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bedhead

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Posts posted by bedhead

  1. @Mirceakitsune

     

    The limited weapon slots is explained here in http://www.iddevnet.com/doom3/

     

     

     

    If you look in player.def, you will see that the weapons go up to 15, but weapons 13, 14, and 15 are unused. To select a weapon 3, you use _impulse3, for weapon 9 it's _impulse9, etc... So if you add a new weapon 14, you may think you can select it with _impulse14 but that's not actually the case. Impulse 13 is reload weapon, impulse 14 is prev wepon, and impulse 15 is next weapon. You can only use impulse commands to select weapons 0-12. Weapons 13, 14, and 15 cannot be selected directly (they can only be cycled to).

    Why was it done this way? To be completely honest, it just kind of happened. We didn't use the last 3 weapon slots so we didn't think about not being able to select them directly. Oops.

    There is some good news, though. The PDA can be opened with _impulse19 (which is showscores in multiplayer), so you can move the PDA up higher in the list, freeing a slot for a new weapon. The really good news is all this is handled in the game code, so mod developers can change it up however they want. It is not likely to ever get changed in the main game code though, because that would require moving reload, prev, and next to different impulse commands, thereby breaking everyones config files.

     

    It's probably not that big of a deal to add more weapons. But as of right now, there is a limited number of keys on the keyboard to select each weapon. Adding more weapons to the game would also mean changing how weapons are selected. It's difficult to have weapons occupy the same slot yet have different stats (so it's difficult to have the a crowbar replace the blackjack when you press "1") I saw that you can edit weapon speed, damage, and there was a functionality that alters the lightgem ( such as fire arrow) so your suggestions are totally doable.

     

    TDM is an old project and most gameplay mechanics and design decisions have been laid out. The devs would probably hesitate to revisit these elements they have chosen long ago. However, TDM is open source so you can do whatever you want with it regardless if your feature will make it into the next patch, which is what I'm trying to do. But I do agree with a lot of features you are proposing and hope that I can get those things done once I pass the learning curve and have a good workflow.

    • Like 2
  2. I've been looking at how TDM handles weapon in the other thread.

    http://forums.thedarkmod.com/topic/16786-adding-new-weapons-to-tdm-for-beginners/?do=findComment&comment=361546

     

    Apparently doom 3 has 13 weapon slots according to iddev. Each arrow type of the bow are actually individual weapons which takes up most of the slots. I havent really counted but it seems TDM has either most or all of this filled out. I havent dug deep enough to know why theres a hard limit to weapons.

     

    I agree with you. It feels like a shame to see so many different weapons but be unable to use it. I know TDM isnt focused on combat but I feel like players should have that option if they wish. Once I find out how all these things work I wanna add all the weapons that I see in the game world to become usable.

  3. In the file - tdm_weapon_base.def it mentions about "model" and "model_view".

     

    "Model" is followed by an .lwo file.

    Looking at the tdm_weapon_shortsword def model is followed by shortsword.lwo. I checked the model list and tried replacing it to hammer.lwo. I suspect "model" may be referring to the third person weapon model.

     

    "Model_view" mentions something about first person model which is what I want. But I'm not sure what to replace the text that follows it.

     

    Also ran into a linux problem. I extracted the pk4 using 7zip to edit the defs. Then rezipped then into a .zip with 7zip and renamed the file extension to .pk4. This caused some seg fault and ctd.

  4. Went through 13 pages of Apple and Peaches and didnt see anything about custom player weapons. The other threads didnt go into details of to accomplish what I want to do.

     

    I'll treat this problem as a doom 3 mod and follow the steps on iddev.

     

    If anyone know what the filenames that I should be interested in are or where to look, please let me know. It would save me some time and ill be very grateful.

  5. Speaking of holy water, I find them too ineffective. Sometimes I just dont dont have enough water arrows for them to be useful. It takes too many arrows to take down one undead and which makes the holy water timer pointless too. It would make more sense to just have the thief throw the flask at the undead or apply it to his sword.

     

    Anyways stealth/running away seems to be the way to go

    • Like 3
  6. I found a few resources that is related to what I'm trying to do in this exercise but it's for doom 3. I guess TDM should still be the same?

     

    http://www.iddevnet.com/doom3/

    It's under the topic - "How do I add a weapon?"

     

    I also found the weapon script that nbohr1more mentioned from this site.

    http://www.iddevnet.com/doom3/script_weapon.php

     

    @Moonbo which thread is that?

     

    @SteveL well I'm trying to keep this exercise as simple as possible. I was hoping to replace the sword with a hammer within the animation. It's not like the hammer deforms so I was hoping I could just use the same one. But I'm not too familiar with how TDM handles these things so it may be as difficult as you'd describe. But even then, I'm not afraid to pick up animation skills.

  7. Hi I want to try adding or replacing existing weapons in TDM. I was wondering if anyone have resources or guide for me to read up.

     

    For starters I want to try to replace the player's short sword with the builder's hammer and change the attack range of the weapon and the sound effects.

     

    For background reference, I have no experience with game development, but I have some knowledge of C programming if that helps. This is purely as an exercise for me to learn.

  8. I landed my current job in embedded programming by showing my employer projects that I worked on with hobby electronics like raspberry pi/arduino. They couldnt care less that my degree was in mechanical engineering.

     

    I'm sure you'll land the job. Having such a productive hobby like working on TDM speaks volume.

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