Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Thu Sep 09, 2010 9:19 am

All times are UTC [ DST ]




Post new topic Reply to topic  [ 261 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8 ... 14  Next
Author Message
 Post subject:
PostPosted: Tue Dec 21, 2004 5:48 am 
Offline
picked up 100 armour

Joined: Tue Nov 02, 2004 4:06 am
Posts: 113
Location: Miami Florida
Well This is all realy great,it seems more like a hack for a coop then anything else,not to put any one down

.Altho i havnt tryed it yet it sounds like you not realy making any new ents or anything.While this is great for now i think it would be better in the longrun if you made things like Info_coop_player ents and things that would be great for people that desire to make maps for the mod.Also you may want to look into editing a few of the orginal maps,for gameplay purposes.

But other then that this is great work,cant wait for a 8+ hour coop sesions with you guys :D.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Dec 21, 2004 5:59 am 
Offline
has joined the game

Joined: Wed Nov 24, 2004 5:28 pm
Posts: 45
agreed. god that sounds fun :D


Top
 Profile  
 
 Post subject:
PostPosted: Tue Dec 21, 2004 9:00 am 
Offline
picked up 200 ammo

Joined: Tue Oct 19, 2004 8:04 am
Posts: 290
iten wrote:
In any case, it seems like I'm having problems comparing this idStr thing to a real string.

EDIT: Ooops, I had to use strcmp. Again something I didn't know.


Shouldnt need that, idStr defines operator=='s to compare against either other idStrs, or against char*'s. Theres also a bunch of (I)Cmp methods too.

Neom wrote:
Altho i havnt tryed it yet it sounds like you not realy making any new ents or anything.


Making different spawn points is a pretty trivial in comparison to making it actually work.


Top
 Profile  
 
 Post subject: Doom 3 coop mod is working really good now!
PostPosted: Tue Dec 21, 2004 7:16 pm 
Offline
has joined the game

Joined: Sat Dec 18, 2004 9:25 am
Posts: 42
Over the last few days i'v made some huge advances in my coop mod. Not only have i fixed most of the server crashes, but i'v resolved this invisible entity bug and fixed a problem which i don't even think idsoftware are aware of (lights don't render in some parts of map due to that fl.networksync was not set true). Because of the fixes, i'v decided to release my PLAYABLE build of my upcoming mod Doom 3 Reborn. It's basically going to have what idsoftware didn't put it. Please be advised that this build is a TESTBUILD. That means it will still crash and probbably won't run like you'd want it to. It is however still playable. it's still in it's alpha version.

For Doom 3 Reborn, first thing we are putting in is Cooperative. After we make cooperative, i'm planning to write Deathmatch bots. We are also planning to have a soundtrack for the mod. I will be creating the soundtrack. The Cooperative part of the mod is the most interesting and will most likely be the most popular part of the mod.

These Maps Work for D3 Reborn Cooperative: (i'v only tested a few)

Alpha Labs 1
Alpha Labs 2 (up to the guy with the light, then it crashes)
Hellhole
Hell1
Delta Labs 4
Delta Labs 5 <-- fully playable

These are the only maps i'v tested. I'm sure almost most will work to some level (maybe a few graphic glitches here and there)

I need to find a hoster to upload this test mod.....


Top
 Profile  
 
 Post subject: Re: Doom 3 coop mod is working really good now!
PostPosted: Tue Dec 21, 2004 7:19 pm 
Offline
is connecting to Doom3world.org

Joined: Tue Dec 21, 2004 2:54 am
Posts: 3
agent666 wrote:
Over the last few days i'v made some huge advances in my coop mod. Not only have i fixed most of the server crashes, but i'v resolved this invisible entity bug and fixed a problem which i don't even think idsoftware are aware of (lights don't render in some parts of map due to that fl.networksync was not set true). Because of the fixes, i'v decided to release my PLAYABLE build of my upcoming mod Doom 3 Reborn. It's basically going to have what idsoftware didn't put it. Please be advised that this build is a TESTBUILD. That means it will still crash and probbably won't run like you'd want it to. It is however still playable. it's still in it's alpha version.

For Doom 3 Reborn, first thing we are putting in is Cooperative. After we make cooperative, i'm planning to write Deathmatch bots. We are also planning to have a soundtrack for the mod. I will be creating the soundtrack. The Cooperative part of the mod is the most interesting and will most likely be the most popular part of the mod.

These Maps Work for D3 Reborn Cooperative: (i'v only tested a few)

Alpha Labs 1
Alpha Labs 2 (up to the guy with the light, then it crashes)
Hellhole
Hell1
Delta Labs 4
Delta Labs 5 <-- fully playable

These are the only maps i'v tested. I'm sure almost most will work to some level (maybe a few graphic glitches here and there)

I need to find a hoster to upload this test mod.....


Like I said in an earlier post, I can't code but i'd like to support this project. I'm a web developer with web space. I can provide both. PM me and we can get something sorted out.

Cheers, -vn


Top
 Profile  
 
 Post subject:
PostPosted: Tue Dec 21, 2004 8:10 pm 
Offline
picked up 100 armour

Joined: Sat Dec 18, 2004 5:21 pm
Posts: 104
seems this Doom 3 Reborn Mod will have the 2 features that i want the most out of Doom 3.

1. Co-Op

2. Bots

Good Luck ;-)


Top
 Profile  
 
 Post subject:
PostPosted: Tue Dec 21, 2004 9:13 pm 
Offline
picked up a pistol

Joined: Fri Dec 17, 2004 5:17 am
Posts: 51
Well, I can see when I've been beaten. I think that this attempt was completely worth it, though. I learned a GREAT deal from all this, and it garnered me a bit of popularity in the D3 scene.
Best of luck to the Doom 3 Reborn team, I'd like to look at your code some more to provide some constructive criticism, as I think that right now you guys are running UpdateAiScript(). As I recall, that updates the AI on the client side, which potentially could make things go awry.

Early bird catches the worm. :D

Oh, yeah, and my next step is to make a pretty huge explanation/tutorial on the SDK, so I don't wanna compete with anyone for that :P.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Dec 21, 2004 10:27 pm 
Offline
picked up a pistol

Joined: Sat Aug 14, 2004 2:52 am
Posts: 72
iten, you should keep working with it, then if no other modders release the code to the pulic (and some are "i wanna feel 1337 basterds).

This is something that should be out there, in source, allowing other modders to either help tweak/fix it, or be incorporated into there mods.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Dec 21, 2004 10:30 pm 
Offline
picked up a pistol

Joined: Fri Dec 17, 2004 5:17 am
Posts: 51
Right now I've asked the team of Last Man Standing. If they say to go with it, then I'll finish it.


Top
 Profile  
 
 Post subject: Re: Doom 3 coop mod is working really good now!
PostPosted: Tue Dec 21, 2004 11:29 pm 
Offline
has joined the game

Joined: Sun Dec 05, 2004 7:23 pm
Posts: 27
agent666 wrote:
Over the last few days i'v made some huge advances in my coop mod. ..... Because of the fixes, i'v decided to release my PLAYABLE build of my upcoming mod Doom 3 Reborn..................

I need to find a hoster to upload this test mod.....


That is great news Agent666, and I can't wait until you get that testbuild uploaded somewhere.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Dec 22, 2004 5:22 am 
Offline
The first 10 posts have been the best...

Joined: Sat Aug 07, 2004 12:01 am
Posts: 18
Always work together on everything -- share your problems.. You guys and the rest of the community might be able to help with some the of the problems... Agent666 where did you get it uploaded?

make a torrent of it :D

i'll seed it for a while


Top
 Profile  
 
 Post subject:
PostPosted: Wed Dec 22, 2004 10:38 am 
Offline
picked up the chaingun

Joined: Wed Jul 21, 2004 8:01 pm
Posts: 185
LukeNukem wrote:
iten, you should keep working with it, then if no other modders release the code to the pulic (and some are "i wanna feel 1337 basterds).

This is something that should be out there, in source, allowing other modders to either help tweak/fix it, or be incorporated into there mods.


Absolutely. PLEASE make this open source. The easier you make it for other mod makers to roll this code into their own, the more we'll love you and help you and name our firstborn children 'iten'.


Top
 Profile  
 
 Post subject: Re: Doom 3 coop mod is working really good now!
PostPosted: Wed Dec 22, 2004 8:24 pm 
Offline
has joined the game

Joined: Tue Aug 10, 2004 2:19 pm
Posts: 47
Location: France
agent666 wrote:
Over the last few days i'v made some huge advances in my coop mod. Not only have i fixed most of the server crashes, but i'v resolved this invisible entity bug and fixed a problem which i don't even think idsoftware are aware of (lights don't render in some parts of map due to that fl.networksync was not set true). Because of the fixes, i'v decided to release my PLAYABLE build of my upcoming mod Doom 3 Reborn. It's basically going to have what idsoftware didn't put it. Please be advised that this build is a TESTBUILD. That means it will still crash and probbably won't run like you'd want it to. It is however still playable. it's still in it's alpha version.

For Doom 3 Reborn, first thing we are putting in is Cooperative. After we make cooperative, i'm planning to write Deathmatch bots. We are also planning to have a soundtrack for the mod. I will be creating the soundtrack. The Cooperative part of the mod is the most interesting and will most likely be the most popular part of the mod.

These Maps Work for D3 Reborn Cooperative: (i'v only tested a few)

Alpha Labs 1
Alpha Labs 2 (up to the guy with the light, then it crashes)
Hellhole
Hell1
Delta Labs 4
Delta Labs 5 <-- fully playable

These are the only maps i'v tested. I'm sure almost most will work to some level (maybe a few graphic glitches here and there)

I need to find a hoster to upload this test mod.....


I can't host your games but I CAN host your mod stuff.
I also want to make a Doom 3 coop mod, thus I'm downloading VC++ 2005 Express. Could you e-mail me ( send me a private message ) to give me what you have already done, in order to let me help you fixing other things.

E-mail dolphineye[*SYMBOL|@|SYMBOL*]free.fr ( sorry I'm doing not to be passive of spams )

PM: send a PM to ***DolphinEye***


Top
 Profile  
 
 Post subject:
PostPosted: Thu Dec 23, 2004 12:54 am 
Offline
picked up a pistol

Joined: Fri Dec 17, 2004 5:17 am
Posts: 51
Just to clarify any doubts-
I am a part of Last Man Standing, a project which relies heavily on coop. Right now, I'm the only one working on the coop part. Once I get anywhere, I will release the code--that's simply my philosophy. Right now I'm working very heavily on it, and once I make good progress, you guys will be (among) the first to hear about it.

-iten


Top
 Profile  
 
 Post subject:
PostPosted: Thu Dec 23, 2004 1:00 am 
Offline
has joined the game

Joined: Tue Aug 10, 2004 2:19 pm
Posts: 47
Location: France
Iten --> I could compile the source code. I'll try to add your new code in mine. Your PDA stuff works fine.
Right now we'll ALL have to find a way to reduce server LAG.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Dec 23, 2004 2:44 am 
Offline
is connecting to Doom3world.org

Joined: Wed Dec 22, 2004 9:37 pm
Posts: 1
hey guys just wanted to say nice one on making this coop its good that ur putting ur time and effort into it great job


Top
 Profile  
 
 Post subject:
PostPosted: Thu Dec 23, 2004 8:16 am 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 6:17 pm
Posts: 10210
Location: Munich / Germany
I'm sure a collaboration of all people working on CoOp would do it good.

If you need support from my side (eventually a dedicated CoOp forum) please let me know. If there's enough demand I'll gladly give you an own place.

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Thu Dec 23, 2004 8:52 am 
Offline
picked up a pistol

Joined: Sat Aug 14, 2004 2:52 am
Posts: 72
I'd say the demands already there, a ded co-op forum would be a great way to centralise all the info people find out about it.

Im having a tinker at the moment but not getting very far....


Top
 Profile  
 
 Post subject:
PostPosted: Thu Dec 23, 2004 7:23 pm 
Offline
has joined the game

Joined: Sun Dec 05, 2004 7:23 pm
Posts: 27
Agent666 where are you dude? Don't leave us hangin'! :(


Top
 Profile  
 
 Post subject:
PostPosted: Thu Dec 23, 2004 8:04 pm 
Offline
has joined the game

Joined: Tue Aug 10, 2004 2:19 pm
Posts: 47
Location: France
He's probably gone away for Xmas ;o)
Personnaly I could compile the game DLL but the game crashed when I ran my mod ( I couldn't even go in the main menu ).
I'll try again by compiling with Release settings.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 261 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8 ... 14  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: MSN [Bot] and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group