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motorsep

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Posts posted by motorsep

  1. I can't see that effect in the package you gave me, there aren't any AI in the view so I can't compare between 1.8.1 and 2.0.0, let alone debug it. Can you provide me with a small package that shows the effect? A single AI without any brushes in the map is more than enough. Btw, I fixed the problem with the target lines.

     

    As I was packing assets for you, I was looking for pistol's material. I found it and as I suspected, it didn't have qe4_editorimage set. After I added it, holstered pistol shows textures in 2.0.0

     

    I wonder if was intended change (technically that's what qe4_editorimage is there fore - to show texture in the Editor) from 1.8.1, or a bug where if qe4_editorimage, DR should use "diffusemap" image or image map from "blend diffusemap" ?

     

    If you still need a test case, I can make a basic cube.

  2. BFG is a wacky engine. By wacky I mean raw. There are quite a few large fixes need to be done to fix texture compression issues, to get it more development friendly (besides adding tools), etc.

     

    Performance wise TDM would definitely win from moving to BFG. Game code is identical to vanilla Doom 3.

     

    The issue is that if you want intricate lighting and shadows, and lots of it, you perhaps want to look at UE4 instead. Save yourself headaches and focus on actual gameplay and art. I know it's not really feasible for TDM. However if you have TDM 3.0 planned, might as well go for UE4.

  3. Doom 3 question (probably applicable to TDM too) is below.

     

    I am not sure offhand, but can I spawn AI hidden? (via entity's property)

    Can I hide AI via script right after it spawns ?

     

    If yes, the question is if that AI is dormant and just hibernates until it's revealed via trigger or script ?

     

    Thanks.

  4. Ok, and the textures are missing in the Camera View? These are custom shaders or Doom3-based ones?

     

    Missing from CAM view (as seen on screenshots). Materials(!) are the same as Doom 3, with custom shader stage. However, body/head/etc. per characters all have the same custom shader stage, and yet body texture is showing fine, but holster texture isn't being shown. I'll check if the material has qe4_editorimage set, but it shouldn't make any difference between 1.8.1 and 2.0.0.

  5. The ESC being unbound is one thing that happens when switching back to 1.8.x with a profile that has been saved in the recent 2.0.x versions. Moving forward to 2.0.x should recognise the ESC binding, but the older 1.8.x doesn't recognise the newer key code.

     

    I'll check out the missing target lines. Do I have the defs for the missing holster textures in the map package you sent me? Otherwise, please send me an example for me to work on, I'll try to investigate.

     

    There is nothing special about def:

     

     

    entityDef npc_usf_bold_unarmed_patrolman {
    "inherit" "npc_usf_base_character"
    "skin" "skins/union_patrolman/pistol_holstered"
    "def_head" "head_union_patrolman_default"
    "head_joint" "chest"  
    "anim" "idle"
    "mass" "200"
    }

     

    and skin:

     

    skin skins/union_patrolman/pistol_holstered {
    models/enemies/base_torso_short_sleeve models/enemies/base_torso_short_sleeve
    models/enemies/base_legs models/enemies/base_legs
    models/enemies/base_boots_kneepads models/enemies/base_boots_kneepads
    models/sfx/muzzleflash_fireflare2 textures/common/nodraw
    models/sfx/muzzleflash_firebeam2 models/sfx/muzzleflash_firebeam2
    models/sfx/muzzleflash_fireball2 models/sfx/muzzleflash_fireball2
    models/enemy_weapons/plasma_pistol textures/common/nodraw
    models/ammo/plasma_cartridge_flintlock textures/common/nodraw
    models/enemy_weapons/plasma_pistol_holstered models/enemy_weapons/plasma_pistol
    models/ammo/plasma_cartridge_flintlock_holstered models/ammo/plasma_cartridge_flintlock
    }

  6. One thing I just noticed, that happens even in 1.8.1 (or maybe because 2.0.0pre changed defaults I had for 1.8.1 simply because it uses same Roaming profile) - Esc doesn't deselect selected elements in the scene, and even if I use Clear Selection from the menu, it doesn't work on first selected element. I need to select something else, and then Clear Selection would work.

     

    Everything seems to be drawing, except now connections between linked/targeted elements don't render:

     

    1.8.1: http://i.imgur.com/8HwvF3j.png

    2.0.0pre7: http://i.imgur.com/MtcqB72.png

     

    Also somehow holsters textures on my NPCs don't show :/ (they are rendered in 1.8.1)

  7. Updated launcher to v1.2, and finally finished repacking my MEGA MOD.

     

    Doom 3 BFG 2.0 MEGA MOD includes the following:

     

    + Wulfen 2.0 pack, Wulfen HQ pipes, Monoxead pack

    + Phrozo 1.3 mod

    + Trent Reznor's sound pack for Doom 3

     

    Re-experience Doom 3 BFG in a new way ;)

    • Like 1
  8. Let's try, I just want to attempt to reproduce that behaviour. If that doesn't work on my end, I need to figure it out using your console output or other means.

     

    Map, materials, base textures (it has ambient light, and AAS somehow is incompatible with Doom 3; you'd need to dmap it before trying to load in TDM): https://drive.google.com/file/d/0BwE6dxM0O2PsM3dZUHdIYV9ycjg/edit?usp=sharing

     

    Console output: http://pastebin.com/nDCk7nXV

  9. What game type are you using? Can I have that map? Anything in the console that might give a hint?

     

    Whether I used Doom 3 game, or my custom game (copy of dooom3.game with different name and different paths and stuff), my map only shows partially.

     

    I can upload just map file, but I can't really upload entire content. Is it good enough? Or do you needs models and textures too ? (it's just time consuming to weed all that out)

  10. Ok, ran it first time and here is what we've got. Find 10 differences between 2 pictures, so to speak:

     

    1.8.1 pre4 (yeah, I haven't upgraded to release yet :/ ): http://i.imgur.com/yzskF1e.png

     

    2.0.0 pre5: http://i.imgur.com/Q4ySRQu.png

     

    I don't understand why wouldn't brushes draw and path corners at least. Are we testing UI only at this time?

     

    Layers and entity window context positioning is off (not a bit deal though).

  11. Got it. Is it safe to work in 2.x branch? (as far as map corruption)

     

    Where can I get Win64 build?

     

    EDIT: Duh, it is in the very first post :)

     

    It's in the 2.x branch. It's quite possible that the changes can be merged into the 1.8.x branch. But to clarify...

     

    ..all my DarkRadiant efforts these days will go into maintaining and improving the 2.x wxWidgets port. I don't plan to do an additional 1.8.x release, my only goal is to get 2.x up to the point where it can replace the old GTK stuff. I invested too much time already (say: about 7 months) into porting the code to wxWidgets, there's no point for me to work on something I want to replace anyway. DarkRadiant 2.x is quite close to the finish line, it's pretty stable already, so I'd like people to help me pushing it to that goal. Unless something really critical happens with the published 1.8.1 build I'm not going to work on it. (As always, the codebase is open and release instructions are on the wiki, so somebody else can still maintain the old GTK stuff. Pretty much a waste of time from my point of view, but hey, people are free to do whatever they choose to.)

     

    So, thanks own3r for testing, I'll try to see what I can reproduce. Some of these are affecting 1.8.x as well I guess since but that doesn't matter. Can you please open tracker entries for the things you believe are reproducIble?

  12. Well, I am not talking about making terrains. I am talking about selecting entities (or models), setting randomness and parameters, and "painting" them over brushes/meshes in DR. SEED is only for TDM, and it's procedural thing - designer has no control over placement and other factors.

     

    I am thinking the core issue is that DR would need a new way of navigating CAM view. Like pressing and holding Alt would allow navigating it, and otherwise you can edit your scene while in CAM view.

  13. So I finally did it :)

     

    Started learning C++ / Qt5 and made my first app - Doom 3 BFG mod launcher. It lets you prep Doom 3 BFG to be mod friendly with a click of a button. No more messing with scripts and console!

     

    I also authored a few mods for Doom 3 and now you can run them with Doom 3 BFG (these mods don't have SDK code, scripts/assets mods). Some run well, some not so much.

     

    Either way, feel free to give it a spin: http://www.kot-in-action.com/forum/viewforum.php?f=28

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