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  1. I thknk we may have to do it this way after all. The only problem is. I currently don't know how to change the texture on the model on the fly. I know that the model has a material just like all the other stuff. So my initial idea was to deal with it, just like with the frob highlight. The only problem I have is, that I don't know how to find the entity for the HUD elements. And I need it to pass the message about the lightlevel to the material shader. In the logs I can see all entities that are spawned in the gameworld, but the HUD elements don't sho up there. So this means that it is not instantiated as an idEntity class ini the code. I hope you understand what I'm saying here.
  2. Ah! We seem to agree quite well. Just from the opposite directions. But this is no real problem. And I think it is good to have people with different playstyles, so we don't code for one group exclusively. And as I said in earlier postings. If it is no effort to do it, then let's make it customizable.
  3. It has to be lit from a non-game source, otherwise you wouldn't be able to read it in the dark. I'm not exactly sure how this is done. Perhaps it will be lit with a fullbright shader or something. I don't know. How are the little inventory items and healthbars going to be lit? I don't quite know what you mean. Do you mean for the turning of the compass? I suppose it could be done that way, as long as it isn't too jerky. You'll have to talk to Sparhawk about how that would work best. It depends on how he plans to code it.
  4. The def file is also needed because it is like the entity representation for your object. It will define all properties of the object, like what model it should use, what class it belongs to when the code will spawn it, and others. In the case of doors it contains the opening rotation, the locked state and so on. In case of AI it contains a lot more. Like what animations to use and this stuff. But the def file is only a generic description like a template. Only when the object is instantiated in the editor it will become "real".
  5. The bounding box itself has to be done in the editor. To improve this task I asked how to do this on D3world and got this answer http://www.doom3world.org/phpbb2/viewtopic...afab36c0ea91cf1 which should help quite a lot. The center must be done by the modelers and the calculation for the frob must be done inside the SDK code.
  6. It's the same for coding. If you have to modify an existing code it strongly depends on how it was written. Often it is faster to rewrite it from scratch and you are save of copyright claims this way. As the current situation looks it seems so. Yes. And it would be nice if you could upload your current model to the FTP.
  7. I did a new screenshot and this looks real good. Of course the coins look rather crappy as they are right now. We should fix them and also create a better texture. They look pretty drab. Shouldn't they look more valuable? More gold or something. Don't know. Another thing I noticed (Hey Ne Horizon ). There is no single frob highlight value. When you try the books in game the frob highlight is barely noticable. So I think we must do this for every single item to make it look good. Might also be because the books are now in full light, but somehow I doubt it. If this is the case then I must do something in the code, probably. Edit: Just tested it. When I set it to .60 then it is ok for me. But keep in mind that I'm colourblind so it may be different for you. And one other issue I noticed. We will need collision models for the tables and the items need to be properly aligned. Currently they are totaly off.
  8. Actually I didn't mean to stop coding. I just wanted to do some small models because we have a lot of props to do and I can do at least some of them. Today I created a small bowel as a test. The only problem I have is that I have absolutely no clue how to skin it because i wanted to import it into D3. Teh modelling I did while I'm at work in between. At this time I can't code anyway, so it is not exactly taking away my time from that. Of course, as I said it won't be much or anything of great models, only small stuff like this bowel, flower pot, bottles and such.
  9. I think you should probably stick to the programming stuff, personally. You're our head programmer and the most productive programmer we've got on top of that. It doesn't matter how many models we have in the grand scheme of things--the code is the most important. Now, if you know you absolutely need to have a break from coding, and it's a choice betweeen modelling and watching tv, then that's different.
  10. Alright, I'll dig out the relevant code.
  11. There should be two model files, three texture files and some definition code (like the material definitions, but for models) that goes in a central def file, for each model. It would be best to have a folder for each model, or zip file.
  12. Judging from my experience with the HumAmb sound, I would say that you are recording too much bass. If you remove the bass sounds from the file (effect > filter > equalizer and then lower the 60 and 150Hz bars) you'll notice that the amplitude is very low. Then you can maximize the sound (effect > volume > maximize) and you'll get a louder sound. So you might want to check the bass setting on your synth. About instruments: Yeah, I think so. Fingernail said something about sound shaders. Otherwise it'll be easy to do with code.
  13. I think there is a problem with putting something back. It is the physics engine. My guess why this doesn't really work in any game (none that I remember at least) is that it requires special coding to provide for it. If some object is standing in a i.e board, the character can not reach it really. So this means he he blocked by the bounding box of the board. To take the object the code simply looks if the player is near enough and then removes it from the world into the inventory (or players hands). If you would have to put it back, this would mean that the player would have to be near enough. But the bounding box prevents this. It would require a high precision to place the object back. But I think we can do this by either providing a seperate button OR by assuming that the player wants to put it back if the view vector and the distance is in a position near enough of the original position. We cimply must store the original location of the object and replace it in the case that one of the above is true. The nice thing is, that, if we allow this, we could even programm the AI to recognize moved objects. It could work like this. The player takes an object (i.e. a book). When he wants to put it back the object is placed randomly within the original region. If the player holds the button down for a longer time, the object will be adjusted and shift to it's original place. After a certain time it will reach the original place but that takes time. If the object is carelessly placed then the AI could recognize it. If the player takes the time the AI won't recognize it afterwards. What do you say?
  14. Ok. I would need a lightgem model so that I can start working on some code. Doesn't need to be anything fancy yet, just something to dump on the screen that might remotely look like a lightgem of some sort.. While I'm waiting for this I'll have a go with a default object of some sort so there shouldn't be much of a hurry.
  15. A mockup is not so easy to do as in graphics, as we have to have some code in place already. Once we have this, I don't think that it should be hard to implement such alternatives. I agree with this. As long as the information gets across and doesn't hurt gameplay I'm all for it. The less HUD we need the more immersive it could be (I think).
  16. sparhawk

    Zombie Wip

    Oh! I thought this is some secret modeller code or something.
  17. It's only an interface. The real code is already in Doom3. So what do you expect? Actually 10MB just for an interface is extremly huge, but I guess there is some documentation in there as well.
  18. Is this availabel for Linux? I'm doing most of my stuff on Linux and only switch to Windows when I need it for gaming or such. Well. What can I say? I'm a fan of it. Some say that it is a mindless shooter (which it probably is ), but the graphics is REALLY great. Especially when you look at the textures. For example the factory setting has textures that really look like an abandoned factory. All dirty, scratches, etc.. Looks really cool. And also the atmosphere is great. I was freaking out when I played it the first time and was playing the first level. Doom3 is also creepy, but I think there are not many games that manage to create such an atmosfear with graphics and sound. If you like shooters then I can only recomment it. The only thing that sucks is the multiplayer. It has an awfully crappy network code it seems. So if you care for that much, then it's not for you. But I care more for the singleplayer and that it is really great. I will also buy the addon that is coming up soon.
  19. It wouldn't be so hard to do if you set it up right. A simple hand motion animation and a bit of extra code is all it would take in the end. The only consideration you'll have to make is that all frobbable drawers are at the same height.
  20. Maus

    Pick! Me!

    I have more art examples then what you can see at my VCL archive, the problem is I have no place to up load work at this time! Yes I like the Japanese styles of art but if you look at: http://vcl.ctrl-c.liu.se/vcl/Artists/Maus/...ptsSketches.jpg I think you will see I can do just about any stile that is needed. The problem with the VCL archive is they have content restrictions on the types of art that can be uploaded: only Furry Art. This stuff is more of my hobby art it’s like my favorite pastime (other then being a pervert, lol). If you don’t think I can pleas test my skills and ask me to drawl something for your project. As fare as modeling and animating go I am not as experienced but I assure you I am very good with sculpture: http://vcl.ctrl-c.liu.se/vcl/Artists/Maus/...01-by-date.html and 3D modeling. As I have mentioned I have no place to up load this stuff. I could send an email with some other art and 3D models if you want to see what I am capable of. I will have to spend some time at home scanning and prepping my other work to show you. Because I cant really use office time and equipment on personal projects. But they do let us getaway with some surfing and non company emails. But I am going to spend the money and get an ISP so I can up load more of my work to show you better what I can do. I have been trying to save money so I could up grade my computers (I need to get a MS SQL server to test/develop my database code for my personal project). Most of what I am working on now in my free time is managing large dynamic persistent environments, which can be streamed over the web, searched, ext... Well at any rate if you would like me to prove my self by just jumping rite in to the modeling or art asset generation pleas feel free to test me! I see working with your teem as a chance to diversify my portfolio and grow more skilled as an artist! But if my willingness to work for free isn’t enough I will be glad to take the time to get my portfolio site back together and pay to host it online so to compel or prove to you that I am a talented and creative artist. that would like to help with your Thief style project. Regards, Maus
  21. Don't apologise Phil Are you refering to the post you made about mods and Quake 3 being released under the GPL? If not, I have probably missed something and you can ignore the bit below ID have re-released the source code for Quake 3 and some of its other games (including the previous incarnations of Doom) as open source under the GPL - but only years after the games were originally released (Quake 3 was only GPLed a few weeks ago, after the release of Doom 3). While the titles are considered commercially viable they are distributed with a closed source license. It will be years before ID even consider releasing Doom 3 under the GPL. ID normally ask that fan made material is distributed freely and non commercially. Don't get me wrong. I'd encourage anyone to be as open with licensing and copyright as possible. I'm a linux user, a fan of the GPL and am contributing to open source projects. But the GPL is not the appropriate license for a Doom 3 mod, they are incompatible in a legal licensy kind of way.
  22. Nobody has to ask or acknowledge you. If you put it under GPL then you give up most of your claims on the stuff that you submitted. And that's exactly why EVERYBODY working on the project has to be aware of that BEFORE he starts submitting files. Once they are submitted they are assumed to be under GPL and we should make this clear to everybody. That's the job of you as a project leader. Another thing is, that we should get a file for every file that is submitted, that the submitter is either the copyrightholder and can do as he wishes with the file he submitted, OR that he has gained permission from the copyright holder to submit it to our project and it can indeed be put under GPL. For this it is also important to use a CVS system (not neccessarly CVS but *A* CVS-like system) in order to keep track of who submitted what. In case of copyright infringment this is our only defense. Since we can not allow everybody to have write access to CVS (at least I wouldn't recommend it) we should select two or three people with write access and everybody has to submit files to them. The job of these guys is to look through the submission for coding standards and probably to check if the code looks ok and to make sure to track who submitted it. For example in Wine or wxWindows they have a seperate mailinglist for sending in patches and then once a day they are submitted to CVS.
  23. But it is not to soon to think about it. If we have already code to test then it is to late to set it up. At this time we should have a WORKING testenvironment and not only start to think about setting it up. And even if you have it up and running and don't use it for some time now. So what? We will know that it is there when we need it.
  24. That's perfectly fine for me, and what I really wanted to aim at. The question is if all the other members and the project lead is aware of this. What about models, textures and sounds and other stuff beside the code itself? I will download this and take a look at it.
  25. All mods that are made are under the GPL, General Public License. I feel that all of you need to download the Quake 3 Game Source and read the agreements and install it to check out the code. This will give you a better idea of what to expect since from the beginning I could tell that none of you have actually modded for any games besides Thief before. This would be a really good idea. You don't get to choose a license, ID Software chooses it for you. If you make a mod for an ID Software game you HAVE TO release it for free, no questions asked. If you want to sell your mod then you need to buy a license to the engine and produce it all yourself and find your own distributor. I really think before you all get too involved that you need to take a few steps back and take a look at the agreements for ID's other game source that they have released. Quake 3 Arena/Team Arena 1.32 Game Source
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