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Topics - VGames

Why don't u quit responding like a jerk and listen to what I have to say since I know way more then u about this game idiot. U have too many script files in use via the doom main files. You're probably trying to use this with your ROE based mod right? You'll run into this problem when u use Doom 3 + ROE + your mod content. You have too much add├Ęd mod content.
I'm finally ordering my new GPU and Doom today. Should be in by Monday. Is there anything I should know about the game before I start? Like I've heard here about corrupted saved games and an issue with developer mode and the cloud? Any tips would be nice.
id Tech 4 Scripting / Error running Pet Mod with ROE
April 03, 2016, 08:21:43 PM
Ok so I'm moving along pretty well adding PD3 to ROE and I'm trying to add a few pets into the game using the same code from the old Pet Mod that I use in PD3 for Doom 3 only. I get this error when I try to use the teleport command to move my minions to a new location:

script/ai_player_pet.script : commandSpawn
     console : ConsoleFunction_2
--------- Game Map Shutdown ----------
ERROR: script/ai_player_pet.script(292): Thread 'ConsoleFunction_2': Unknown f
unction 'teleportPet' in 'player'


I downloaded the last version of Pet mod which is a little newer then what I used for PD3 thinking they had fixed this issue since the newer version was made for ROE. But all they did was disable the teleport command to get around the console error which won't do at all. I need to fix this but I don't know how? The code works fine for Doom 3 but not for ROE. Anybody have any ideas how to fix this. I figured it would require some source editing which I'm more then happy to do I just don't know where to look. Believe me I've looked everywhere.
id Tech 4 Mod Coding / ROE compiling error
April 02, 2016, 02:13:15 AM
Ok I'm trying to compile the ROE source and I'm getting an error that has to do with conflicting event types. In Doom 3 it works fine but ROE needs the event to be a different type.

Here's the error:

3>.\d3xp\AFEntity.cpp(3539) : error C2440: 'initializing' : cannot convert from 'int' to 'idStr'
3>        Constructor for class 'idStr' is declared 'explicit'

It's referring to this section of code that has to do with harvesting souls with the Bloodstone:

if(requiredWeapons.Length() > 0) {
idStr playerWeap = thePlayer->GetCurrentWeapon();
if(playerWeap.Length() == 0 || requiredWeapons.Find(playerWeap, false) == -1) {
okToGive = false;

It needs the GetCurrentWeapon event to be an idStr type but I have it set up like this in Player.h for many different reasons:

int GetCurrentWeapon( void ) { return currentWeapon; };

Here's what it was originally set up as in the ROE source:

idStr GetCurrentWeapon();

Any ideas how to work around this? Commenting this section of code in AFEntity.cpp allows a full compile but in game crashes will occur if a harvet body is nearby and your not using the Bloodstone. You get an error that says function "Charge" is not in the script of whatever weapon you're currently using that's not the Bloodstone.
id Tech 4 Mods / Weapon idea - Force field shield
March 18, 2016, 09:38:06 AM
I was thinking about adding a force field like shield secondary fire mode to the Grabber in ROE and was wondering if anybody had ever added something like this before. I was thinking of making the shield an actual actor that would be spawned by the weapon as long as the fire button was held down and the shield actor would be bound to the weapons muzzle bone. Would this work or is there an easier way to go about this. I'm at work so this is one of my bored to death ideas that I can't try out at the moment.
Ok so I'm transferring all my code for PD3 to a source that can be used with ROE and I've run into a problem. I'm copying and pasting everything just like it is in the source that works fine for standard Doom 3 but for some reason I'm getting some errors and a warning when I try to compile the ROE source:

4>c:\doom3_sdk\src\d3xp\Entity.h(149) : error C2143: syntax error : missing ';' before '*'
4>c:\doom3_sdk\src\d3xp\Entity.h(149) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
4>c:\doom3_sdk\src\d3xp\Entity.h(149) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
4>c:\doom3_sdk\src\d3xp\Entity.h(149) : warning C4183: 'CommonFireProjectile': missing return type; assumed to be a member function returning 'int'

This is the line that's giving me the problem:

idProjectile*         CommonFireProjectile( const char *projDefName, const idVec3 &firePos, const idVec3 &dir ); // PD3

This line works perfectly ok for Standard Doom 3 source. Any ideas?
id Tech 4 Needs Help / Strange gibbing issue
December 08, 2015, 08:57:59 PM
I got this weird issue going on all of a sudden. When zombies get gibbed their bodies disintegrate leaving their skeletons behind which also disintegrates as it should but then their bodies reappear as soon as the bones are gone. Just their bodies with parts missing as if they were mid disintegration. Then after a couple of seconds the body just disappears. Have any of you ever seen that happen before? I don't know what could be causing this. I just noticed it today so I don't know what I could have done to cause this. I've been messing with the weapons for a long time now. No changes to the zombies or monsters whatsoever.
id Tech 4 Mod Coding / Altering FOV when zoomed in
November 28, 2015, 06:29:57 PM
I've noticed that I am unable to make a weapon change the field of vision while zoomed in. It's like the command:

sys.setcvar( "g_fov", WHATEVERYOUWANTTHISTOBE );

does not work at all while zoomed in with the BUTTON_ZOOM key. Do any of you know where in the SDK this can be turned off so that I can change the FOV no matter if I'm currently zoomed in or not?
Haunting of Deck 12 / Re: Taking content requests!
November 14, 2015, 12:16:32 PM
I like the final shotgun better. It's heavier looking and not so modern.
Ok how the heck do u activate cheat codes through the scripts? The setcvar event does not work with these console commands such as "give ammo". Is this possible at all?

I need to give the player full ammo via scripts without spawning any kind of items. I want the player to receive the ammo whether or not they need it. This way an item model is not left behind to be picked up when the player needs ammo. Is there another command that can be used in the scripts that will give ammo to the player without the need to spawn an actual item?
id Tech 4 Scripting / Damage over time
November 04, 2015, 03:53:29 PM
Does anybody know how to make a projectile cause damage over time once it has hit its target? Like if u hit a monster with a flamethrower projectile I want the projectile to continue damaging the monster for a little while after the impact. Would this require creating another projectile which would then be bound to that monster until it's fuse time runs out?
Does anybody know how to do this? I really need the footstep sounds to work even when the player is zoomed in.
id Tech 4 Mod Coding / Increase maximum weapons allowed
October 19, 2015, 11:31:31 AM
Does anybody know where the location of the maximum amount of weapons allowed is defined in the source? I was wanting to add the ability for somebody to be able to add more weapons then the game allows which was 15 I think? I wanted the game to allow more like 30.
id Tech 4 Mod Coding / Optimising Sikkmod 1.2 code
October 07, 2015, 05:27:36 PM
Is there anything that can be done to the Sikkmod code that could help it be less tasking on systems? I know that the best way to do it would be to reinvent the wheel like oneofthe8devilz is doing with his hybrid engine to go about making the same effects as Sikkmod possible but with less stress on the system. But is there something that can be done to the current Sikkmod 1.2 code that maybe Sikkpin was unaware of that has now been realized since the last release of Sikkmod 1.2? Like maybe using an older version of HDR or something like that? Just thinking out loud.
id Tech 4 Needs Help / Looking for a mod
October 03, 2015, 10:19:44 AM
Anybody remember a little mod that added the ability to kick when using the fists in Doom 3?