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deadite4

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Everything posted by deadite4

  1. He mentioned during his 80 Q&A at Quakecon that he was a bit surprised Zenimax allowed it before Prey 2 as well. I think said thanks to Zenimax several times during that session about allowing it to happen in general given all the legal liabilities it can potentially open up. Was a cool video.
  2. It's surely a possibility. We are relatively strong in the nature of coding, textures, particles, gui, etc. Luckily most of our maps use zero Doom 3 textures/models but we do have a small collection of made particles using doom 3 textures as the source(stuff like some fire, smoke, etc). Most immediate that we can think of are replacements for all /common materials, lingering guis that doom 3 had hardcoded, and many base scripts/defs that we've inherited from fairly commonly. Sharing info would surely be of benefit between us when it comes out.
  3. We, over at Hexen, are most interested in the prospect of standalone over anything else. Most of our team is not driven by features, but instead who can get access to our work. Removing the requirement of Doom 3 would be a huge step to a wider audience! Then we'd probably look into any enhancements down the line.
  4. I decided to test it out. I can confirm that on 11.6 with the 4770 I do indeed have a check box to disable Catalyst A.I. and it works fine.
  5. I just realized I still use 10.x on my 4770. Did the 11.x series drivers remove the ability to disable A.I. on all ATI cards or just 5xxx series and above? Want to know before I update.
  6. I currently have a 4770 and have purposely avoided not going higher because of all the posts I've read about people not being able to turn it off on the newer cards. It would be nice for them to fix that.
  7. That wouldn't really work though with ghost effect mixing in with normal monsters. What we initially tried doing was a full non-solid approach. That led to lots of issues with the monster just always going through the walls regardless of whats going on, which wasn't desirable. Then we just made 1 of our monsters attacks(a charge based one) go non-solid but it led to the problem of the monster going into the void or into another room and getting stuck when going back to solid. The void issue was solved by spawning the monster back to the player if it went back solid in the void. The other issue wasn't readily solvable. It doesn't make for fun combat when your enemy is constantly going through walls. I guess this could be a slightly different situation because TDM, I reckon, is less combat focused where hexen is so the flow of combat is possibly of more importance.
  8. We've played around a bit with ghostly acting AI recently over at hexen. It's proved to have significant problems when it came to actually fighting one and keeping it in the room with the player. Tendencies to go through a wall while fighting was the biggest issue. It's a real pain when it's going through objects undesirably. We ended up scrapping it for now and making it just not take damage when its in its 'ghost' state.
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