I pretty much can´t download from those places, I could before, but now it is always unavailable.
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Show posts MenuQuote from: Phrozo on September 09, 2015, 01:56:50 AM
Interesting. Do they actually sense projectiles, or are they randomly dodging before and after attacks? If this is in your mod I have a copy and will look at this later.
Anyways I'll probably heavily modify the AI or start from scratch but I think it might take a while. When I was making the weapon light system I learned that DoomScript is purely virtual, or so it seems, because base functions get totally overwritten by derived objects when an inherited functions get defined, so I was limited to what I could do in the weapon_base script. The same problem will exist for scripting new base stuff for the AI.
One thing I would like is for them to have better world and peer sensory while keeping it as easy as possible to test what the AI thinks/knows. Presently they pretty much act the same whether they are alone trying to kill you, or if they have help. Exceptions would be if a monster gets in the way or accidentally triggers monster infighting, but that seems to be about it.
I tried to organize Phrozo Mod 2 a little better than 1 but I realize there is a lot more stuff. I can try and find what you need if you specifically list and name what you want. Also, the bullet holes are tiny because they are realistic
Quote from: Phrozo on September 08, 2015, 07:04:34 PM
Yes unfortunately I don't have Pro and the number of video/audio layers are restricted. There are probably more advanced plugins with it as well.Quote from: Tehstrelok on September 08, 2015, 12:37:35 PM
Ok, back to the topic, sorry that we derailed from your mod phrozo, btw, did you do changes to the ai in the game? during a test play, I spawned a hellknight and when I ran away to wait for it in a corridor, it did not show up there as expected, it actually took an alternate route to get to me lol!
p.s: just one last thing about vegas pro, I´ve used up to 120 tracks among video n audio in a project to make videos before, no limitations heh.
I wasn't happy with the pain threshold system in D3 because only high powered weapons would cause pain animations and sometimes that was disabled so I experimented with the HK and a few other monsters to break from attacks after accumulating enough damage. I also made the cgun commando and Mancubus attack you while taking cover ( they would stop immediately once you weren't visible ).
Simple stuff, nothing too serious. Most script just added new FX like the particles for spawning in fireballs for the HK and Imp. Right now I'm working on DoomScript stuff at the moment and in the future I plan to work on the AI a little more.
Quote from: VGames on September 08, 2015, 09:33:00 PM
I went to file planet but couldn't download anything for some reason. But the thing is I still have to sift through all those downloads too. I dont have any screenshots either. The skins were so distinct I was hoping somebody knew what I was talking about. I'll keep looking through gamefront.
Quote from: VGames on September 08, 2015, 01:52:16 PM
Yeah I'm fixing to look into this feature. Just now getting to it. I'm not sure how much sawyer holds u in place but I was thinking he did something like I needed. The animations are a whole other problem.
Quote from: The Happy Friar on September 08, 2015, 01:39:46 PM
If you spawn a monster in a map that doesn't have the area awareness built for it them it doesn't "know" how to go around, it just goes. Like Quake or Q2.
Quote from: bkt on September 08, 2015, 11:08:22 AM
Raven changed a lot of small parts of the engine and gamecode in Q4. You'll need the SDK to fix it probably.
Quote from: VGames on September 07, 2015, 08:56:12 PM
This one should do the trick:
http://www.amazon.com/Sony-Studio-Platinum-Production-Version/dp/B0051M6IPI
Cheap
Quote from: VGames on September 07, 2015, 06:57:58 PM
Add this line and adjust the 300 to your liking. Its in seconds so 300 would be 5 minutes.
Quote from: VGames on September 07, 2015, 04:48:44 PM
Look in the material files. Find the decal u want to alter and then increase one of the numbers in the code. Can't remember which one. Not at my PC right now. It's very easy.