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Darmuss
December 14th, 2004, 02:59 PM
A full pack will be released once into the BETA phase.

I think this means when all the flaws have been rooted out by the public :)

ChexBoss
December 14th, 2004, 03:02 PM
Uh guys, the models aren't working.

They are in data/jdoom/auto, I even added them manually added them in Kickstart. Models are activated in the control panel. I see none of the models I downloaded.

Caden
December 14th, 2004, 03:05 PM
Do you mean that kicks control panel? After all the models are in auto, run doomsday and go see if it worked.

ChexBoss
December 14th, 2004, 03:10 PM
I added them in the Kickstart Launcher before I even ran jDoom. I even checked in the control panel, they are on.

jDRP 1.01 works, just not these individual packs.

Caden
December 14th, 2004, 03:11 PM
There is no option to check with these models, but they worked anyways.

Lenias
December 14th, 2004, 03:13 PM
Any chance you're making the mistake I made and actually unzipping these things? You wanna keep them zipped in the Auto folder...

Barring that, you do have to make sure JDRP 1.01 is turned off. Other than that, no idea.

Caden
December 14th, 2004, 03:14 PM
theres nothing to unzip, they are pk3's

Lenias
December 14th, 2004, 03:41 PM
Unpacking them, then. Same diff. You can disassemble them to what's inside - my browser does it automatically if I click the links to any of the files. But then they don't work. Had to right click and "Save as" in order to get them to function.

Lord Kaizen
December 14th, 2004, 03:49 PM
I finally got the shellbox, but the rest still isn't downloading properly. I even tried downloading the rocketbox just to see and it isn't working anymore either.

HELP!!!

Majuub
December 14th, 2004, 03:55 PM
Lord Kaizen, I have PMed you about your map. Also have you tried using a download manager like Getright, cos i was a bit shocked to find some of the pk3s needed to be resumed at times and they are only an average of 600kb

Lord Kaizen
December 14th, 2004, 04:20 PM
I received your PM, I'll be sending you the map sometime soon. I'm just using the standered download manager. If you can direct me to getrigth or any free manager I'll be greatfull.

Majuub
December 14th, 2004, 04:28 PM
http://www.getright.com/ also if your using Firefox you'll need this extension http://www.flashgot.net/getit to get it to work with minimal fuss

Caden
December 14th, 2004, 04:34 PM
I had no problems and have them all.

gnear
December 14th, 2004, 05:53 PM
Lord Kaizen: do you want me to host your test map on a host of mine that isn't used?

DaniJ
December 14th, 2004, 05:56 PM
I'd just like to say thanks to everyone for your patience while I got the site up and running, its far from finished but the hardwork is done now so it should be plain sailing from here. With the site functional I can now start focusing on the content of the pack again. I expect I'll probably spend a bit more time on the site itself (the comments) tonight while things are quiet...

I'm glad to hear people are enjoying whats been released so far and I'm totally gob-smacked to note that after less than 24 hours there are already 87 registered users with the average user logging-in 3 times today. It will certainly be interesting to see how many people get actively involved in testing. Any and all feedback you can provide will only help to speed the ALPHA process and improve the quality of the pack.

Strange to hear some of you are having download problems though. I've checked the logs and the server hasn't denied any requests but some transfers were dropped for various reasons. All I can suggest is to try again as all the links are working.

Yes Core.PK3 was updated to from version 0.9 to 0.91 as mentioned on the homepage (I'll make sure to post some more discriptive news items from now on (with direct links and mention of ver numbers etc)).

Caden
December 14th, 2004, 06:01 PM
I think i got dropped, because i was downloading like 5 at a time and mozilla doesn't like it when i do that. If people are having problems downloading i can email it to them with Dani's permission.

doomer
December 14th, 2004, 06:16 PM
Glad to see it all working now Dani.
Any chance of uploading your new Imp? Pretty please.

Lord Kaizen
December 14th, 2004, 06:26 PM
Lord Kaizen: do you want me to host your test map on a host of mine that isn't used?


Sure, did I already send it to you? I can't remember.

@Majuub Thanks for that dude. With Dani finished with the site I hopefully won't have any trouble now. :)

ChexBoss
December 14th, 2004, 06:32 PM
Still not working. jDRP v1.01 works just fine, all models are visible. Here's my settings:

jDRP v1.01 Disabled.
All jDRP v1.1 Alpha are in data/jdoom/auto and still .pk3 files.
Indevidual .pk3 files added in the "Wads" tab on Kickstart Doomsday Launcher
Models Enabled in Control Panel

Is there any reason why I should not be seeing models? Help, PLEASE! OR I SHALL SUMMON DANI's IMP UPON THIS FORA! MUHAHAHAH!!!!!!! WAAAAAAAAAAAAAHHH!!!!

Chilvence
December 14th, 2004, 06:35 PM
Uh oh... I just logged in, and the sidebar thought I was "bohdis"

Edit: never mind, it was because I used that alternate link that someone else posted. That should probably be removed, because it didn't work right...

Also, this. Wheres mah boomstick Billie Joe Bob

Caden
December 14th, 2004, 06:45 PM
Still not working. jDRP v1.01 works just fine, all models are visible. Here's my settings:

jDRP v1.01 Disabled.
All jDRP v1.1 Alpha are in data/jdoom/auto and still .pk3 files.
Indevidual .pk3 files added in the "Wads" tab on Kickstart Doomsday Launcher
Models Enabled in Control Panel

Is there any reason why I should not be seeing models? Help, PLEASE! OR I SHALL SUMMON DANI's IMP UPON THIS FORA! MUHAHAHAH!!!!!!! WAAAAAAAAAAAAAHHH!!!!

Disabled? Do a clean install and then try it.

DaniJ
December 14th, 2004, 06:53 PM
Yeah what does that link do? *weird*

ChexBoss:
First off make sure your putting them Data/jDoom/Auto (check the capitalization), second dissable jDRP 1.01 under Addons (if you've extracted jDRP.PK3 then dissabling it under Addons won't work), third you don't need to add them in the Wads tab. Other than that there is not much I can suggest other than try it with a fresh install.

Boomstick, Imp etc will be uploaded soon (Imp is back under the knife btw having some dental work done), I don't know when or in what order but I'll be uploading a lot more modules tomorrow (I've been awake approaching 31 hours now *squint* ).

gnear
December 14th, 2004, 06:53 PM
Lord Kaizen Test Map GOTO >> www.gnear.net

Caden
December 14th, 2004, 07:06 PM
Damn good work Dani, i just tried that test map and saw that eye. It seemed strange that the candle spun too, but i dont think you can have only certain parts spin. The way the eye moved was cool, and the green stuff was great. The lamp texture looks odd to me, but it might just be because of the doomsday lighting. Maybe some bolts on the base of the lamp as if they were bolted in? Maybe a zipper on the rad suit? I havent had any problems at all.

Majuub
December 14th, 2004, 07:13 PM
@Majuub Thanks for that dude. With Dani finished with the site I hopefully won't have any trouble now. :)
No worries mate!

Chilvence
December 14th, 2004, 07:15 PM
(I've been awake approaching 31 hours now *squint* ).

Heh, Marathon. Thats about the point where I begin to realise that it is quite possible to sleep soundly next to a jackhammer. Its all in the preparation you see :)

Organicjerk
December 14th, 2004, 07:23 PM
Heh, Marathon. Thats about the point where I begin to realise that it is quite possible to sleep soundly next to a jackhammer. Its all in the preparation you see :)

I had 4 straight days before I started hallucinating... it was pretty trippy.

Chilvence
December 14th, 2004, 07:29 PM
I've never made it that far, I have the remarkable ability to fall asleep anywhere... I've woken up in some uncomfortable positions though. Sometimes without any feeling in either of my arms.

Moral of the story: Dani go and get some kip :p

Lord Kaizen
December 14th, 2004, 11:08 PM
I have 'em all finally. :) I really appreciate the effort you are putting into these Dani, so I hope none of this sounds too negative.


I must say I like absolutely love the playerdeath blood fx. I'm running on a GeForce FX and I see no real issues with it.

I'm seeing some lovely new rocket smoke and pulserifle effects but I see no new blood particles.... Should I be?

The med tech lamp is one of my favorites. :) But I'm seeing a weird problem with it: http://img150.exs.cx/img150/8057/jdrpamedlamp7nv.jpg I can see the floor through the rings.

The shine of the spiritual armor looks too bright to me: http://img150.exs.cx/img150/7360/jdrpahelment9gl.jpg Maybe it should look duller?

The bubbles in the health potion looks soooo pretty and realistic. :D

Fabulouse work on the cell. It looks gorgeouse.

The evil eye is looking good to me. I love how you did the symbol but I think it should be darkened. However I don't really like the way the eye spins around or the strange "squint" animation. I personally think the model should always face the player. That way it will appear to be watching you which is what I presume it should be doing. Also, perhaps you could add a halo or fading along the edge of the eye? It would look more like it's someone's eye pearing through a portal rather than a seperate entiy floating in space.

The candle looks awesome! The flame and the dripping wax looks beautiful. However, I always interpreted the sprite as the candle sitting on a pool of its own melted wax rather than on a dish. To me, the base of the sprite looks too irregular to be a dish.

Kresjah
December 14th, 2004, 11:41 PM
Kaizen does have some interesting points regarding the Evil Eye. One might ask "how can an eye be in two different directions at the same time?", and if you do so, I say: Think about it... Hell ain't a place free from Magiks (deliberately with a big M, and a k instead of c). Illusions, trickery, keeping people alive that should have been dead, spawning demons, the fact that it's Hell we are talking about... that at least gives me enough ground to say that this is "realistic" enough. Putting the same flag on it as the Supercharge (and similar) upgrades have, and it'll do the job. The candle shouldn't spin either... I think it's enough with the hovering eye and the mystic signs.

Hmm, I'll go see if I can confirm the see-through lamp.

EDIT: Leak alert! Lamp with gaps (http://home.no/fragagib/jdrp11/doom2-000.png). Picture taken with FOV 20 or something like that. By the way, my host seems a bit unstable lately, so it might be unavailable or slow by the time you check this out.

gnear
December 14th, 2004, 11:46 PM
I love the new Potion bottles~ though I just shot a few guys near it and the blood seems to draw through the bottle as if there is no bottle there, so it looks full bright red like it would on the ground with no potion there.

Screenshot : www.gnear.net/doom2.jpg

Lord Kaizen
December 14th, 2004, 11:47 PM
The main problem is that eye just looks too much like a seperate object rather than part of a whole being observing you through magic, which is what I think it should represent.

Kresjah
December 14th, 2004, 11:52 PM
I actually think that the triangle and circle is a bit guilty of making the eye look like a seperate object. In the original sprite, the circle/triangle is solid (of course, they couldn't use partially transparent parts at that time). Here, the circle/triangle seems a bit... umm... abstract, as opposed to the rest of the model.

Lord Kaizen
December 14th, 2004, 11:54 PM
Perhaps there should be slight halo around the edge of the eye? Or have the edge fade?

Edit: I edited this into my earlier post but I think it was too late and you didn't see it. So sorry to repeat this question again.

Ton80
December 14th, 2004, 11:58 PM
To Dani:
The small lamp png doesn't seem to be wrapping right. The png itself looks great in GIMP but on the model the light appears wider in the back then in the front plus there is one light pixel above the rest of band (first screenie) which isn't in the png. Plus the lid shinyness has an abrupt edge. Though you did say the skin was unfinished but I don't know if you had noticed this or not.

http://img156.exs.cx/img156/5471/doom20003uw.jpg

http://img156.exs.cx/img156/8462/doom20015lv.jpg

------------------------------------------------------------------------------------------------------
On these last two I'm getting blue-ish rings at the bottom extrusions. It looks mild here because of the jpg compression but it is very distinct in the game. Also shading is abrupt here but real good on other side.

http://img151.exs.cx/img151/3466/doom20001zr.jpg

http://img151.exs.cx/img151/5582/doom20016ag.jpg

Kresjah
December 15th, 2004, 12:00 AM
Still think it's the circle/triangle needing the most work rather than fading the eye... again, this is Hell, and Hell is not a place that plays nice. I'd rather think that the eye was a hallucination of a real eye, not something that feels like a magicians eye (or something like that) partially faded into this world.

As a suggestion, it might be interesting if the triangle/circle was a bit more solid, yet transparent, and rather than spinning and such, it would pulsate in the rhythm of a human heart, maybe rather than pulsating in the sense of size expanding, pulsating from less to more transparent.

I don't know if that would look good at all, as it is a bit hard to visualize how the effect would look when it's implemented, but it's still a suggestion :)

EDIT: On the other hand, would pulsating transparency put too much load on the engine?

Lord Kaizen
December 15th, 2004, 12:06 AM
As a suggestion, it might be interesting if the triangle/circle was a bit more solid, yet transparent, and rather than spinning and such, it would pulsate in the rhythm of a human heart, maybe rather than pulsating in the sense of size expanding, pulsating from less to more transparent.

That sounds like a cool idea. I personally don't really like the fact that it spins either. :)

Anyway, I understand what you mean Kresjah. I have just always felt that the triangle is forming a gateway or window and you are seing the eye of Satan or some evil being watching you.

Kresjah
December 15th, 2004, 12:11 AM
I see what you mean, but then again, would Satan really need to spawn an illusion of his eye to watch you? I would believe that he could see most of what's going on inside Hell anyways. Personally, I'd feel that the eye was more of a reminder saying: "I'm watching you" (with emphasis on the "you"), and to upset the one seeing the eye. If you were the one seeing the eye, what would upset you more? An eye that seemed like a hologram? Or a floating, dismantled eye which looks a bit like a humans eye, with larger proportions? I know that I'd be more scared by the last one.

EDIT: Add this to the last question where appropriate: "that even though being dismantled is still alive"

Lord Kaizen
December 15th, 2004, 12:19 AM
Can't argue there. :)

Edit: I wish there were more pics of the original sculptures and concept arwork of the monsters laying around the net. :/

Chilvence
December 15th, 2004, 12:26 AM
Looks like he justs needs to do a quick vertex weld on those lamps.


I may as well throw in my 2 cents about the eye. I actually quite like the effect it has right now, but the eye I feel would look a lot better if it was constantly facing you, rather than spinning in place. It makes it look a bit too flat I reckon.

Kresjah
December 15th, 2004, 12:37 AM
Chiv: That's actually one of the first things I noticed about the eye the first time I saw it, although I hade forgotten it by the time I got posting her. Yeah, it does look flat if it isn't always facing you... you kinda ask yourself the question: "How can one fit an eyeball inside that eye?"

Lord Kaizen
December 15th, 2004, 12:46 AM
Or two eyeballs for that matter. :)

Kresjah
December 15th, 2004, 01:37 AM
Here is a little treat for those of you who understand how to use this:

Kickstart profiles for jDRP 1.1 Alpha (home.no.net/fragagib/doomsday/jdrp11akicks/jdrp11akicks.zip)

Readme (instructions inside here) (home.no.net/fragagib/doomsday/jdrp11akicks/readme.txt)

Please note that this is unofficial, meaning that Dani has nothing to do with it if your jDRP 1.1 Alpha modules does not work when using these profiles. Should there be problems getting jDRP 1.1 Alpha modules to work with these profiles, I am the one to contact. I will assist as best I can. Enjoy! :)

EDIT: I disabled the Evil Eye and took a look at how the sprite animated. Actually, the circle/triangle seem to pulsate in a way that makes me think it has a resemblance to fire (although that will be pretty tricky to make). Another suggestion on how to do the circle/triangle would be to make them static (or have them spinning the same way in the same speed), then in addition, have a single "object", like an invisible blob maybe, or a green transparent circle (which is a bit lighter than the green on the triangle/circle themselves). Have this object move along the lines on the circle/triangle... or even two of these objects, one moving along the circle, the other along the triangle. Then, have a green particle tail that follows this object as it moves.

Again, this is dependant on how much it affects the game performance, and again, it's just a suggestion, although I feel that this suggestion is more true to the original sprite.

I also noticed some other things. The original sprites pupil (is that the right word for the thing in the middle of the eye?) is moving, while in form of the eye is static, while in your model, the form of the eye changes (animates), while the pupil stands still. I son't actually mind it being that way, just telling you what I noticed. :)

And there's a leak in the eye model. I've thrown up a screenshot:
The evil leak in the Evil Eye (http://home.no.net/fragagib/doomsday/doom2-002.png)
It seems to happen at a certain stage of the animation, so the tear can't be seen all the time (either that, or it was when viewed from a certain angle that the tear could be seen).

Felix
December 15th, 2004, 02:44 AM
Very Nice what I've seen so far, except the helmet and small lamp look all washed out as in kaizens screenshot above..

Xerxes
December 15th, 2004, 02:46 AM
I have just seen that a person has use my pseudo to register itself on your site Dani *ohmy*
I don't like that *burn*

*bawl*

Kresjah
December 15th, 2004, 04:03 AM
I updated the jDRP 1.1 Alpha - Kickstart profiles pack. Changes can be seen in the readme file. Check this post (http://forums.newdoom.com/showpost.php?p=404699&postcount=2793) for download links.

Vermil
December 15th, 2004, 05:22 AM
Excellent work so far Dani.

I haven't seen any glitches besides those that have already been mentioned.

IMO I think the eye in the evil eye might look better not spinning though. The green circle/triangle looks great though perhaps they merge into each other a little too much.

Kresjah
December 15th, 2004, 05:31 AM
I took a better look on the jDRP 1.1 Alpha eye, and it turned out that it isn't static... it was just me remembering incorrectly when I looked at the sprite later on. Another interesting thing I noticed while viewing the sprite is that you can see a green shine inside the eye, like the glow of the circle/triangle is getting reflected inside the eye.

Grimm
December 15th, 2004, 07:46 AM
Great idea with the comments system Dani! This'll make critqueing em much easier . . . Is it working yet? (Sorry just been skimming through, can't read all the posts now :P)

DaniJ
December 15th, 2004, 09:30 AM
Hey all. Okies to answer a few questions:

The hard vertical edges on the lamps and other items are not something that can I can fix (as in http://img151.exs.cx/img151/3466/doom20001zr.jpg). It is caused by the very simple method Doomsday uses to render shiny skins when combined with mirrored UVs on the model. Skyjake will need to fix this.

The see through holes on the lamp's rings - I'll fix it same with the small lamp.

Evil Eye:
What I want to do with this is have it always face the player with a pupil that darts around scanning the room. The problem is that you can't have submodels doing different things, you can have one model that faces the player and one the spins or one that faces the player and one that does not. For instance if the evil eye always faced the player so would the candle, which would tilt around to match the view. Again this is a shortcoming in Doomsday so unless Skyjake makes the necessary changes I'm gonna have to find another way to represent the eye. I also don't think the eye should spin. Leave it with me I'll try some new ideas.

Site News:
The comments system isn't active yet but the site now supports alternate modules (eg two different health potions) that are listed together. The comments system allows you to rate each module and in the case of alternate versions of the same item allows me to keep track of your favorites to compile a most popular list (this list will be used to decide the contents of the base pack).

There is no registered user called Xerxes.
Glad to see you got registered RightField.

Lots more new stuff coming latter on tonight. The shiny skin problems will be added to the known issues.

Kresjah
December 15th, 2004, 09:42 AM
Looking forward to it :)

Hmm, that might explains the odd behaviour when I tried to remove the instances of the spin flag from the ded file. :p

Xerxes
December 15th, 2004, 09:48 AM
There is no registered user called Xerxes.
Glad to see you got registered RightField.


I can't do it, the order to register write that an user already uses my pseudo and I must therefore use another of it *smirk*

DaniJ
December 15th, 2004, 10:51 AM
Sorry Xerxes I can't explain the problem your having. I've just tried to register as Xerxes and it worked (I removed the profile again so you can retry).

Lord Kaizen
December 15th, 2004, 11:38 AM
For instance if the evil eye always faced the player so would the candle, which would tilt around to match the view.

Yeah, I figured that, I remember that Abb's vesion (I think it was Abb's version) did the same thing. But I actually wouldn't mind that though.

Da_maniaC
December 15th, 2004, 11:55 AM
Comments so far: Really nice work dani. :)

Only a few things id like to comment on:
- The Spiritual Armor , could be a little more brownish metal instead or normal (or chrome whatever you want to call it).
- The evil eye: I kinda dislike the current one actually, just something personal i guess, but imo the old one looked cooler, maybe an improved version of that and slower spinning movement would be better. (At least thats just my opinion).

Other then that, really nice work, i love it. :D

Lenias
December 15th, 2004, 12:25 PM
Am I the only one who likes the spiritual armour as is? I think it's great.

Kresjah
December 15th, 2004, 12:30 PM
I don't dislike it, I just feel that it deviates too much (not the model, but the colors) from the sprite, especially since it doesn't have random skinning, and that is the only skin available.

EDIT: Just wondering, can we expect to see anything new during the night?

DaniJ
December 15th, 2004, 02:40 PM
Most definetly :)

Kresjah
December 15th, 2004, 02:43 PM
Nice! :) I've been fiddling with all sorts of things (some cleaning around the house, otherwise mostly Doomsday fiddling) just to make time pass as to get hold of more 1.1A stuff :p

Caden
December 15th, 2004, 02:44 PM
I personally like the eye. Only problem is the candle spining too, but thats not Dani's fault. The rocket box can clip through walls, which looks funny, but i dont think its because its too big. Maybe the spirital armor should be kinda of transparent as if it werent completely in the world.

Kresjah
December 15th, 2004, 02:54 PM
Caden: You're right. Rocket Box clipping doesn't occur because it's too big, but rather the fact that the game was designed for sprites (meaning no depth). It's like a piece of carton with the details drawn into them, that spins to face you no matter where you turn. A piece of carton would only be e.g. 1 cm thick, but seen from the right direction, it looks like it has full depth, whereas a real rocket box actually has a proper depth. It's not an illusion of being a full meter long, it actually is a meter long, meaning that it requires more space than the carton illusion.

Felix
December 15th, 2004, 02:55 PM
Item "washed out" colour is due to ATI hardware not doing shiny skin multitexturing in doomsday but when I turn it off you can see the transparant polys near the base of the small electric lamp

Just gotta hand it to ya Dani, all the Items look absolutly brilliant, the subtle lighting on the computermap & cells and the regular "wear and tear" look does wonders

Caden
December 15th, 2004, 02:56 PM
Yea thats what i thought, if only we could rotate the objects, but that would require a lot of work, and we would have to release the wad which is a big copyright no no.

Kresjah
December 15th, 2004, 03:01 PM
Caden: Either that, or:

a) If someone can do an patch which modifies the WADs instead of distributing the WADs. I think this can be done with RTPatch, as long as you have the money to buy it. :p

b) Hope that skyjake implements the possibility to modify THINGs through a DED, where the you start a clause for the level, and then modify per THING ID within that level.

c) I've heard talks of skyjake planning or working on an algorithm for automatic 'smart' rotation which in many cases might solve these problems (but I don't know if we'll ever see it in the 1.x series)

Lord Kaizen
December 15th, 2004, 03:02 PM
Item "washed out" colour is due to ATI hardware not doing shiny skin multitexturing in doomsday but when I turn it off you can see the transparant polys near the base of the small electric lamp

I have a Geforce FX card, and it's not just the shine map - it's the skin that's too bright as well.

Edit:
:b) Hope that skyjake implements the possibility to modify THINGs through a DED, where the you start a clause for the level, and then modify per THING ID within that level.

That probably would be the easiest to implement. If was possible I'd make these ded's myself. I wish it also worked this way with sectors, that way I could create a ded that would give all the old maps colored sector lighting.

Chilvence
December 15th, 2004, 03:07 PM
What I want to do with this is have it always face the player with a pupil that darts around scanning the room. The problem is that you can't have submodels doing different things, you can have one model that faces the player and one the spins or one that faces the player and one that does not. For instance if the evil eye always faced the player so would the candle, which would tilt around to match the view. Again this is a shortcoming in Doomsday so unless Skyjake makes the necessary changes I'm gonna have to find another way to represent the eye. I also don't think the eye should spin. Leave it with me I'll try some new ideas.
.

I suspected this, but If you ask me, it wouldnt matter if you dropped the candle out of the picture completely.

Or you could hack it *grin* and create the candle as a particle model that only gets dropped once.

Kresjah
December 15th, 2004, 03:08 PM
I've actually asked if that was possible a long time ago, and had plans to do it if it was. Maybe this should be requested at the Doomsday RFE on Sourceforge.

Lord Kaizen
December 15th, 2004, 03:11 PM
I should do that. Plus, I mentioned before that I wish there was a way to assign ambient sounds to textures.

Caden
December 15th, 2004, 03:27 PM
I already sent some sounds to Dani, whether he uses them or not is his choice

Edit: nevermind i thought you said models

Lord Kaizen
December 15th, 2004, 03:41 PM
I'm looking forward to the ambient model sounds. I think it would be cool if the impailed guy sounded like the insane marines in Quake II. :) "It hurts!", "Make it stop, make it stop!", "the horror", "It huuuuurrrrttttsss", "Aaaahhhhrrrrraaaahhhhggggraaaaahragggaaa". :D

DaniJ
December 15th, 2004, 04:48 PM
Cheers Caden I got the sounds. I liked the fire ones but I didn't think the other two were appropriate.

BTW It is now possible to rate modules at the jDRP 1.1 Alpha (http://daniel.ddsdesign.co.uk/jDRPAlpha/) site.

EDIT: Various other site improvements, including a more robust download area and it now uses style sheets :).

mrinsane
December 15th, 2004, 04:50 PM
[QUOTE=Dani J666] I didn't think the other two were appropriate.QUOTE]

lol

Lord Kaizen
December 15th, 2004, 06:46 PM
Dani, will you be waiting till beta phase to release the improved monster skins?

Kresjah
December 15th, 2004, 07:02 PM
Will there be any new models before bedtime, or will there only be CMS updates? Just wondering, so that I can decide what to with the next half an hour. :p

Lord Kaizen
December 15th, 2004, 07:14 PM
And I can't be staying up so late this time, I have to work tomorow. :D

Edit: I imagine that Dani is currently trying to get the comment system up and running.

DaniJ
December 15th, 2004, 07:22 PM
No I've stopped work on the comments to get some more modules packed up and uploaded.

...Er when is bedtime?

It's 03:25 here in the UK and I should have some new stuff uploaded in around an hour.

New monster skins will probably be left till latter yes, unless I've also modified the DED for the monster for better animation then it'll be released in ALPHA.

Kresjah
December 15th, 2004, 07:29 PM
Bedtime is somewhere between 05:00, and the clock here is 04:28... so it's soon. :p

Anyways, I'll be early up. Have to get my little sister to school today since my mother has got an early shift at work today. Can't wait to test the new modules. :D

Just have to finish (as far as I can get at the current point) these PSX Doom finale DEDs, then it's time to meet Mr. Toothbrush

Gamedude
December 15th, 2004, 07:34 PM
Just tested the latest models, everything looks great but there's no shiny skin on the spiritual armor, if there's supposed to be that is... Anyways, all other shiny skins work except this one. Great job so far, Dani!

Lord Kaizen
December 15th, 2004, 07:41 PM
I'll probably be up for four more hours.

Geez! You two guys stay up far later than I normally do!

Kresjah
December 15th, 2004, 07:44 PM
Hehe... I've made a rule to myself: "Don't stay up later than 05.00" :p

Lord Kaizen
December 15th, 2004, 07:48 PM
LOL same here, but rarely do I stay up past 4:00. :)

Caden
December 15th, 2004, 07:49 PM
Do you mean the electricity sounds? Yea i didn't like them either but it was the best i could find. Oh well ill have to search again.

Kresjah
December 15th, 2004, 07:51 PM
Seems like I'll be breaking my rule today (of reasons I'm not mentioning here). Something came up, so it looks like it won't be much sleep for me today... :\

Lord Kaizen
December 15th, 2004, 07:52 PM
We should have sounds for the lamps and the tech pillars. Should the evil eye have a sound effect?

Caden
December 15th, 2004, 08:02 PM
Im finding some more sounds. If Dani wants i can email what iv found.

Lord Kaizen
December 15th, 2004, 08:18 PM
I already found a couple sounds in this site that might be apropriate:

http://www.grsites.com/sounds/

Caden
December 15th, 2004, 08:29 PM
I forgot where i got the ones i found, i just saved some of them to my harddrive

Lord Kaizen
December 15th, 2004, 08:42 PM
Here's a bunch of nice electrical sounds:
http://www.partnersinrhyme.com/soundfx/electricsoundfx.shtml

Caden
December 15th, 2004, 08:43 PM
Alpha Site:

Parse error: parse error, unexpected T_VARIABLE, expecting ',' or ';' in /home/d/a/dani/public_html/jDRPAlpha/main.php on line 53

Edit: Strange, it works if i keep tring to refresh, but also doesn't at random times.

Kresjah
December 15th, 2004, 08:47 PM
That's probably because Dani is working on the code for the site as we speak, and updates it every now and then.

Lord Kaizen
December 15th, 2004, 09:08 PM
Or perhaps it means.... *munch*

DaniJ
December 15th, 2004, 09:32 PM
You won't be getting any more errors for a while guys, sorry about that. I've now got a dyamic edting enviroment where it will only parse in-development code if your me. So now I can work on any part of the site, live without distrubing anyone. What would be cool - installing/coding a basic chat aplet so I can blog at the same time :)

The changes being made are in preparation for a news annoucement. ;)

Kresjah
December 15th, 2004, 09:46 PM
Still not error-free :p Chat applet? Personally, I prefer to stay away from ANYTHING that uses special methods that might be turned of or unsupported... cookies, Flash, JavaScripts and so on...

Lightning_Hunter
December 15th, 2004, 10:31 PM
You know, the Evil Eye is actually my favorite decor in the pack right now. I also think it should be fixed to not spin anymore, but the model and skin are great.

Caden
December 15th, 2004, 10:33 PM
Didn't Dani say he was releasing new stuff two horus ago? Oh well...

Lord Kaizen
December 15th, 2004, 11:04 PM
You know, the Evil Eye is actually my favorite decor in the pack right now. I also think it should be fixed to not spin anymore, but the model and skin are great.

Yeah, but I still think the edge of the eye should be semi transparent or have some kind of halo around it.

Kresjah
December 15th, 2004, 11:23 PM
Hmm... I'd go with more work on the circle/triangle skins and animation. After having gotten some afterthoughts, I think the skin is a bit to... "harsh". I mean, it looks like i consists of several electrical (yet green), lightning-like lights, rather than something spooky...

Lord Kaizen
December 15th, 2004, 11:26 PM
I think the symbol should distort more.

Lightning_Hunter
December 16th, 2004, 12:50 AM
I think you are all being a little too picky on the decors... You aren't going to be seeing thousands of the evil eyes everywhere lol. The monsters should be given this kind of feedback, but I'm not too sure Dani should be spending this much time on something such as the evil eye.

edorien
December 16th, 2004, 03:36 AM
3 things
baronfireball directory incorrect (model path in ded differs from the actual directory)

spinal column, no model defined in ded

leak on big lamp, (same position as with med lamp)

other than that, good work

DaniJ
December 16th, 2004, 04:08 AM
Both problems should now be fixed. I uploaded the wrong object, I intended to upload Brain Stem instead of the Spinal Column.

The leak I know about.

EDIT: Opps, I forgot to upload the Lightmaps.PK3 with the last update (its there now) as the new modules require it. Don't forget to grab a copy.

edorien
December 16th, 2004, 05:46 AM
lightmap for med lamp, needs rotating through 90 degrees

Kresjah
December 16th, 2004, 06:01 AM
I think you are all being a little too picky on the decors... You aren't going to be seeing thousands of the evil eyes everywhere lol. The monsters should be given this kind of feedback, but I'm not too sure Dani should be spending this much time on something such as the evil eye.

First of all, even environmental props that there are few of can make or break a setting. Just as an example, if you pass an area, which is supposed to have a corpse on a stick, and the modeler did his job well, you would think "wow, that's one upsetting sight, shit... that kinda scares me", but if the corpse on a stick looks more like a three-toed monkey (no, your models don't look anything like that Dani, just proving my point), then your more likely to laugh of something that was supposed to be scary rather than in any sence get scared or fell it helps enhance the setting... even though it might just appear once in the whole WAD.

And I'm not going to be seeing thousands of evil eyes everywhere? Who says I'm not playing a WAD containing these everywhere? :P

And only monsters should be given this kind of feedback? I feel that ALL models should get this kind of feedback. I mean, if Dani has taken the time to make/improve all these models, even though it's just the slightest little decor, he deserves an honest opinion and constructive critisism on every model he makes. As an artist (musical well worth noticing), I know how to appreciate constructive critisism, no matter what the critisism is about, no matter if it's the violin sounding dreadful, or just that subtle, little click at 1:54 through the song that needs to be worked on.

Every single model is worthy of a detailed review, no matter the 'importance' of the model. Someone took the time making it, so the least thing we can do is take the time it takes to give an honest view on it. And as mentioned earlier, even the smallest details can make or break the mood.

And again I sit here and ask myself: "Only the monsters should be given feedback like that?" You are well aware of the fact that most monsters in 1.1 will just have a revamped skin and still use the models from 1.01? And you do know that there hasn't been released any monsters yet, right?

Just my 5 cents about subject.

Anyways, in an attempt to head back on topic, I'll edit in (or post a new post, depending if someone posts anything before I get to check them out) my reviews on the new models. Took a quick look before I headed out earlier, and I must say that I was impressed... and that tech pillar... DAMN! That was nice :)

--====--

EDIT - Review of models:

I know I am very picky, and many of the things are things I am picky about just for the sake of giving you a proper and complete review. I'd probably never stop to examine the teleporter effect if it wasn't for the fact that I am to give you a proper review. :p Anyway, here goes:

Baron/Hell Knight Fireball - Ok, I know I'm being picky right now, and actually, the thing I'll point out doesn't bother me at all. I just decided to mention it anyways, for the sake of having given a completely honest and full feedback. The model seems a bit too round, at least in the front. If I recall the sprite correctly, the projectile was more blocky, uneven or at all blobby, as in someone hurling a loogey at you. :p But I like it anyway.
BFG Shot - The inner core (the white one) seems a little small. Might be just me, but I feel it should be a little bigger. Other than that, I love this effect!
Big Lamp - The same tear at the bottom of the lamp as with the medium lamp (but edorien has already pointed this out). I also seem to remember that the blue light itself seemed to pulsate slowly in the sprites, but the light is static in the jDRP model. Don't know if this just applies to the big lamp or all the lamps, but I know that the light of at least the big lamp did pulsate.
Brain Stem - There was something strange with the blood on the floorr beneath this one, but it might just have been the level. Before I give out more details about it, could you tell me about another level where I can find this one easily, so that I can have see if the strange blood was just because of the level I played or if it is something with the module?
Imp Fireball - Perfectly crafted there. Looks right on!
Plasma Shot - Wonderful! Nothing more needs to be said.
Respawn FX - Haven't had the possibility to check this one out yet.
Rocket Projectile - Looks fair enough ingame, but it's hard to get a proper look while racing the missile. :p Could you post up a shot of it from 3DSMAX or something?
Tech Pillar - Damn, I'm positively impressed. I knew it was going to be good, but you've redefined the whole experience of the entry point in E1M1 with this one. :p
Teleport FX - Nive going. Only thing I can be picky about here is the way the particles hang in the air for a time, then suddenly fades away quickly. It would be nice if the fading started earlier (yet have the same length) and therefore progressing a bit smoother.

Lenias
December 16th, 2004, 06:32 AM
I really like the new tech pillar, too. Don't have a clue what a brainstem is, though.

One suggestion I might make, Dani, would be to list each new model as it goes up in the news section. For this newest batch you mentioned that there were 10 new models, but I had to sift through carefully to figure out which I already had and which I was lacking. Not THAT difficult yet, since I scoured the list about 20 times yesterday and have the original batch of released models pretty well memorized. But as more and more come online, it could get tricky to remember which I've already downloaded... *spin*

Kresjah
December 16th, 2004, 06:37 AM
Lenias: You could just have looked at the dates of the modules, that's what I did. Everything released on 16. dec... grab it... everything before that... I've already got it :p

Lenias
December 16th, 2004, 06:39 AM
Oh yeah... I'm not so smart this morning.

Kresjah
December 16th, 2004, 06:45 AM
Leinas: It happens to the best of us :)

DaniJ
December 16th, 2004, 07:16 AM
Thanks for all the feedback, Kresjah!

Can you post a pic of the Brain stem just to be sure?

I plan on implementing a "whats new since my last visit" feature as well as being able to sort the downloads by name, date, version on top of the completed "limit results by category" feature.

Updated the site again with more new toys.

I'm planning a little css/java thingy for me to put in my sig here at NewDoom so you all know when the site was last updated. I might add an "email me with news" but I doubt anyone would want it considering the number of mails they'd probably get :)

Kresjah
December 16th, 2004, 07:24 AM
Dani: A pleasure testing the models. By the way, just ignore the comments about the teleporter FX... it was probably just a little chop in the framerate when I tested it, or my brain was on a temporary hold.

Give me a few seconds to grab something to drink, and I'll head back in and take a picture, and try to check out the respawn effect by bashing a monster and keep guard at it's corpse (did you use the same effect there as a teleporter FX?).

DaniJ
December 16th, 2004, 07:32 AM
The Respawn FX is the one used in DM when respawning items.

The resurection effects are part of each monster module.

Lenias
December 16th, 2004, 07:41 AM
I was really impressed by the imp fireballs and their impact. At first I detected no difference - then realized I had some old def for fancy imp fireballs checked. Quite nice.

If I was to make a change, might be to lengthen the fiery trail behind the fireball a little. I realize the original doom sprites had no trail (obviously), and this one does trail some sort of smoke... but perhaps a slightly more conical back, as the fire meets air resistance? What's everybody else think? Could be I just got used to that other fireball def.

Also took me a moment to realize I still had "Right held weapons" checked, so was gettign double images when switching to the new DBSG and CG HUD models. Very nice work on those by the way. I particularly like the loading of the DBSG and the fidgety motion of the CG. Really liked the CG's fire mode as well. I note that you still want to work on the CG skin, and I guess I would have to side there. Looks somewhat bland at the moment.

Kresjah
December 16th, 2004, 07:41 AM
I'm getting low on hosting space, so I'll try to mail the two shots over to you. Check your mail in about 5 minutes or so, and you will have them (unless my host gets sending problems again)...

I saw you uploaded more models. I'll check them out when I have sent you the screenies.

Aha, that explains the difference between respawn FX and teleport FX. I noticed one thing when "guarding" the corpses. When a corpse respawns, the game spawns two teleport effects instead of a single. Rather than a single in the center of the object, it spawns one at about the center (but not completely), and one a bit behind the model, which also seems to be a bit lower than the other. Is my memory serving me correctly when I say that I don't recall having seen more than one (sprite) teleport FX on a monster respawning, and not two?

EDIT: Just realized that I don't have your e-mail... could you send me a PM with it or something like that?

EDIT 2 - Review on the newest models:

Impact FX - Looking great. The rocket explosion is in this module, right? There was something about the colors in that one that seemed a bit off, but I'm having trouble pinpointing it exactly. I'll give you more information when I've examined it more.
Skull keys - At first, when I saw them in the distance, I thought: "What's that white thing in the forehead", but when I came closer my thoughts changed to: "You've definately made the right decision by including them!"
Megasphere - I had to stop immediately when I saw it. At first, I found myself a bit 'put out of order'... it's just that I wasn't used to it becoming as transparent as your new version did, although I won't hesitate at all to say that it was a change for the better. I also thought that the model/skin in 1.01 seemed very good and thought that it would be hard to get it any better than that. Dani, I'm officially saying that I was horribly wrong. This model and skin is ground-breaking! :D
HUD Double Barrelled Shotgun - As written in your notes, there was no hand model. The way he raises the shotgun seem a bit unnatural (don't know if this is because he is missing the hand model or what). It looks a bit like it is 'scaling' itself into position rather than being raised. I also noticed that it didn't have a proper lowering animation (either that, or the lowering animations didn't work like it should). I'll have a closer look at this model.
HUD Chaingun - Looking good. The only thing I've noticed on this one is that the wind-down process sometimes seem to end with the model being 'uneven' with the idle animation, and therefore 'jumps' into place. Other than that, it was good!

---

I just got your PM. I'll send over the pictures immediately.

Harry
December 16th, 2004, 08:02 AM
Wow I love the plasma effects:D the HUD chaingun has a bit of inevitable vertex swimming but you can't change that unless skyjake puts md3 support in any time soon.
btw, where are the hands on the HUD DB shotgun? :p

DaniJ
December 16th, 2004, 08:04 AM
They are being worked on so I released an earlier version of it sans hands for the time being.

The rocket exposion is in the Rocket projectile module.

EDIT: Cheers for the pics Kresjah, yes I know about that but thanks for reporting it. It just needs me to tweak the contrast on the alpha channel.

Kresjah
December 16th, 2004, 08:27 AM
Dani: Sounds good. But fixing the alpha channels wouldn't fix the problem with the blood being forced to end at the 'borders' underneath the brain stem, would it? Or did I miss the logics behind that?

By the way, a few updates to the review:
Rocket Projectile - I think it was just the light settings in that sector that blinded me when I wrote about the color of the explosion.
HUD Double-Barrelled Shotgun - After looking a bit more, the bobbing needs tweaking too. I think it should 'bob' more (the whole weapon from side to side), and 'pitch/yaw' (whichever is the correct word for pointing the tip in different directions) a little less.
HUD Chaingun - I strongly encourage you to take a look move and fire, then stop firing and watching the the wind-down sequence when moving (which triggers the 'chobby bobbing' syndrom that the 1.01 HUD Chainsaw suffered from).

Lenias
December 16th, 2004, 08:48 AM
Have to agree with Kresjah about the DBSG and CG. Checked em out as per his instructions. DBSG DEFINITELY lacks a lowering animation. And CG does sometimes finish firing out of alignment and then jump.

One quick compliment for everyone who's worked on this stuff. I didn't check out the forums for about a year, and when I came back it was, coincidentally, the day before JDRP 1.1 Alpha was to be released. So I started frequenting daily to see what was new...

I'm going home for the holidays tomorrow or the next day - an event I look forward to all year... and the one thing I regret - I won't be able to keep testing out all this amazing new stuff!

Bottom line: you're more fun than Christmas! *drunk*

Kresjah
December 16th, 2004, 08:56 AM
Leinas: Hehehe, that's one hell of a way to get it told. A true and worthy compliment. When we were children, we anxiously awaited the arrival of Santa Claus and couldn't wait to open the gifts. Then you grow up, and you kinda lose a little of that childish fun that Christmas used to have. Now, we anxiously await the arrival of Dani and can't to download the new jDRP modules. Thanks for bringing the childish fun of Christmas back Dani (and all others who has contributed to the pack)! :p

It's a shame that you can't be here for the rest of the updates, but think of it... by the time you're back, you can settle down in the chair, say to yourself: "Well, Christmas is over, Santa still thinks I'm a nice kid, and now that he's back on the North Pole, I can go and play Doom again... with jDRP!" :p

DaniJ
December 16th, 2004, 09:08 AM
Choppy Weapon Bobing/Bob settings/winddown->idle miss timed animation change:
With all the above nothing can be done about them, they are limitations due to Doomsday I'm affraid. Skyjake is well aware of the problems so we'll have to wait and see what happens.

Yes the lower/raise/idle animations arn't included for the DBShotgun since they require the hands model as a reference target (did I not mention this in the notes?).

Kresjah
December 16th, 2004, 09:13 AM
Must have missed that while reading notes. I did read that the hands weren't included, but I didn't notice the part about the raise/lower animations before now.

By the way, you say the the choppy bobbing can't be fixed. Does that mean that we'll still see it in the chainsaw? What are the 'rules' on when it occurs and not? I'm just guessing now, but am I right in believing that the choppy bobbing actually is lack of interpolation between animation frames?

DaniJ
December 16th, 2004, 09:22 AM
Nope, the problem is due to the way original Doom updated the coordinates of the weapon sprites, Doomsdays weapon bobbing was built on that which is why we now have the problem. It is upto the game to inform the engine that the HUD weapon has moved BUT it doesn't even do THAT correctly and in fact updates at different intervals for each weapon. As you might have summised by now the entire thing needs to be ripped out in order to fix the problems properly. A short term hack might be possible using interpolation but the updates arn't really frequent enough. Interpolation should always be used but only for very fine grained stuff.

It just so happens that the Chainsaw reports it's movements far less frequently than the others which is why it stands out.

Skyjake has already told me he plans to totally rewrite the way bobbing is handled (stuff like view swing speed, and directional latency could become possible (like Doom III)) but that was before the switch to Hawthorn development. So I guess we won't be seeing any changes to bobbing in 1.8.X

Da_maniaC
December 16th, 2004, 09:24 AM
Comments so far:

Whoa, i really like some of the new stuff.... the BFGBall and the Tech Pillar, as well as the hurt animations are really terrific :D

I just think its too bad the DB Shotgun reload lost the animated hands , that used to put new shells in though...

Kresjah
December 16th, 2004, 09:41 AM
Too bad that we probably won't see those changes before Hawthorn. As far as I've understood, there's probably still a long way before Hawthorn is released, meaning that the jDRP will suffer for a long time from this rather messed up way of handling bobbing. But how does the game decide which weapon is getting which animation? Does it do it by reading an ID number for the weapon? Or by some information stored per weapon in the weapons definition clauses? Or does it do it depending on the sprite assigned to the weapon? Just had a thought which probably won't work, but would it be possible to e.g. make a new weapon 'inherit' the update rates of say, the chaingun, and then use the new weapon as the chainsaw?

=====
jDRP 1.1 Alpha - Kickstart Profiles v1.1 now available
Updated to make use of the newest modules. Instructions of use included in the Readme. Please note that these profiles was made by me, not Dani, and therefore you should refrain from bugging Dani with anything relating to these profiles. These were made by me to make it easier to debug stuff and remove/add modules on the fly without the hassle of moving files around everytime I wanted to deactivate one.

Readme (http://home.no.net/fragagib/doomsday/jdrp11akicks/readme.txt)

jDRP 1.1 Alpha - Kickstart Profiles download (http://home.no.net/fragagib/doomsday/jdrp11akicks/jdrp11akicks.zip)

Lenias
December 16th, 2004, 10:42 AM
What the heck is Hawthorn?

Kresjah
December 16th, 2004, 10:47 AM
Lenias: Hawthorn is the alias of Doomsday Engine v2

Chilvence
December 16th, 2004, 10:53 AM
I dont want to be a spoilsport, but I want to strongly suggest leaving the extra weapon animations optional until Skyjake implements a proper framework for them. At the moment, they interfere too much with normal gameplay for my personal liking, and I'm sure many others would agree. They do add alot of character to the weapons though, so the issues with them should definately be resolved as quickly as possible.

I love the new fireballs by the way, especially the lightning crackles, I'll have to pick that one apart to see how you did it ;) . Can I suggest adding those crackles to the teleporter FX as well, to make them a bit less blobby?

edit: by the way, I know Randy improved the bobbing code in Zdoom to be more general instead of per weapon frame, without making too much of a fuss about it. That particular problem might be dead simple to fix, without messing with any other aspect of the definitions.

Kresjah
December 16th, 2004, 10:55 AM
I have to agree with both of the suggestions Chilvence offers: The extra animations should be optional, and give the tellypoitahrs some lightning crakles too.

Weenuk
December 16th, 2004, 10:57 AM
Okay, time for Weenuk's opinion, mlaaaa.

A few general comments. The skins seem a little too bright but that's probably how they are supposed to be. I hope the finals get darkened a bit. And a lot of things just seem to clean to me. Give them dents and rust and rotten wood and stuff. They have been through hell after all lol. If i think of something else I will post it.

BFG shot - I think it's quite original actually, like where it's going.

Big Lamp - It seems alright to me. (did I make that model or did you, I forget lol)

Brain Stem - where would I find this in a level?

Candle - Looks like a candle, what more do we want from it lol.

Cell - Looks good, though to me it's missing something. Not sure what though, i'll think of something...

Clip - Looks like a clip for an assault rifle and not a pistol, but that is how it is supposed to look isn't it. It's a tough call to make "should it look like a pistol clip or not"? Looks good though.

Computer Map - I like the detail in the front that you added, but I never pictured the thing to be a big giant monitor like, uhhhh, thing that looks like it weighs 30 pounds. Maybe turn it into a tablet (computer tablet), something thinner then that. No space marine would lug that thing around (though they can sure carry a lot lol).

Evil Eye - Like where it is going. Yeah, we know the model needs fixing so I won't go into that (it really isn't that noticeable to see the "hole" or whatever you want to call it). I like the spinning emblems around it, but is it possible to somehow give it more detail and add depth to them?

Health Potion - I would make the botom thinner and less fat but that is preference more then anything. I'd make the liquid look more like it itself is bubbling inside and not letting off so many bubbles (some of them seem to be coming out of the liquid through the glass but i don't know if that can really be prevented. Less bubbles less noticeable).

Hud Chaingun - This one is pretty nice, though I have a different opinion on how the rings around it should look (mine of course is more polygon costly lol). Animation might need a little tweaking, but looking good so far (only thing I hate is the deformation "vertex swimming" but that is the md2's fault not yours)

Hud 2x Shotty - Very good so far. Seems kind of silly without the hand but the model is quite nice, though the way it bobs around is kind of weird. If you shoulder that weapon it would not bob around like that, believe me. Find a point to pivot it more towards the back of it. Skin definately needs something to it, and I sure how that the front grip is going to be wooden and not synthetic (synthetic black would make more sense in the future but it wouldn't be the original). Nice shotshells too.

Imp FB - Very good approximation of the original. But if you've ever read the books (this is just for an idea) the imps fireballs are like a flaming mucus, so when they throw them you could imagine like flaming liquid dropping from the fireball as it is flying through the air and splashing on the ground. Then when it would hit, you could imagine some burning liquid splashing around and quickly burning away (like melting burning plastic dripping). But, close to the original is what it is and I like it.

Impact FX -

Med Kit - I like where it is going, but like the stimpack it's too plain around the sides and the back. Try adding some labels, more scratches, even some indentation. I'll try to find some pics or make some examples (not until after the 22nd exams aren't over yet).

Med Lamp - I like it for the most part, the texture you did was pretty good. Light part needs work (glass should be more see-throughish imo). I don't like how you are using those flat fake circles around the bottom. I know it would cost you more polygons but it would look some much better modeled then faked like that.

Mega Sphere - Great, keep up the good work with these.

Plasma Shot - Nice stuff you got. The electrical spikes are a good touch i think.

Rad Suit - I'll wait until it is more complete to comment.

Rocket Box - Looks good. Nice model.

Rocket proj - They seem too fat to me. Put them on a diet (length is good) and there has to be something you can do about the flame in the back. Check out the quake 2 evolved site and see what they did (can doomsday do it or not?).

Shellbox - Looks nice, but maybe fix the packaging a little (look at real boxes a bit I guess). Seems kind of big too, maybe shrink it down just a wee bit (I've assumed them to be 10 gauge shells, maybe put that on it. 12 gauge shells would be too tiny).

Shells - Looks good (though picky me can see some deformations from the md2.)

Skull Keys - Not too bad, but they seem too big that's all. Shrink em a bit maybe. I kind of pictured like carved skulls not real skulls but that is personal opinion.

Small Lamp - I hate those fake rings around the bottom. Real polygons make it look better (performance, I know). Seems kind of tall (actually, all the lamps are too tall. Maybe shrink them all down a little. I think our marine only stands like 4 1/2 feet tall in this game lol).

Spir. Armor - Looks good and then it looks strange. Probably just me keep up the good work.

StimPack - Seems kind of plain/boring to me. Needs some details on the side and on the back, maybe labels you would find on medical packaging.

Techpillar - Beautiful. I don't want to sound too into myself because it originally was my model but it is great. I especially am liking the skin you are doing, though maybe you shouldn't have it glowing like the way it is. Seems... wrong somehow.

I agree with chilvence on the weapon stuff. Save it until it can be done properly.

Chilvence
December 16th, 2004, 11:06 AM
Computer Map - I like the detail in the front that you added, but I never pictured the thing to be a big giant monitor like, uhhhh, thing that looks like it weighs 30 pounds. Maybe turn it into a tablet (computer tablet), something thinner then that. No space marine would lug that thing around (though they can sure carry a lot lol).

Actually I kinda dig the big bulky look. I wouldn't take it seriously in a more modern realistic game, but it works quite well for Doom I reckon. After all, you can already carry 100 pounds worth of BFG, whats a little extra :)

My only issue with it is that it seems to face the wall alot of the time. Could it be given the same treatment as the torches in Hexen (which are adjusted to face away from the wall)?

DaniJ
December 16th, 2004, 11:09 AM
In what way do you think the extra animations interfere too much with normal gameplay? If you mean the glitchy-ness of the animation changes then I know I can smooth them out some what.

Cheers for all the feedback.

A couple of points:

Faked rings around lamps - Perhaps I'm being too cautious with the poly limts on these particular models but I don't think so. Modeling each ring adds a substantial number of polys to each model (x3 since most have three rings). IMO they arn't noticeable in game unless you turn cheat using the camera mode, most certainly not during active gameplay.

Computermap - Sorry but I'm gonna be stubborn about this one, IMO there is no way that the sprite is a PDA/Tablet thing. They might have intended it to be but it sure as hell doesn't look like it, which brings me to:

Just so that everyone is clear about the direction I intended to take with the jDRP. Everything is made with the sprites in mind where ever possible. I'm designing them to look and feel like the sprites, if it means they look unrealistic then I'll come up with a compromise in the original sprites favour. It is far more important to retain the feel of Doom than making each object, as realistic as possible, in every way, thus turning DOOM into just another FPS.

salaciouscrumb07
December 16th, 2004, 11:14 AM
for some reason now, my doomsday crashes after about 5-10 seconds a level is loaded. It was working perfectly find last night and it's NOT any of the modules because i took them all out and it still crashes. Maybe something i installed is conflicting with doomsday? It just says "doomsday.exe has a problem and needs to be shut down" or something around that. So it's not the modules :) But alas i can't look at them again and i don't get to look at the new chaingun or shotgun because of this :( Anybody know any programs that conflict with doomsday or is it just because it's installed in c:\doomsday?

Thanks for help and wonderful modules dani!!! I'll rate the other when i can see them!

Chilvence
December 16th, 2004, 11:15 AM
Theres a kind of latency between raising the shotgun and being able to fire, and also with the chaingun spin down (which makes it difficult to double-tap it for more accuracy)

Although when I think about it, the shotgun could be something visual (the model animation finishing before the sprite is fully raised)

Kresjah
December 16th, 2004, 11:18 AM
salacious: Have you tried a fresh install?

salaciouscrumb07
December 16th, 2004, 11:35 AM
that IS a fresh install. I installed it only when the first modules came out and i just re-installed it after it started messing up. Didn't work.

DaniJ
December 16th, 2004, 11:39 AM
Although when I think about it, the shotgun could be something visual (the model animation finishing before the sprite is fully raised)
Yeah that is the reason. Once raise/lower animations are done it won't be noticeable it just "feels" that way atm.

Chaingun spin down I know about, I've already fixed it so it will be in the next version.

Kresjah
December 16th, 2004, 11:45 AM
salacious: Odd... did you reinstall over the old 'fresh' install, or did you do a complete fresh install after det old 'fresh' install messed up?

Wicked Anime Kid
December 16th, 2004, 11:45 AM
Not downloading the Alpha, i'm gonna sit back and wait for the full bugless version with everything in it. It'll spoil the fun if I download now.
Anyway Dani, contact me as soon as you finish the website cause it's beginning to look very very interesting:)

salaciouscrumb07
December 16th, 2004, 11:48 AM
Yeah i deleted the old install and then installed a new one. I didn't delete the registry though. Maybe delete this install and delete the registry along with it then install? Don't know, it was working perfectly find before i turned off the computer last night and now this morning i turn it on and put the new modules in and bam, errors.

Kresjah
December 16th, 2004, 11:52 AM
I don't think there are many registry entries left behind by Doomsday that can do that major effect your experienceing with the Doomsday installation.

salaciouscrumb07
December 16th, 2004, 11:56 AM
I just looked at my version of doomsday and it's 1.8.2 and i'm downloading 1.8.3 right now but i don't know why that would fix it if it was working perfectly find last night. I was editing some game files for Battle for Middle Earth last night and was installing some programs so maybe one of those had a conflict i'm not sure.

Hopefully i'll be able to look at the new modules!!

Nope i just deleted all the registry also and installed the new version and nothing, just the same error.

salaciouscrumb07
December 16th, 2004, 12:13 PM
it works now. I canceled like 12 processees running and i guess one or however many was conflicting with doomsday. It works and i know what to do now :)

Kresjah
December 16th, 2004, 12:19 PM
salacious: Nice! The irony: one cancels some processes on a computer in order to go to hell and shoot monsters and feel happy :p

Weenuk
December 16th, 2004, 12:29 PM
I could care less about it being big or being smaller (the computer map) it's just an opinion, you've been taking a good direction with the majority of stuff (in my opinion) thus far. Don't worry, I'm fully with keeping it original. (though the ring thing will always bug me, even if it is a bunch of polys. I modeled them I know the numbers and it is costly I know. Performance first).

Lightning_Hunter
December 16th, 2004, 02:35 PM
I have a few quick comments.

-I'm guessing the Super Shotgun isn't finished, because you don't see the hands put any shells back into the barrels before firing again. I'm guessing you just haven't done this part of the animation yet. In addition, it looks a little strange when running with it. The gun almost looks like it's bending instead of swaying.

-The chaingun looks great, but for some reason it changes how the firing works now. Before, if I tapped the fire button really fast instead of holding it down, the chaingun would be more accurate. With the model, there is a pause time and you can't do the tapping method anymore.

-I really like the spark effects! I don't see any problems with any of the new fireballs or particles. I think the rockets look a little bland though. There is something about them that isn't quite right... They don't look the same as the sprites.

-Maybe I'm being a little bit too picky here, but the Rocket explosions look a little too Quake3-ish. I guess they look like the sprite explosion, but I think the sprite explosion was one thing I wasn't a fan of in the original Doom. I liked the explosion in cheb's pack, which seemed to be more visually appealing.

Da_maniaC
December 16th, 2004, 02:37 PM
OH btw Danij

I forgot about one thing.

I think your skull keys are far to big. Looks like you literally took your skull models and put another skin on them... imo they should be half the size, and maybe a little shiny. ;)

Lord Kaizen
December 16th, 2004, 04:44 PM
OMG, 15 new modules! Damn, I won't be able to download and test them untill later tonight. Work and Christmas stuff is going to be cutting into my time. :(

DaniJ
December 16th, 2004, 04:57 PM
They shouldn't be THAT big. If they are then you have a problem, for me they are exactly the same size as the sprite.

The hands are intentionaly not there as I'm working on them atm. The chaingun does change the behaviour slightly atm. I can reduce this a lot but I'm not sure I can remove it completely. If not yes I will make it optional. I have sent a mail to Skyjake about the issues I'm having with implementing this and my ideas to solve it (other than major code rewrites).

WAK - Will do, I've got a lot ideas in the back of my mind for it and there is still lots I want to do to my new sideproject (another one, heh). Not least the comments system. Alcazar is like a cross between phpNuke (though a fair bit more secure and no where near as bloated) and a web application style, IMO I think I've struck a nice balance between the two.

Kresjah
December 16th, 2004, 05:13 PM
By the way, will Alcazar be made publically available, or is it limited to those who pay? :D

Majuub
December 16th, 2004, 05:21 PM
I think your skull keys are far to big. Looks like you literally took your skull models and put another skin on them... imo they should be half the size, and maybe a little shiny. ;)
They look the right size to me and they are shiney. I found With my ATI 9800XT i have to turn shiney skins off in the control panel to make them shiney, thats is for the alpha and for v1.01.

gnear
December 16th, 2004, 05:31 PM
Hey, I tried that turning the Shiny mode off in the CP and the guns (especially the double barrel) actually look good now. I just thought it was just a alpha texture with solid grey tubes for barrels *burn* . I'm using a radeon 9700pro~ I guess it only happens on ATIs cards/drivers??

DaniJ
December 16th, 2004, 05:59 PM
Alcazar might be released as GPL, I don't know atm since I had been planning to write my OWN full CMS one day (not contracted) and I'm unsure whether Alcazar is the direction I want to take. I'll let you know after I've worked a bit more with it.

I wish Doomsday could detect whether your card supports stuff like multitexturing and dissable if necessary. Every model SHOULD have at least a basic or unfinished texture, none should be a flat colour.

SgtMagor
December 16th, 2004, 06:09 PM
was thinking about the latency, on DBshotty and chaingun. think it adds a little more tension to gameplay, when alll of a sudden a bunch of Imps attack you and your trying to change weapons, and your yelling to yourself hurry up, hurry up. think its kind of kewl...

Chilvence
December 16th, 2004, 06:14 PM
I'd wager that since a Radeon 9700 has a 700% certainty factor of supporting multitexturing, that its just something Doomsday isnt taking into account about those cards. No biggie, its happened before and it got sorted out; its just that someone with an ATI card is going to have to work with Skyjake to solve the problem. I've not downloaded the latest batch of stuff yet (just got up after a 4 hour nap), but I'll see what it does on my 9800.

Edit: damn, when that guy said barrels I thought he meant barrels = new stuff. My eyes arent working yet *grin*

was thinking about the latency, on DBshotty and chaingun. think it adds a little more tension to gameplay, when alll of a sudden a bunch of Imps attack you and your trying to change weapons, and your yelling to yourself hurry up, hurry up. think its kind of kewl...

Or annoying... theres no reason why jDoom should be the only doom port that debilitates the player. But its a non issue, since its been resolved.

Kresjah
December 16th, 2004, 06:15 PM
Dani: Ok. Systems like that are always handy to have at bay, especially when you have plans for various projects lying in the back of your head. Granted the time and having had a bit more knowledge of PHP and SQL, I could have made my own CMS, but if yours provide all the functionality I would need, then what's the use of re-inventing the wheel?

Anyways, I'm looking forward to see how Alcazar develops. :)

Heading back on topic, I can mention that I got to have a look at the respawn FX. You were right, it looked a little too Q3A. Personally, I'd like to see it look more like the teleporter FX, but with the differences of being blue, wider, flatter, and with lightning. In other words, more similar to the original sprite... but that's an issue of personal taste.

---

SgtMajor: That might be right, but that's a matter of personal taste. The intention of the Resource Pack isn't changing gameplay, but enhancing the look (and maybe sounds too) and feel of the game. If you want gameplay changes, you should check up on mods, as jDRP is about improving the game without modifying the gameplay... of course, Dani has the final words, but so far, that's what I have figured that the jDRP is supposed to be.

SgtMagor
December 16th, 2004, 06:23 PM
undestood Chilvence and Kresjah, its was just a thought not a suggestion :), its casual...

Besli
December 16th, 2004, 08:31 PM
I saw many Doom 3d Models until now (Generations for Quake 2, Classic Doom for Doom 3, Generations for Doom 3, Generations Arena, old jDRP, alternate jDoom Models,...), but i have to say: Dani yours are the best!!
Classic Doom is a remake of Doom with the Doom 3 Engine, but i think jDoom is much better!!
http://cdoom.d3files.com/index.php
What do you other Guys think?

gnear
December 16th, 2004, 09:24 PM
Its to early to judge the doom3 mod, though if they plan on using a baretta for the pistol... I probably wont play it.

Chilvence
December 16th, 2004, 09:42 PM
The current JDRP pistol is based on a beretta :p

Organicjerk
December 16th, 2004, 09:46 PM
Classic Doom is actually one of the mods I've been closely following...

I agree on the pistol....it's gtg... Here's a quote from the forums on that: "The pistol is in the process of being remade at the moment so expect something more darker and closer to the original when we release it in a future alpha/beta. "

I hope they get that on point..

As far as the maps go, the E1M1 screens look pretty damn good. I hope everythings comes together well.

On another note: I know I haven't been giving any input on the alpha models thus far. Unfortunately work's been killing me lately, and it's gonna be awhile before I get to play them. I'm probably gonna wait till the next batch of models gets released before I let loose.

gnear
December 16th, 2004, 09:58 PM
The current JDRP pistol is based on a beretta :p

Yeah its why I've taken it out of the JDRP when I use it, the 2d one is nicer looking *turvy*

Organicjerk
December 16th, 2004, 10:14 PM
The current JDRP pistol is based on a beretta :p

I didn't know or notice that... hrmm...

Well I guess if they play their cards right, they wouldn't have to change much.

Chilvence
December 16th, 2004, 10:43 PM
If you look closely at the sprite, you can see that it very closely resembles a beretta m92 fs (http://www.planetairsoft.net/review-waberettapv.htm). The only thing differerent is that they fattened it and changed the hammer bit to.. uh.. not be a hammer but some wierd little green box.

By the way, you may think mines no good, but you should see the horendous mess that was before it.

Lord Kaizen
December 16th, 2004, 10:47 PM
Incoming Feedback!

Megasphere: Amaizing work on the skin there, and the way that it fades in and out looks very cool.

Techpillar: Perfectly done!

Big lamp: This lamp looked soo amaizing in the preview pick that I was very excited to finally have it, however I was a little disapointed to see that the rings have the same leak. I'm not seeing this on the small lamp at all.

Brain Stem: Looks apropriately cool and disgusting. I wasn't expecting the amount of detail put into the spine, looks great. The vertabrae looks anatomicly correct almost. Unfortunatly I'm getting the same problem with the pool of blood being clipped off. I had a look at it in Map30, and there it looks clipped off on all four sides.

Plasma shots: Stunning! I love the lightning effects.

Imp fireball: Very nice. It has the same feel as the original.

Skull Keys: I wasn't expecting the pentagrams on the foreheads. They give them a very creepy look. :)

Super Shotty: Looking very nice so far, to bad there are no hands yet.

Chaingun: I don't know...I think it could use some more wear and tear and I think the barrels should be more detailed.
EDIT: When looking att the sprite, the barrels appear to have a slight depression on them. Plus, there also appears to be a rod between each barrel perhaps holding the rings together. http://img147.exs.cx/img147/726/chaingun0up.jpg

BTW, I still think the original candle looks like it's sitting on a pool of melted wax rather than on a plate. Does it look this way to anybody else?

gnear
December 17th, 2004, 01:50 AM
Yeah, I'd like to see the chaingun centered, as well as the plasma rifle... It keeps it closer to the original. After all you haven’t put the shotguns on the right or left hand side why deviate? the added "detail" is not worth it imho.

Chilvence
December 17th, 2004, 02:01 AM
I dont usually like non-centred weapons, but I can make an exception. They do look more intresting, but I wouldnt want it on the shotguns. After playing doom so much looking down the barrels, it just wouldnt be right any other way - Doom never had a crosshair, so aiming with the gun was what you did.

But you dont really need to aim the chaingun or plasma rifle, so it doesnt matter *grin* . They're only a tiny bit to the right, anyway, its not like one of those things where it looks like you're pointing it at a 90 degree angle to your left.

Majuub
December 17th, 2004, 02:03 AM
To Chilvence: I love the pistol model you made for the jDRP and i also wish i still had a copy of your pump shotty, sadly i lost it somewhere in the void of Hard-Drive Space!

dd_133
December 17th, 2004, 05:33 AM
Holy moly, hard to keep up with all these posts...I can't wait for all these to be in one pack and fixed too, because I don't think my ISP would like them all otherwise. XD

Da_maniaC
December 17th, 2004, 05:48 AM
They look the right size to me and they are shiney. I found With my ATI 9800XT i have to turn shiney skins off in the control panel to make them shiney, thats is for the alpha and for v1.01.

Shit! :\

* Wonders what could posibly be wrong...

Ill make a screenie to show you guys...

[EDIT]
http://members.home.nl/djthesp/Skull_Key_alpha_001.jpg

I didnt do anything different though. :\
just put it in my Auto directory and thats it.

Kresjah
December 17th, 2004, 06:20 AM
If you really think that the skull keys are too big, then the best way to test it is to get a hold of Lord Kaizen's jDRP test map. You can see more or less everything in the game in that map, and if you go to the items room, you'll see that the keycards and skull keys are lined up besides each other. Then you can compare the 3D skull keys with the keycards to check if it is really that much bigger, or if it is just because your not used to seeing it like that.

Lenias
December 17th, 2004, 06:43 AM
I dont usually like non-centred weapons, but I can make an exception. They do look more intresting, but I wouldnt want it on the shotguns. After playing doom so much looking down the barrels, it just wouldnt be right any other way - Doom never had a crosshair, so aiming with the gun was what you did.

Funny, I'm the opposite. The right held weapons just seem so much more real to me (plus they had the best available models, way back when) that I've been using them all along. The other advantage is, they're in no way blocking your view of what you're firing at. I was relieved to find the CG off centred, though I did think it odd that this one weapon would be when the others were not. Oh, and with traditional right held weapons, there is no crosshairs. You just get used to aiming off centre. When I use the straight weapons now, I can't hit anything!

But they're 3D models, not sprites, right? As I understand, a module to make them right held, straight on, or left held should be piece of cake... no?

Da_maniaC
December 17th, 2004, 07:28 AM
If you really think that the skull keys are too big, then the best way to test it is to get a hold of Lord Kaizen's jDRP test map. You can see more or less everything in the game in that map, and if you go to the items room, you'll see that the keycards and skull keys are lined up besides each other. Then you can compare the 3D skull keys with the keycards to check if it is really that much bigger, or if it is just because your not used to seeing it like that.

Ah sounds like a good idea...
Where can i get the map?

Kresjah
December 17th, 2004, 07:33 AM
Da_Maniac: I can mail it to you if I can get your mail.

dd_133
December 17th, 2004, 08:26 AM
Ok now I couldn't resist the temptation of the dark side, I got all the current models now I want to see em, if you could send that map to this email (SmasherMaster@highstream.net) it would be nice. :D

Kresjah
December 17th, 2004, 08:36 AM
dd_133: The mail should be sent. If it hasn't reached you yet, it's my host being slow again.

dd_133
December 17th, 2004, 08:40 AM
Thank alot. I got it. But it doesn't seem to work, because it says "W_LumpName: 3060 >= numlumps
" when I try to play it :/

One problem, the armor doesn't seem to work. I got the .PK3 but the model doesn't show up in game, i'll

Kresjah
December 17th, 2004, 08:42 AM
That's odd! It works perfectly here. If Da_Maniac reports the same, I'll repack it before I send...

Khaveen
December 17th, 2004, 08:54 AM
I have a little suggestion for the core pack. I hope you played Postal 2. If you didn't, let me explain what I want to see in jDRP. If the player's health is below 20, a transparent red skull starts pulsating on the screen. As health lowers, it becames less transparent. How do you like this idea?

Jaquboss
December 17th, 2004, 09:30 AM
Is that possible ?
Dani make it by player state (player_pain1 , no that this effect is off in multiplayer) and i don´t know if it is possible

DaniJ
December 17th, 2004, 10:42 AM
It's not possible in multiplayer since each client doesn't run through the pain states. I'll have a look and see if it would be possible but I don't plan to add it I'm affraid.

gnear
December 17th, 2004, 10:55 AM
Anyone else getting this when shiny textures are on?

http://www.gnear.net/doom2-005.jpg

0311_Lifer
December 17th, 2004, 11:10 AM
does the shotgun have to be centered like that ? normally a shotgun's butt would be up against your shoulder but the pistol could be centered because of the way its held.

gnear
December 17th, 2004, 11:15 AM
Look at the original doom, thats how it should stay. its not supposed to be counterstrike

Organicjerk
December 17th, 2004, 11:50 AM
Look at the original doom, thats how it should stay. its not supposed to be counterstrike

I would try not to shut down people's ideas impulsively and completely, and keep our minds open in these forums, if only because, as we see with the doom ports themselves, change (even those that we do not care to understand initially), can be more than good.

In Lifer's defense, your use of the Counterstrike name almost denotes it's lone usage, When in fact it's been used in almost every FPS from Duke3d to Doom3. If I were to list the games that used it, as opposed to those that cenetered guns, it'd probably make doom look really shortsighted.

But I would not do that, since I understand that Doom's usage of the centered guns is indicative to it's unqiue gaming experience. That being the case, I would actually like to try angled guns out, and even keep it that way if I like it enough.

I remember Dani or someone saying that there would be a choice if you wanted the guns centered or "handed"...is that just me, or is that still on the table, guys?

Kresjah
December 17th, 2004, 12:03 PM
Organicjerk: I believe that gnears usage of Counterstrike wasn't meant in the sense that Counterstrike doesn't use centered weapons, but more like "this isn't Counterstrike, our goal isn't to make über-realistic, almost live fire exersice game", and I have to agree with him.

As mentioned not so many posts ago, the goal of this pack is to give Doom a facelift, and still give you the same old feeling of Doom. I wouldn't have the same Doom feel without a centered weapon, even though it ain't realistic (and of course, if you play Doom often, it's kinda awkward going to a left-handed shotgun all of a sudden, and having to vary your aiming style from computer to computer depending on what packs are installed).

Of course, what makes the ultimate Doom feel is an issue of personal taste. Even though I agree with gnear, I don't mean to try to shut his ideas down or anything, but make a simple statement saying that this wasn't the intention of pack. Dani has mentioned that he may provide options, so we'll have to see, but as far as I've understood the intention of the pack, it all comes down to facelifting with little deviating from the original. Or in other words: make-up, not plastic surgery, if you get my point :p

Caden
December 17th, 2004, 12:06 PM
I thought the releases were to find bugs in the ALPHA of the pack. Its not even done and theres pages of people bitching about what they dont like.

0311_Lifer
December 17th, 2004, 12:17 PM
im sorry you are right it shouldnt change cuz it just wouldnt feel right.

Kresjah
December 17th, 2004, 12:30 PM
0311: No need to apologize :) Was just saying that something like that would deviate from the feel, and that would draw away from the intent of the pack, but that doesn't mean it won't happen (there might be options coming you know), it just means that it probably would be far from the main priority if it is decided that it should be implemented.

Caden: Yes, it is the Alpha, and bugfixing is a very vital part of the development in that phase, but that doesn't mean that opinions should wait. The earlier in the development one gets to know which way to further develop something, the less probable is it that he has to start all over with stuff, or waste hours on redesigning that he wouldn't have had to do if he knew about some of the opinions earlier and so on.

Of course, it's still up to Dani to decide if he wants to draw from the pool of opinion, or go with it the way he wants, but the point is that a pool of opinions still are valuable. People may give you inspiration to develop it further, or even make you think: "God, I'm happy I didn't get as far as to make that extra effect that would have taken me 30 hours to make, just to scrap it since that guy has a point with his opinions...". Not saying that it happens often (with the high quality we've seen so far from the jDRP 1.1, that probably won't happen much, if it happens at all), but the possibility of that happening still is there.

Xerxes
December 17th, 2004, 12:54 PM
Just a note about the plasma shot :
*jawdrop*
excellent *thumbs*

gnear
December 17th, 2004, 01:22 PM
Just a note about the plasma shot :
*jawdrop*
excellent *thumbs*

Yeah, its damn fine looking ! good work *bang*

Caden
December 17th, 2004, 03:32 PM
Kresjah: Im jsut tired of all the complaining about what hes been working on for us

Kresjah
December 17th, 2004, 03:42 PM
Caden: As long as you don't interpret complaining and constructive critisism as the same thing, then I won't argue :) Was a bit unclear in your last statement as to what you considered complaining and what you considered constructive critisism, 'cause I know I give a lot of constructive critisism... but I still like it...

Anywas, let's head back on topic before this grows out of bounds: How are stuff coming along Dani?

DaniJ
December 17th, 2004, 04:11 PM
Just so everyone is aware:

If your having problems with the jDRP Alpha site please bare with me as I'm rewriting the navigation code in Alcazar atm to keep the URL clean. In the previous version navigation was handled by passing a varriable to the url which was read on the next page load. I don't like that approach so I'm rewriting it to use the session varriables to pass the next page request down the line.

It's not finished yet so you won't be able to login or out atm.

Once the new nav code is finished I've got some more new modules to upload.

Kresjah
December 17th, 2004, 04:30 PM
Sounds good, and I'm looking forward to it.

Hmm, I know it's possible, and I know that the reason that I don't know how to do it is because I've just started learning PHP properly (going into more details than 'hello world' and $a = $b + $c and likewise :p), but I've always wondered about how to get those site=blabla out of my URLs. Just hoping that I'm getting the one present for Christmas that I suspect is lying packaged with my name on it... the PHP & MySQL Bible (being finished with official studies for now and outta work forces one to wish learning books for Christmas instead of buying them later on).

May I ask what modules we can expect to see next, or will it be a surprise? :D

EDIT: Without using buttons, hehe...

Lord Kaizen
December 17th, 2004, 04:42 PM
More candy for baby!

No, don't tell us what to expect. :D

Kresjah
December 17th, 2004, 04:44 PM
Lord Kaizen: Hehehe...


...it's like Christmas for the 3rd (or is it 4th?) time this month :p

Lord Kaizen
December 17th, 2004, 04:49 PM
I sudenly have this strange urge to create a fur tree in Milkshape and decorate it with jDRP ornaments....

DaniJ
December 17th, 2004, 04:53 PM
The buttons are just there as a temporary solution, once the site is working with the new nav code I'll decide how I'm going to do the actual links. Buttons are a cheap solution yes, it would be silly to rewrite the nav code and then HAVE to use a button within a form every time I want a link. ATM the buttons submit a form that posts the name of the requested page. On the next refresh the site checks to see if that varriable is different from the name stored in the session varriable list and if it is different (and valid) it updates the session varriable. After that point it knows which module to parse.

I'll let you know the method I choose for submiting the change page request.

Heh @ Lord Kaizen.

Da_maniaC
December 17th, 2004, 04:57 PM
That's odd! It works perfectly here. If Da_Maniac reports the same, I'll repack it before I send...

The map works fine here. ;)

Lord Kaizen
December 17th, 2004, 04:57 PM
I think I might try doing that, actually. But most of the models are in dmd format. :(

Caden
December 17th, 2004, 04:58 PM
Oh i found a texture error/bug thing with the brain stem, ill ahve to take a screenshot sometime.

Kresjah
December 17th, 2004, 05:05 PM
The reason why I stay away from using posts is because of things that happen when you refresh the page. I'm using Firefox at the moment, and whenever I try to refresh your page, it gives me a "This document contains POSTDATA. Blabla. Do you wish to continue?", and, if it's a site like this forum where I refresh regularly, after a while it becomes annoying. But I'll probably manage to find a way around it granted that I manage to motivate myself a bit more.

EDIT: Lord Kaizen, you gave me an idea I'll try out one year. Get myself a mini-tree, find some modelling clay or something else, then model myself some of the jDRP models and hang them on the tree, than having that tree in my room :p

Caden
December 17th, 2004, 05:06 PM
Im using firefox, and i dont get that....

Kresjah
December 17th, 2004, 05:10 PM
There's probably an option to let it resend POSTDATA automatically. Btw, it doesn't happen on these forums if that's what you thought,that was just an example of where it would be utterly annoying if it happened. It does happen on the jDRP Alpha site though, since Dani's using forms for his menus at the current moment...

EDIT: Btw, Caden, why are you wearing that stupid mans suit? ;)

mrinsane
December 17th, 2004, 05:30 PM
dani j get on msn i need to talk to you

salaciouscrumb07
December 17th, 2004, 06:21 PM
I'm using firefox and i'm not getting that either. I haven't had a single problem out of firefox except that it doesn't let me use fileplanet at all to download. I can look at everything on the site, just can't go to download anything, i have to switch to IE for their wait in line.

Kresjah
December 17th, 2004, 06:41 PM
Seems like Dani has come past the phase where he used forms and buttons for the menu now, so I don't get it anymore.

DaniJ
December 17th, 2004, 06:46 PM
Ok site is now back and everything SHOULD be working again, let me know if you have any problems.

Alcazar now has a swanky new error handler that intercepts errors and then logs them for me, it will also send me email if anything REALLY nasty happens. As well as that I now have a clean url using a combination of javascript and session varriables. However as Kresjah pointed out if you refresh some pages it will warn you about re-sending POSTDATA. This can be solved by using a redirect class that redirects every page request from a central location. This will be added at a latter time.

mrinsane - I don't have time for msn tonight but I'll try and get on tomorrow.

Kresjah
December 17th, 2004, 06:54 PM
Dani: Does that in other words mean that if anyone turns of JavaScript handling in their browser, the site won't be browsable anymore? By the way, seems like the CSS has been having some fun... I get a white 'borderline' on the top of the page, guessing about 7-10 px (well... actually, either the background picture or the whole page has moved down 7-10 px revealing the bare background).

DaniJ
December 17th, 2004, 07:03 PM
It depends, some users dissable JAVA but very few dissable Javascript. Try it and let me know :)

Yeah I'm not keen on Javascript at the best of times, best bet would be to swap over to XML to send my POSTS.

Thanks, the CSS error should be fixed now.

Kresjah
December 17th, 2004, 07:08 PM
I'll see if I can test it out when sometime after I've woken up again, which is after I've gone to bed :p I'm so set to get this version of the music score for E1M8 up and running before I go to bed... I'm actually feeling rather satisfied with the results for once, and the soundscape seems fairly consistent with the one on my E1M1 attempt. Considering doing this a full project too, when I've finished the jHSP, which again will be after I've finished the jHSP site and another site... damn, I have to stop doing so many projects at once...

DaniJ
December 17th, 2004, 07:14 PM
damn, I have to stop doing so many projects at once...
Tell me about it... :)

There should be some new modules uploaded soon, I'm packing them atm.

Kresjah
December 17th, 2004, 07:21 PM
I'll go brush my teeth while you package them, and hopefully, I'll get them down before I have to go to bed... if I do, I'll see if I can have 2 minutes in-game with them, and I'll give you a review after I've gotten up tomorrow.

EDIT: Seems like bedtime reached me first... but that means I have something to look forward to tomorrow :) G'night!

Weenuk
December 17th, 2004, 07:51 PM
Oh boy, more modules. Time to take a break and check some of the stuff out. Hope there are a few gory ones coming our way...

gnear
December 17th, 2004, 08:51 PM
The alpha page is looking awesome!

edit: testing signature...

Lord Kaizen
December 17th, 2004, 09:04 PM
Yeah, I must admit I'm getting anxious to see a few of the corpse models. :)

Here's another shot of the chaingun:
http://img143.exs.cx/img143/6100/chaingun23wn.jpg
Is this a rod holding the rings together or is it just shadows?

Caden
December 17th, 2004, 09:50 PM
I think its shadows, but it could be interpreted either way.

Kresjah
December 18th, 2004, 12:56 AM
Hmm... seems like he didn't upload the modules after all.

iori
December 18th, 2004, 01:05 AM
Is this a rod holding the rings together or is it just shadows?

Its just shadow. The top one looks like its a rod because the shadow is reflecting off the end piece if you look carefully (that, and the bottom part is clearly just shadow).

DaniJ
December 18th, 2004, 01:29 AM
Sorry, I got carried away tarting up the Downloads page :) Now I need some images of each item/object/effect 128*128 (wink wink, nudge nudge...)

I'll have them uploaded soon.

Kresjah
December 18th, 2004, 01:39 AM
Hehe, I know that feeling. I have a tendency to do similar things myself. :p

Nudge, nudge, wink, wink, say no more, say no more, eh? (Oh, that skit is so damn good, along with all the other Monty Python stuff).

Preview pictures on each item I'm guessing? If I had a program to view the 3D files properly in, I'd be glad to help, but...

By the way, I see you have made downloads available for non-registered users again.

DaniJ
December 18th, 2004, 02:01 AM
I'm using in game shots, theres no way to take pics of some of the stuff otherwise so its in-game all the way.

By the way, I see you have made downloads available for non-registered users again.Cheers I hadn't noticed I'd opend it again :)

gnear
December 18th, 2004, 02:04 AM
Just played with the new ammo box, looks pretty sweet model wise, though the skin needs a lot of work ;P

anyway i'm off to bed. see you in the morning

tomrok777
December 18th, 2004, 02:07 AM
sorry im late guys *grin* dani: youre great, my hero, etc. i only have a couple little bits of constructive criticism out of all 34 modules available at the moment and considering how much i love doom thats impressive, if not to anyone else, to me at least. the things i think could use a little extra lovin' are (drum roll please):

the explosion: whats there looks nice, no doubt about it but it lacks umph. it needs to be a little bigger, denser and redder. like the sprite.

the chaingun: looks really nice. itd be great if it was in the center, like the sprite. i also think its better off without the wind down.

the red blood splatter: not sute what else to call it. the big red blood splatter particle effect. its just so flat and fake looking. its blurry and undetailed.

spiritual armor: the helemt should probably be darker grey, like the sprite. and the rust should be darker to, so they blend together better. would be neat if the rust was random like the rust on the barrels.

the db shotgun: i think itd look better if the model swayed in unison, front to back, like the sprite. i agree with the poster who said it looks like the barrels are warping.

bruiser brother fireball: it looks low poly and the polyogonal explosion when it hits looks pretty cheezy. might be better to do an all particle impact?

the rocket: i dont really like the little polygonal flames that shoot out the back. from the back they look a little weak. maybe particles?

everything else looks pretty close to perfect. i wish i had your ability and i cant wait to see the final product. thanks a lot and keep it coming.

i know this is off topic but does anyone else here live in the central valley? i was just outside smoking a ciggarette and its freaking cold this year.

Kresjah
December 18th, 2004, 02:25 AM
Dani: True. It's not like the Doomsday shinies and particle effects are viewable in 3DSMax :p

*Notices ammo box and keycards logs in immediately*

EDIT: By the way, just a suggestion regarding the site if you haven't planned it already... implementation of sorting elements by other premises than name (e.g. last modified date). Would have made it a lot easier finding what's been last updated and so on... but this is if you haven't already planned on implementing them.

EDIT 2: And another problem with the preview image script. It seems to float at an absolute position of the screen, which 'causes some glitches since the background where the text is has been set to transparent. It seems to overlap menus and the number of registered members, etc., and since the text is transparent to, then you get one large mess...

EDIT 3: A lot of editing here. Took a quick look at the ammo box and keycard modules.

Regarding the ammo box, I still think it's too early to give a proper feedback. The skin itself should be a bit darker I think. The writing looks a bit too unnatural of some reason, don't know why, but it may just be because it is unfinished.

The keycards still needs some work I think. I like the idea of the transparency effect. There's something about it that bothers me though, I just can't seem to pinpoint it. It's like something is missing on the keycards, but yet again, the notes indicate that the skins aren't finished so that might just be why.

DaniJ
December 18th, 2004, 02:40 AM
Yeah I'll add sorting by name, version, last modified etc soon.

You must be running in a tiny window if it looks that bad, or maybe I'm running too big (window approx size = 800x600)?

Kresjah
December 18th, 2004, 02:46 AM
Running 1024x768 with the windows maximized in Firefox. I can send you a screenie of it if you're interested.

EDIT: To describe the problem better. It looks like you've set the picture previews top to be at 400 px (just an estimated example number) below the top of the viewport, no matter if the menu stretches below 400 px from the top of the document or not (and in this case, the menu does stretch below the assigned value for the top of the preview).

DaniJ
December 18th, 2004, 03:02 AM
Yeah send me a screen shot if you can. I'm using Firefox at 1600:1200 and it looks fine :/

Kresjah
December 18th, 2004, 03:07 AM
Screenshot sent. I hope it works (tried pasting screenshot directly into the mail instead of saving as a file and so on... it seemed to work in the mail application, so if it works that way, give me a note, since it saves time doing it this way).

Felix
December 18th, 2004, 04:04 AM
Um tomrok... have you made a clean install to use the alpha? a lot of what your talking about sounds like the old modelpack

oh and yeah.. lovin the plasmashot.. I Think it might even beat that huge, beautiful (but insanely FPS taxing) electro shot we had a while back.. the new one is very similar to the sprite and then some

tomrok777
December 18th, 2004, 04:13 AM
yeah i have, i just reformatted my hard drive so ive got a clean install of everything lol. the only models ive installed for jdoom are the ones from the jdrp alpha site.

DaniJ
December 18th, 2004, 04:17 AM
I've tweaked the preview window so it doesn't cover anything at 1024 x 768, it's not finished but I can't be bothered playing with it anymore so it can stay like that for now. I'm gonna have a nap and then finish uploading the new stuff.

Kresjah
December 18th, 2004, 04:22 AM
Dani: Understood. It's nothing I couldn't have survived with, just thought that you might want to know. Have a good 'nights' sleep :)

Frank Einstein
December 18th, 2004, 04:24 AM
This is going to be cool. Kresjah, the jDRP 1.1 preview and comparison pictures are not working, are they down? I would really like to compare.

Kresjah
December 18th, 2004, 04:31 AM
Seems like the host for the pictures are down. You'll just have to wait until it works again, or I find some other place to host it. Also, the link in my sig is quite a bit outdated. You might want to check the thread for the jDRP Preview & Comparison site which should be lying somewhere around the Resource forums, which contains a link to the test of the new version of the site (but the pictures won't show there either because of the picture host). In addition, even the 'new' site is a bit outdated... it's either been a lack of time or lack of motivation when I've had time that has put the project on a hold. I'll see if I can resurrect it sometime soon...

EDIT: We're on page 150. :D I remember that this thread was at about 122/123 or something like that just 3-4 days ago :)

Frank Einstein
December 18th, 2004, 04:37 AM
Sorry for going off topic with this, but it looks like I have around 10mb of picture hosting left, would be more than happy to lend it. If you are interested, you can email me at grossmat@yahoo.com, or IM me on AIM, my screen name being madmancomics17.

Kresjah
December 18th, 2004, 04:43 AM
I've already used almost 7 megs on the pictures, and I have a lot of updates to do, since I'm already way behind (a lot of new stuff has come since I last modified the site), so I don't think it's enough with 10 megs. Still, thanks for the kind offer. :) The host I'm using now has 20 megs, but the last two days they seem to have had a lot of trouble (they've been stable so far otherwise). I might ask Dorian at jFiles.org (he runs jFiles), but first of all, I have to clear some other projects before I can go into depth with the new jDRP 1.1 comparison site.

Scuba Steve
December 18th, 2004, 10:09 AM
So wait, did a new version of the Resource pack with Dani's models get released recently?

primus1236
December 18th, 2004, 10:28 AM
The Alpha was relased.

Caden
December 18th, 2004, 10:40 AM
You can make particals with 3Dsmax. (Dont ask me how i cant figure it out)

Kresjah
December 18th, 2004, 12:03 PM
Caden: You probably could, but the point is, you can't load the DED for the Imp Fireball in 3DSMax and have it look exactly like it would in jDoom, let alone loading it at all.

Scuba: It's not the full pack yet, but parts of the Alpha has been made public, and Dani are realing it in batches of several modules at a time.

Caden
December 18th, 2004, 02:07 PM
I know you cant, im just saying you can do paritcles in it. At least in 6, i dont know about the other versions.

Chilvence
December 18th, 2004, 02:28 PM
Nah, the best thing to make particles in is an art package. 3d max might be able to make animated particle fountains and stuff, but its only doing the same thing as jDoom does with its particle deds - only you're lumped with whatever particle graphics come with it.

Hmm... so what were we talking about particles for again *grin* ?

Caden
December 18th, 2004, 02:28 PM
Lol, i dont even know.

gnear
December 18th, 2004, 03:22 PM
Some new gui modules have been posted :P!

DaniJ
December 18th, 2004, 03:22 PM
3DSmax is pretty good with particles but they take forever to render if you throw some proper lighting into the equation as well.

I've just finished uploading some more modules (mainly jDRP versions of the jDUI stuff).

Scuba Steve
December 18th, 2004, 03:37 PM
Where can I download the Alpha then?

gnear
December 18th, 2004, 03:39 PM
Dani, the way you've animated the walk/running animation on the shotgun and BFG. Is that going to be a final style for the bobbing animation?? to me it does not look right or look even "DOOMish" the front sways around but the back is pretty much still. the barrels look like theyr bending... i think the old style was cooler :P with the whole gun model just bobing around like the original sprites~

Its just my opinion, the BFG looks really nice so far... beats the old 3D beasty

Harry
December 18th, 2004, 03:43 PM
Yeah, I like the bfg, but, AAAARGGH when you fire it, there is MASSIVE vertex swimming:( Its a shame it can't be helped:(

DaniJ
December 18th, 2004, 03:45 PM
I don't undestand what you mean, I can't animate the bobing as its done by Doomsday. The only thing I think might effect it is the relative possition of the gun to it's coordinate center of the model.

There are Cvars you can play with to adjust the bobing in the console.

Scuba - Clicky, Clicky (http://daniel.ddsdesign.co.uk/jDRPAlpha/)

Relica -You gave the HUD BFG only a 1, can I ask why such a lowly mark? Surley it's better than the old version?

Da_maniaC
December 18th, 2004, 03:48 PM
Anyhow... concerning my skull key problem.... i looked in the jdrp test map, and next to the keycards they seem just a little bigger then the keycards themselves.. so maybe its normal.
But imo they really come across big, instead of "key " size. :P

oh, and one other comment so far...

I think the ammo box skin doesnt look quite right...

It looks a bit paper/plasticy, while the doom one tends to feel more wood/metal like.

Caden
December 18th, 2004, 03:50 PM
Brain stem bug:

http://img58.exs.cx/img58/4196/doom20008ab.jpg

Strange blood thing, theres a perfectly straight line thats a different red in it:

http://img58.exs.cx/img58/4747/doom1ultimate0013vx.jpg

A hole in the BFG:

http://img58.exs.cx/img58/3328/doom1ultimate0008lg.jpg