Jump to content
The Dark Mod Forums

Help in Programming


ygor

Recommended Posts

I'm a mechanical/aeronautical engineer, my work deals with Frequency Response/Signal Processing/Turbulence Loads. I also enjoy free body mechanics, mathematics and other stuff.

I know C/C++/Matlab/Fortran etc etc and if the team needs, I can give some help in whatever needed!

I also enjoy psycology, so I would like to help with AI programming too (physics is default).

 

I did play all thiefs until now, and I expected more from Deadly Shadows. I hope this mod can bring the same sensation I had with the Dark Project. Hope I can help with something!

Link to comment
Share on other sites

We can definitely use help at this point, and that sounds like a useful set of skills. The Doom3 SDK is written in C++. As a first step, you might want to follow the guide to installing and compiling the SDK in the mod programming subsection of the www.doom3world.org forum.

 

We have a few remaining physics bugs that could use some attention. Doom3 physics was written with collision events in mind, and kind of threw force dynamics out the window (for example, it doesn't evaluate the weight force of a heavy object resting on a cantilever, just the impulse from the weight initially colliding with the cantilever. So if you set the weight down really slowly and let go, the cantilever won't tip over). We're probably never going to get a perfect dynamics simulation, but if we can sweep some of the more glaring errors under the rug somehow, that would be a big improvement.

Link to comment
Share on other sites

Nice!

 

I will be watching this SDK guide and put things operational here.

 

I had some ideias for those 2 problems, but I need to see how everything is fit together in game engine. I will reply as soon as possible!

Link to comment
Share on other sites

Okay, great. I'm unfortunately not going to be around much in the next week, will be out of town at a conference. If you have questions though, feel free to post here and I or one of the other programmers will get back to you when we can. Compiling the SDK is a good first step, then we can identify some self-contained tasks you can help out with.

Link to comment
Share on other sites

It was straightforward to compile the SDK... I think the problems will arise when it's to test ingame functions/create a sandbox map.

 

Also, havent you tried to build a cantilever element/rope using physics_AF, physics_RigidBody, Force_spring? I have a first impression that with these elements we can build a lot of gadgets (Since I was not able yet to build something ingame, its just a feeling).

Link to comment
Share on other sites

I'm a mechanical/aeronautical engineer, my work deals with Frequency Response/Signal Processing/Turbulence Loads. I also enjoy free body mechanics, mathematics and other stuff.

I know C/C++/Matlab/Fortran etc etc and if the team needs, I can give some help in whatever needed!

I also enjoy psycology, so I would like to help with AI programming too (physics is default).

 

Weirdo! (Just kidding, welcome aboard :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

It was straightforward to compile the SDK... I think the problems will arise when it's to test ingame functions/create a sandbox map.

 

Also, havent you tried to build a cantilever element/rope using physics_AF, physics_RigidBody, Force_spring? I have a first impression that with these elements we can build a lot of gadgets (Since I was not able yet to build something ingame, its just a feeling).

 

We could definitely need some help with building basic gadgets (although they involve AF bodies and I believe thus support from a modeller), but we also have a lot physics bugs, like two moveable objects blocking a mover (aka door) completely (because collisions with movers are somewhat faked, teleporting the colliding object around instead of just applying an impulse correctly), as well as every object being basically "unbreakable" (so an arrow blocks a door, too).

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...