Sikkpin wrote:
What exactly were you guys unable to do with the SDK code?
Joystick code was a big one. We had a strange bug where the player firing sound wouldn't propagate in multiplayer (i.e. server could hear them, no one else could) that we think is caused by Doom3's use of animations to trigger sounds (we don't use any animations for the ship). We also had problems with netcode and the game bogging down and being unplayable over the internet. We also had a problem with the HUD textures disappearing and problems with ATI graphics cards.
Pretty much what needs to be done is here.
http://www.chmodoplusr.com/IntoCerberon ... torder=asc As you can see when we wandered off release .004 was pretty far along. I think the plan is to make .004 = 1.0
Mr.Rocket wrote:
But the issue I currently see with both versions is that both the client and dedicated consoles gives me warnings that it failed to spawn player as 'player_doommarine_mp'. In the client version it just kicks me back the the main menu.
It works and is fully playable. It's been a while but check this fun thread.
http://www.chmodoplusr.com/IntoCerberon ... opic&t=442Basically no single player, drag the Into Cerberon folder into your Doom3 folder and us the IC shortcut to start.
here is a little fly-through of one of the levels to give you an idea.