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Found 5 results

  1. Greetings, as there seem to be few or no(?) visible developments getting the antiquated TDM codebase looking like something that came out this decade - what about taking all the TDM changes and forward porting them to a modern Doom 3 engine like: https://github.com/dhewm/dhewm3 Where you'd get (for 'free'); 64 Bit supportOpenAL - EFX == E.A.X.Better build supportLots of other fixes and things Ports for most platforms What would be nice to know is the depth and scope of TDM 'features' inserted into Doom3. The idea is to take bits from TDM (engine) itself that are unique and needed for TDM (mod) and re-insert these into a branch of dhewm3. Making a TDM-compatible dhewm3. as the final result. That way a modern, fast-moving codebase is leveraged immediately and TDM gains alot of goodies, without hair-pulling.
  2. Hey guys! Sorry if this isn't in the appropriate place, but I don't see a coding-specific forum here (is it hidden?). So after my not terribly great first FM, I was interested in making a level centered around a couple of new systems the player could use, so that I could get more level design experience, as well as some experience working in a game engine with C++. My idea was to make a new type of arrow, so I started looking around TDM's codebase to find an "arrow" class or something similar that I could extend off of. Looking around the project, though, I started to realize that this class definition might not exist, or that arrows are implemented in some way I didn't anticipate. Would someone be able to point me in the right direction, please? Thank you very much!
  3. Apparently func_mover can only begin moving from the beginning of the spline and on stop, it gets reset to its starting position. I am making something that has to be controlled from a GUI panel, and I need for func_mover to stop on the spline where I want, continue moving from that position, and not reset to the start position (which should be some bool spawn arg in the entity's def). How can I fix that? (unless func_mover already does it by default and I just have no clue what I am doing ) Thanks.
  4. Doom 3 coding question here! One thing I am wondering about - how do I implement death animation preceding ragdoll kicking in? Has anyone tried implementing it in C++ code? Right now it's death > ragdoll. I want death > death anim > ragdoll. Thanks beforehand!
  5. How do I find an entity of a given class in the game's world using SDK code (C++) or/and script ? For example Quake has something like find(e); a built-in that returns entity when it finds it. Does Doom 3 SDK have something similar ?
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