I've checked that aswell but the same still applies the only reason I'm able to do this project alone for the most part on UE2 is because everything is already there.
I've checked that aswell but the same still applies the only reason I'm able to do this project alone for the most part on UE2 is because everything is already there.
I've looked into UE3 and UE4, they are great engines but sadly in order for this project to even be able to put on them I'd need a full team because both are barebones and require me to basically code everything from scratch.
Both UE3 and UE4 still have the same lighting issues that UE2 does on static meshes sadly
I've sadly stopped working on this due to lack of help and motivation but I do want to finish it one day
UDK is too bare bone, I wanted to change to UT2004 but I'd have to start over from scratch as none of the code and resources will work with UT2004
I started back up on it and plan to release a alpha build that includes a few things
I'm currently in a limbo between KF2 and KF as KF2 is more barebone and would require me to code up alot of base things such as vehicles, flags, etc, while KF has all of it built in with old UT2004 code
For now no, it will be worked on when TWI releases proper modding for KF2
All you need is this mod and ROE
If you don't know how to install a Doom 3 mod then I suggest sticking to the mods that do it automatically.
Pretty much just make a folder in the Doom 3 folder named anything you want, then extract the .rar to it then edit the .bat included, mostly will just change the set fs_game absolutehdroe part to what you named the folder, then you just run the .bat
I didn't include install instructions as anyone who uses mods for Doom 3 should know how to properly load them
It's not possible to fix due to weird issues with SSAA and alpha textures
Copyright is not an issue, this has been checked into multiple times (The assets are free to use and are not ripped from the game), I was not talking early access for this, I was talking about early access for KF2 and finally I have moved to UE3, Killing Floor 2 uses a heavily modified version of Unreal Engine 3
That seems like a map problem which is something I can't fix
There isn't one, I've stopped working on this as there's nothing else to do
Only one I know of is that the ROE weapons lack any type of animation adjustment
A final release is far far away, but this version is pretty much playable
Open Sikkmod Options and look for a option either in Game or Misc that says Hud Type then change it from Doom 3: Alpha to Doom 3
That addon was actually made by me, and I did include your latest anims but sadly the Grabber, SSG, and the Artifact lack a run animation so it looks gimpy when running with them as the weapon just loops the idle animation and makes it seem like you're not running at all but sliding on the floor. The problem with the SSG being tilted is the default animations has it that way, I guess so it looks correctly at it's origins
Remember Doom 3 is a rather old engine, and it's probably not optimized very well. There are a few CFG things you can add to increase performance
This has most of them
Tweakguides.com
This is mostly an ATI problem but could also be a bug in Sikkmod 1.1 I'd use 1.2 but as far as I can see 1.2 was never made or released for ROE.
I plan to see if I can make 1.2 work with ROE and will be included in the next update
It might work for normal Doom 3 but you'd be better off using the other Absolute HD
A batch file and a shortcut is included to show how to load the mod but for those who can't see it you need to do +set fs_game_base d3xp +set fs_game absolutehdroe in the shortcuts properties
It shouldn't be as most things were optimized
If you're in a high resolution (1920x1080 etc) disable soft shadows in the Sikkmod Options if it's already disabled then I have no idea
Okay so it seems I have gotten everything working fine but there is one problem and that's animations most of the ROE weapons (Grabber, SSG, and Artifact) lack a run animation, also when going into sights some of them are wierd like the SSG it appears to be tilted oddly so can't really aim it straight using g_gunx-y-z
I wanted to know as I wanted to see if I could get Absolute HD to work in ROE but sadly it feels wierd with the new weapons not having the adjustments as the Doom 3 ones and the bugs aswells
The hud thing I can fix easily but I'm unsure of what you changed in the player script so I could take a look at it and see if I could solve the problem
I wanted to ask, with your S.T.A.R. 1088 with the new animations for the Doom3 weapons. Any chance ROE would get the same treatment? It works in ROE as is, except for a few things (When sprinting your camera goes to ground, weapon selection order is messed up slightly)
It's on hold until the game is in Early Access, but I can theoretically start the assets as KF2 has the same format as the UE3 editor
Yes that's part of the reason I'm doing this mod, plus you can do things in UE3 you couldn't in Halo PC such as online co-op and the ability to add new things without either outside apps or a new .map
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