View Full Version : jDoom User Interface Pack (jDUI)
Slide
January 7th, 2004, 02:13 PM
The jDUI pack is a 'roll up' of some of the most popular graphical updates available for jDoom. Here is a summary of what the pack contains;
Doom 1/2 Titlepics, Doom 1/2 Menu Logos, Intermission pic HUD pack
by: Dani
Save game box, Menu Skull, Blood Splat Overlay
by: -Rightfield
Ultimate Font Pack
By: lord-noctrun and chilvence (Final Doom by Allnatural.)
Help Screen, Credits screen, 'You Are Here' L/R Overlays, CD & Floppy icons, Image optimisation, Pack preparation
By: Slide
Plutonia/TNT Titlepics, Plutonia/TNT Menulogos,
By:Nephil
-Download Here- (http://files.dengine.net/index.php)
Screenshots (http://www.doomsdayhq.com/ss.php)
ravenlot
January 8th, 2004, 02:12 AM
Slide,
I merged your jDUI's DOOM title pic with the original DOOM shareware title pic. I placed it in the jDUI pak that I downloaded and tried it out. It works great. Now, DOOM Shareware has its own new title pic, at least on my computer. If you're interested in seeing how it looks, I can send it to you if you'd like. If you like it enough, you're free to add it to your next version of the jDUI.
Deathgiver
January 8th, 2004, 02:29 AM
slide, just curious, but when does jDoom use the "CD & Floppy icons" I'm wondering because I haven't seen them in Action (in-game) but I have noticed them in the pack.
Slide
January 8th, 2004, 05:04 AM
I have no idea to be honest if jDoom still uses them at all but I'm trying to replace all the patches in the wad - and I'm informed some Wads still use them as special pickups.
I should have an update for the jDUI soon. As for shareware Doom - I'll think about it; it is authentic but I'm not sure how many people like to be reminded that they have a knobbled version of Doom and it'll add another 500k to the pack that's already ballooning. I'm probably adding Ultimate Doom specific images next time round so it's certainly a possibility. Either way you should post your image somewhere so people who want to can use it now.
ravenlot
January 8th, 2004, 08:40 AM
Yeah, that's true. The increased download size that would result might not be worth it. The cool thing is that it's easy to make. Just throwing out ideas here but later on if you like, you can make the new title pic and provide it perhaps as a supplemental add-on to jDUI. I suppose you could put it in a separate PAK with other options you think of that aren't necessary for the main PAK.
Anyway, I'm looking forward to your next PAK. I hope that jHexen UI works out.
ravenlot
January 8th, 2004, 09:34 AM
For Doom Die-hards,
I made a Doom Shareware title pic add-on for jDUI. Obviously, this is an unoffical add-on. Basically, I took the Doom title pic from the jDUI and added the shareware information that was displayed when you run Doom shareware. Since it's a 1MB download that adds little to the Doom experience, it's really only recommended for Doom fanatics.
The shareware title bar and fonts are of the same size, shape, and placement as they were in the original game. And thanks to Dani, who ported the actual hi-resolution image (according to Slidespace Doom page), the Doom marine in the picture matches the size and position of the figure in the original game title pic (though composition of enemies and background were different in the original). Of course, without Slide, we wouldn't have such a nicely compiled user interface.
I've tested it on my computer and it works fine. Please tell me if you run into any problems with it.
Here's a preview:
http://mysite.verizon.net/mpantig/DoomShare_sm.jpg
Download it here:
http://mysite.verizon.net/mpantig/jDUI-Unofficial-DoomShare_Title.zip
madmatty
January 11th, 2004, 03:02 AM
Theres a minor problem with this release of the jdui. The INTERPIC.png overwrittes the interpic of TNT which is very different to the interpic of doom2 which this pic was intended to replace. easy enough to fix, but I thuaght id make a point of it ;)
Slide
January 11th, 2004, 03:17 AM
I never bothered to check that - I assumed they were the same (I haven't played without the pack for so long) - can you remember what the difference was before I hunt through the WAD file?
madmatty
January 11th, 2004, 04:25 AM
the interpic picture for TNT is a pic of the doom guy looking out into the distant ready for the next battle. Either that or hes symbalising a sigh of relief that he made it through the level ;). Im not aware of a hires version existing.
Vermil
January 11th, 2004, 07:24 AM
To have patches only work with certain Doom's, create the following folders in the Doom patches folder and place the game specific patches in them.
Doom
Doom1-Ultimate
Doom2
Doom2-TNT
Doom2-Plut
And for HeXen if necessary;
HeXen
HeXen-DK
EDIT: Corrected error in above.
EDIT2: Corrected once again.
Slide
January 11th, 2004, 12:50 PM
Well I didn't know about the original let alone a remake. Maybe I'll have a go at doing a high res version for the next edition of the pack - unless there is actually one already out there and I can get permission to use it.
Cheers for that Vermil - that always gets asked and I don't think its on the cleared forums
madmatty
January 11th, 2004, 03:45 PM
the patch names should be doom1-ultimate, doom2-plut and doom2-tnt.
Vermil
January 11th, 2004, 11:33 PM
Good point.
The folders must be named with a "-" not a "_" to work. My mistake.
Bob Hoskins
January 12th, 2004, 02:33 AM
Vermil,
The paths are still slightly incorrect I think.
Doom-Ultimate should be doom1-ultimate (note the 1)
Doom-TNT and Doom-Plutionia should be doom2-tnt and doom2-plutonia.
Just wanted to clear that up.
Vermil
January 12th, 2004, 05:21 AM
Ah %*$*. I deleted the "2"'s in the TNT and Plutonia one's when I changed the "_"'s to "-"'s. (At least I'm pretty certain I did)
Though I did forget the "1" on Doom1-Ultimate.
Thanks for pointing them out Bob. :)
Besli
January 12th, 2004, 06:07 PM
I made a credit pic, that looks like the Doom2 credit pic and a new bossback pic. Maybe you want to use it in the pack? And i have a better Hexen logo...
Slide
January 13th, 2004, 12:43 AM
Sure put em up somewhere or email me them and I'll have a look - I've got a new Bossback as well (and so does Khaveen) so there may be some competition as to which goes in.
I'm hoping to to put out a first version of the jXUI in a month or so, if anyone has any patches they think would be useful I'd be grateful for an email (no resampled images though - sorry).
Eric_M
January 13th, 2004, 05:17 AM
slide, just curious, but when does jDoom use the "CD & Floppy icons" I'm wondering because I haven't seen them in Action (in-game) but I have noticed them in the pack.
I remember seeing the floppy icon when playing Doom on my mates 486sx with 4mb of RAM when loading more data.
I doubt we'll ever see those icons again with todays machines.
Besli
January 13th, 2004, 06:44 AM
I've sent you the credit pic! I'm also working on some Doom 64 Stuff, are you interested?
Slide
January 13th, 2004, 08:24 AM
I doubt we'll ever see those icons again with todays machines.
Well you never know ;)
Doom 64? sure - post anything on that in the Doom64 thread in the Resources forum
I got the email and It is closer to the original - but do you fancy having a go a redoing the background from scratch? Also I've been using the current id logo rather than the original - but I don't know how people feel about that in general - I think the new one looks better but the old is more authentic -opinions?
Besli
January 13th, 2004, 08:55 AM
I like the new id logo too!! But i want that my Doom looks authentic, that's the reason why i used the old id logo on my credit pic. No i didn't made the background from scratch, i just changed the colour! ;)
ravenlot
January 13th, 2004, 09:16 AM
I like having the newer logo.
All this great work done on a 10 year old game obviously shows our passion for DOOM but it acknowledges that a little change to add something new to it is good too. Having the new logo is just another example of this.
If I really want to go old skool, I just turn off the enhancements as much as possible.
Besli
January 13th, 2004, 09:34 AM
I like having the newer logo.
All this great work done on a 10 year old game obviously shows our passion for DOOM but it acknowledges that a little change to add something new to it is good too. Having the new logo is just another example of this.
If I really want to go old skool, I just turn off the enhancements as much as possible.
Hm, replace the old id logo with the new, is not so badly!!
But i really don't like those new textures from the wolfenstein retexturing project where they use a photorealistic Flag and Hitler pic, i don't like!! I like when it has a little cartoonic touch, like the old texture!! They can use Flag textures from games like MOHAA or RTCW... They look really good!!
Slide
January 13th, 2004, 12:59 PM
But i really don't like those new textures from the wolfenstein retexturing project where they use a photorealistic Flag
Interesting - I've been getting exactly th opposite view on the jHUI; where people seem to want photorealistic.
Looks like views on the id logo are split too, but tending towards the new logo.
Besli
January 14th, 2004, 03:37 PM
Please no photorealistic Slide!!! You can use the new Logo if you want, it looks great too!! (But i prefer the old, i want my Doom looks authentic!)
Sin4U
January 14th, 2004, 11:33 PM
not photo realistic = my 2cents.
But the point of these interchangable packs is so the end user can decide what to use, so you do whatever you want.
MoBro88
January 15th, 2004, 02:10 PM
i did a high-rez ultimate doom title pic. (http://www.freewebs.com/mobro88/files/credit.png) if you want you can use it.
Slide
January 15th, 2004, 03:32 PM
Thanks Mobro88 I might use that - although I'll have to see if I can get the filesize down (the other credit screens are about 500k ish) - I'll see if it's possible without losing quality
MoBro88
January 15th, 2004, 03:38 PM
dont bother, i will. I need to make those letters a little more deep in color anyway.
Slide
January 15th, 2004, 03:52 PM
Fair enough - looking again I think you're right - how about adding some the colour/depth to the id logo as well?
UglyBob
January 16th, 2004, 06:24 PM
Slide, I found the coolest thing made by rightfield. Its hi-res episode maps for doom 1. Not ultimate doom but just episodes 1-3. They are awesome and i think i got them from a link in one of the threads in the resource forum. Really awesome and thought taht u might wanna add them to your pack...
KuriKai
January 16th, 2004, 07:18 PM
yeh ive got them on my quick links page
they are quite big and i think i saw slide say they would make the pack to big so i just added em into his pack myself
Slide
January 17th, 2004, 03:48 AM
Slide, I found the coolest thing made by rightfield. Its hi-res episode maps for doom 1
i think i saw slide say they would make the pack to big
Things change...
as the new jDUI 2 Beta testers already know ;)
UglyBob
January 17th, 2004, 06:16 AM
lol im tempted to sign up for beta testing but for fear of time in my schedual...
MasterOfPuppets
January 24th, 2004, 09:48 AM
the UI pack is great. i had forgotten about it, so when i did a fresh install of Doomsday i scattered around DD links to find the patches again. but with FallenMan not being around, not many of the links worked:( so Slide comes to my rescue!
Dante
January 27th, 2004, 02:04 AM
I got a question: If I add stuff to the pk3 the transparent backgrounds aren't work anymore. Wich program should I use to make transarent backgrounds wich works wich jdoom?
MoBro88
January 27th, 2004, 08:38 AM
i fixed my credit pic and got it to 333kb get it here: http://www.freewebs.com/mobro88/credit2.png
draconx
January 27th, 2004, 09:26 AM
IMHO the font should be darker - the red should be as dark as the menu font.
But other than that its awesome.
DaniJ
January 28th, 2004, 03:12 PM
Any chance you could post a copy of that credit pic without the text on it?
I only ask cos I've been playing around with InFine and I've made a credit screen where all the text drops into place from the top of the screen...
ravenlot
January 28th, 2004, 04:07 PM
Hey Dani,
Does that mean you can do that here? Or is that just something separate you're getting into?
MoBro88, I started messing with your image myself. The red letters are now darker. Then I looked at the original again. I noticed that the shadow drapes over the letters more than this new version. Even though it's minor thing, I kinda like that better.
Anyway, if anyone wants this version, download it here http://mysite.verizon.net/mpantig/credit2.png
I tried to shrink it down in filesize as much as possible, just as MoBro88 did. I haven't tested it so I don't know how it looks ingame.
BTW, I wasn't sure if should darken the blue. The original is darker but the top line also has white highlights to reflect the light from above.
DaniJ
January 28th, 2004, 04:32 PM
Hey Dani,
Does that mean you can do that here? Or is that just something separate you're getting into?
Yeah it works in Doomsday. I've been customising my finales.ded and I've now added smooth transitions between level and intermission, animated credits screen etc...
Once I've finished it I'll post it up here so Slide can add it to the jDUI if he wants.
MoBro88
January 28th, 2004, 07:56 PM
Dani: The only nitpick about the text dropping in is that in the original pic the text is affected by the lighting effects.
Ravenlot: actually, i have the source image (before i applied lighting effects) with the fixed darkened letters, but i cant seem to get the right effect anymore with the lighting filters, if you want to try and fix it. http://www.freewebs.com/mobro88/credit2.png
ravenlot
January 28th, 2004, 08:46 PM
I marvel at your abilities Dani.
My only worry is that you'll get bored or too busy for all of this too soon.
DaniJ
January 28th, 2004, 08:53 PM
I marvel at your abilities Dani.
Did I also mention I play lead guitar, sing and program in php? Heh, heh.
Aw thanks man but don't worry I love Doom too much to quit...
UglyBob
January 28th, 2004, 09:05 PM
awesome!!!! What kind of guitar do u play
Carma
February 1st, 2004, 11:34 AM
2 Slide
Maybe I'm late but at all...
Missing numbers patches 5 6 7 that showing weapon numbers (that not highlighted on gamebar)
Slide
February 5th, 2004, 01:27 PM
Hmm missed all this -
I'll have a look at your image later mobro
Anyway I have news for you all - since it's taking a while for me to finish the graphics for the jDUI 2 I'm gonna release a public beta of the jDUI which is fully working (just lacking the new Intermission/bossback graphics).
Go grab here:
Download the jDUI BETA 5 (ftp://slidespace@server1.thefourwinds.net/resources/jdoom/jdui/jdui.pk3.zip)
IMPORTANT - this release does NOT have an installer the final release will - so if you don't know how to add it to your installation you probably should wait for that - Also please note that the pack size has increased quite a lot since the jDUI 1.
Credits are much the same as before except of course for a (very slightly) modified version of -Rightfield-'s intermission maps for Doom 1. And some extra code in the jDUI version of the font pack by lord-noctrun. All other new graphics are by me.
Carma
February 5th, 2004, 01:33 PM
More details please about new features
I should know on what it is necessary to concentrate attention
Slide
February 5th, 2004, 01:39 PM
I didn't post details because the post was getting long and the list isn't final but you should spot:
improvements to the
Status bar
Intermission Maps
Lots of new Doom 1 graphics
Bloodsplat, 'The End', Victory 2
Control panel graphics
Changes to the font pack
But much of the good stuff is yet to come
Edit:
I just noticed what Dani said about adding InFines - I've thought about it before but never sure if it would damage the original feel - I'd be interested to see what you have in mind.
Grimm
February 5th, 2004, 05:54 PM
Good stuff overall, but a few things. One, some of the gray numbers for the weapons area on the status bar, 5-7 I think, are missing. Two, the background of the Doom 2 CREDIT patch should be red, the letters should be yellow, and it should the traditional id logo. Finally, I don't really like that VICTORY2 patch. I have an, in my opinion, much better version, which I can show you. It's a hand drawn version, quite kick-ass.
If this comes off a little pushy, I don't mean to be. :)
draconx
February 5th, 2004, 07:44 PM
Slide - about the installer thing, IMHO you should keep it w/o an installer (or at least have a non-installer version)
I don't really like installers... I like to be able to know (and have control of) exactly what i'm putting on my machine...
Also with linux doomsday coming soon, those of us on linux are going to want to be able to use the packs without running the installer on a windows machine (or in wine or whatnot)
lechtansi
February 5th, 2004, 09:56 PM
draconx:
the .exe's are simply auto-extracting .rar files, so if you have winrar installed all you have to do is click on "extract to directory" in the popup window (this is in windows, dunno how it works in linux)
lechtansi
February 5th, 2004, 10:15 PM
slide:
i checked out the new beta, for some reason it conflicts with the jDRP''s weapon pickup models, which do no show up if its enabled.
testing on a new installation now, will check back in later to see whats up.
lechtansi
February 5th, 2004, 10:35 PM
ok, i think i have something figured out. it only conflicts if all of the pk3s i have installed are selected. right now thats 7, the jDUI, jDRP, both jDEPs and all three texture paks (i realize that its gratuitous to have all the texture/environment paks for all the games being loaded when i play doom2, but thats how i have my kickstart profiles set up).
so it has to be something about it going over the limit of *something*, but i dont know enough about what goes on to figure out exactly what.
Darmuss
February 6th, 2004, 02:40 AM
yes, there is a limit of loaded PK3, somewhere between 110-120.
Slide
February 6th, 2004, 04:02 AM
5-7 I think, are missing.
That's due to a slight issue I haven't had time to fix
Two, the background of the Doom 2 CREDIT patch should be red, the letters should be yellow, and it should the traditional id logo.
Already had this debate - those wanting the new logo won I'm afraid.
Finally, I don't really like that VICTORY2 patch. I have an, in my opinion, much better version, which I can show you.
That patch isn't finished - but of course I'll see your patch either email it (adddress on Slidespace) or PM me with the hosted URL.
I keep hearing about this PK3 Limit but I never seem to hit it - and I too have all the packs automatically loaded -plus loads of extra stuff - the only other reasons I can think of is - do you use Kickstart - I don't, so it could be the problem, do you load via the auto directory? - I do and separate packs into sub directory within auto. I used to have to extract the deds for pk3's for them to read - finally fixed itself after a reinstall of the engine for no apparent reason.
As for not using installers - I can only host this file in one form and for most people the easiest form is within an installer - besides as was said you can directly extract the files.
Ton80
February 6th, 2004, 05:36 AM
Which font.ded are we supposed to use , Slide?
Also is anyone working on the TNT and Plutonia interpics?
Thanks in advance
Slide
February 6th, 2004, 07:10 AM
Also is anyone working on the TNT and Plutonia interpics?
Did I not say above that I was doing them?
Choose the ded by the datestamp.
Edit
Sorry Ton80 didn't actually mean to sound mad I was just late and typed it quickly. You had perfectly valid question.
The new graphics will be out there done -I'm putting this out because so many people wnated the intermission maps now.
Ton80
February 6th, 2004, 07:27 AM
Sorry my fault, didn't see it. Didn't mean to make you mad.
Thanks on the other.
lechtansi
February 6th, 2004, 08:41 AM
slide: iv tried all three ways of loading pk3's - in the auto directory, using kickstart profiles, and loading them in the "wads" section of kickstart. also, having the jdoom enhanced soundpack and detail wad installed doesnt seem to make a difference, so i dont know if its the limit of pk3's that im hitting (because having those two extras doesnt seem to matter)
DaniJ
February 6th, 2004, 08:43 AM
Excellent work Slide, the new jDUI is looking great.
What are your plans for ver 2?
About modded InFines:
They don't really change much. They just make the transition from gameplay to the Intermission screen very smooth (kinda like a transition effect).
Slide
February 6th, 2004, 11:50 AM
Basically a few tweaks here and there - and hopefully a high res version of pretty much every patch for every doom game (except possibly Ultimate and Shareware) actually I have some infines that do that fade in and out (I was doing a lot of stuff with them a while ago). So they might make it in.
I really want to fix up the font pack a litle more but I haven't really investigated the DED side of it yet but will do - unless Chiv/Lord Nocturn can help some more :)
Ton80: I've edited the post above I wasn't mad just in a hurry so I was a bit brisk with my answer.
Grimm
February 6th, 2004, 01:32 PM
Already had this debate - those wanting the new logo won I'm afraid.Why don't you include two versions?
Hmm, I thought I knew where that VICTORY2 patch was but I can't find it. OH well, I'll just e-mail it.
EDIT: Whoops, lost your e-mail. Could ya PM it to me?
draconx
February 6th, 2004, 01:55 PM
the .exe's are simply auto-extracting .rar files, so if you have winrar installed all you have to do is click on "extract to directory" in the popup window (this is in windows, dunno how it works in linux)
Okay it's fine then. Although perhaps an indication that this can be done somewhere on the website would be handy?
I've never actually extracted RAR files on my linux machine... usually stuff is stored in tar.bz2/gz/whatever (I'm pretty sure there's a utility - cant be bothered to find it ATM though)
lechtansi
February 7th, 2004, 12:08 AM
hmm, strange, its all working fine now. i guess i was just doing something wrong along the lines.
Ton80
February 7th, 2004, 05:02 AM
NP Slide. The UD episode maps look much better; more polished.
Chilvence
February 7th, 2004, 05:11 AM
I really want to fix up the font pack a litle more but I haven't really investigated the DED side of it yet but will do - unless Chiv/Lord Nocturn can help some more :)
What do you need to know? Noctrun wrote I think 99% of the ded file, but maybe I can help.
lord-noctrun
February 7th, 2004, 03:16 PM
the .exe's are simply auto-extracting .rar files, so if you have winrar installed all you have to do is click on "extract to directory" in the popup window (this is in windows, dunno how it works in linux)
the problem with rar3 is this: only the rarlabs.com programm can work with it and the license has this:
Anyone may use this software during a test period of 40 days. Following this test period of 40 days or less, if you wish to continue to use RAR, you must register.
...
Neither RAR binary code, WinRAR binary code, UnRAR source or UnRAR binary code may be used or reverse engineered to re-create the RAR compression algorithm, which is proprietary, without written permission of the author.
it cost $29.00, and you can download a 40 day trial version, that is why rar3 is not really that used when it comes to linux, so I would vote for zips
I really want to fix up the font pack a litle more but I haven't really investigated the DED side of it yet but will do - unless Chiv/Lord Nocturn can help some more :)
as chilvence already asked, what do you want to know?
Slide
February 7th, 2004, 04:19 PM
Basically;
Is the problem with the HUD numbers in the ded?
Are there ANY text patches that have not been accounted for (unless they have proper patch replacements i.e. 'NIGHTMARE!')
Are there any other effects etc you can set in there? Dani said that menu glitter can be set within the definitions (I thought it was only a cvar) but anything I can play with would be good.
On another note Chiv I've redone the fonts with drop shadows
but I can't get a texture that looks as right as the one you originally used - do you still have it - I tried downloading those corel files but they came down as ASCII instead of Binary so I couldn't use 'em.
Ton80: Thanks for saying so but didn't change the very much :) all credit for -Rightfield- making them in the first place (as a plus I got the overall file size down by a few meg!).
If somebody could come up with a compression tool that offered similar rates of compression I'd look into it (I remember somebody saying about ZIP7 or something - no idea if thats any good) but RAR compression is so much better it's hard to knock - remember you can install the pack to a safe location then repack it up if you like.
DaniJ
February 8th, 2004, 03:43 AM
Dani said that menu glitter can be set within the definitions
Hmm, I'm not so sure now *drunk*.
I think drop shadows would add a lot to the fonts.
Chilvence
February 8th, 2004, 03:56 AM
Doh.... Slide I'll zip them up and re-upload the fonts.
[done, theyre still in the fontage subsection btw]
Carma
February 8th, 2004, 12:39 PM
About arhivation
Somebody knows 7Zip?
This is freeware arhivator with open sourcecode
And it compress it own arhive format - compression better(expecially when compressing games) than WinRAR
KuriKai
February 10th, 2004, 06:52 PM
yeah i told them about 7zip a while ago but they wernt interested in ziping the files back then.
but i use it for all my zipping needs
it compressed a gba rom from 16mb down to prox 4mb talk about compresion :D (oh and ive lost my internet i posting this at my course)
Ton80
February 15th, 2004, 05:01 AM
MD mistake on my part.
doomer
February 27th, 2004, 03:42 PM
Can the face on the status bar be made hi-res?
I have tried the risen3 patch - this works but a hi-res conversion of the current doom face would be better.
KuriKai
February 27th, 2004, 09:23 PM
Khaveen
had made a hi-res face pack but it was with the helmet on
he seems to have dissapeard but i could upload it if u want
doomer
February 28th, 2004, 01:23 AM
Metal_Sonic
upload of hi res face would be great.
thankyou
KuriKai
February 28th, 2004, 02:44 AM
Here it is Khaveen's Hi-Res Doom guy
http://www.freewebs.com/jlinks/Doom_guy.rar
Slide
February 28th, 2004, 03:30 AM
A Hi res face is in the works - but I don't know if it'll make the full version 2 release - this is taking ages as it is
DaniJ
February 28th, 2004, 04:45 AM
How are you making the face Slide?
Slide
February 28th, 2004, 07:02 AM
High res drawings - nothing fancy - just a lot to do.
DaniJ
February 28th, 2004, 07:26 AM
Drawing them by hand???
Man your *crazy* it'll take forever. How many frames is there?
KuriKai
February 28th, 2004, 12:11 PM
good luck on makin it slide
draconx
February 28th, 2004, 12:17 PM
i think theres 35 frames or so?
I never understood how people could draw the same thing more than once...
KuriKai
February 28th, 2004, 01:00 PM
42 frames
you would love my course then. we got to draw the exact same leaves 8x in a row
draconx
February 28th, 2004, 05:37 PM
nope i would fail your course horribly :P
Grimm
February 28th, 2004, 05:49 PM
Heh, you'd only be drawing five different faces--the three angles, the grin, and the surprised face. After that it's a matter matter of adding damage.
Carma
February 29th, 2004, 12:13 PM
2 Metal_Sonic
I missed DoomGuy faces patches
File aren't downloading
Have you removed file?
Carma
March 1st, 2004, 09:43 AM
2 Slide
Your secon version of jDUI pack is still beta?
KuriKai
March 1st, 2004, 07:23 PM
Try right clicking the link then click save link / target as
Carma
March 2nd, 2004, 10:58 AM
Site not found error
GetRight can't find file on site
That's all
DaniJ
March 11th, 2004, 10:08 AM
I've just thought of something Slide:
There's no difference between the Shareware and full version title pics other than words Shareware. Now with the title sequence being an InFine sequence you could simply just show an extra image over the top of the titlepic in the correct place. This would save having two versions of the same image but would mean custom InFine's for the jDUI.
Slide
March 11th, 2004, 02:48 PM
Not a bad idea - the only thing is I think InFines are going to change sooner or later - so I've been put off doing much with them, plus it might break some mods with custom intros- worth looking into though
KuriKai
March 12th, 2004, 01:46 AM
is a hi-res hud face gonna be include with the next pack? or you gonna wait till 3d model can be in it?
Artur_ka
March 12th, 2004, 07:24 AM
Very good UI pack... I'm so impressed....:)
UglyBob
May 26th, 2004, 01:44 PM
ANy updates yet? this thread has been rather silent lately
Besli
June 5th, 2004, 10:18 AM
I've just thought of something Slide:
There's no difference between the Shareware and full version title pics other than words Shareware. Now with the title sequence being an InFine sequence you could simply just show an extra image over the top of the titlepic in the correct place. This would save having two versions of the same image but would mean custom InFine's for the jDUI.
Good idea DaniJ! The same is with "The Ultimate Doom" title pic: There's no difference between the Doom 1 and The Ultimate Doom title pic other than words The Ultimate.
Hey Slide will you release the new version of the jDUI pack, when DaniJ released his jDRP 1.1??
Slide
June 6th, 2004, 11:48 AM
Hmm sounds like an idea doesn't it? we'll see - if I have the time and Dani manages to delay enough for me to catch up ;)
As to the other points (sorry for the dealy in replying I just didn't notice the posts) :
Hi res face: I've done over half the images now - I'm trying to do the 'damaged' faces in a non cheesy way at the moment so hopefully yes they'll be in.
As to 3D - I might consider doing 3d stuff as an alternative (a sorta jDUI3D)when it becomes available in Doomsday but I would see the jDUI continuing as a 2d patch pack for those who like that style - I think it is going to be a while before we can get decent expressive 3d heads in the HUD anyway.
I'm still in two minds over the infines - as they would no doubt cause issues with other Infines as part of mods etc... I might throw a few together then compare notes with Dani/Skyjake on the way forward - even so I'd see it as unlikely for release 2.
Any Updates? : not really just plodding along - I did post an old screenshot of WIP jDUI stuff that most people haven't seen before in another thread - but really I don't want to big up the pack until I know when it's going to be finished.
As always; thanks for the comments.
Deathmonkey7
June 8th, 2004, 11:36 AM
Hey guys.. I downloaded your jDUI pack and it's great! but the stat bar didn't seem to fit in to me so I made a new one.. so, hope you guys like it..
Here's a screenshot of it in game
Click here. (http://img17.photobucket.com/albums/v50/Deathmonkey7/StatBar.jpg)
and here are the files for it
STARMS.png (http://img17.photobucket.com/albums/v50/Deathmonkey7/STARMS.png)
STBAR.png (http://img17.photobucket.com/albums/v50/Deathmonkey7/STBAR.png)
Zósite K.S.
June 27th, 2004, 03:21 PM
Just a suggestion for thy wonderful work, Slide: Don't forget (if possible) to include some patch to replace the "Big Demon Head" background at the very end of DOOM II, which should be BOSSBACK.GFX. It would be nice!!
Thou could use this one by Besli:
http://members.cox.net/super_soldier/bossback.png
By the way, I've suggested to implement jDRP models there too instead of the original sprites. I've posted it at jDRP Thread as I suppose it should be Dani's work and it's not related to thy pack but, who knows? *ohh*
Chilvence
June 27th, 2004, 03:40 PM
I hate to be the one to say this, but reworks of the original graphics should not enter the packs in any circumstance. They give the pack a bad image, discourage people from making replacements from scratch, and look bad all at the same time. I'd much rather have a patchwork of low and high res graphics, in fact I actually delete anything in the packs that is not original straight away. So to me, it even bloats the download size :)
Slide
June 28th, 2004, 04:38 AM
I totally agree - but I think everything in the current jDUI pack (and jHUI) is original - unless you know different?
I will finish the jDUI 2 one day (which has all the bossbacks) - it's getting inspired to do it.
doomer
June 28th, 2004, 05:21 AM
I will finish the jDUI 2 one day (which has all the bossbacks) - it's getting inspired to do it.
I thought I read somewhere in an earlier post that you were hoping to get this out around the same time as 1.8 and jdrp 1.1?
What i meant to say was, as an inspiration, that hundreds of people love your work and with the new 1.8 and jdrp , a new jdui would compliment the doomsday package nicely.
Envid
June 28th, 2004, 05:47 PM
Ill second that, although this one i got right now is so sexy, i didnt know talent could push the limits further ;)
Kresjah
July 1st, 2004, 03:24 PM
First of all, I have to say that it is wonderful to see people who are still dedicated to this magnificent game-series, not to mention using so much of their spare time to contribute in such positive way to the community and it's everlasting love for these games. I could probably go on and on talking about how it amazes me, but I think I'll stick to topic before I go completely of the edge with it :p
Anyways, jDUI is a great supplement to the Doom-experience through Doomsday. It's a lovely peace of work. I really think so (and I envy everyone who has contributed to this pack, since I just can't produce such good material), although I think many would agree upon the fact that it's easier to point out errors (especially if you're a perfectionist like me) than give the authors their well deserved pats on their backs.
So, with that said, I'll try to give some constructive critisicm on the errors I can see (please note that I haven't got the pack installed now as I'm running a freshly-installed 1.8, and the download of this pack is snailing down at 2.5 kb/sec of some odd reason, so this is just what I can vaguely remember) :
1) [ (Ultimate) Doom ] On the intermission screen between E3M6 and E3M7, when displaying the name of the map you're entering it displays "Limbo". Yes, the map itself is named "Limbo", but the original patch actually displayed "Gate to Limbo" at this point (in the intermission screen). In addition, if my memory serves me correct, it seems to place the letters according the where the original patch started, placing "Limbo" far too much to the left (due to it being of a smaller size length-wise than "Gate to Limbo" would be).
2) [ (Ultimate?) Doom] On the intro-screen for Ultimate Doom, the old artwork also had a colored cacodemon in the upper-left corner. I'm not sure if this only applies to Ultimate Doom, or if it also applies to the original Doom (since I don't have the original edition here). And yes, I know I'm being picky, and personally, I think the intro screen you have now is more than gorgeous enough. I just noticed that noone had mentioned it, and wondered if nobody had noticed it, or if it was a deliberate choice from the creators.
3) [ All games ] I don't know which Beta I had of the new v2 version of jDUI (don't know if you have released more than one Beta of it), but in mye personal opinion, I preferred the v1 version of statusbar. With the exception of the fonts on the titles (ammo, armor, frag, etc.), I feel that the v1 was more true to the original. The main reason for feeling this has to be the stone-textured background (rather than the cleaner v2 look). But as I said, that's a personal opinion.
4) [ (Ultimate) Doom ] The new intermission screens are great, although I feel that some of the "charm" is missing. Why? I feel that the buildings (and actually the terrain too) are too clean. The buildings look more or less unused, fresh from the factory mill (if you get my point). On the other hand (again if my memory serves me correct), Slide didn't make them, just did some alterations to these, am I right? (And in that case, he probably might not be the one who could but that "weary" look on the intermission screens).
I could probably find more to give critisicm about given the time (and if that file would be finished downloading soon), but just so that you know, it's not because I find this pack bad (on the contrary, I do enjoy it a whole lot), but because I'm a perfectionist (heh, in my experience, all musicians are :p). Keep up the good work.
Oh, about the discussion where it was mentioned something about using InFine to write "the ultimate" text on the title screen. It was mentioned that it might disturb other mods, right? To be honest, I haven't studied DED files or InFine scripting in detail, but wouldn't it be possible to either apply this font part to the end of one of the loaded DED file (or maybe put it in a seperate file), and have a small "skipif" line in-front of it, which disables that particular script (which might interfere with mods) by a command line parameter? I'm not sure, but it's a suggestion. :)
And to put an end to this fairly long post, if you should make alternatives of something in the pack (e.g. titlescreens with old Ithe old "id" logo, or a seperate titlescreen for Ultimate Doom), I'd be happy to host them (at least until my host says my account is full), so that people can be given a choice if there are more than one alternative.
Phew... I don't know how long it will take you to read it, put it certainly took a lot of time to write! :p
Psygnosis
July 10th, 2004, 09:29 PM
I'm currently using your jDUI 2.0beta and it looks great. Looking forward to final release :D
(My first ever post on these forums ;) )
jls23
August 10th, 2004, 11:46 PM
I'm currently using your jDUI 2.0beta and it looks great. Looking forward to final release :D
(My first ever post on these forums ;) )
Honestly, I didn't notice what the difference was. No offense intended to slide. Could you tell us something about what is being done?
KuriKai
August 17th, 2004, 11:42 PM
@slide
when are you gonna release the 2.0 pack?
jls23
August 17th, 2004, 11:47 PM
OH YEAH! Welcome psygnosis.
Slide
August 20th, 2004, 03:10 AM
when are you gonna release the 2.0 pack?
Current plan is when Dani releases the next version of the jDRP.
Rumours that this is because I think that is a long time away and I'm going through a lazy spell are completely unfounded... possibly.
Of course the mostly good Beta is available now - I also might feel more motivated once I get my ADSL back next week.
DaniJ
August 20th, 2004, 08:30 AM
That reminds me Slide - would you like some hi res renders of the new item models for use with the jDUI 2.0?
Kresjah
August 20th, 2004, 08:41 AM
Since I didn't get a reply earlier, I'll try asking again. Will any of the issues I mentioned in my earlier LONG post be adressed in jDUI 2?
Ravey
August 21st, 2004, 08:08 AM
Hi-Res rendered items would be pretty cool I think, the GUI needs a new "Doom" guy... A 3D render of him would be awesome, even just a re-draw of him.
porjay
August 22nd, 2004, 02:09 AM
Redraw sprites look better then 3D models
A hi-texured face would be soooo much better *NOT* 3D model please you will totally screw it up.
Chilvence
August 22nd, 2004, 07:24 AM
Look, right, having an opinion is fine and I probably agree with you, but dont bother barking it at people without giving any reasons. Whoever makes this stuff has every right to do it the way they want, so if you want them to do it a particular way, use persuasion rather than flat orders.
Ravey
August 22nd, 2004, 07:31 AM
Yeah, I was suggesting a new doom guy. :P
Chilvence
August 22nd, 2004, 08:37 AM
I did not know that. Did you know that Garth?
Slide
August 22nd, 2004, 02:52 PM
Dani, of course I was thinking of tarting up those old HUD graphics myself but that would be much better (and easier ;) ). You've got my newDoom address? send them through when you like and I'll put 'em in. I've started doing most of the graphics at really resolutions then resampling down - idea being there is a element of future proofing so don't worry about making them too big!
3D faces sound fine except they're unsupported by Doomsday, (and I don't really do 3D) so don't look to me to do it. Personally I think there's some charm in 2D interface graphics and some distraction in using 3D; I think it's telling that most FPS games since Quake 3 haven't used 3D objects in this way.
Kresjah, I generally don't deal well with long posts but as you were took the time to write that much I guess I can give you some answers;
1. I can't remember this, get a few more people to second the change and I'll do it (like that old 'gantlet' change).
2. This has been mentioned before, along with some other variations (for the shareware version and different editions, and variations on credits screens...). My take here is practical, each of those images balloon the file size dramatically and to add one variation means I should proabably add them all. That's npt to say it won't happen but not yet.
3. The HUD bar is a difficult one, one one hand I think it looks better than the old one but I do understand people think it looks too 'clean' and lacking a bit of charm. The difficulty is that the original didn't really give much of a hint of what it would look like had technology not been a limiting factor. So I will have another look at that maybe for this release maybe not.
4. The Intermission screens are Rightfield's to be honest I think while they could be tweaked you couldn't ask much more of them (if you're gonna make vastly expensive bases on distant moons are you really gonna let them look like student digs?) Possible exception to this is the episode 3 where the clean look really doesn't fit in.
5. As to the other ideas; I think I'll just put the ultimate logo in as a new patch now. Alternative patches go under the same bracket as subtle variations on startup screens.
Chiv, Nice to see you still fighting the good fight ;)
By the way if anyone has been sending me mail and haven't got a reply, it's because my mail server chewed them up - I'm informed a bright shiny new Windows Exchange box is now doing the honours so hopefully it'll be plain sailing from now on.
jls23
August 22nd, 2004, 03:59 PM
I second it, tho i can't quite remember what it was.
Now in HaX0r!
1 53cond 17, 7h0 1 c4n'7 qu173 r3m3mb3r wh47 17 w45.
Kresjah
August 22nd, 2004, 05:17 PM
Hehe, yeah, I know it was a long post. It wasn't supposed to grow that big, but you know, some days you notice something (like the "Gate to Limbo" bit) and you think: "right, I'll go immediatly and post that in here!" ... two seconds later you think: "Nah, I'll do it later". Then later becomes tomorrow, and you notice more stuff, and then you think: "Umm, right...". You know the drill (or is it just me being extremely lazy? :p)
Anyways, I understand that it's not that easy to satisfy all "costumers". Everyone wants it the way they vision (me included :p), and then you sit there in the middle and wonder how you think it would please both worlds best (not to mention the workload).
Just have to say that I'm happy to see that you answered. Wish I could help, but I'm just not any good with graphical stuff. Although, I have one suggestion regarding file sizes with alternative screens and so on. You could release them as add-on packages to the official jDUI pack (of course, prioritizing the main pack since that is the important one). That way, those who don't want it doesn't have to download "who-knows-how-many-additional" megs, and those who are interested still have the option to get them. Just a suggestion.
Anyways, keep up the good work. No matter how picky I am and how much I point out stuff, I just have to admit that it's a damn good pack. :)
salaciouscrumb07
September 8th, 2004, 03:00 PM
I can't download any of these files because my satellite modem won't access ftp's. Can i download this on an http site anywhere?
Slide
September 12th, 2004, 12:14 PM
I'll look into the possibility of a http mirror, but for now if you use peer to peer software try searching for jDUI as I host the pack on Limewire (Gnutella) most of the time (it's not on currently but will be tomorrow from 9:00am GMT). Incidentally I also host the jDEP in this way.
Envid
September 12th, 2004, 02:23 PM
if u want ill host it on my site under download section
michael_llewellyn
September 12th, 2004, 04:32 PM
the jDUI is mirrored and jfiles.org... having said that it won't be online until tomorrow :P
michael_llewellyn
September 13th, 2004, 06:33 AM
Site up. Link to jDUI: http://jfiles.org/index.php?option=com_docman&Itemid=30&task=view_category&catid=12&order=dmdate_published&ascdesc=DESC
Slide
September 13th, 2004, 02:44 PM
Ok but remember the latest files will always be available through FTP on fourwinds. I've been working on using a BITs installer with my Doomsday front end so maybe that would be a long term answer.
KuriKai
September 30th, 2004, 01:39 AM
@slide
how about releasing yous jpacks again with a kickstart add-on so it dosnt confuse some new people.
so then most of the main packs are selectable and not always on.
if you don't know how /can't be bother to do it, I have made the add-on and can send it to you if you want.
bodhi
October 2nd, 2004, 01:40 PM
no one can tell why this pack don't let the envid pack work ( 3d models are replaced by 2d icons with the jdui installed ..)
KuriKai
October 2nd, 2004, 09:36 PM
can you post up the contents of the doomsday.out file please
and your comp specs and your operating system
Envid
October 2nd, 2004, 09:39 PM
ive had this issue before for the jdrp and jdui conflicting, i think i renamed something or moved something in to a different directory to fix it....sorry if it doesnt help as it was a long time ago.
bodhi
October 3rd, 2004, 12:52 AM
so anyone who's using the jdui CAN'T USE the JDRP or envid's NPpack ?
----------------------DOOMSDAY.out
Con_Init: Initializing the console.
SW_Init: Startup message window opened.
Executable: Version 1.8.2 Aug 29 2004 (DGL).
Memory zone: 32.0 Mb.
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: DOOM2.WAD
IWAD identification: 00f36acb
W_AddFile: DOOM2.gwa
W_AddFile: Data\Doomsday.wad
W_AddFile: Data\jDoom\jDoom.wad
IWAD identification: 00056533
W_AddFile: ERROR: C:\doomsday\data\jDoom\NP\NPEP.pk3 not found!
W_AddFile: data\jdoom\d2music.pk3
W_AddFile: Data\jDoom\Auto\jDUI-EP3-Map.pk3
W_AddFile: Data\jDoom\Auto\jDUI-EP2-Map.pk3
W_AddFile: Data\jDoom\Auto\jDUI-EP1-Map.pk3
W_AddFile: Data\jDoom\Auto\jDEP.pk3.zip
Parsing user.cfg.
Reading definition file: Defs\Doomsday.ded
Reading definition file: defs\jDoom\jDoom.ded
Reading definition file: defs\jdoom\NPEP.ded
Def_GetFlagValue: Undefined flag 'notexcomp'.
Def_GetFlagValue: Undefined flag 'notexcomp'.
Def_GetFlagValue: Undefined flag 'notexcomp'.
138 sprite names
996 states
140 things
98 models
12 lights
221 sound effects
172 songs
335 text strings
30 particle generators
22 animation groups
65 surface decorations
131 map infos
12 finales
Sys_Init: Setting up machine state.
Sys_Init: Initializing keyboard, mouse and joystick.
Sys_InitTimer.
Sys_InitMixer: Realtek AC97 Audio
Sfx_Init: Initializing DirectSound...
DS_DSoundInit: EAX initialized.
Sfx_InitChannels: 16 channels.
DM_WinMusInit: 2 MIDI-Out devices present.
DM_WinMusInit: MIDI initialized.
S_Init: OK.
R_Init: Init the refresh daemon.
R_InitModels: Initializing MD2 models.
R_InitModels: Done in 0.24 seconds.
Net_InitGame: Initializing game data.
GL_Init: Initializing Doomsday Graphics Library.
DG_Init: OpenGL.
OpenGL information:
Vendor: Intel
Renderer: Intel 845G
Version: 1.3.0 - Build 4.14.10.3865
Extensions:
GL_ARB_multitexture GL_ARB_point_parameters
GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix
GL_ARB_vertex_program GL_ARB_window_pos
GL_EXT_abgr GL_EXT_bgra
GL_EXT_blend_color GL_EXT_blend_func_separate
GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array
GL_EXT_cull_vertex GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_specular_color
GL_EXT_stencil_wrap GL_EXT_texture_compression_s3t
GL_EXT_texture_env_add GL_EXT_texture_env_combine
GL_EXT_texture_filter_anisotro GL_3DFX_texture_compression_FX
GL_IBM_texture_mirrored_repeat GL_NV_blend_square
GL_NV_texgen_reflection GL_SGIS_generate_mipmap
GL_WIN_swap_hint
GLU Version: 1.2.2.0 Microsoft Corporation
Texture units: 2
Maximum texture size: 2048
Maximum anisotropy: 2
Multitexturing enabled (partial).
Con_StartupInit: Init startup screen.
jDoom Version 1.15.2 Aug 29 2004 (Doomsday)
----------------------------------------------------------------------
DOOM 2: Hell on Earth
----------------------------------------------------------------------
P_Init: Init Playloop state.
HU_Init: Setting up heads up display.
ST_Init: Init status bar.
M_Init: Init miscellaneous info.
SetupLevel: map09
(GL data found)
GL_VERT v2.0
Level 9: The Pit
Author: id Software
Picked up a health bonus.
Picked up a stimpack.
Picked up a health bonus.
Picked up a clip.
Wrote doom2-000.tga.
Wrote doom2-001.tga.
-------------------------------------------------------------------------WInxp home , p4 2.8ghz , intel 845 graphic
Envid
October 3rd, 2004, 04:58 AM
I dont know what model ur having issues with....some models I have yet to incorporate in to the pack so the sprites in their place will show up from the jdui.
bodhi
October 3rd, 2004, 05:02 AM
simply no models from your pack showed
no flasks (bottles)
no ammo ( any type )
jls23
October 3rd, 2004, 08:20 AM
No, Envid's Pack and the jDRP can NOT be used at the same time, and so far envid has only incorporated his weapon models, and the shells.
Envid
October 3rd, 2004, 08:22 AM
actually i updated it and it should have alot more than that....if not u will need a clean install to see it.... probably best to wait til its in beta.
jls23
October 3rd, 2004, 08:26 AM
I don't see anything new except that you changed the shotgun a little.
Envid
October 3rd, 2004, 12:04 PM
the pack has shells, stimpack, medikit, rocket, health vial, spiritual armor, blue and green armor etc.....
jls23
October 3rd, 2004, 12:16 PM
O yea, forgot about those. NO BARRELS!?
Envid
October 3rd, 2004, 01:14 PM
lol not yet but soon enuf, i dont feel like converting these skins and models to md2 format and go through the indepth testing to make them look right.
jls23
October 3rd, 2004, 01:20 PM
Speaking of which, does Maya 6 make md2's also?
Envid
October 5th, 2004, 01:17 PM
no maya does not make md2s.... why would u want to use maya unless u were more familiar with it than 3d max....which is kinda ludicris considering maya's modeling features aren't the most intuitive, at least for basic modeling. Keep in mind, just because maya's renders look really good its because of it's rendering engine....jdoom uses it's own render engine. So all the cool things maya can do will not be implemented in it.
jls23
October 5th, 2004, 02:06 PM
Damn... I will have to look into 3dsMax.
Besli
December 16th, 2004, 05:02 PM
Look what I've found:
http://ameba.lpt.fi/~korhpasi/stuff/Jdoom/
hawkwind2
February 27th, 2005, 01:07 AM
I was wondering if anyone has made a high resolution png image of PFUB1 \ PFUB2 and ENDPIC. These are the names of the victory screens at the end of ultimate doom episodes 3 and 4 respectively. I know there is a victory2.png already for episode 2.
alandog
February 27th, 2005, 04:52 AM
I though that Slide was takin' care about the hud face, the project is now in the hands of Dani?
I mean, if the JUID project has become part of the JDRP one, there's the possibility that we'll see this details completes in the future?
DaniJ
February 27th, 2005, 06:16 AM
Yes the jDUI has now merged with the jDRP (in jDRP 1.1). The GUI, fonts and statusbar have been split into seperate module parts within jDRP.
I don't know what the status is with the new graphics Slide was working on.
alandog
February 27th, 2005, 08:25 AM
thanks Dani, I hope that Slide didn't give up the work, he hasn't update his homepage from months! :(
Slide
March 2nd, 2005, 04:43 AM
thanks Dani, I hope that Slide didn't give up the work, he hasn't update his homepage from months! :(
Hey I am here you know ;)
New graphics - don't really stand up to what I'm capable of now so not sure whether to spend time finishing the set or redo them - it s a unsatisfactory either way...
Chilvence
March 2nd, 2005, 09:15 PM
I just redid this from scratch and I reckon it was worth it ;)
http://www.stateoftheworld.eclipse.co.uk/doom/stuffage/cleanup3.png
Shadow Wolf
March 2nd, 2005, 10:39 PM
I like it, although it took forever to load the picture lol. I've always wondered, what's that gun in the marine's hand? Reminds me of a BFG, but it can't be, too small.
doomer
March 2nd, 2005, 11:00 PM
Very nice Chiv - already sustituted into my Gui pack - thx.
Besli
March 3rd, 2005, 01:21 AM
*shocked* Superb Chiv!!
DaniJ
March 3rd, 2005, 05:48 AM
Nice work Chiv! I'll add that to the GUI pack, with yer blessing of course.
Chilvence
March 3rd, 2005, 05:53 AM
Of course, thats what its there for ;)
Relica Religia
March 3rd, 2005, 07:02 PM
Chilv, your server seems to have just disappeared. *cry*
Chilvence
March 3rd, 2005, 07:22 PM
Hmm. Looks like the whole of eclipse.co.uk is down for the minute. Funny really since they're still giving me internet. Anyway, just give it a bit of time I reckon.
FreeLanZer
March 5th, 2005, 08:48 AM
Is the new title picture add'ed to the JDRP 1.1 Alpha yet?
sirsinalot
March 5th, 2005, 12:03 PM
Is the new title picture add'ed to the JDRP 1.1 Alpha yet?
Nice work Chiv! I'll add that to the GUI pack, with yer blessing of course. I think that means it will be in the next update of the UI pack. :)
FreeLanZer
March 10th, 2005, 02:05 PM
Uhmm... Could you guys make tiny blinking lights (red, blue and green) in the blue tech zone of the Doom logo??? Would be great...:)
DistantJ
May 11th, 2005, 08:18 AM
Has there been a decent Episode 2 ending picture yet? Apart from the crappy one I did a while ago? Cause I could attempt a better one.
I'm not so sure if I'd be able to do the Episode 3 and 4 endings very well (probably more of a job for those who can do 3D rendering) but I could probably do the Episode 2 one now after my 2 year graphics course.
Any other missing patches?
FreeLanZer
May 11th, 2005, 08:32 AM
Yeah try that out.. :D
Also the pictures for Plutonia and TNT... ;)
Canassa
May 15th, 2005, 10:53 PM
Uhmm... Could you guys make tiny blinking lights (red, blue and green) in the blue tech zone of the Doom logo??? Would be great...:)
That would be very nice :D I love those eye candys :)
FreeLanZer
May 28th, 2005, 02:52 AM
Hmmm Is it possible to make the screen blur when you are hit..?
DaniJ
May 28th, 2005, 03:27 AM
Hmmm Is it possible to make the screen blur when you are hit..?
Of course! Throw your head franticaly from side to side.
No it's not possible currently.
FreeLanZer
May 28th, 2005, 04:16 AM
Hehehe... Okay .. ;)
SMB
May 28th, 2005, 07:33 AM
Changing the FOV might work well, though?
DistantJ
May 29th, 2005, 03:41 AM
Blur the screen when you're hit? I always preferred when the screen flashed red.
MR_ROCKET
August 3rd, 2005, 04:53 PM
Keep it original I say! heh
All the other stuff like the blur for example, should be put in a mod resource wad or something.
Sporb
September 17th, 2005, 04:31 AM
Um , whats the latest version of this pack? Also, i cant download the one in the first post coz it wants to use dial up for some reason. I , on the other hand, dont want to use dail up
*Throws two cents into discussion* i kinda like the idea of transparant blood splats appearing when hit and then dissapering instead of the ungracefull red out in games like wolf
Kitten w/a whip
September 17th, 2005, 04:49 AM
I want to know if they will ever fix the doom guy's head in the HUD... still very low-res
DaniJ
September 17th, 2005, 07:14 AM
The jDUI was merged with the jDRP. There won't be any further updates to it as any new resources will be added to the jDRP instead.
Last I heard Slide was working on redrawing the HUD face but that was a while back...
At some point I'll finish the model I made of Doomguy's face and take some hires shots of that (till we can use 3D models in the HUD).
Kitten w/a whip
September 17th, 2005, 04:14 PM
cool, sweet :) glad people are still working on this.
if it gets more publicity I'm sure a lot of people would play it. you should seriously think about hosting a version of jDoom with al the addons preinstalled and set up ready to play for the non-techy people. seriously, jDoom with these mods looks better than Half-Life, and people still BUY that game. bit more publicity, with multiplayer support working again, could have a real renaissance of DOOM..
CyberRaptor
October 10th, 2005, 10:15 PM
*message deleted*
Colton
December 4th, 2005, 02:22 PM
Long time DOOM player and my first post on this awesome resourceful forum. I've been using JDOOM for years and have seen a few screenshots that show an alternative animation for the face in the HUD display that looks like a marine with a helmet instead of the usual guy. Could someone tell me what .pak or mod is needed that will allow me to add that to my game?
Thanks!
- Colton
FreeLanZer
December 4th, 2005, 06:00 PM
Hi and welcome to the forum Colton *thumbs*
You will be needing this file then: Click Me! (http://forums.jfiles.org/dload.php?action=file&file_id=35)
Colton
December 5th, 2005, 01:28 AM
Thanks, Freelanzer! I noticed that there is another alternative at that link that uses the Wolfenstein face and looks just as good - if not better. Excellent mod!
- Colton
KuriKai
May 29th, 2006, 05:44 PM
The jdui has been updated to fix the errors that ocured with the new Doomsday beta-4. Also included are more/better patches for tnt, plutonia and ult doom.
Get it from jfiles http://forums.jfiles.org/dload.php?action=file&file_id=23
FreeLanZer
May 29th, 2006, 09:48 PM
Thats excelent Simon!
Downloading now... :p
xbolt
May 31st, 2006, 10:39 PM
Using the latest jDUI peck, in Doom 1, the graphics that say The End and are shot full of holes during the bunny scroller, are stretched vertically.
KuriKai
June 1st, 2006, 12:13 AM
can you take a screenshot of it please.
or are you talking about how the text seems to grown as its being shot?
xbolt
June 1st, 2006, 12:47 PM
Here: http://www.knowledgehouse.info/stretch.jpg
See how it's sort of stretched vertically?
And I almost forgot about it enlarging slightly. Yeah, that too.
hawkwind2
June 4th, 2006, 09:22 PM
BossBack for Doom2 is missing.
Also it still surprises me why no one has fixed the hi-res\lo-res flashing of the blue\green armors and all 6 keys.
All these png's are already in the pack - arm1a0, arm2a0, bkeya0, ykeya0, rkeya0, bskua0,rskua0 and yskua0.
The pack only has the first animation, not the second, hence the hires\lores changes.
A simple fix is to make a copy the the current ones and renaming the new file with the b in it - i.e arm1b0 ............. voila ! No more horrible flashing\changing armours and keys ! :)
DaniJ
June 5th, 2006, 09:35 AM
I've mentioned that numerous times...
These hires versions are NOT meant to be used in-game, they are designed to be used for the HUD.
They simply need to be renamed to the HUD varient resource names.
xbolt
June 5th, 2006, 02:30 PM
What's the varient names?
Markworth
June 5th, 2006, 03:08 PM
That's pretty much what inspired my sprite pack. Wanting a high res HUD and no models.
KuriKai
June 11th, 2006, 06:15 AM
These hires versions are NOT meant to be used in-game, they are designed to be used for the HUD.
They simply need to be renamed to the HUD varient resource names.
Can you tell us what to switch please?
Also could you update the first post in this thread so it points to the version on jfiles.org
DaniJ
June 11th, 2006, 06:40 AM
Can you tell us what to switch please?Simply postfix(?) the patch names with -hud eg:
BKEYA0.png -> BKEYA0-hud.png
Also could you update the first post in this thread so it points to the version on jfiles.orgDone.
KuriKai
June 11th, 2006, 06:56 AM
Cheers
Can you also remove the jdui 2 beta link as the one on jfiles includes the extra stuff from that
PimpUigi
September 16th, 2006, 05:05 PM
I can't figure out how to get the word "Nightmare!" to display properly in the skill menu.
It uses the font the rest of the skills are using. Is there a way for me to fix this?
I'm a power user, I can edit a ded file or whatever. Just let me know what I have to do to get it up there.
PimpUigi
September 16th, 2006, 09:47 PM
I fooled around with the ded file that came with the Jdui.
I removed the line that referenced nightmare.
Voila. The Nightmare! font returns.
I think I see why he had it disabled, since it doesn't glow like the rest of the options.
But that's cool, because that's how hardcore Nightmare! is.
Nephil
October 1st, 2006, 08:16 AM
Ist it just me or does Slide's Plutonia titlepic posted on jfiles exactly look like the one I did? *zuh*
KuriKai
October 1st, 2006, 03:48 PM
I uploaded it from the jdui. But since it is yours, I will change the credit.
Nephil
October 2nd, 2006, 10:04 AM
I uploaded it from the jdui. But since it is yours, I will change the credit.
It's not completely mine, the background was made by someone else. I can't say for sure but it could have been Slyde.
Iron-Lion
November 4th, 2006, 12:24 AM
Where can I get the jDUI pack now that jfiles is gone?
Yagisan
November 4th, 2006, 12:42 AM
It will be on the new site when it is done - or in the beta5 torrent
KuriKai
November 4th, 2006, 01:57 AM
I have uploaded it to the temp addons site.
The link can be found on the doomsday homepage.
NeoChaosX
January 30th, 2007, 08:24 PM
Okat, trying Doomsday 1.9.0-beta5. Am I the only one who can't get the JDUI to (completely) work on this version? The menu has the old blurry fonts, not the nice fonts from the pack.
ETA: Well, it works partially, but only when actually playing a game. The font packs still don't work.
Aguilar
January 30th, 2007, 08:30 PM
why does it have the same classic blurry fonts and not the high res. ones in doomsday? i am dealing with this same problem too. (and i'm running doomsday beta 5.1)
Dani can you tell us what is the problem in here?
(i downloaded the JDUI in the addons page on doomsdayhq and i put it in the addons folder on doomsday and it has the old blurry fonts and not the new ones, why is that?)
Anakite
January 30th, 2007, 08:33 PM
I don't think Dani made the jDUI...
EDIT: Nevermind, I forgot about SkyJake.
Aguilar
January 30th, 2007, 08:36 PM
I dealed with this problem when i downloaded the JDUI and i don't know how to put the hi res fonts (i don't like the old blurry ones).
Einheriar
January 30th, 2007, 11:42 PM
@ Anakite : The fact is that Dani J666 will include the jDUI in the next release of the jDRP (as I think he will do some models for it, if I read well in the jDRP thread ^^)
@ NeoChaosX and Aguilar : Did you guys check the option in Snowberry that allows external (textures, patches etc.) in Doomsday? Here's a pic of what I'm talking about ^^
http://img407.imageshack.us/img407/8811/fontssq8.th.jpg (http://img407.imageshack.us/my.php?image=fontssq8.jpg)
And don't forget to put the jDUI-FontPack.ded it the Defs\jDoom\Auto floder ;)
Hope this helped ^^
Cheers
Aguilar
January 31st, 2007, 07:18 AM
Whoo! it worked, i had it in don't allow external PWADS and i think that was the problem.
thanks for the help :)
Einheriar
January 31st, 2007, 08:58 AM
You're welcome, I had the same problem, and Dani J helped me the same way ^^
Martini1992
February 3rd, 2007, 04:34 AM
can sumone post a link to the most recent jDUI plz
CrazedImp
February 3rd, 2007, 05:57 AM
Its on the temporary addons page on the DoomsdayHQ website.
Martini1992
February 3rd, 2007, 10:57 AM
ok thanks, i didnt no u see cause that site isnt updated
is there a 3d model version of doomguys face for the status bar?
Harry
February 3rd, 2007, 01:01 PM
Doomsday is not yet capable of 3d models in the HUD (I don't think) but there is a hi-res face pack taken from a 3d model, can't remember where I got it from.
KuriKai
February 3rd, 2007, 05:07 PM
ok thanks, i didnt no u see cause that site isnt updated
Of course It gets updated, I updated it about 4-5 days ago
Martini1992
February 4th, 2007, 12:43 AM
oh... ok.
Thanks Harry i'll google it.
KuriKai
February 4th, 2007, 01:10 AM
harry got it from jfiles. I have re uploaded ititGet The hi-res Hud Here (http://jfiles.org/files/khaveen_doomguy.pk3)
Martini1992
February 4th, 2007, 01:35 AM
wow thanks kurikai
Zhanavahn
February 4th, 2007, 11:55 AM
Thanks KuriKai, is there any way to make more of em?
GUN
February 5th, 2007, 01:29 AM
hm .. i doesn't like this replacement as much ...
thy Guy show like an scary boy .. who wants to run home and crouch under his bed
the rip of from RTCW was much better ..
// and I think i will get the respond, "but it was from a commerial game (like that you know what i mean)" .. look these Pictures .. these pictures seems to be based on the Doomguy on Quake3 , and modded with a face
BuddhaMaster
February 21st, 2007, 03:49 AM
BossBack for Doom2 is missing.
Also it still surprises me why no one has fixed the hi-res\lo-res flashing of the blue\green armors and all 6 keys.
All these png's are already in the pack - arm1a0, arm2a0, bkeya0, ykeya0, rkeya0, bskua0,rskua0 and yskua0.
The pack only has the first animation, not the second, hence the hires\lores changes.
A simple fix is to make a copy the the current ones and renaming the new file with the b in it - i.e arm1b0 ............. voila ! No more horrible flashing\changing armours and keys ! :)
Hey thanks for this ! i searched for any help with this. Now its not-flashing armor and key items - great ! and i can enjoy all their beauty. They're really nice drawn.
Now my doom looks really good with JDUI, audio-pack, the hires textures and items.
But one problem, i know this is the wrong thread but i got "untextured squares" where should be a flare-effect (halos from the lights) or smoke effects. Looks like that texture is missing. But why happened that ? i'am running the not newest version (beta3) of jDoom i had to go back - because the beta 5 didnt allowed me to play TNT & Plutonia wads. well - any ideas ? i dont deleted any textures (they are inside the wads anyway not?) it just happens to the light-halos in general (and also the smoke if i use the weapon-models 'jf-abbspack'
Grimmjow1982
June 3rd, 2007, 04:58 PM
Thanks for the upload
skitey
June 19th, 2007, 01:22 PM
hmmm, upload of the high-res face seems dead*yuck*
could somebody plzzz re-up this file? thx
about this one:
hm .. i doesn't like this replacement as much ...
thy Guy show like an scary boy .. who wants to run home and crouch under his bed
the rip of from RTCW was much better ..
got a screenshot how this one looks?
Harry
June 19th, 2007, 01:38 PM
http://www.MegaShare.com/207873
There you go.
skitey
June 19th, 2007, 01:59 PM
http://www.MegaShare.com/207873
There you go.
1st:
thx for uploading!
2nd:
now i got an error after i enabled the addon...wtf:
Zip_Open: snowberry\addons\wolfhud.pk3: Central directory not found.
Harry
June 19th, 2007, 02:05 PM
Right this one works - I've just tested it.
http://www.MegaShare.com/207894
skitey
June 19th, 2007, 02:09 PM
hehe, right, found out myself...was wrong compression ^_-
thx anyway
CoTeCiO
July 13th, 2007, 09:38 AM
http://www.doomsdayhq.com/screenshots/doom_003.jpg
where I can get that status bar? I already got the helmet face and the jDRP HUD guns but I prefer this status bar, where I can get it?
Yagisan
July 14th, 2007, 09:55 PM
http://www.doomsdayhq.com/screenshots/doom_003.jpg
where I can get that status bar? I already got the helmet face and the jDRP HUD guns but I prefer this status bar, where I can get it?
Its the JDUI
CoTeCiO
July 17th, 2007, 10:59 PM
alright, the JDUI, but, the actual version of the jDUI includes another status bar, a darker one and I prefer the one of the screenshot, does anybody have it?
Chilvence
July 17th, 2007, 11:23 PM
That shot is the statusbar from the JDUI. At least, its the one I submitted...
CoTeCiO
July 19th, 2007, 09:35 AM
Well well well, maybe here there's a misunderstanding, look, I downloaded the jDUI again to see if something was going wrong but THIS is the status bar that comes with the actual jDUI:
http://images6.theimagehosting.com/STBAR.png
http://server6.theimagehosting.com/image.php?img=STBAR.png&public_view=1&album=0&fullsize=1 (here's a link if you can't see the image)
and if you take a look to this one:
http://www.doomsdayhq.com/screenshots/doom_003.jpg
they aren't the same, that's why I'm asking about it, clear now?
Besli
July 20th, 2007, 01:42 PM
Okay, here is a edited version of it:
http://img252.imageshack.us/img252/4046/stbartr4.th.png (http://img252.imageshack.us/my.php?image=stbartr4.png)
http://img402.imageshack.us/img402/1586/starmsqr4.png (http://imageshack.us)
And here is the original:
(if you still want that one)
http://img405.imageshack.us/img405/669/stbarip0.th.png (http://img405.imageshack.us/my.php?image=stbarip0.png)
http://img405.imageshack.us/img405/2134/starmszh5.png (http://imageshack.us)
and another edit:
http://img405.imageshack.us/img405/2639/starmsxk7.png (http://imageshack.us)
CoTeCiO
July 20th, 2007, 06:15 PM
Wow! Thanx a lot dude! I were looking for that stbar for years!! :D :D
The edited one is also really cool :D
I will use both, don't know how, one for the beta 5.1 and the other for 1.8.6 (I still use it)
Imp fragged
December 6th, 2007, 11:35 AM
I have a problem. I have Doomsday Engine 1.9.0beta5.1 for Windows: I have installed JDUI but the New Font don't work!
Doughsay
December 17th, 2007, 10:47 PM
yeah, what's up with that, the fancy fonts don't seem to be working anymore. i'm running beta5
PimpUigi
February 27th, 2008, 11:00 AM
I'm all outdated cause I'm still using beta 4.
Everything seems to work fine for me though.
I changed a lot of things in the jDui for my own use back when I used to post here.
I don't even remember what I changed.
I guess I'll take a screen shot and compare to see what's different...
I usually keep the status bar pretty transparent, but I disabled that for the screenshot.
Now, I put this all together back in 2006 when I used to come around here, so I'm all late finally talking about it...but maybe people want a new version????
I've made all the fonts consistent with each other, and the old Doom coloring.
The things that should be red, are red, and the things that should be white, are white...and it generally feels much better.
I fixed the hud stuff, and lots of other things that I can't remember right now.
But it was for Beta 4, and I never got beta 5 because it seemingly dropped jDoom, and good music support.
I fixed the enhanced hud icons and everything, and I never ever got around to doing anything with it, because everyone was back then on their "nothing until beta 5" thing...which made sense...but I just kind of faded away waiting for it, and I never submitted anything.
I still do not know of an interpic for TNT. But whatever, the old one is better than an improper replacement.
http://img5.uploadhouse.com/fileuploads/1355/1355637b5c147d9a0ceb41e0459025a8bc6bc6a.png
alandog
February 27th, 2008, 11:13 AM
well, I'm downloading it right now... I'd appreciate your work, and others surely will do, so don't think it's useless! ;)
PimpUigi
February 28th, 2008, 04:42 AM
Is there a high res version of the interpic for Eviltution????
PimpUigi
February 28th, 2008, 05:01 AM
Maybe I'll fix the TNT interpic then...
Bob Hoskins
February 28th, 2008, 08:13 AM
Use beta 5.1 to fix the music issue but ensure that the tracks do not contain ID3 tags.
Vermil
February 28th, 2008, 08:29 AM
...and the sprites still look strange.
Here's an example with the doomguy face.
Add "-notexcomp" to the command line. I think Beta5.1 accidently has texture compression on by default.
PimpUigi
February 28th, 2008, 10:13 AM
Yea, that fixed the sprites!
Sweet.
alandog
February 28th, 2008, 11:51 AM
I have this on my jDUI
http://img301.imageshack.us/img301/8191/interpicyo6.jpg (http://imageshack.us)
Vermil
February 28th, 2008, 12:15 PM
That's the Plutonia one.
As far as I am aware, nobody has ever done an Evilution Interpic. I think that the last time it was brought up, it was decided that a screenshot would be easier to use as a hi-res version.
DaniJ
February 28th, 2008, 01:15 PM
Texture compression should be one by default. However, Doomsday *should* take note of the size and bitdepth of an image before deciding to employ the higher texture compression levels. We'll no doubt address this in an upcoming version as the way textures are managed is currently being revised.
PimpUigi
February 28th, 2008, 09:49 PM
So, did anyone check out my updated jDui?
PimpUigi
February 28th, 2008, 09:50 PM
Is there a particular way I should go about trying to make this screen shot?
Would have to find a level that looks like this...
http://img5.uploadhouse.com/fileuploads/1364/13642267bb0f1d054607567209d912cf221ed2f.png
And would have to somehow have a plasma rifle pointing down, in third person mode, at a weird camera angle...
I guess it could also be a super shotgun. I'm not sure.
Vermil
February 29th, 2008, 03:59 AM
It's easy enough to make a map of the TNT Intermission screen. Here's a quick map of it that I knocked up in a minuite or two and an image of it. Obviously, the higher resolution over the original makes it look very bare :p
http://darkocean.info/TNTINTER.jpg
http://darkocean.info/TNTINTER.wad
alandog
February 29th, 2008, 05:20 AM
So, did anyone check out my updated jDui?
Yes... me! And I must say that hud looks better now, with improved fonts... more "rusty"... and I noticed some "new" screen, like the bossback of doom 2 (even if it looks like an old pic revamped)...
PimpUigi
February 29th, 2008, 06:39 AM
Sweet, that's awesome.
I appreciate that someone else besides me could finally appreciate this.
alandog
February 29th, 2008, 07:30 AM
Sweet, that's awesome.
I appreciate that someone else besides me could finally appreciate this.
don't worry, since it's a lot of time we got nothing new, I'm pleased to help in the only way I can ;)
PimpUigi
February 29th, 2008, 08:42 AM
OK, I finished the interpic.
I put it in the jDui.
Vermil
February 29th, 2008, 11:41 AM
Reading the credits, you know that was technically my TNT Interpic ;)
You've just ran the wad with hi-res textures. You haven't even changed the angle I set the player facing to take the screenshot with.
Also, I only knocked it up as a very quick example as what I meant by "screenshot", not something that was actually anywhere near good enough to use. I doubt I could ever create a hi-res patch that was good enough to use.
PimpUigi
February 29th, 2008, 01:34 PM
I see, technically yours because you made the wad.
Definitely will edit it.
Now I just have to figure out how to make sure when I make new hi res doomguy face sprites, that they don't appear wrong.
: \
FreeLanZer
March 1st, 2008, 06:33 AM
-ultimatedoom-
TITLEPIC.png chilvence@hotmail.com
Wtf? As far as I know DaniJ created the base artwork and I slammed on the "The Ultimate" sign.. I even have the psd right here man..
Chilvence
March 1st, 2008, 06:42 AM
Nah, that was me. Although I didn't actually create the base artwork, I just tactfully modified the original Doom poster from a huge scan I found.
Also, I refrained from doing an ultimate doom version, because I didn't see the point. The original Doom pic works just as well, and having two versions of the pic just makes the pack bigger-er.
Can someone upload this new pack somewhere else? It won't let me download it, not enough freeloader slots available....
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