

4
id Tech 4 Needs Help / Re: Practical map size limit?
« on: April 21, 2019, 10:03:24 PM »
loading time & entity count are the biggest threats to large maps.  Every new projectile = new entity.  I'm not sure how well D3 recycles them, I'd figure it does though.
Big advantage is no more loading.  Icarus Starship Command Simulator takes forever to load but never loads again, a big plus. 

My theory is if map changes are at points that make sense, it's all good.  If you can load maps fast then you can do them at other points (like around corners, etc).

5
id Tech 4 Needs Help / Re: Default model orientation
« on: April 16, 2019, 01:07:42 PM »
Yes and no.  It is hardcoded in the model but you can also use entity definitions (key/values) or the map editor to rotate models too.

6
id Tech 4 Needs Help / Re: Disable shadows on particle lights
« on: April 14, 2019, 12:56:18 PM »
Yes.  there should be a key/value you can set to disable shadows on lights.  If it's defined in the weapon def you'd just need to set it there (same key/value the editor uses, forget what it is)

7
didn't know that supported Q4.  I third DR.

8
GTKRadiant says it has Doom 3/Q4/Prey in version 1.5.

http://icculus.org/gtkradiant/

9
Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: April 07, 2019, 04:58:16 PM »
delete the config file & put your custom res in the autoexec.cfg file (you may need to make one, same folder as the config file).
That will eliminate something conflicting in the config.

10
Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: April 06, 2019, 03:38:04 PM »
if it's like stock D3,
r_customheight, r_customwidth, for the monitor height/width respectively, r_mode -1 for custom resolution, r_customaspect for the aspect ratio of your monitor.

11
id Tech 4 Needs Help / Re: Ragdolls do not project shadows
« on: April 06, 2019, 03:35:32 PM »
never noticed, you are correct.
My first thought is it's the burnaway skin.  Game doesn't do shadows with transparent materials.
EDIT: second possability, monster uses a shadow mesh & it's not in ragdolls.
EDIT2: I bet that's it as non burning ragdolls have shadows.

12
id Tech 4 Models and Animations / Re: Model/Animation Tools/Help
« on: April 01, 2019, 01:58:45 PM »
Added Blender 2.80 ase/lwo export: https://gitlab.com/orbweaver/darkblender

13
id Tech 6 General Talk / Re: Wolfenstein: Youngblood
« on: March 30, 2019, 05:00:48 PM »
I thought TNO was pretty great.  :)

14
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: March 27, 2019, 08:58:19 PM »
Hmm, could be nobody cares or knows.  Hexen 2 is pretty darn old at this point.  I only had AD because lots of modern Quake maps want it as a base, never played it on it's own.

I'd say just release the assets for each game respectively & the mod separately saying you should get these.

15
id Tech 4 Scripting / Re: Death Animation Stay
« on: March 27, 2019, 01:38:20 PM »
Cyberdemon has a death animation & stays put when dead, but it's a single animation that ends on a frame.  Doing it that way might work better then two animations.

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