Jump to content
The Dark Mod Forums

deadite4

Member
  • Posts

    57
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by deadite4

  1. I think that information is a bit off. I recall reading from their own website(when it was still up) that from the beginning any form of 'release' needed to be approved from gearbox(or not approved) and that they new this. Publicly they put it on hold because as they continued to work on the project they still couldn't get an official release approval from Gearbox who wasn't saying yes or no. Unfortunately the mod team's site isn't up anymore as this was all explained there and they even said not to hate on Gearbox. Gearbox was just going by their initial agreement that they can work on it, but a release would be ultimately decided by Gearbox.

     

    What really hurts fan projects in the end is when a fan project, or fans of the fan project, go on a rampage with boycotts or other attempted outrages at an IP holder. If every time a fan project is given a friendly "OK" to work on an IP, and then fans hate on the IP holder at some point in the future if that project fails or has it's "OK" taken away then it makes it even more difficult for IP holders to grant free use of their IP in the future. It becomes more risk of boycotts or bad press than is worth it.

     

    /rant

  2. I just want to know the results for Tracker 3234.

     

    Purportedly this improves Doom 3's Vertex processing tremendously in terms of lowering CPU use.

     

    Mh is not motivated to keep enhancing this because "Doom 3 is locked at 60fps and already runs full speed".

     

    He needs to see that other Id Tech 4 projects can benefit from optimizations then he might complete this work.

     

    Any takers? :D

     

    What kind of optimizations. We are always looking for improvements

  3. Even Counter-Strike, a mod from 2005, that hasn't been updated since 2008 makes it into the top 100. Sad times.

     

    That's because it's still insanely popular to play. Up until DOTA 2 and TF2 went free to play it was the #1 most played game on the Steam network for years. Even now it always resides at #3(with dota and TF2 at 1 and 2). The game is genuinely still widely played so it's not surprising it still has Moddb profile flashes bumps simply because of its fan base. Then Counter-Strike source sits at #5!

     

    (current players)33,690 (Peak today)53,809 Counter-Strike

     

    ^^ and this is at 6 in the morning!

     

    http://store.steampowered.com/stats/

  4. It honeslty depends on what your projects goal(s) are. Is it for community, or simply to know people are playing(and hopefully enjoying) your hard work? While verbal/written feedback is great and we all eat it up when we get responses from the small people who want to talk, a large part of our personal gratitude is simply knowing lots of people are playing our hard work. "Download Statistics" to one person is is simply a statistic, to others it's knowledge that X amount of people are seeing and playing years of hard work.

     

    Plus there are members on our team who are using this project as a stepping stone to the industry and portfolio builder. So it's important (to me especially as resposible for public relations) that I can spread the project out to the most amount of eyes as possible. They've all certainly earned it.

     

    I guess that is really the question. What gets you guys feeling like it is worth your time. Is the knowledge that people are simply playing enough? Or do you need verbal, personal recognition to feel justified. For most of us at Hexen, people simply playing is quite gratifying. The small percentage who want to engage in community is sort of the frosting on the cake(and we do love it when it happens, don't be fooled!).

    • Like 1
  5. From another team whose main focus is a game, and secondary as a base that other people could hopefully use to build small missions(there is still a small hexen 1 mod community) I can say this. It is much easier to advertise "A New Game" to the general gaming public than it is to advertise "A New Toolset with Fan Missions". The largest chunk of gamers don't care about the tools or random fan missions. You can reach the swath of gamers who just play games with a campaign. You will never hear from this group of people, they won't join your community, they won't contribute, but they will play if it's easily installable, and advertised appropriately.

     

    The TDM community is far larger than the Hexen community. We are lucky to have 1 post a week on our public forums but on our last(only) release we distributed some 10K downloads in the first few days and hold a pace of about 1K per month currently. We are lucky to hear back from 0.25% of those people but people are indeed playing the game. They just have no interest in the community as of right now. I have a hunch we, Hexen, can change that with our next extended campaign, standalone, and toying thoughts with some type of mulitplay.

     

    Long story short - the mass of general public like free games and they typically care less about tools or mods. Make your mod a game, more outsiders will care.

    • Like 2
  6. If it's ok I'm going to list the bugs in the particle editor as I narrow each one down definitively. I'll just make a new post here when I narrow a new one down.

     

    First thing I've got. The particle editor does not load a material if it precedes itself with "material". Example:

     

    The editor won't load this material:

    material hexen/serpent_projectile {
    

     

    The editor does load this material:

     

    hexen/serpent_projectile {
    

     

    Both ways are acceptable in id tech 4.

  7. That would be awesome. I know I'm considering the tool for creating new particles over at hexenmod as opposed to the built in editor.

     

    After some more trial and error, 1 potential culprit at least first appears to have a relation with materials that use a time/table. There's more to it than just that, but that's at least 1 thing I've been seeing.

  8. Looking at using the particle editor as a replacement for the in game particle editor. Playing around with it I'm noticing issues with it not loading certain material shaders. Is this a bug in the editor, or an issue with having "doom3" as the selected game but directing the game path to our hexen_eoc.exe? Is there something we need to do to make it play nice with the hexen exe?

  9. Wow! Thanks Deadite4. Very generous of you and the EOC team. I hope there is some way we can return the favor.

     

    If you guys want any of the TGA assets on my list above just let me know and I'll pack it all up for you all (Rocket is all for it in the name of our small community). The only thing we would ask in return is please credit Mr. Rocket, speak well of us, and if/when you guys get a working solution to the glprog issue with the open source code...........share it with us :). The glprog thing is, so far, the only issue we don't have a solution for. At the moment we are using the Doom 3 shaders while in development with the hope that when we are ready for our next release someone has come up with something they are willing to share.

    • Like 1
  10. We've created our own alternatives to the following art assets. This is the majority of what we'll actually need to recreate. The rest of our project was created with our own work. We don't need to recreate any models, animations, or rigs as they were all created in house so can't really help with that. The player model is the only model that broke in our move over.

     

    //LIGHTS
    
    biground1
    round
    falloff_exp2
    squarelight1a
    squarelight1
    cloudscroll2
    lightgratelight
    bspot01_cv
    impflash
    lightgratelight2
    bspot01
    blamplight
    blamplight_cv
    blamplight2
    blamplighte3
    blamplighttile
    grate6
    roundfire
    plasmalight
    
    //PARTICLE IMAGE ASSETS
    
    billow3_glow
    plasma
    duffyboltver3_white
    duffybolt2_white
    hellholefire
    boomboom
    barrelpoof
    blacksmokepuff
    rocketbacklit
    bioscansmoke
    smokepuff
    ember_mid
    barrelexpbase1
    dust2
    boomboom2
    dust
    dust2bits -
    smokepuffalpha
    billow_glow
    pfirebig2
    boomboom4
    dustcloud
    round001
    bug_goo3
    fbeam
    drop2
    droppuddle
    dim_disk
    boomboom3
    dustcloud_opaque
    firesparks
    vp1
    vp1_alpha
    vp1tilehoriz_alpha
    candlefire
    
    //ENV CUBE MAPS
    gen2
    sheen
    
    //SFX
    untitled001
    fire_strip
    armorvieweffect2
    black_2
    
    
    //DECALS
    dsplat2
    dsplat11
    dsplat5
    dsplat7
    greystatica
    bloodspray
    genericdamage
    shot_glass
    

  11. PM sent. Also if you guys are interested in some other needed art, we don't mind sharing. We've recreated around 70 art assets so far that pull a resemblance of some Doom 3 art we were using. It's all made from scratch by Rocket. It's obviously different and new art, but made as a suitable replacement to the originals......some lights, some decals, some particle art, couple cubemaps.....not sure what you guys might be looking for.

    • Like 3
  12. Just a small status report. Over the past few weeks I have slowly inched towards getting TDM to launch w/o the D3 base present. Mainly this involved adding small files (like a complete white.dds file), a few script functions and material definitions (silly things like a sin table and a _default material definition).

     

    Also a few left-over things where cleaned up (like an old, unused gameOver GUI that D3 always loaded but we never used).

     

    Luckily, most of the stuff was already fixed long ago. So far the first milestone has been reached: TDM now starts up and renderes the menu (completely). :)

     

    Whats still missing:

     

    * a replacement for the console font (the console is currently invisible)

    * testing what is nec. to start an FM

    * testing sounds

    * see if we are missing other bits and pieces - and more cleanup of left-over D3 features that we don't use at all.

     

    We are getting there :)

     

    Out of curiosity what are you doing for glprogs? It's the 1 thing we haven't officially fixed yet on Hexen. There are some promising progressions in the community, but nothing complete yet unless we have missed it.

  13. The fontimage files are probably the default font (whatever this actually is). I guess we can find a similiar looking free TTF and replace them.

     

    Yes its actually that easy. We have a few made in house and few free use ones. We just changed the default gui font the other day. It looks for fonts/english root by default. We also created a new console font about 2 weeks ago.

     

    The easiest way I've found to sort through Hexen's assets is we moved to standalone and then let all the warnings tell us what we need. Once solarsplace got all our code, scripts, and defs in order and the game launched without crashing it was just a matter of loading a level and dumping the console. It showed us everything that was broken.

×
×
  • Create New...