Author Topic: Using d3xp as base mod  (Read 531 times)

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EoceneMiacid

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Using d3xp as base mod
« on: June 12, 2016, 02:49:22 PM »
Hi,

I want to use d3xp content in my mod, so I start it with the fs_game_base set to "d3xp". I have also created a custom player class, based off of the d3xp one, with the grabber and heart artifact intentionally removed.

However, I would like to keep the double barreled shotgun. I can spawn the movable object and pick it up, but switching to the gun stops the session with this error message in the console: "ERROR: Script object 'weapon_shotgun_double' not found on weapon 'weapon_shotgun_double'.

I haven't touched either the .def or the .script file, so it should use those from d3xp's pak file, right?

What am I doing wrong?

EoceneMiacid

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Re: Using d3xp as base mod
« Reply #1 on: June 13, 2016, 07:01:22 PM »
Some help?

VGames

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Re: Using d3xp as base mod
« Reply #2 on: June 13, 2016, 09:05:27 PM »
Why not just port the double barrel to doom 3? Most of the code in the ROE source has a lot to do with the weapons u don't want.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

EoceneMiacid

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Re: Using d3xp as base mod
« Reply #3 on: June 14, 2016, 04:39:12 AM »
Because ROE has a bunch of other assets I would like to use as well, such as the guys in hazmat suits, the bruisers, and so on.

Not to mention, I'd like to understand what's going wrong.








VGames

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Re: Using d3xp as base mod
« Reply #4 on: June 14, 2016, 08:04:47 AM »
Then port them too. No need to have a source with tons of unnecessary code in it. Move their def, script, material code, sounds, models, and skins over to Doom 3 and then add their script file to the doom_main.script and you're done. As for the double barrel that'll be a bit trickier because of the HUD and PDA. But there's already a mod out there that does just this already. Get it and look at how they added this weapon.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

bitterman

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Re: Using d3xp as base mod
« Reply #5 on: June 14, 2016, 08:16:02 AM »
It's from Game_local.cpp

Code: [Select]
#ifdef _D3XP
// List of all defs used by the player that will stay on the fast timeline
static const char* fastEntityList[] = {
"player_doommarine",
"weapon_chainsaw",
"weapon_fists",
                 ...
"weapon_shotgun_double",

Sorry, don't have ROE assets at now.
« Last Edit: June 14, 2016, 08:18:01 AM by bitterman »

EoceneMiacid

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Re: Using d3xp as base mod
« Reply #6 on: June 22, 2016, 05:46:29 PM »
Seriously though, why doesn't this work?

I'd rather not duplicate the required content. It's there, I should be able to use it. I'd like to properly base the mod on d3xp and not hack my way around what I suspect is a simple problem.

It seems to be related to the use of fs_game_base. If I copy my mod stuff to the d3xp folder and then run it using doom3 +set fs_game roe, all works well.
However, I would like to keep my stuff in a separate mod, based off of d3xp.
The sole purpose of fs_game_base is pretty much enabling submods for d3xp, and I can't get it to work :/

Even just running doom3 +set fs_game_base d3xp with no fs_game set makes it impossible to play a map, because it bombs out with a 'unknown weapon: weapon pda' error.

So what else is required to make "fs_game_base d3xp" work properly?
« Last Edit: June 22, 2016, 07:53:39 PM by EoceneMiacid »