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#91
id Tech 3 Mods / Re: American McGee's Alice mod...
Last post by caedes - May 07, 2021, 11:31:45 AM
I don't have experience with reverse engineering either, but that sounds like the right way to do it.
Apart from decompiling and  trying to understand from the disassembly (or however IDA represents it), it could also help to (additionally) run the game in a debugger to see what happens at runtime (maybe IDA/Ghidra support that as well, no idea)
#92
id Tech 4 Needs Help / Re: Methods to make cutscenes
Last post by The Happy Friar - May 06, 2021, 08:25:30 PM
I thought there were some on moddb & youtube, but looks like they're all gone.  :(
But yeah, you use set influence, changed to a camera, move the camera around, etc.
You could do prerecorded but that would take up more space vs doing in game.  Now instead of recorddemo you could use the windows game recorder or amd/nvidia recorder to make your movies.
#93
id Tech 4 Needs Help / Methods to make cutscenes
Last post by bitterman - May 06, 2021, 08:52:57 AM
Hi!

Can you remind me what methods (witch is based on engine or prerendered movies) can be used in IDTech4 to make cutscenes?

And some related question - it is possible to create prerendered movie directly in engine (not in Maya or Blender)?

I remember only something about 'switch to cinematic camera' and 'recordDemo' but not remember any details.

Links to tutorials are heartly appreciated.

Thanks.
#94
id Tech 3 Mods / Re: American McGee's Alice mod...
Last post by VulpesVulpes - May 05, 2021, 10:07:44 PM
Thank you for the responses! I'll look into the Fakk2 source code and see what it looks like. Do you know what the best route would be for reverse engineering Alice? I know there are programs like Ghidra and IDA that decompile games. Could I do that and use the Fakk2 source code as a guide?
#95
id Tech 3 Mods / Re: American McGee's Alice mod...
Last post by caedes - May 01, 2021, 11:48:32 PM
Alice is very similar to Fakk2 technically, so you'll have to use the FAKKTools.
relevant links for Alice modding:
https://machinations.fandom.com/wiki/Machinations_Wiki
https://sites.google.com/site/yannhennequin/ esp. https://sites.google.com/site/yannhennequin/geartools

changing behavior is not gonna be easy as no modding SDK had been released for Alice (fucking EA...), so you'd indeed have to use reverse-engineering.
probably the fakk2 game SDK source code (which I think is part of fakktools) helps a bit, as alice uses the same base
#96
id Tech 3 Mods / Re: American McGee's Alice mod...
Last post by LDAsh - May 01, 2021, 09:21:06 PM
I haven't seen support for it with any Radiants, that I recall, although QuArK claims to support modding for it:-
http://quark.sourceforge.net/download_addons.php

It's not as straight-forward as just adapting Quake 3 Arena support, mainly you're going to need the .def files to get all of the entities to show up correctly so that you can actually use them, and something tells me Alice would have some tricky ones in there.  You might be better off adapting your own 'gamepack' based on RtCW, since that's another SP game released around the same time.

https://www.moddb.com/games/american-mcgees-alice
https://www.nexusmods.com/americanmcgeesalice
#97
id Tech 3 Mods / American McGee's Alice modding
Last post by VulpesVulpes - April 30, 2021, 11:11:43 PM
Hey everyone! I want to make a mod for Alice and I'm hoping someone here can point me in the right direction. For those unfamiliar, it uses the idTech3 engine. Although I'm not sure how modified it is, but it shouldn't be too different.

I want to do a few things, but the biggest thing I want to do is introduce a weapon upgrade system. You can find duplicate weapons throughout the levels, but all they do is refill your (universal) ammo if you already have them. There's one weapon in particular that you're forced to pick up, yet there's several of them in the game. It bothers me enough that I have to give meaning to it! Lol  Also it would be nice to have some kind of collectable in the game, as there's no point system or anything of the sort.

To start, there is already an upgrade system for one particular weapon, so I'm hoping that will simplify things. It's not what I want, but at the very least the game does keep track of how many you've gotten of something. It's called demon dice, and when you throw them there's a chance of summoning a demon, with each additional die giving you a chance of summoning a better demon, up to three dice (although there are four in the game). What I want to do is have a multiplier applied to weapon damage based on how many you've collected of that particular weapon, and an additional universal multiplier based on how many weapons of any kind of been picked up in total, to keep the weapons balanced throughout the game.

From what I can tell, the scripts that contain the values for for each weapon's attack power are tied to whatever model is colliding with the enemy (for example projectile weapons have a unique projectile model), and can be found in the pk compressed folders as .tik files. However, I believe the methods for saving and actually dealing damage are in the executable. Which leads me to my question...How can I see these methods, and how can I make a patch that alters them? Can I make an executable that launches the game and can override the appropriate methods (applying appropriate multipliers when dealing damage, adding to the number of pickups when a weapon is picked up, saving those numbers with the rest of the game data, etc)? I'm a beginner at reverse engineering so I have no idea if this is even feasible.. Anyway any help, advice, or guidance would be greatly appreciated!  :))
#98
id Tech 4 Discussion / Re: Presenting a mirror of idd...
Last post by caedes - April 22, 2021, 09:26:13 PM
Luckily someone with backups of the Quake4 articles with missing images turned up and they also had the missing animations.zip!
Now it's almost complete, only two (unimportant) images for Q4 articles and one for Doom3 are still missing.
#99
Content for Games/etc. / Re: Sharing My Music / SFX - O...
Last post by Eric Matyas - April 21, 2021, 11:56:13 AM
Hi everyone,

This week's new free music tracks are:

On my Puzzle Music 6 page:

"POPSICLE PUZZLES"
https://soundimage.org/puzzle-music-6/

And on my Sci-Fi 10 page:

"BROKEN FUTURE"
https://soundimage.org/sci-fi-10/

NEWS

Bulk Music Downloads are now available for these genres: Chiptunes, Fantasy, Puzzle and Sci-Fi.

I've received an increasing number of requests to make my music tracks available as bulk downloads (rather than having to download them one at a time) so that people can load them into their media players and listen to them while doing other things. Now you can download all of the tracks at once from these genres as Ogg music packs.

I hope they're helpful!
#100
Content for Games/etc. / Re: Building a Library of Imag...
Last post by Eric Matyas - April 20, 2021, 09:51:47 AM
Hello Fellow Creatives,

Brand new seamless texture images are ready on these pages:

CONCRETE (Artistic)
METAL (Artistic)
GROUND (Artistic)

You can access them from here:
https://soundimage.org/images-home-page/

NEWS

Bulk Music Downloads are now available for these genres: Chiptunes, Fantasy, Puzzle and Sci-Fi.

I've received an increasing number of requests to make my music tracks available as bulk downloads (rather than downloading them one at a time) so that people can load them into their media players and listen to them while doing other things. Now you can download all of the tracks at once from these genres on my site in higher quality Ogg format: Chiptunes, Fantasy, Puzzle and Sci-Fi. It's a cool way to support my efforts, too.

Enjoy...and keep being creative!