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Glad it worked. And thank you :)
If you don't want to wait for the next version, you can fix Betruger's bug by adding the following line to the "main" function of "script/map_marscity1.script":
As already mentioned, the turret's issue is a problem with the original code, not with the mod. I have also mentioned I'll get it fixed, so no worries. I already have a candidate solution, but it is somewhat involved, so I won't describe it here (you'll have to wait for the next version for this one).
I'm also working on another project, so the next release will take a while. If I had to guess, I'd say Q1 2020, but this is only a rough estimate.
Betruger's bug is caused by his keyboard. In cst_d3_a, due to the presence of the Grabber, some classes of moveable objects (including keyboards) were changed from nonsolid to solid (like in RoE). After the Betruger-Swann scene, Betruger's character (the one that stands in front of the computer) should be unhidden, but his keyboard, now solid, interferes and doesn't allow that to happen. The solution is to make that particular keyboard nonsolid again. A curious fact is that the BFG edition has exactly the same problem, and the solution there is the same too.
The turret's issue, as mentioned before, is caused by its code not working as intended. When the turret figures out that its current enemy can't be hit, it tries to search for a new enemy. The problem is that the code that performs this search usually selects the same enemy again (the not-hittable one that is already the turret's current enemy), so the turret becomes obsessed and ignores everyone else.
You're welcome :)
In case you're curious, I've already found the cause of Betruger's bug. This is indeed a mod induced issue, and will be fixed for the next version. I have also looked into the turret's issue, and this one is caused by the original turret code not working as intended (it isn't related to the mod). I'll also get it fixed for the next version.
There is, but things are different for the Double Barrel. Instead of a single parameter, it uses 4. This is because the Double Barrel spread is based on 2 elliptic cones (the cross section of each one is an ellipse, not a circle), both of which are oriented along the same axis (one elliptic cone is inside of the other). The relevant parameters are located in "script/weapon_shotgun_double.script":
The CENTER parameters refer to the inner elliptic cone, and the BIG parameters refer to the outer elliptic cone. The Double Barrel fires two sets of pellets at the same time. One of these sets uses the CENTER parameters, and the other set uses the BIG parameters. The amount of pellets in each set is determined by the following parameters:
These are also located in the script mentioned above.
In the second time the doom guy appears, I noticed later that the initial angle of his eyes is such that the irises (is this the plural of iris?) seem to be inside his head (to his right side). This is strange, but I suspect this also happens in the original game.
I checked the Vagary scene (in the end of alphalabs4) a few times and didn't notice any issue. If you have installed any mods directly to the "base" or "d3xp" folders, or if you have added any custom changes on top of CstDoom3, try again without these.
Ideas are welcome, but keep in mind there are no guarantees they'll be implemented.
Shadows are already enabled for the headlamp, but you'll have difficulty seeing them. This is because the headlamp is almost view centered, so the shadows appear almost exactly behind the objects that you look at.
I don't intend to change the reloading system, but I'll register the no-reloading idea as a suggestion.
Unfortunately, CstDoom3 and dhewm3 aren't compatible. And I'll register the pistol, crosshair and reload interruption suggestions.
Glad to hear it worked. I'll try to fix this volume issue for the next version. And I'll keep the fire rate and reload speed ideas registered as suggestions.
I've recently noticed an issue (with the original code) that might be related to the sound discrepancies you are hearing. Namely, if the volume isn't set to its default value, it somehow interferes with the sound mixing in a way it shouldn't. Are you using the volume slider in the system menu? If you are, try the following (and let me know the results):
- Move the volume slider all the way to the right (so that it's maxed out; this is the default setting).
- For testing purposes, make sure EAX if off and that Speakers is set to stereo (you can test with surround later).
- Use external means to control the volume (like the windows volume control or a knob in your speakers).
- Load a map and check, for example, if the machinegun sound is still bothering you.
I don't intend to implement a shrinkable HUD, but making the HUD look correct (i.e., not stretched) regardless of the screen resolution is something I'll try to do. If I manage to get this working (it is tricky to implement), you will likely not perceive the HUD as being so large.
What do you mean by messing with the animation speeds of enemies? Using the RoE artifact? Anyway, making all payer animations faster would likely not work well. On the other hand, options for changing the fire rate and the reload speeds could be interesting. This might be tricky to implement, though, especially the reload speeds.
You should launch the mod using one of the appropriate shortcuts, not the executable directly. In any case, v1.0 is outdated, so it's best if you use v1.2 (which is the current version). You can get it here: Moddb.com. Once you get v1.2, follow the installation instructions in the manual (Section 2). Keep in mind that you must use one of the standard shortcuts (Section 2.5) to launch the mod. Or, if you want to use the Steam overlay, then you should use one of the shortcuts created as per Appendix E (but try the standard shortcuts first to confirm that the installation is correct).
By overcharging the BFG I mean holding the attack button until the BFG explodes. Before the fix, this explosion would consume not only the ammo loaded in the BFG, but also some extra ammo from your inventory. Now it consumes only what is loaded in the BFG.
Adding a sub-mod for each combination of additional weapons isn't difficult, but having more sub-mods isn't desired. Instead, I thought about adding options to the menus to configure the presence of each additional weapon. This would require updating things dynamically, though, and this is the complicated part. It would involve controlling the spawning of weapons, the PDA layout, the HUD layout (due to the weapon "pills"), and probably other things I can't remember now.
I'll drop you a PM when I release a new version containing the Betruger fix. I'll also check the behavior of that sentry gun.
Fixing the BFG overcharge was important for consistency: It makes no sense to consume more ammo than what is loaded in the weapon. You haven't noticed this issue probably because an overcharge kills you in singleplayer, so you'd need to cheat (god or demigod) to see it. In multiplayer, surviving an overcharge is possible (so you'd see it), but the BFG isn't available there by default.
I hadn't noticed that Betruger issue until now, so thanks for pointing it out. You can rest assured I'll get it fixed.
Having separate options for the additional weapons is something I had already considered, and I decided not to implement it due to a number of difficulties. I haven't discarded the idea yet, though, so I may look into this again someday.
And thanks for your feedback.
Glad you got it working. And thank you :)
Did you follow the installation instructions in the manual (Section 2)? Remember that you must use one of the standard shortcuts (Section 2.5) to launch the mod. Or, if you want to use the Steam overlay, you should use one of the shortcuts created as per Appendix E (but try the standard shortcuts first to confirm that the installation is correct). And notice that you don't need any patches if you're using Steam (the Steam versions of Doom 3 / RoE are already patched).
Based on your explanation, I'll register the machinegun suggestion as an option to control its volume.
Binding the grenades to an accessible key isn't enough because you are using the traditional mechanics (i.e., looking at the keyboard or "scrolling") to select the other weapons. If you were using one of the additional layers as a "weapon selection mode", though, you'd be able to select "any" weapon quite easily.
I don't know this Quake 4 tool, so I can't say anything about it. In any case, I recommend against any frame rate hacks as these might break the game timing.
Your other suggestions are feasible, but these aren't features I would like to implement now. I'll keep these suggestions around, though, as I might reconsider them in the future.
About the machinegun, I would like have a better idea of what the problem is. Is this an overall loudness issue? Or is it a specific sound that bothers you (like the equip or reload sound)? And what do mean by "abrasive"? High-pitched?
Regarding weapon selection in general (not only grenades), I recommend using an additional layer. With some practice, this thing becomes so natural you can use it without thinking. No need to look at the keyboard. No need to "scroll" weapons one-by-one. You go straight to the weapon you want quickly and without losing focus on what matters. If you haven't already done so, give this a try (see section 5 of the manual for an example).
16:9 resolutions are supported. This isn't new, though. The original Doom 3 / RoE already had support for this, but you needed to use the console or a cfg file to configure some cvars. Now you can set a custom resolution using the menus.
This is 60 Hz only. 120 Hz isn't supported.
You should be able to enable surround sound via the system menu (you can do the same in the original games, so this also isn't new). I haven't tested this, though, as I don't have the appropriate hardware.
Unfortunately, CstDoom3 and D3FE aren't compatible.
Hope you like it! You can set a custom resolution using the menus, so tweaking the cfg isn't needed anymore. The aspect ratio is now handled automatically by default.
Sorry man, it doesn't. And I'm glad to hear you fixed the problem.
This really shouldn't happen. CstDoom3 doesn't change anything that could lead to this issue, so I suspect that something external may be the cause. Did you install any mods directly to the "base" or "d3xp" folders? Does this issue also happen when you play Doom 3 / RoE without any mods?
See the included manual. The installation instructions are in Section 2.
This. A better notification system would be very welcome.
Looks like the mod hasn't been installed to the correct location. Notice that the sub-mod folders (cst_d3, cst_d3_a, cst_roe, cst_roe_a) and the mod engine (cstdoom3.exe) should be copied to the folder where doom3 is installed (see section 2.2 of the manual; the location of these items is important). Also, the shortcuts should be created by running the scripts from the "installed" sub-mod folders (the location of the scripts is important too; the created shortcuts, however, can be renamed / copied / moved as you wish).
If you still can't make it work, post here again. Or send me a private message with more details on the error messages you are receiving.
Thanks for your kind offer. I'll keep it in mind too :)
Thanks man. Unfortunately, CstDoom3 isn't compatible with the mod you have mentioned. I took a brief look at its modified files (inside the pk4's), and noticed that some of them are also modified by CstDoom3. Since this is guaranteed to cause conflicts, you can't combine these mods.
Regarding the manual, the instructions in Appendix A are intended to avoid installation conflicts only. By moving the other mods from "base" and "d3xp" to their own folders, you keep them available, but separated from CstDoom3.
You're welcome. Have fun.