One Minute Game Review by The Happy Friar:
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Messages - The Happy Friar

Strutt your stuff! / Re: Ryvyt "deepmap'22"
April 26, 2022, 06:41:04 AM
That's from the cam view?  That looks really good!  I'd love to see the same scene shots done in D3 & UE for comparison. 
I'm not seeing anything, did you embed a youtube video?

It's a Brave browser thing.  Works fine in Edge.
I'm not seeing a pic or video. 

id Tech 4 WIP / Re: Some modding I have been doing.
July 28, 2021, 06:40:04 AM
Here's a list of Doom 3 importers & exporters, & some tutorials on how to use them:

Scroll down on the guy's Youtube page for the Doom 3 tutorials.

The pk4 files are renamed .zip files, so you can use 7zip or windows explore to open them up & extract the assets.

Quote from: Sprony on July 19, 2021, 11:32:19 AMHello everybody,

Howdy!  I'll do my best here.  Another good place for d3 tech info q/a is the discord in the upper right.

QuoteHas anyone successfully managed to add proper liquids to the engine? Back in the day their were some hacks, but none of the convincing. Water always looked terrible.

Not that I'm aware of.  Kind of depends on what you mean by "proper liquids" though.  Just for looks, I think there's a couple engine forks that improved it, but I'm not aware of any engine that did full fluid physics & the like.

QuoteDid those hard black shadow lines on rocky terrain every got addressed by someone? Always bothered me.

Can't say for all engines, but pretty sure fhDoom does:

QuoteI'm not a coder, but how difficult would it be to take an existing mod for example and make it standalone?
[/size]If that's possible, what can and can't you use from the game?

To make a mod a 100% standalone product, besides replacing all stock assets that are used, you'd need to remake all the script/def/etc. files as those were never GPL'ed.  Honestly, that's what always stopped me.

QuoteId tech 4 always felt slow, even though it's capped to 60fps, it fet much slower than that. Now it was fixed in the BFG edition, but is there a fix for vanilla as well?

Not sure what you mean by "felt slow".  It was a slower paced game then most shooters, but Q4, ETQW, Prey, those were pretty fast paced.  Or do you mean something else?

QuoteAre there still mods in development or is the scene dead?

Off the top of my head I know BladeGhost is still working on content:
The moddb page for Doom 3 has stuff updated frequently too:

QuoteThank you for reading!

You're welcome!   :cacodemon:
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.
Didn't even realize it was down, thanks! 

I checked the whois and it's still registered until October this year, I wonder why it's down.  I don't se that site costing anything to keep up (it could be a free wordpress site it's that simple) except the domain name registration, unless MS took down the server it was hosted on.
EDIT: is there a way to archive the Doom 3 & Q4 sections in to separate PDF's so they can be shared on the internet?
id Tech 2 Discussion / Re: Doombringer demo
April 12, 2021, 07:25:02 AM
Cool, Steam just said it wasn't released when I check my wishlist, never said there was a demo.
I made the obligatory steam forum post saying it should be on gog too.  :D
id Tech 4 Scripting / Re: LOD system
February 07, 2021, 03:12:10 PM
i got a video of the q3a lod in action.

how it figures out when to enable lod seems kinda weird.  in my video you can see at a one distance it will bounce between the high detail & mid detail model, however, when it's facing me, it goes mid poly, away = high poly.  Like it's based on a trace from you to the closes bounding box point, not origin.
also, no matter what res i tried, unless showtris was on, i couldn't tell it was lower poly, like it determines how many polys it shows based on distance and/or resolution, so it's not noticeable.
I've been playing the game since it came out & never even knew it had it until this thread.

id Tech 4 Scripting / Re: LOD system
February 04, 2021, 07:39:39 AM
I couldn't get it to change for me.  what's the cvar for showing tris?  I forget.
Easiest way would be to spawn ammo pickups at your location every X seconds while in idle function in the script.  Then the player would pickup the ammo as long as you need more.
EDIT: check out the weapon grenade script in my mod here:
when you explode the grenade in your hand it spawns a med kit at your location.  You'd want something similar, but spawns ammo vs med kits.
id Tech 4 Scripting / Re: LOD system
January 31, 2021, 11:12:08 PM
So you think it's just for performance when the poly difference can't be seen? 

@ 1920x1080 I couldn't tell a difference between up close & getting farther.  In the first two Serious Sam games, the LOD doesn't change when zoomed in, it's based on your distance only.  Q3A's a 99/00 game, it would be pretty advanced to take in to account your zoom with the LOD system.
id Tech 4 Scripting / Re: LOD system
January 31, 2021, 01:36:41 PM
huh, q3a actually does have lod.
what the heck is the distance though?  On dm17 I can go to the rrail gun, zoom in on the RL and it's still the same model as when I'm right next to it.
Maybe it was just used in the expansion pack?  Or maybe when X poly's are on screen?
id Tech 4 Scripting / Re: LOD system
January 26, 2021, 09:35:13 PM
q3a did?  I don't remember it in the stock game.

I use blender 2.49 and when I export multiple means it doesn't have a problem.  When you say you edit the mesh and the rigging gets messed it it sounds like you are moving in object mode vs edit mode.  Does it look messed up in the 3d program or just the game?