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 Post subject: Tutorial Requests
PostPosted: Sun Jan 16, 2005 1:55 am 
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I think we should have a tutorial request thread for this forums too, so request away.


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 Post subject:
PostPosted: Sun Jan 16, 2005 2:08 am 
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Fair enough. Stickied.

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 Post subject:
PostPosted: Thu Feb 03, 2005 6:14 pm 
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missed 400 shots

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Some tutorials covering AI programming for doom3 would be nice.

As an experienced programmer i would rather work in a compiled language then doom script, will that work.

A discussion on how the AI subsystem works in detail. How much can be kept in c++, how much should be put in scripts. How do the two interact.

Maybe include how the pathfinding system works :roll:

A quick overview of how the doom3 engine calls into the game dll and the sequence of function calls that happen. My understanding is RunFrame is called in a loop, is there anything else the engine calls in this loop?

I know there are tidbits throughout these forums about this (mostly weapon based, not character)

I want to write a bot :)


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 Post subject:
PostPosted: Sat Feb 19, 2005 11:00 pm 
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missed 400 shots

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how does the networking communciation work?


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 Post subject:
PostPosted: Fri Feb 25, 2005 9:04 pm 
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missed 400 shots

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All about AAS in doom3??????

does anyone read this thread?


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 Post subject:
PostPosted: Sat Mar 05, 2005 2:31 pm 
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I would found a beginner friendly tutorial very useful that explains how to implement an "always run" option into the Singleplayer, with stamina still in place (!). Obviously it can“t be done with .def file scripting.


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 Post subject:
PostPosted: Tue Mar 08, 2005 1:58 pm 
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missed 400 shots

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The internals of Sabot :shock:

How about it TinMan, one monster tutorial, please, LOL.

Alright, J/K, i would rather you spend the time on the squad than writing up the docs too. :roll:

but i can dream :wink:


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 Post subject:
PostPosted: Sat Apr 16, 2005 8:06 pm 
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or the source code but these guys don't reveal their code as maybe somebody will further develop their mods/bots and they will become annonymous, or not ? :?

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 Post subject:
PostPosted: Wed Jul 13, 2005 4:52 pm 
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za_stalina wrote:
or the source code but these guys don't reveal their code as maybe somebody will further develop their mods/bots and they will become annonymous, or not ? :?


I don't think that is a very fair statement. People create modifications for different reasons. Anyone who releases software free to the public has already done the world a big favor with a gift of their time. Whether or not they choose to make the source code available with it is their decision. Some people may be novice programmers and don't want to deal with the stress that comes along with pros nit-picking apart their code -- that can be extremely aggrevating. Even if your original goal was to learn how to program better, some people are just asses about the way they "constructively criticize" other people's work.

Other people may use what they consider to be private algorithms and optimizations that they hope to use some day in a for-profit project. They have every right to keep these types of things private.

Still other people release software specifically for the feeling of pride they get by providing something useful to the public. To some this may sound greedy but not to me. They have already donated their time to create the software in the first place. Making it open source would potentially rob them of the only benefit they are deriving from their work (personal satisfaction and pride.)

I think it is unfair to criticize any freeware developer for not releasing their source code. It is FANTASTIC when you find people willing to share with the public in such a magnanimous way but I think we, as a community, should not expect it and be thankful for the occasions when it occurs. :)

But hey, thats just my two cents, you are welcome to disagree

8)


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 Post subject:
PostPosted: Wed Jul 13, 2005 7:34 pm 
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missed 400 shots

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ummm, yeah, not to mention sabot's source as well as the entire mp bot framework is completely open and you can download it anytime you want.

http://www.iblog-doyou.com/d3bot/

doh :shock:


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 Post subject: destructable lights
PostPosted: Tue Feb 07, 2006 7:43 pm 
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is connecting to Doom3world.org
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I was unable to find a tut for destructable or breakable lights.

There was this thread: http://www.doom3world.org/phpbb2/viewtopic.php?p=47670&

This thread left me more confused then originally despite my efforts in the editor to replicate what was said.

If there is already a tut or thread that explains how to do this I would appreciate a post or pm. :D

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 Post subject: Re: destructable lights
PostPosted: Tue Feb 07, 2006 11:35 pm 
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crash23000 wrote:
I was unable to find a tut for destructable or breakable lights.

There was this thread: http://www.doom3world.org/phpbb2/viewtopic.php?p=47670&

This thread left me more confused then originally despite my efforts in the editor to replicate what was said.

If there is already a tut or thread that explains how to do this I would appreciate a post or pm. :D


As I see it, there are two ways to make a breakable light. The first is to do the overcomplicated method voldemort describes in the thread you linked to. You can also just add a health key to your light entity like so:

Code:
key: health value: 30


You can set the sound shader that the light will play when broken by setting snd_broken like so:

Code:
key: snd_broken value: mysndshd


Note that sound shaders have the ability to play an "intro" to a looping sound, and this is how id's broken light sounds work (the "intro" is the actual breaking, then you get the fizzing sounds)



For future reference, this is a coding[/b[ section, and not a [b]level design section.

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 Post subject:
PostPosted: Wed Feb 08, 2006 5:28 am 
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is connecting to Doom3world.org
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Thanks for the post and help. Sorry for posting in the wrong section. :oops:

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 Post subject:
PostPosted: Thu Dec 07, 2006 2:13 am 
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Addict.
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I know there are tons of sites about that, but it should be cool to have a "all in one" site dedicated to D3 mod community.

So, could someone make a quick "tuto" about very basics of C++?
like "what sign mean what", stences, etc.

If you think it's a bad idea, no problem. :P

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 Post subject: Re: Tutorial Requests
PostPosted: Fri Jan 25, 2008 11:37 am 
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is connecting to Doom3world.org

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I'm not sure i'm in the right place to ask this but... if i want to add more movements, like double jumping, and all those prince or persia like movements, do i have to use the sdk? or is it possible to do it by scripting?
thanks :]


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 Post subject: Re: Tutorial Requests
PostPosted: Wed Feb 20, 2008 12:10 am 
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picked up 75 health

Joined: Sat Sep 11, 2004 1:37 pm
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what about a tutorial to create player-classes? would be cool if i could make several ans switch them (respawn) with an in-game gui :)
greetz ice


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 Post subject: Re: Tutorial Requests
PostPosted: Wed Jun 20, 2012 6:49 am 
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did just hit his 750th monster

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Location: TX, US
1. Requesting brief but comprehensive tutorial about how Doom 3's C++ game logic code works (break down essential and required builtin functions without which engine would even run, how weapons work, how characters work, how guis works, etc.)

2. Tutorial about making base mod that requires almost no Doom 3 assets (for example upon launching the game only menu with New Game and Exit comes out, clicking on Exit quits the game, clicking on New Game loads up simple 6 brush level, with default Doom 3 HUD and no fists)

I know this thread had been in a coma, but considering how many Doom 3 mods advanced and matured, it would be a crime not to make these tutorials :) Thanks.


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