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HMart

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Everything posted by HMart

  1. Func_statics are the wrong entity for that, those are optimized and used for static objects, meaning objects that don't move at all. What you want is to use a func_mover, these don't move unless you script them to move but they are specially handled by the engine and have dedicated script code that func_statics don't have, for example func_movers have special rotating functions called RotateDownTo, RotateUpTo, RotateOnce, etc and special moving functions as well, those should be defined in TDM_events.script. Btw don't confuse with func_movable that is for rigid body physics objects only.
  2. I agree and I remember saying something similar before and the answer if I recall correctly was, stencil stays in, that was a few years ago, and they add (and still have) very valid reasons, one was because maps in TDM, was still in its infancy and not well optimized, but it has improved much since (stencil also with the soft shadow option). Thou I know this is not a easy decision for the team, you can't just delete the stencil shadow code and everything will be fine, TDM age and success, is also a big problem for the way it handles shadows, because of how old and popular it is, it has hundreds of assets and missions made, with stencil shadows alone in mind, changing those assets today (materials mostly), in particular those with alpha enabled, will require free work, from someone, and will also with no doubt, break shadows in all missions made until now and not forget, decrease performance, by the simple fact that, more stuff that didn't cast shadows, trees, grass, banners, decals, etc, now will and some of them shouldn't, so the missions will have to be updated, and it may never happen if the mission maker is gone. Is not a easy problem to solve.
  3. Looking at the func_pendulum c++ class, shows that it doesn't care or use angles var for anything. So the only thing I can think right now, to solve this, is to bind the visible entity, to a invisible pendulum mover, moving in the direction you want the visible one to follow, its own axis doesn't matter (visually but do matter to the pendulum movement), you can even make it a brush box. Hope you get what I mean. Also here is a old Doom 3 pendulum tutorial that I found, I didn't bother to search in TDM wiki, so perhaps there's one there as well, but just in case see if this helps. https://web.archive.org/web/20100522163241/http://www.doom3world.org/phpbb2/viewtopic.php?p=84076#84076
  4. To add to frost_salamander reply about performance, game objects/entities, created by native c++ code and used in editor, through the entity definitions func_* whatever, imo should be faster than a custom pure script based object, for the simple reason that like I mentioned, they are made/call directly from a c++ based class, and c++ is objectively faster than DoomScript.
  5. Sorry for the extremely late reply to this. First not that any of this matters, as I don't think LOD's will ever be done in this way, but for academic reasons, you don't need to save LOD distances in the model, just hardcode in the engine c++, reasonable default distances for each layer and give the ability to change them later if necessary, like always editor entity spawnargs, but if the defaults are well thought out, you the mission maker, probably wouldn't even need to mess with the distances most of the time, everything would be automatic for the mission maker, like the shadow and collision model. And please to everyone reading, even thou this may sound cool, don't think any of this is easy to code, because is not. Many times making life easy to the end user, requires a ton of work and knowhow from the coder. But the answer to the question is yes, how to do it, does depend on the format you are exporting.
  6. HMart

    No visual

    That's cool, I remember when i was a kid installing modded GPU drivers on my ATI GPU, the same with my Audigy Creative sound card that enabled stuff that they only add available in more expensive models. But personally today, I'm not sure if i would do that, call me paranoid but with all the cripto and nft bs going around, I want such software to come from a reputable source, at lest one that has much to lose if caught doing bs. But that is just me.
  7. Sorry if I felt a tad sensitive also, today was not a good day on the job, a tad stressed. But you are not to blame.
  8. Don't know if it was your intention but this reply makes it sound like I'm lying or something! Or I'm just reading it wrong? If I am, sorry for my reaction, but is hard to detect intention in text. If I'm not, then I'm not asking for you or anyone to believe me and I even said that. Why they copy pasted the entire C++ code instead of reusing? Only the original programmer knows that, but perhaps they were to be different in some special case that never came to happen? Just assuming here. And yes they totally could just have parsed the same keywords in the same c++ code, and in the Quake4 editor (made by Raven software) that comes with Doom 3, they do that. else if ( !token.Icmp ( "definefloat" ) || !token.Icmp ( "float" ) ) { idToken token2; idStr result; if ( !src.ReadToken ( &token2 ) ) { src.Error ( "expected define name" ); return false; } idWinFloat var; idUserInterfaceLocal ui; idWindow tempwin ( &ui ); idStr out; src.SetMarker ( ); tempwin.ParseExpression ( &src, &var ); src.GetStringFromMarker ( out, true ); wrapper->GetVariableDict().Set ( token + "\t\"" + token2 + "\"", out ); continue; } I Just know for certain is that Quake4 removed definefloat (at lest is not discussed in their wiki) and QuakeWars removed definefloat and definevec4 entirely, for float and vec4 respectively. And what about what I asked about supporting vec4 keyword in TDM guis?
  9. I don't have a link and don't take my word for it but I remember this being discussed in the old Doom3World forum and I clearly remember a idSoftware dev saying that definefloat keyword came early, while the script and gui language was being developed, later they decided to support the keyword float alone but because many in world GUI's, were already made with the older keyword, to not waste time converting things that already worked they decided to let it stay, despite doing the exact same thing. Why they made "float" to replace "definefloat" but not "vec4" to replace "definevec4", is something that I always wondered why. What would be your opinion and doing that yourself? Meaning instead of "definevec4" users can write just "vec4" in new GUI's, just like in QuakeWars, thou this last one also supports, vec2 and vec3 but not sure if those are something useful in TDM case.
  10. Yes it could but wouldn't using the skin system be better for that? I know that using the colored system, permits to do variable colors very easily, good for carpets, flags, cloth, etc and also only have a single material, but if your idea is to make more varied looking characters, with a single model, I think the skin system is better, it means more materials need to be created but it also means more flexibility and power. The skin system is very powerful, was designed exactly to make different material variations for a single model and it does way more than just swap colors, you can have characters that look somewhat different geometrically, by hiding or showing hidden peace's on a model, etc. On a animal for example you can have a model with fur and another without it by just hiding the fur geometry, or one with a collar on his neck and another without it, without swapping models, just the skin.
  11. HMart

    No visual

    The fact that you can't play Doom3 BFG explains why you can't play modern TDM, afaik both use more or less the same OGL system, thou TDM has since surpassed even BFG graphics. Also if I'm not mistaken Thief 3 is not even a OGL game but a DirectX 8 game, it uses Unreal 2 engine, Doom 3 is a OGL 1.4/2.0 game that came out in 2004 and you already have to play it at lowest graphics settings!? Man that means your GPU is just to slow, I assume is a laptop?
  12. HMart

    No visual

    The fact you really can't update drivers and not even OGL 3.2 seams to be fully supported, the only solution for now that I can think of, is to play a older version of the game, one that still has support for the original Doom 3 render based on OGL 2.0, but I don't remember which one, others may help better. Playing a older TDM, does means you will be unable to play the more modern missions, but even so, your GPU is very old anyway and would very probably suffer with the more heavy modern missions and there's still plenty of older ones that are very nice to play.
  13. HMart

    No visual

    Unfortunately his are the latest available drivers. But yes based on this link the Radeon HD 3000 should be OGL 3.3 compatible, is TDM using some non core extensions?
  14. I saw totally unrated movies as kid, in national TV, even porn movies and didn't turned into a sexual deviant or a murderer, with such restricted age rating and censorship that we have today, we still have as many sexual deviants and murder cases today, perhaps even more (thou I think that is because they get reported more now) then we add when I was a kid. Just my opinion.
  15. Write what stgatilov says, I didn't looked at the code like he did, only transmitting what idSoftware has said themselves in their old wiki but even their employees, could have been wrong when writing that or it did worked like that but then they updated the gui handling code and forgot to updated the wiki. Only way to be sure, is to look at the c++ code and or test a GUI.
  16. Something like this. not sure if well done but works for me and was really easy, don't know why idSoftware never implemented it originally, seems very obvious and useful, only Quake 4 has similar ability. edit: Took a fast look at the wiki being done and saw this there... That is wrong and not what I recommended at all, if I passed the wrong idea then my bad, was not my intention. What I really said, is exactly the contrary, what i said is that I add problems using, in this case colors, defined with preprocessor macro #define in transitions, only when using definevec4 for that coupled with the $ sign did they work. But the better and widely used method by idSoftware was to input color values directly! Also #define macros aren't really "float parameters", like definevec4 or definefloat, they are exactly like C macro preprocessors like stgatilov said, just text substitution.
  17. I remember some idSoftware dev on Doom3World forum saying exactly that, they also said that in float "somevar" "0" the "0" is ignored From iddevnet, but you can look at the c++ and see if is true or not just to make sure. That is indeed not correct, unless is for Doom script... idSoftware says for Gui script user var definitions you should do: float myfloat or float "myvar" "0" // see above about zero or other value being defined here at user var definition Hum you maybe right but Doom 3 main menu does uses that "!=" if ( "SGC1Title::text" "!=" "" ) { set "forecolor" "0.6 1 1 1" ; set "SGCBtn1EdgeG::matcolor" "0.5 0.7 0.8 0.5" ; set "SGCBtn1BorderG::matcolor" "0.5 0.7 0.8 0.5" ; set "SGCBtn1CornerG::matcolor" "0.5 0.7 0.8 0.5" ; set "noevents" "0" } This is awesome info and explains why some of my ifs didn't seem to do what i expected. but is that still true, if you change it through c++, using "_gui->SetStateInt("gui_var", value);" or is only when doing it from Doom Script?
  18. Hey thanks that does teach me a lot about how the gui language works and clears some things, thou I did knew definevec4 was not a macro, that is why I put macro, word within quotation marks.
  19. I have not read your wiki about the gui scripting, so sorry if this was already known by you and talked about, but if not, imo is always good to know that gui scripting language, can do a little more than what idSoftware used and talked about. Unless i failed to see where idSoftware talked about this stuff. I discovered this by accident, when I tried a few stuff that Doom Script supports, to see if they worked with gui scripting and they did. For example the gui language, other than #include also supports #define, just like Doom Script, thou in a more limited way, so you can do basic text substitution using #define like: #define COLOR_WHITE 1,1,1,1 #define WIND_HEIGHT 480 #define WIND_WIDTH 640 or more complex #define RECT_SIZE ((WIND_HEIGHT/2)-(320/2)),((WIND_WIDTH/2)-(240/2)),320,240 then used as: rect RECT_SIZE ----------- It also has basic support for pointers! using $ sign, example: transition "start_white::matcolor" "$Desktop::COLOR_WHITE" "$Desktop::COLOR_BLUE_07" "1000"; and other capabilities that I may be forgetting, have not messed with gui scripting for ages now. Thou i remember macro and pointers support was not free of problems, there's some idiocentricities with this stuff, for example macros using #define and defined in the global space, meaning outside the main desktop windowdef or any other windowdef, work globally and are accessible directly by name (just like in Doom script), but seem to work, only in some things, like "rect", "backcolor" and others but not in transitions, I remember having trouble with those, the only thing that worked well for this ones, was defining the "macro" in another way, like this and inside the main desktop windowdef: definevec4 "COLOR_WHITE" 1,1,1,1 Despite #define COLOR_WHITE 1,1,1,1 and definevec4 "COLOR_WHITE" 1,1,1,1 looking similar and apparently do the same thing, behind the scenes they seem to be handled totally differently. I don't claim to have tested this macro stuff very deeply but imo has potencial to make gui scripting life easier, but caution in the few tests I made, transitions using macros, were the most unstable GUI feature, they work the best inputting values directly, specially because those are separated by spaces not commas. Thou using pointers like I show above, even using colors defined using commas worked, sometimes... I think this, spaces versus commas, most be why macros and pointers were mostly ignored by idSoftware, most of their GUI's only use a "safe" subset of the GUI script language and I unless I missed it, I never saw #define being used in any of their gui's. But they do work in the basic tests I made, Gui scripters just need to be aware of the limitations.
  20. That brought some memories is a very old test map/thing that I used to learn DR and TDM modding, I spend a few weeks messing with it only. I add almost no idea what I was doing the scale is all wrong for example. Thou If I remember correctly, this test map has at lest 2 or 3 custom models that i made that I don't recall ever being used on any real mission, would be a petty if no one took a look at them to see if they are of any use. Btw those frob-animated boxes, were my first foray into coding and Doom Scripting, also trying to code any ingame interaction with the language, to see if i could do it, so the script code logic most be a absolute mess and perhaps hardly useful but happy you find it cool.
  21. Personally I don't like depth of field, in real gameplay at lest, for screenshots and cinematics is fine but if you want to try including it yourself, sikkmod for Doom 3 has a ARB shader for it, so if you learn basic Doom 3 ARB and TDM GLSL shader code, you could translate it to TDM, both engines follow the same basic principles.
  22. IMO that is not a good idea, stencil shadows and shadow maps, are two totally different things, technically and visually, putting them both under a single shadow quality option, IMO is not correct and may lead to way more confusion by mission makers.
  23. "spawnarg" is just spawn argument, is a variable you write inside a object definition (the .def files) that gets used at spawn time, to do many things, they are both accessible by the script language and c++. Hope this clears some things.
  24. In this case for a shadow and physics mesh imo is very easy, just make two extra copies of the lowest LOD, slap the shadow material in one and the collision material on the other and make sure both occupy the same space and are on the same item mesh/layer has the main model. In blender (or any other 3D Tool) you don't need to import any TDM material or texture, you just make a basic material for the shadow and collision mesh and make sure to give each the name of the shadow and collision material respectively (not the .mtr file name the full material name, inside the file), is that easy! bear_statue_example.7z ps- here is a fast example of what I said, sorry for not making it plug&play to TDM. I add too mess with the model because I use Modo and it doesn't open ase files, I add to convert to obj using another tool and also rotate it in Modo to be able to work with it, so now is not a, one to one, to the original model and so shouldn't be used with the LOD's that were provided, this because I assume they will not match, but I didn't tested, plus the material name for the main mesh is not the correct, only for the shadow and collision mesh's are correct (follows doom 3 convention). This should be seen just as a model for anyone to know how a shadow and a collision model should be setup. (for those that don't know) I also used the second LOD counting from the last because the lowest LOD seems to not follow the main model silhouette perfectly, it could very well work at the distance but not for a shadow and collision mesh.
  25. Sorry if late but if still useful, here is a memory dump of the DR 3.0.0 crash. https://drive.google.com/file/d/1Ws7FFyG15NTp-q8GuGnWUMKTUVwkoCpY/view?usp=sharing
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