Author Topic: Doom 3 Supremacy  (Read 1225 times)

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The Happy Friar

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Re: Doom 3 Supremacy
« Reply #15 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.

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #16 on: March 29, 2019, 08:06:35 AM »
Okay then.

I'll see what I can do.

Stay tuned!

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #17 on: April 07, 2019, 05:00:59 PM »
Okay.

Ran into some technical snags. I actually forgot it requires a custom game library, since the default one insists on the presence of the PDA and Soulcube, two items I haven't included, if only because their slots can be put to better use.

Speaking of slots, a custom library is inevitable anyway, since I have about 30 weapons in the mod, requiring a different approach to handle them.

I thought of creating three player classes, each with their own set of weapons, but I don't like the idea of not being able to pick up and use a weapon that isn't defined for your class.

So I'd like to implement a new system, where the player is granted three slots: Light (sidearms), Medium (main weapon) and Heavy (rocket launchers, bfg's). This will force the player to swap weapons frequently, depending on the situation and availability.

This'll take some time, and I'd like to release a preview version before that.

As for separating the content in pak's, this is also not so straightforward. The problem is the new guns and monsters require scripts to be loaded (typically from doom_main.script). I can obviously provide the default doom_main with the base pak, and include a newer one in the content paks, but what if the user has multiple paks installed?

This is what's holding me back keeping everything modular, which was the idea at first. Maybe this can be addressed through the use of a custom library as well.

On the plus side, I've done some more polishing and error fixing. Some of the later changes I've done introduced a bunch of issues, which I've been addressing. I'm also including a map that's like a sandbox for the player to go nuts in, featuring all of the assets included.

I'll see what I can do about the library issue (either re-implement the PDA/soulcube for now, or set up a proper git repo with the custom code)

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #18 on: May 03, 2019, 09:42:09 AM »
Made some splendid progress the past few days. I'll do a full status update pretty soon. I am very excited :)

I finally sat down and figured out how AI scripts work, so I've been writing my own now for the Quake 4 and Prey monsters.



EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #19 on: May 06, 2019, 02:27:40 AM »
To test the AI (and combat in general), I made an arena with all the Doom 3 monsters on one side and the Strogg on the other set up so they fight each other, with the Strogg primarily targeting the Cyberdemon and the demons the Makron. The Prey guys are in there too, but they just pick targets at random. There's also a fourth faction underway: the humans :)









Screenshots do not do it justice, though. It is beautiful to witness the Doom 3 engine pull this off. The dynamic lighting cast by all the projectiles, monsters, and explosions looks absolutely surreal, and performs smoothly (even though it manages to trigger the odd crash).
« Last Edit: May 06, 2019, 02:40:23 AM by EoceneMiacid »

xyzz

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Re: Doom 3 Supremacy
« Reply #20 on: May 06, 2019, 04:00:58 PM »
Looks good. But who threw the Centurion from Prey into the air ?

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #21 on: May 06, 2019, 06:01:19 PM »
Well noticed :)

It occurred to me that he was being kicked around all the time, which was caused by a commented out 'mass' var, hence he had no mass.

The Quake 4 and Prey monsters have a lot of animations not being used right now, mostly for situational use.

Right now I'm working on importing textures into the project, one by one, making sure they all work fine etc. The main sources are the Wulfen packs, but they only cover a limited amount of textures, so the remaining ones come from Doom 3. I'll probably add Quake 4 and Prey textures too, down the line. Might as well.

As for maps, I'm experimenting a bit with some ideas. Apart from making my own, I'm thinking of stitching remixed versions of all the Doom 3 and RoE maps together into a single campaign.

« Last Edit: May 07, 2019, 02:12:35 AM by EoceneMiacid »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #22 on: May 08, 2019, 03:18:49 AM »
Maps!



After spending considerable time importing all the required materials, textures and objects, it can now compile and run Doom 3 maps.
Next time I have a lot of free time on my hands, I'll work on doing the same for Quake 4 and Prey maps. How about stepping through portals from one game to another?

xyzz

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Re: Doom 3 Supremacy
« Reply #23 on: May 08, 2019, 02:21:54 PM »
Is that a base Doom 3 map?  Also the shader looks very Quake 4-ish.

About the portals. I remember on Doom3World was a tutorial regarding that. I tried looking for it using archive.org and excavated d3w but could not find anything. Maybe other people on these forums know?

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #24 on: May 08, 2019, 04:01:52 PM »
Yeah, it's Mars City 1, but without any entities or models. Feels strange walking around in it, as if abandoned. Quite creepy, actually :)

Meanwhile I've imported all the required materials for other maps, so now I can walk around in mc_underground, mars_city2, admin, and cpu too.

I'll try and get at least one Quake 4 map up and running by tomorrow.








EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #25 on: May 11, 2019, 02:59:31 PM »
I have been working extensively on the project the last couple of days.

I continued working on importing all the materials of Doom 3, so I can compile and run more maps now. Still a bunch to go.

Apart from that, I wrote a whole new bunch of particle effects for blood and gore, and I've implemented a gibbing system (vanilla Doom 3's actually), but put to much better use here :)) still a lot to do, but looks promising.
Blood sprays a lot more generously (and more entertainingly) now. The plasma weapon now leaves nasty scorch marks on flesh, with black billowing smoke. That sort of thing.

Fireballs now explode into spark showers, some with trails. Combat scenarios look like fireworks now :)

Quake 4 and Prey monsters now start to properly work. I have been fixing all their animations with associated sounds, they fire projectiles, and demonstrate simple 'use melee attack when in range, ranged attack when in line of sight, chase when neither of the previous two is true'-behavior. Having them fire different projectiles is going to require some further script doctoring.

I also implemented a system where monsters carrying firearms can run out of ammo. They're still not smart enough to do anything else but beeline straight towards you, however :)

Another nice feature I added is I added a custom cloak skin (think Predator) for every monster.

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #26 on: May 13, 2019, 12:13:52 PM »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #27 on: May 16, 2019, 10:27:17 AM »
The player now correctly (well, more or less) holds Quake 4 weapons:

Assault rifle


Lightning gun


Railgun


Of course, the weapon view model still has the Quake 4 arms attached. How would I replace them with Doom 3 guy arms?
« Last Edit: May 16, 2019, 11:08:31 AM by EoceneMiacid »

xyzz

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Re: Doom 3 Supremacy
« Reply #28 on: May 16, 2019, 11:50:19 AM »
:D

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #29 on: May 17, 2019, 03:01:31 AM »
Nice, how did you get the entity gui to work?

Blaster


Hyperblaster


Grenade Launcher


Dark Matter Gun (Fired like a pistol)


And some Prey weapons:

Hunter Rifle


Leechgun


Acidgun
« Last Edit: May 17, 2019, 03:21:19 AM by EoceneMiacid »