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Topics - EoceneMiacid

Doom Discussion / SIGIL is available for download
June 06, 2019, 07:35:09 AM
Since it wasn't mentioned here yet...

Played it a bunch, well, can't say it motivated me to keep pressing on. Some of the architecture is quite nifty, I'll give it that.
Haven't played it far enough to encounter any Doom II enemies though, are they even in?
I noticed that, by tweaking the 'fps' value in .md5anims, the speed of said animation can be adjusted, which is especially great for monsters, since they can be made to walk or attack faster (or slower) that way.

But I can't help but think this isn't the 'proper' way to do it. Quake 4, for example, introduced a 'rate' animation command that can be adjusted, which seems better to me than adjusting the actual .md5anims.

Actually I'd prefer to do this through scripting for a number of reasons :)

Is this possible?
One of the things on my project checklist is to address the gore, or rather, the lack of it.

Nothing but firmly over the top will do, I'm afraid :)

What is the best Doom 3 implementation of gore to date?

Haunting of Deck 12 / Practical map size limit?
April 21, 2019, 03:08:39 PM
Instead of linear progression through a series of maps, I'm interested in having the player explore a single, large map, with some required backtracking, akin to a Metroidvania game.

Doom 3 maps can be absolutely humongous, large enough to contain a whole game in, so why even bother splitting the campaign up into separate maps? Considering generous use of visportals and keeping active monster count under control, are there any hard limits I'm eventually going to run into, or is this a bad idea for other reasons altogether?

Haunting of Deck 12 / Default model orientation
April 16, 2019, 12:56:45 PM

This is the default orientation of the shotgun: (good)

This is the default orientation of the Quake 4 shotgun: (bad)

I would like to rotate the model 180°, so it is in line with the first shotgun.

As I understand it, the rotation is 'hardcoded' in the .lwo file?
I think this one should be possible...

My plasmagun's projectiles has lights attached to them, so that they light up the place whenever you fire it.
This looks great, but it becomes problematic with a high enough rate of fire, especially if the projectiles bounce around and there are a lot of surfaces to bounce the light off of, and objects to cast shadows from.

I do not want to gimp the firerate to keep the framerate under control either.
Is it possible to keep the light but not the shadow casting?
Whenever a monster or NPC is killed and transitions into a ragdoll, it stops projecting a shadow.
Some NPC's do not exhibit this, interestingly. I'm looking at the ragdoll and material definitions but I can't figure out what causes this. Can anyone help?
Haunting of Deck 12 / 3rd person model animations
December 15, 2018, 06:10:46 AM

I've been making extensive changes all over the place and I've got many things close to where I want them, but I have neglected this issue that cropped up, and I'm not sure where to start looking :/

In 3rd person view, the upper body of my character is stuck in 'idle fists position'. Changing weapons does not animate, the weapon model just pops up instantly.

Holding the shotgun looks like this:

Firing doesn't animate either.

The legs work fine, though.

Any idea what could cause this? How are the animations usually triggered?
Haunting of Deck 12 / Changing entity values from a gui
December 04, 2018, 02:02:24 PM
Kind of a stupid question, most likely. Apologies in advance.

I have several different player classes, each with their own set of weapons.

Set up like this:

entityDef player_class1{

entityDef player_class2{

entityDef player_doommarine{
   "inherit" "player_class1"

So I can change the class by editing player_doommarine.

Obviously, this is not ideal - I would like to have the player choose the desired class when playing a new game, with a nice 3D model representation.

So what is the best method to set the desired player class from a GUI?
id Tech 4 WIP / Supremacy 3
November 26, 2018, 09:54:23 AM

Supremacy 3 is a standalone work-in-progress first-person shooter game about an epic multiverse war between Hell, the Strogg, the Sphere - and what's left of humanity, with you leading the desperate struggle for interdimensional supremacy - the only alternative to extinction.

Fortunately, you're skilled at making things extinct yourself.

Despite being massively outnumbered by apocalyptic forces who accept nothing less than total eradication of any living memory (or record) of mankind...

there's still a fighting chance.


UAC scientists discovered what was coined as the Exploit - a peculiar quirk in the fabric of timespace that allowed for cheap and reliable instant spacetime travel.
Traditional rocket propulsion technology was made obsolete in an instant and colonizing inhabitable planets became a realistic prospect.

They had no way of knowing that other intelligent entities had discovered it for ages.
Neither did they know that it made our beacons a blip on their radar - and a set of coordinates.

Entirely taken by surprise, mankind doesn't get to make much of a last stand. Overrun by armies of nightmarish creatures who took their perpetual war with them to fight on our battlegrounds - with our planet as the spoils - there's no way for us to wage war back anymore.

So there was a silver lining to being stripped of your identity and dumped in a secret prison facility. If you had been anywhere else, you would most likely be dead.
Having served as an involuntary Exploit test subject in the finetuning phase left you with several unique symptoms which might prove to be decisive in humanity's fate.
Is it glow on last picture?

What D3 engine do you use?

By the way - good job :)
Haunting of Deck 12 / Quake 4 weapons in Doom 3
November 21, 2018, 02:16:17 PM
Hi there,

I've been absent from this place for a while, hard at work on several projects, among them my Doom 3 project.

I'm currently working on this;

These are the rifle and shotgun from Quake 4. I have all the other weapons (blaster, hyperblaster, nailgun, railgun, lightning gun, grenade launcher, and the darkmatter gun) in there too, but they don't quite work yet. There's quite a bit of adapting to be done since the soundshader and material definitions use a slightly different syntax in Quake 4, not to mention Quake 4 doesn't use weapon scripts, it instead handles the weapon behavior in C++ - so I had to write scripts myself (mostly derived from similar Doom 3 weapons, though) - so they don't handle entirely right yet. Also the GUIs have a bunch of extra commands Doom 3 doesn't support.

At any rate, I expect to make a lot of progress the next few days still. If I'm happy with it, I'll look into adding Quake 4 enemies, and content from both Prey and ETQW.
id Tech 4 Needs Help / Map hubs
July 22, 2017, 10:14:55 AM
Hi there,

Been a while since I've posted here.

Is it possible to set up a central hub map, and allow seamless transitions between maps?
I'm working on what I hope will eventually become a full-fledged Metroidvania-style game.


Due to reasons, I had to put my Doom 3 modding project on hold for a while
I'd like to resume working on it now :)

Roughly half a year ago (I think), somebody posted a thread about a content pack for Doom 3 that the developer gave away for use in modding projects.

It had all kinds of stuff, such as iron sights for the pistol and tons more.

Anybody know which pack I'm talking about?

id Tech 4 Mods / gloves
June 29, 2016, 04:22:03 AM

I admit I haven't done any extensive Googling on this just yet, but is there any mod out there that has gloves for the player?

I suppose I could just paint them on the skin texture, but that would be the equivalent of using a felt tip marker to draw them on your hands.

id Tech 4 Mods / Tactical HUD display
June 25, 2016, 08:07:20 PM

I have created a custom player class, who is equipped with a pistol, machinegun and a couple of grenades as standard issue. He also runs twice as fast and doesn't make those annoying tippity-tappity footstep sounds :)

I have two subclasses, one wearing the Doom 3 armor and helmet, and the other the ROE equivalent.

A prominent feature of my mod will be the HUD, which will look like it's projected on the visor. I want it to have a purely functional, fluff-free, military style look.

I also want to implement a metric fuckton of useful features in the thing. For example, it'll be capable of interfacing with your guns.

It'll also be capable of identifying friend or foe,  gauge distances, improve targeting, mark and track encountered enemies.

Currently, I'm able to deploy sentry bots, which scuttle off on their own, looking for monsters to shoot. I would like to be able to mount a camera on the thing, which will be viewable in a small window on your HUD. You will also be able to issue commands to it, remotely.

Anyway. What I'm looking for is a way to show the viewpoint of the sentry on my HUD.

zDoom had a feature called camera textures. I believe Doom 3 has them too, for example when you communicate with someone over a video link (AFAIK they're realtime, not prerendered videos). If you can display it on an in-game monitor, it should be trivial displaying it on your HUD; they're the same thing.

Anybody able to point me in the right direction with this? What GUI file am I looking for, and is it possible to have it display the sentry view?

Haunting of Deck 12 / Re: Zombie AI reloading?
June 17, 2016, 05:17:46 AM
Maybe he drinks more milk
id Tech 4 Scripting / Zombie AI reloading?
June 14, 2016, 07:43:01 PM

My mod will primarily feature combat against armed human opponents, who may or may not be zombified.

While their default AI isn't too bad (I'm impressed to see how well they understand the map they're in, and how to navigate it), I feel it could do with a few tweaks to make the combat more interesting.

I'm mostly bothered by the fact they never need to reload, and have infinite ammo.
Ideally, they would need to reload, just like you do - and if they'd be really smart, they'd try to find cover first. H

Has this been done before, and if not, how far fetched is this?
As far as I know, their models do not have the requisite animations, but maybe those from Doomguy could be applied to them?

id Tech 4 Scripting / Automap and secrets?
June 14, 2016, 07:20:11 PM

This is a long shot - but here goes.

One feature that the original Doom had and Doom 3 didn't was the automap. Given Doom 3's linearity and relative lack of secrets to hunt down, it wasn't really necessary anyway.

However, I'd very much like to have one in my mod - ideally as an overlay, displayed on your helmet's visor. Crucially, the map would only display the areas the player would have seen in-game.

So, how far-fetched is this idea? I've read that, one of the things the dmap command does, is create a simplified, undetailed version of the map the AI uses to navigate it (which does it pretty well, I must say). Maybe this map can be visualized and used?