Announcement

Collapse
No announcement yet.

Shambler's Castle Doom 3 mod

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Originally posted by MH View Post
    Might be an idea for Quake; it shouldn't be too difficult to integrate a version of QCC into the engine (FTE already has it, I think). I wonder how long it takes to compile a typical progs.dat these days? You could get clever with caching too - just store the compiled version in memory until the game changes.
    Code:
    [email protected] ~/RemakeQuake/src $ time ~/quake/tools/fteqcc/fteqcc.bin 
    Source file: progs.src
    Outputfile: ../progs.dat
    in function weapon_range (line 240),
    bot_fight.qc:260: warning: weapon_range: not all control paths return a value
    in function BotName (line 251),
    bot_misc.qc:169: warning: BotName: not all control paths return a value
    in function Gyro_Force_Solver_Falloff (line 925),
    gyro_forces.qc:963: warning: Gyro_Force_Solver_Falloff: not all control paths return a value
    Recognised progs as NetQuake server gamecode
    Progs should run on any Quake executor
    at global scope,
    warning: Model lavaball.mdl was used but not precached
    282012 strofs (of 1000000)
     86982 numstatements (of 524288)
      5718 numfunctions (of 16384)
     13777 numglobaldefs (of 32768)
       761 numfielddefs (688 unique) (of 2048)
     13488 numpr_globals (of 65536)
    Writing ../progs.dat
    1354160 TOTAL SIZE
    Writing ../progs.lno
    386 unique precache_sounds
    178 unique precache_models
    Compile Complete
    
    optres_shortenifnots 581
    optres_overlaptemps 38069
    optres_constantarithmatic 30
    optres_nonvec_parms 14135
    optres_assignments 2673
    optres_unreferenced 121
    optres_dupconstdefs 473
    numtemps 455
    4 warnings
    
    real    0m2.533s
    user    0m1.143s
    sys     0m0.106s


    I'm looking forward to getting my hands on that one! I've already run Doom3 through GLIntercept and had a look at the kind of stuff it's renderer does, and have some plans for it.
    DirectD3?



    oh by the way, JPL's Quake map "Five Rivers Land" was supposedly a "remake" of Doom3's Hell level.

    http://www.quaddicted.com/reviews/5rivers.html

    Distrans' "Ruined Nation" resembles some things from Doom3 pretty closely, especially the use of scary sounds, airducts and weird pipes and machines... and gimmicky unfolding bridges.

    http://www.quaddicted.com/reviews/dis_sp6.html

    Of course you can't duplicate the lighting in Quake.
    Last edited by golden_boy; 10-26-2010, 03:32 PM.
    Scout's Journey
    Rune of Earth Magic

    Comment


    • #17
      2.5 seconds for what I suspect might be one of the larger QC codebases around? Not bad, not bad at all....

      Being able to hop into a text file, change some stuff, recompile on the fly without leaving the engine, and so on would be a very fine thing indeed. Doing it while the map is still running might be stretching things though, although it wouldn't be too difficult to save/recompile/load. The engine could even do that automatically for you without you needing to do anything except issue a recompile command. Hmmmmm. Brain cogs moving.

      DirectD3. I see what you did there.

      I'm thinking more along the lines of a "low spec machine" version actually. That might or might not involve D3D (it's vertex buffers are vastly superior to OpenGL's, but with D3 the work is already done for you) (although from what I saw behind the scenes an optional D3D backend would be quite easy) but it probably will involve baking normal maps onto regular textures, possibly removing a lot of the cruddy old vendor-specific codepaths, and some other things to get it running well on low powered Gfx hardware while keeping a lot more quality than it's current options allow for.
      IT LIVES! http://directq.blogspot.com/

      Comment


      • #18
        Well. It's pretty simple compiling qc code already, tbh.

        Maybe for users, ie players, it would make sense to have something like that if they want to quickly increase the rocket damage or something like that.

        Then again, how many people want to do things like that?

        ... Built-in map compiler - now we're talking (only half kidding here, wouldn't it be natural?)
        Scout's Journey
        Rune of Earth Magic

        Comment


        • #19
          Someone should port the Vore, Wizard (Scrag) and Zombie from this.
          Actually think I might - I am assuming doing the md3's for Darkplaces is exactly like Quake 3's.

          Comment


          • #20
            Seor Casaroja's Engineering Oasis

            This might help, or not.
            Scout's Journey
            Rune of Earth Magic

            Comment


            • #21
              oh know how to do editing, ported the Doom 3 Marine into Q3 and vise versa.
              Just wondering if the md3 format in Darkplaces is identical to Q3's (kinda like HL's mdl and quakes mdl - very similar but different)

              Comment


              • #22
                Try importing the MD5 into Darkplaces tools then convert to md3??

                Source file: progs.src
                outputfile: ./progs.dat
                ...
                Recognised progs as regular Quake
                Progs should run on any Quake executor
                144656 strofs (of 1000000 )
                40998 numstatements (of 524288 )
                1074 numfunctions (of 16384 )
                6492 numglobaldefs (of 32768 )
                287 numfielddefs (260 unique) (of 2048 )
                6456 numpr_globals (of 65536 )
                Writing ./progs.dat
                591548 TOTAL SIZE
                Writing ./progs.lno
                162 unique precache_sounds
                66 unique precache_models
                Compile Complete

                optres_shortenifnots 279
                optres_overlaptemps 17073
                optres_constantarithmatic 112
                optres_nonvec_parms 8364
                optres_assignments 1217
                optres_unreferenced 56
                optres_dupconstdefs 251
                numtemps 149
                0 warnings
                Cant find the button to show compile times, but that above output prints in less than 2 seconds. Even faster if I hit it again.

                I think it would be cool to have a built in Mapping tool, QuakeC editor, pakX explorer, bitmap editor, and Quake Engine all in one!
                Last edited by R00k; 10-26-2010, 09:38 PM.
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                Comment


                • #23
                  Been getting him working overall but have encountered a glitch
                  the idle animation will quickly flash to the "reference" position (arms out/rigging)

                  From my dpmodel config file:

                  # save the model as soldier.dpm
                  model demon
                  # move the model this much before saving
                  origin 0 0 0
                  # rotate the model -90 degrees around vertical
                  rotate 0
                  # scale the model by this amount, 0.5 would be half size and 2.0 would be doule size
                  scale 1
                  # load the mesh file, this is stored into the dpm as frame 0
                  scene demon.smd
                  scene stand.smd
                  scene walk.smd
                  scene run.smd
                  scene leap.smd
                  scene pain.smd
                  scene death.smd
                  scene attacka.smd

                  animations are all the same at present but are equal length to the orig (same frames). Any way to fix that?

                  Comment


                  • #24
                    With this question, you might have more luck at inside3d.com or on IRC.

                    irc.anynet.org #darkplaces
                    Scout's Journey
                    Rune of Earth Magic

                    Comment


                    • #25
                      http://img541.imageshack.us/img541/8233/demond.jpg

                      Comment


                      • #26
                        Nice.

                        Too bad Shambler's Castle doesn't have all of the Quake monsters.

                        Someone needs to sit down and model the rest.
                        Scout's Journey
                        Rune of Earth Magic

                        Comment


                        • #27
                          Had to use the "framegroups" to fix it. Sadly if I used longer animations than the default the same glitches would happen again. So he has the 6-20 frame animations
                          Ah well better than the 1996 model lol
                          Doing the others now too - Vore and Scrag. I'm not going to bother with the Shambler as there's already a much better one out that's more faithful to the original. I felt stupid looking through the pk4's of the mod looking for the zombie and finally relized it uses the default "boney" zombie from Doom 3. May port that but sadly that would be a no-release.

                          I would love to see a better Shub-Niggurath as IMO that was the worst model in the entire game.

                          Comment


                          • #28



                            Finally done it, animations bit shoddy due to how little frames you get to work with, but better than the original lol.

                            Download:
                            http://www.sendspace.com/file/cv6a0m

                            It includes the 2 and the Scrag/Wizard previewed on the next page. They are Obi-Wan's model from Shamblers Castle (Doom 3 Mod) ported over by me to Q1.
                            Last edited by LambentHammerBurst; 10-31-2010, 03:13 PM.

                            Comment


                            • #29
                              That is an impressive work you did ooppee !

                              Very nice indeed. Keep it up.

                              Regards,
                              Seven

                              Comment


                              • #30
                                Henk "Obi-Wan" Bernhardt is the modeler, I'm just porting them as new models for monsters is VERY slow coming - I've only found a Shambler (won't port Shambler's Castle version unless requested as there is a more "faithful" one out now). Understandable due to people are mainly playing multiplayer.

                                All that's left really is the Scrag (wizard) and the 2 Shamblers (normal and boss).

                                Comment

                                Working...
                                X