Author Topic: Supremacy 3  (Read 3787 times)

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EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #15 on: May 17, 2019, 04:44:14 PM »
Alternate Fire!

This is the new plasma gun's 'Auto' mode, which is the default - hold the trigger for rapid fire plasma shots.


However you can now switch to 'Charge' mode, which allows you to charge up powerful plasma blasts!

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #16 on: May 19, 2019, 04:00:47 AM »
Thanks to an example kindly provided by xyzz!

Quake 4 uses different viewmodel offsets. By correcting that, the view models now look much better:



As you can see, the GUI also works properly now. I will now fix up the other Quake 4 weapons.


EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #17 on: May 19, 2019, 09:57:36 AM »
Improved the HUD some more. I added bars for armor and health.




EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #18 on: May 21, 2019, 10:38:58 AM »
With the kind blessings of geX, one of the three developers of the Phobos mod, I've been digging around in their project.

Say hello to the new imp:



And



He is now gibbable! I don't really have a blood explosion effect yet, so he just appears to fall apart into pieces at the moment, but it's a nice start.

(Gibs courtesy of CaffeineFreak)





« Last Edit: May 21, 2019, 11:02:04 AM by EoceneMiacid »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #19 on: May 21, 2019, 01:12:52 PM »
Maggot is now gibbable too :)




EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #20 on: May 21, 2019, 04:17:22 PM »
Vulgar



Fwoom!



EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #21 on: May 21, 2019, 04:52:02 PM »

xyzz

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Re: Doom 3 Supremacy
« Reply #22 on: May 21, 2019, 05:08:20 PM »
D3Guy's head is kinda small on Q4 suit lol

The Happy Friar

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Re: Doom 3 Supremacy
« Reply #23 on: May 21, 2019, 09:39:07 PM »
is the indian guy's texture really low quality or is something wrong?

xyzz

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Re: Doom 3 Supremacy
« Reply #24 on: May 21, 2019, 09:47:56 PM »
I think it's missing normals.

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #25 on: May 22, 2019, 01:04:11 AM »
Right you are. Prey material definitions are all over the place. Tommy's head normal maps crash dhewm3. Needs looking into.

Tommy is in fact the multiplayer model, so he has weapon animations. There's also a Jen multiplayer model, but that's not working yet.

About the head, well, I have the helmeted Quake 4 head in the game, but the offsets and angles are completely screwed up. Also needs looking into.

And while I have all the Doom 3 zombies in the mod (excluding a few edge cases that need fixing), I don't have any of the UAC personnel yet.
I'm currently looking at a mod called Tin Man Squad which has 'weaponized' models of those characters, so they too can hold and use weapons instead of standing around helplessly.

I was thinking to give one of the higher-tier monsters (the ArchVile, maybe?) an attack that zombifies human NPC's, which could be pretty interesting, turning your former friends against you.

So, my chores are done, I am properly caffeinated, here we go *cracks fingers*


EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #26 on: May 22, 2019, 01:22:09 AM »

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #27 on: May 22, 2019, 02:08:27 AM »
Can't get this to work;



I just went over everything, compared it to how Quake 4 does it just to be sure, but I can't figure out how to fix this. Anyone know?
I also imported a few other Quake 4 heads, but they all do the same.

EoceneMiacid

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Re: Doom 3 Supremacy
« Reply #28 on: May 22, 2019, 08:11:33 AM »
I completely overhauled the melee system (on the monster side). I developed a structure of inheritable classes to cover all kinds of strikes received, whether it be slaps, punches, claw slashes and what have you, in left and right variations, with each melee attack animation having it's own melee definition, with appropriate parameters and effects.

Thwack!


Actually there's just one problem - I'm not sure I fully understand how 'kickdir' works, as the picture above demonstrates. The Strogg Guard swings his right gun arm and hits me with it like a baseball bat, so I'd like to simply 'yaw' the player's view to the right some, with no roll or pitch. So I've set "kickdir" to "0 1 0", with the first value corresponding to pitch, the second yaw and the third roll.



But it doesn't appear to be correct, since the view still rolls to the left, as you can see.

Anyone know how kickdir works?

« Last Edit: May 22, 2019, 11:04:29 AM by EoceneMiacid »

The Happy Friar

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Re: Doom 3 Supremacy
« Reply #29 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 ?