PDA

View Full Version : jDoom Resource Pack (jDRP) 1.01


Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 [14] 15 16 17 18 19 20 21

Grimm
December 30th, 2004, 07:25 AM
The Invivsiblity Sphere is awesome, awesome, amazing. It's even exactly like the sprite too, which is kinda funny cause I never really noticed it before. My only (small) gripe is that the edges of the spheres look kindy edgey, but not much you can do about that I guess. The Boos Cube is also very sweet. I can't wait for the light shooting out. Havent had a cchnace to get to the pillars yet.

Lenias
December 30th, 2004, 08:21 AM
Speaking of having everything in one pack, I've ccnsidered making a pack that would have the jDRP, jDTP jDEP jDUI as well as some other effects that I've seen people make. I've tried to get many people to play jDoom, but they've been annoyed by how they had to go to so many different places to get the packs.

Do you guys think that when (if :p ) I get this done I should put it up for public download? Would anybody else get any use out of this?


I keep trying to get my brother to set up Doomsday for co-op play, but he's intimidated. I'd be thrilled if all necessary components were released in one big batch, or even if a new post (with no replies possible to confuse the issue) could be made sticky with a link to every necessary pack, and all optional packs clearly listed with install instructions. Setting this up should be a 5 minute process, not a 5 hour headache... :)

SgtMagor
December 30th, 2004, 10:29 AM
still wuvs me Chaingun, i use it to fight thru most of the game now, the windown is kewl!. btw thought i read someone mention a test map with all the items on it, so instead of having to load the game up running around looking for stuff, all the items would be lined up for you to look at!...

xZAOx
December 30th, 2004, 01:22 PM
The new boss cube is definately awesome. I agree on the invisibility sphere could use a bit more "smoothing out", but I'm not sure how badly that would affect the poly count.

The pillars look great, although I don't like the shiny effect on them (I always thought of them as rough without any shiny at all).

Keep up the great work!

eX_Do0mY
December 30th, 2004, 01:57 PM
Re JDRP ray-bans
Yeah I know problem is that I can't decide how they are supposed to be worn since the Doomguy wears a helmet they would have to either attach to it or he'd wear them underneath. Suggestions are very welcome.

I plan to start a new thread once 1.1 is released so feel free to post stuff about the alpha here for now.

I suggest you make them like a set of goggles that set inside the helmet, like he pulls the glass/goggles/visor out of his helmet, and sets the new ones in.

primus1236
December 30th, 2004, 03:19 PM
I imagine that they'd snap onto the front of his helmet.

Chilvence
December 30th, 2004, 03:33 PM
I think they're fine as they are

tomrok777
December 30th, 2004, 03:50 PM
they (the light amp goggles) look like the sprite, so whats the problem? imho the red firestick is the best looking of the three, i wouldnt mind if the particles for the blue and green firestick were similar, since the sprites all looked the same anyway. is it possible to make the bottom most particles more opaque so that you dont see the stick so clearly? it just seems like it would look better that way. the boss cube looks fantastic, as do the pillars and torches. keep it up!

Juan_Fraglef
January 1st, 2005, 08:12 PM
Since I think the idea of the full helmet is to prevent the marine from breathing in "bad gases", it probably wouldn't be prudent to have him remove the helmet to put on the goggles.

I think Doom comes from the end of the era of "powerups" where id was trying to make the pickups believeable (not mushrooms or flowers or chocolate bars :p), but it still had the limit of detail in sprites back then. So the goggles are meant to represent that the item somehow affects vision. Nobody thought to consider *how* the avatar could actually put them on. I'm sure if the night vision or IR effect were more feasible back then, the goggles wouldn't even work the same as they do now. *wacky*

primus1236
January 1st, 2005, 08:36 PM
The marine has no O2 tank, so he's not worried about lack of o2, does the mask look like it could be a gas mask? The zombies seem to be able to walk around fine and it doesn't look like their suits support the helmet. Perhaps it's from a pervious mission, or mabye for sandstorms? In any event, I'm sticking to my "Clicks on the front" theory. :p

Kresjah
January 2nd, 2005, 06:36 AM
Happy new year! :)

---

I've had a quick look at most of the new stuff:

Health Potion - I haven't gotten a proper look at it yet.

Invisibility Sphere - The skins and everything are great. The only thing I can pick apart is the movement. I had my mind set on a bit smoother movement of the eye, rather than the 'harsh', 'two-parts splitted' movement it has now. Other than that, lovely.

Boss Cube - Haven't seen it yet.

Small Stone Pillars - What can I say? Gorgegous! The model hit spot-on. Looking forward to the stuff that will come atop of the stone pillars.

Lamps - Might be just me who just haven't got my eyes with me, but what is the differences from the old ones (except the small, silver lamp which seems to have gotten the skin wrapping fixed)?

"jDRP Ray-bans" - I have to say that I disagree with the interpretation of this one, but I don't have time to elaborate on that right now. I'll give a proper answer to it later (and give a little answer to the "O2 issue" :)).

I'll check the other ones later.

Lord Kaizen
January 2nd, 2005, 09:07 PM
I know it's a little late but here is my feedback:

Fire Sticks - If the flames were real (assuming they're not supposed to be magical), I don't think the flames could be nearly as large since there is only about 4 inches of wood fueling each flame. With an actual torch like those, the tip of the stick would normally be wrapped in cloth soaked in oil. You don't see any cloth on the sprites because it is completely engulfed by the flames.

Tall Torches - I think they are perfect translations of the sprites and one of my favs. The red flames are very realistic, but I do agree that the blue and green magical flames are a bit too blobbish.

Light Goggles - Very nice so far, but I agree that they should look as if they're made to snap onto the front of the Doom guy's helment.

Invisibility - Very cool. From the distance, it's hard to distinguish it from the sprite. My only complaint is that the animations could be smothed out, but you said you were working on that. :)

Bosscube - I played map 30 with god mode and it does look very cool. I was wondering if instead of the beam of light coming out of the side, could the beam shoot out from the bottom when it spawns a monster as if the demon is being transmitted through it?

Small Stone Pillars - They look just like they should. Will you still be adding cobwebs to them?

Ravey
January 3rd, 2005, 05:44 AM
I haven't tested alot of the new models since I downloaded them, I'm gonna check out the Bosscube now I think...

DaniJ
January 3rd, 2005, 01:30 PM
Yep I still intend to add random stuff like cobwebs in the last pass of the ALPHA phase.

Good suggestion for the firesticks, does anyone else think they should have an oily rag wrapped around the top? I do think that atm they are lacking something... Same as usual if I get enough takers I'll add it.

After I've spent some time experimenting with the possibilities of 1.8.5's new Shiny surfaces expect them to be added to the jDRP. If you have any suggestions for possible effects I'd like to hear them.

Also expect some new and updated modules very soon. In particular a revised Detail Textures module than no longer crashes Doomsday when playing Plutonia.

Harry
January 3rd, 2005, 01:35 PM
Yeah, the cloth on the firesticks would be nice, it seems more realistic too:)

Relica Religia
January 3rd, 2005, 02:15 PM
Considering that's pretty much the best way to have a torch fueled, then I agree as well. *shades*

sLydE
January 3rd, 2005, 02:28 PM
I'm all about the rags on the torch. Good work as usual on everything, Dani.

Wicked Anime Kid
January 3rd, 2005, 02:48 PM
Well Dani, I couldn't keep myself anymore and let loose of my jDRP 1.1 alpha virginity and I must say it's brilliant work. I haven't got a great look at all the models since the warp command doesn't work for me somehow:(
Anyway, from what I have seen so far the pack already looks amazing (though the model swimming on the chaingun bugs me alot, I know you can't help it though) so keep it up:D

DaniJ
January 3rd, 2005, 02:57 PM
Heh.

Thanks, the best is definetly yet to come though ;)

I'm putting myself back into training in the skining department, as can be seen by the skin I did for your medium lamp model - I've taught myself a new way of working (painting directly with colour instead of grayscale first then colour it after). I think I've improved ten times over since and some of the skins in the current pack will be remade from scratch as they definetly arn't up to my current standard (I did them quite a while ago now) but that will be probably be left till after jDRP 1.1 Final is released.

Grimm
January 3rd, 2005, 06:56 PM
I'm for the oily rag too.

Lord Kaizen
January 3rd, 2005, 07:08 PM
Here are some shots of the boss cube for anybody who hasn't got a good look at it:
http://img29.exs.cx/img29/1218/cube14dt.jpg
http://img29.exs.cx/img29/4395/cube23ao.jpg
http://img29.exs.cx/img29/2063/cube37wt.jpg

xZAOx
January 3rd, 2005, 10:53 PM
That boss cube is so damn sexy...

Anways, yeah, I didn't like the way the sticks just ended squarely - the rags definately seem like a great way to go with it!

Majuub
January 4th, 2005, 12:03 AM
Go the oily rag.....cos my old car used to run on the smell of one :)

Chilvence
January 4th, 2005, 03:16 AM
Hey Dani, I think you must have uploaded the wrong statusbar pk3.

DaniJ
January 4th, 2005, 07:12 AM
Why you say that?

Harry
January 4th, 2005, 07:42 AM
It is the same one as in the jDUI, is it meant to be like that?

DaniJ
January 4th, 2005, 09:33 AM
Heh, I forgot to upload it... lol

Try again now.

Chilvence
January 4th, 2005, 10:30 AM
Everything's looking good to me so far mate *thumbs*

Just as a rough guess, how much more work would you say is left?

Lightning_Hunter
January 4th, 2005, 01:07 PM
Wow, the intermission pic is awesome! If I were you, I would consider it the final version. :)
What's with the detail textures? Did you remove lots of them in order to build them from scratch in the future? Some of my favorite detail textures from the older pack are gone...

DaniJ
January 4th, 2005, 02:12 PM
Just as a rough guess, how much more work would you say is left?Unfortunely since I started releasing the Alpha stuff work has slowed in general but the quality is higher thus its taking me longer to finish. Not too much longer I hope. I have the next few weeks off (since I've been working a lot over the holidays, so I'm confident I can get the majority of the remaining work done in this time) I'll have at least alpha versions of everything available by the end of the month.

I've also been working on the new reflections so these are going to take a chunk of time as well. GameDude and I are working on them so it'll help spread the load anyway.
Wow, the intermission pic is awesome! If I were you, I would consider it the final version.Thanks, I'm quite pleased with it now but as any artist will tell you about any piece - I never finish, I either get bored or just stop working on it :) I plan to give some love to the other parts of the GUI packs but they in particular take a long time to create.
What's with the detail textures? Did you remove lots of them in order to build them from scratch in the future? Some of my favorite detail textures from the older pack are gone...In a word - yes. They didn't really fit in the grand scheme of things (and looked decidedly bad with the new reflections) so they are being redone. A lot of the textures are ready I just need to write the DED.

Grimm
January 4th, 2005, 03:05 PM
That intermission pic pwns Dani. But don't forget, both Doom II and The Ultimate Doom have an INTERPIC, with the The Ultimate Doom verison being a grayscaled version of the Doom II. So you should probably keep that in mind with the pack. Also, I can't remember what happened, so: Did you get the VICTORY2 pic I sent, and decide not to use it?

Federelli
January 4th, 2005, 08:11 PM
My god this thread is amazingly big, i'll do some testing with the models and report back :).

Lightning_Hunter
January 4th, 2005, 08:36 PM
Thanks, I'm quite pleased with it now but as any artist will tell you about any piece - I never finish, I either get bored or just stop working on.

Heh, I know that feeling all too well. I have been involved in very large projects as a mapper for both Unreal Tournament and Doom (and a few smaller projects for other games not worth mentioning). I've noticed that things always take at least 3x longer than you expect them too. I was working (and plan to eventually continue working) on a big 32-map megawad. I probably would be done with it by now, but every time I go back to the older levels in the pack, I think they look like crap compared to my current work and end up redoing them. :P

If I were you, I would only fix bugs and update the things that people are really complaining about. This way you can finish the 1.1 pack and start work on the monsters. You can then go back and make things higher quality later on if you want. If you aren't ever satisfied with your work, things never seem to progress (just what I've discovered from some of my own work anyway).

Federelli
January 4th, 2005, 10:30 PM
Just tested everything in the Alpha, so far, so good.
Though i couldn't make it load automatically, i had to install all into the Data and Defs folders.

Edit (so i won't triple-post): Enabling Mirrored weapons, messes the chaingun.

Federelli
January 4th, 2005, 11:33 PM
Hmm... the lightmap for this light pole is rotated 90º, it should be rotated another 90º
http://cablemodem.fibertel.com.ar/federelli/lightmap.jpg

Lord Kaizen
January 5th, 2005, 01:56 PM
Actually it's the model that should be rotated 90 degrees, really. In that shot you are facing what should be the front of the lamp. :P

Federelli
January 5th, 2005, 02:12 PM
Well of course, i was just guessing, it's the same wether the model or the lightmap is rotated :P.

Lord Kaizen
January 5th, 2005, 02:15 PM
I'd say the model. Compairing it to the sprite, the lamp is sideways.

sLydE
January 5th, 2005, 02:53 PM
this would have to do with the whole objects facing the correct direction problem, wouldn't it?

Grimm
January 5th, 2005, 04:50 PM
Anyone care to post te alpha site link? I lost t. :(

sLydE
January 5th, 2005, 06:34 PM
sure:
http://daniel.ddsdesign.co.uk/jDRPAlpha/index.php

Cain
January 5th, 2005, 06:39 PM
Here : http://daniel.ddsdesign.co.uk/jDRPAlpha/index.php?modfile=user&op=new_user


2 Dani : Very great work, I very impressive about they special Fx effect you made...;)

-It's normal if some time they object dont look in a good direction, it's an default when the author make the map ( he don't give the good direction for the sprite..); i've got some problem with that in Hexen... :/

Lord Kaizen
January 6th, 2005, 12:31 AM
this would have to do with the whole objects facing the correct direction problem, wouldn't it?

NOPE! I have all the objects in my test map facing towards the center of the hall. And the med. lamp is clearly sideways. Doesn't really matter, but the light map is the part that is actually oriented properly, the model isn't. Just pointing that out. If I'm not mistaken, all Dani would have to do is rotate the mesh 90 degrees. Then the lightmap will be lined up with the model and both will be the right direction.

DaniJ
January 6th, 2005, 02:02 PM
I've just updated the jDRP 1.1 Alpha (http://daniel.ddsdesign.co.uk/jDRPAlpha/) site with a new Shinemaps module. This gives a good taste of the kinds of effects now possible with Doomsday 1.8.5's new Shiny Surfaces feature. Expect a lot more FX to be added to this as the feature is very flexible and can allow for some stunning results.

Gamedude - If you read this, sorry I haven't replied to you personaly yet about these but as I said in my PM I'm totally wrapped up in a family problem atm. I'll try and give this the attention it deserves tomorrow.

Cain - Sorry, I forgot about that test model you asked for. I'll definetly get that done tomorrow.

Kresjah
January 6th, 2005, 03:29 PM
Checked the new shinemaps module. I like the idea of shiny surfaces, and how they can be used to partially simulate other types of mapping. From certain angles it actually looks like the metal plates on the columns (red-brownish plates) in the MAP01 room with the four elevated are plates and not a flat texture. It's something about the way the edges shine. Although when you get to close to it, it still looks like a flat texture, but there ain't much one can do to improve that with the current techniques available in DD, are there?

Anyways, being as picky as I am, I have to go for the 'some of it was pure lovely, some were less lovely'-conclusion. Most of the metal stuff looked great, and so did the monitors in E1M1. The floor on E1M1 however was a bit off. It's not that the effect itself was bad, it's just that it glows too much, making some of the edges look like light-colored tears in the floor from some angles. And also, when did walls seemingly made of some rock/stone (that is not metallic) have shinyness like the ones in E1M1 near the armor? :p

Anyways, I like where this is heading! Keep up the good work, and good luck with the personal issues, hope they resolve easily and seemingly painless!

Wicked Anime Kid
January 6th, 2005, 03:40 PM
The stone that shines is indeed a bit off, but I think you only did that to show us how you can properly use this;)

The metal plates look very very nice and so do the star textures in e1m1. I don't know if your eye has caught it but at certain angles it looks like specular lighting on the textures (they overbright and it really looks wonderful).

Anyway Dani keep it up, it's heading the good, no perfect way:D

Oh the new detail textures look very nice as well, though I think that the texture that details the bridge in e1m1 (or walking path through the slime whatever) has to look more like dirt, since this looks like rough skin;)

Great 2005 presents:)

DaniJ
January 6th, 2005, 03:40 PM
The floor on E1M1 however was a bit off. It's not that the effect itself was bad, it's just that it glows too much, making some of the edges look like light-colored tears in the floor from some angles. And also, when did walls seemingly made of some rock/stone (that is not metallic) have shinyness like the ones in E1M1 near the armor? Can you post some pics to illustrate your points? Which walls are you refering to?

The metal plates look very very nice and so do the star textures in e1m1. I don't know if your eye has caught it but at certain angles it looks like specular lighting on the textures (they overbright and it really looks wonderful).Yes it's intentional :)

Kresjah
January 6th, 2005, 03:56 PM
Regarding the 'tearing', please scrap that comment. It was probably just the surprise of the floor texture looking like that. Now that I look at it the second time, it wasn't as bad as I thought. The rock/stone textures that I mentioned are the 'Star' textures. Somehow, I've always interpreted them as being made out of some stony material, but with the shinetextures that are on them now, they look more like they were made with some sort of stone with a weak mix of metallic in it. Am I the only one who has interpreted the 'Star' textures like that?

DaniJ
January 6th, 2005, 04:03 PM
I think you are :), its a space base after all, I'm pretty sure (in my own mind) they are metal.

Kresjah
January 6th, 2005, 04:28 PM
True, it is supposed to be a space base, but if you look at the textures and textures only, it still doesn't look like anything that could be of metal (not to me at least). And if it is supposed to simulate a real life space-base, then there are some things that, well... they are quite off (no offence Id, I still think you did the right thing :p). There are many things there that doesn't keep in line with the place being a base in space, yet you still get that feeling, right?

primus1236
January 6th, 2005, 04:31 PM
For some reason I got no effects. I have 1.8.5, what could I be doing wrong?

Kresjah
January 6th, 2005, 04:46 PM
Are you sure you're not getting any effects? Or ar they just so subtle that you just aren't noticing them?

Try loading up either map01 og e1m1, and go to some wall or floor that you think have some shiny effects (like the floor and walls in the starting room of e1m1, and the uac bigdoor and walls near it in map01), then pull down the console and type:

rend-tex-shiny 0

Do you see any difference? And then set it back to 1 again, and see if you can see the difference. Also, focus on a particular wall (or door), and then move to see if the reflections change. Also note that most textures DO NOT have shinies on them yet. These shinies are only the start...

Lord Kaizen
January 6th, 2005, 05:50 PM
I personally think the "star" textures are supposed to be some sort of plastic, Kresjah.

0311_Lifer
January 6th, 2005, 06:53 PM
are you keeping that nice pump shotgun model ? what was that metal design plate thing on it ? that looked really cool.

Gamedude
January 6th, 2005, 07:25 PM
Hey guys, me and Dani have been working on the Shine Maps pack. I added what I got done to his, and you can get it at my site (http://www.personainternet.com/gamedudesfiles) or download it directly here (http://www.personainternet.com/gamedudesfiles/doomshine.pk3.zip). if you want to test this version, please remove the old one first. Just download it, remove the ".zip" from the filename, and place it in your "Data\jDoom\Auto" directory.

I added a shine to the rest of the computer screens, all the metal switches, some more floors, the metal doors, and other textures. The best places to notice the effects are DooM E1M1 and E1M2, and TNT MAP01.

This is only a WIP and Dani hasn't tested or improved on my part of it yet, so there's still more to come ;) . This is only the first version, so feel free to comment on it. Let me know if my effects are too shiny, not shiny enough, wrong type of effect, etc. Also, let me know if there are other textures you think should be shiny. Keep in mind that we don't want to overdo it and make DooM into chrome-world *roflmao*

Lightning_Hunter
January 6th, 2005, 08:27 PM
Hey Dani, I have tried using Jdoom with various graphic modes to see which one runs the best and which one looks the best. I've found out that the best combination is turning the anisotropic filtering on in Jdoom and setting it to 4x in my Radeon 9800pro settings. With this, I get good performance and great quality. There is one problem though... With anisotropic filtering enabled, my FPS drop from 85 to 40 while viewing your new light models. If I turn off Dynamic lighting, the FPS goes back up to 85. Also, with anisotropic Filtering disabled, the fps goes up to 85 (with dynamic lighting on).

Is there any way for you to adjust the dynamic lighting on these models to fix this? I personally think that the high-resolution textures look bad with Anisotropic Filtering disabled, so I prefer to keep it on. The game runs at the max fps almost all the time using anisotropic filtering unless I'm staring at one of your new light models. The only other time the FPS decreases is if I'm staring at a horde of about a hundred monsters.

Majuub
January 6th, 2005, 10:38 PM
Dani, i have a similar issue to Lightning Hunter which i discovered while playing Doom2 level 32.

I dont know whether this is a issue with jDRP or a DDE 1.8.5 but i dont remember it happening with DDE 1.8.4

My FPS dropped drstically from a near constant 75fps to 10fps when i moved into the second very large room, but picked up agin to 38fps after I got out from under those hundreds of ceiling lights I normally run the game at 1152 x 864 x 32 with 6 times AA and 16 times AF on a 9800XT with a 3.2 gig HT CPU and 1 gig of RAM and my game rarely drops below 60fps, will prob get lower when there are hundreds of monsters on screen after you've released the models.

It appears it is definetly a Dynamic Lighting issue with jDRP 1.1 Alpha cos ive tested the same level with AA and AF off and still had the same slowdown.

The only time the game ran fine with Dynamic Lights on was when i disabled the jDRP. But Seriously, who the heck wants to play without the jDRP, not me thats for sure!

In the mean time switching Dynamic Lights off when fps become unplayable is not too m uch of a hassle!!!

Is there a Console Command i can bind to a key to toggle Dynamic Lights?

DaniJ
January 7th, 2005, 10:29 AM
With anisotropic filtering enabled, my FPS drop from 85 to 40 while viewing your new light models. If I turn off Dynamic lighting, the FPS goes back up to 85. Also, with anisotropic Filtering disabled, the fps goes up to 85 (with dynamic lighting on).There is no reason I know of that might be causing this inherent in the design of the jDRP. One possible reason and it is given more crecedence by what Majuub is reporting that maybe there is something needed in the way Doomsday is binding the textures used for the lightmaps.

Bare in mind this is an alpha so none of the textures are optimised (most are full 32bit pngs!) so it is difficult to tell at this stage if the problem is being caused by the jDRP.

One thing you can try is removing the Lightmaps.PK3 and see if it makes any difference speedwise. You will loose all the nice lightmaps though but it'll help me gauge what might be happening.

As of Monday I'll be off work for two weeks so expect more rapid progress on the jDRP as I mentioned earlier.

primus1236
January 7th, 2005, 03:36 PM
I deleted shinemaps.pk3 and used gamedude's stuff. I guess that fixed it because it works now. :D

They're looking really good gamedude and thanks to DaniJ too. :) Although you've made something I always thought was a carpet, shiny. :p

DaniJ
January 7th, 2005, 04:16 PM
Well thats WEIRD. Since all Gamedude did was combine his stuff with mine and repackage it *owell*

Glad it's fixed now anyway.

Carpets are shiny dude, what planet you on? *spin*
Heh, yeah I know it was just an experiment...

Majuub
January 7th, 2005, 04:20 PM
Dani, I removed the lightmaps.pk3 from the auto folder as you suggested but i still got the same serious slowdown as before.
i spose i should add that i also have the jDTP from jFiles, the jDEP, Chilvences liquids.pk3 and DJ Redlights soundtracks

Relica Religia
January 7th, 2005, 04:24 PM
Do you have smart texture filtering turned on? That can also majorly waste FPS.

primus1236
January 7th, 2005, 04:33 PM
I've found that djredlight's soundtracks for some reason, slow the game down quite a great deal for me.

Majuub
January 7th, 2005, 04:53 PM
I don't have Smart Texture Filtering on, i learned early on its useless when using external resources.

I deselected DJ Redlights soundtracks but still suffered the same slowdown.

I appreciate the suggestions anyways, thanx!

Gamedude
January 7th, 2005, 05:17 PM
They're looking really good gamedude and thanks to DaniJ too. :) Although you've made something I always thought was a carpet, shiny. :p

What texture would that be? I don't remember any shiny carpets... *laugh* Then again perhaps carpet is chrome in the future *rofl*
Well thats WEIRD. Since all Gamedude did was combine his stuff with mine and repackage it

Actually that's not *entirely* true... I used a different effect than you did for FLOOR4_8, the floor of E1M1 ;) . It's a little shinier than you made it. It was originally even shinier, but I decided to tone it down a bit. A partly rusty floor shoudn't look like a mirror, lol.

Juan_Fraglef
January 7th, 2005, 06:43 PM
Lol. Maybe someone else spotted this earlier, but the candle at the base of the "evil eye" item spins with the eye. It was rather interesting to see.

I haven't commented much on the new alpha models, Dani, but I have to say they are awesome. I was hoping to see the new imp model soon but I think you're trying to build up the suspense. ;)

About the torch fires. Different chemicals burning produce different flame effects and colors. Perhaps you could study what kind of chemicals produce what color and what the flame looks like when they are lit and achieve a more realistic. I personally like the varation of flames on the torches and sticks.

Also, you've done a great job intergrating the models more into the enviorment, like the cracks at the bottom of the torches to make it look like it was pounded into ground. Little things like that add a lot to the effect.

Lightning_Hunter
January 7th, 2005, 08:40 PM
I don't have time to go into details right now, but I just did a few more tests and I think it’s the high resolution textures in combination with the anisotropic filtering and the new models that use dynamic lighting effects. I'll probably post more details later...

Edit: Oh, and removing the lightmaps.pk3 didn't have any effect on the FPS.

Da_maniaC
January 8th, 2005, 06:49 AM
Whooha.... DaniJ good work on all the new stuff.
Also Gamedude's shinemaps theyre cool.

Havent heard much from me in a while, since i couldnt test proper anymore.
My doomsday was running as shit, but thats because i had like all possible versions of everythging ever released in there, and some of it just conflicted or took more resources then needed.

Wicked Anime Kid helped me yesterday installing doomsday over again completely, aonly using the latest updates needed and now its playable again. :)

mrinsane
January 8th, 2005, 08:04 AM
anyways dani j could you give me the link to the site becasue mozzila deleted all my bookmarks

Mad Max RW
January 8th, 2005, 09:08 AM
I haven't posted here in a while....

Great work from what I checked out. Gonna hold out on the models until I see some pics, plus I'm kinda attached to the ones I already have. The new shinemaps effect is brilliant. The computer monitors are perfect. I even dig the subtle reflection gamedude made. Have you tried it on the water/toxic waste/lava textures?
I love the updated bullet impact and particles. Blood splatter is good, but could stand to be exaggerated more.

Still waiting on those new monsters. Especially the imp.

Da_maniaC
January 8th, 2005, 09:30 AM
anyways dani j could you give me the link to the site becasue mozzila deleted all my bookmarks

---- Answer:
Anyone care to post te alpha site link? I lost t. :(

sure:
http://daniel.ddsdesign.co.uk/jDRPAlpha/index.php

Next time read the topic a bit better before you ask stuff like that, it was only 1-2 pages back. (If you didnt even read that, then actually that shows you arent quite following the alpha's developments that closely). ;)

Gamedude
January 8th, 2005, 01:08 PM
The new shinemaps effect is brilliant. The computer monitors are perfect. I even dig the subtle reflection gamedude made. Have you tried it on the water/toxic waste/lava textures?

I don't think it would look realistic on the liquid surfaces, because they're not meant to be completely flat, they're supposed to be wavy and bubbly. If you add a shine skin to them, it'll probably make it look more like a sheet of flat ice than wavy water. I'll still look into it though.

DaniJ
January 8th, 2005, 01:19 PM
There are a few tricks you can use to fake movement with carefull control of the mask and shine map, also a different mask or shine can be used for each frame of animation.

sLydE
January 8th, 2005, 02:34 PM
There are a few tricks you can use to fake movement with carefull control of the mask and shine map, also a different mask or shine can be used for each frame of animation.
That sounds like it could make a decent water/sludge effect. Hopefully experimentation will bring something like this along.

Kresjah
January 8th, 2005, 03:00 PM
No personal offence GameDude (and Dani too, if the pack downloadable from GameDude features shinies you have made that were not featured in the package at the Alpha page), but those shinies are WAY too... shiny.

Open up E1M2, and toggle shinies and see the difference. It's like lighting a 1000 watt bulb or something like that (umm... ok, maybe not 1000, but you get my point). I have two screenies that can be used as comparison, but I'll have to get them smaller and upload them somewhere first. I'll upload it later if you still can't see the difference :p

primus1236
January 8th, 2005, 03:03 PM
heh. First time I died since I got the BloodFX for the jDRP alpha. :D

The death blood thing looks pretty nice, although I've noticed what someone else complained about, the bottom of the blood, the 'drippy' part, does seem to be slightly off from the main part.

I don't know if it'd be possible, but could the blood perhaps come down as it does in Goldeneye for Nintendo 64? Slowly comming down at an uneven rate?

KevinCoyle
January 8th, 2005, 04:03 PM
Dani, I sent an e-mail to you concerning the resource pack. I used the forum's e-mail system because I couldn't find your e-mail address. I'm not sure if it worked or not. Just wanted to let you know incase you didn't get it.

Juan_Fraglef
January 8th, 2005, 04:21 PM
I barely notice the shine on anything except the floors. I do notice it on the computer panels which gives it a nice effect. I don't think GD's are overkill. Just out of curiosity, does gamma affect how noticeable they are? I always have my gamma at default.

xZAOx
January 8th, 2005, 04:54 PM
Dani posted this in the 1.8.5 thread. I thought I'd repost it here so noone misses it:

http://daniel.ddsdesign.co.uk/Stuff/BiasedPlasma.png

Looks kick ass, no? Very awesome plasma gun.

Kresjah
January 8th, 2005, 05:15 PM
I too have gamma on the default. Haven't touched it at all. Well, guess that means I have to upload the screenshots...

EDIT: There you go. I had to delete some stuff from the server to have enough space. Anyways, here are the links:

rend-tex-shiny 0 (http://home.no.net/fragagib/doomsday/shinyfloors/rend-tex-shiny0.png)
rend-tex-shiny 1 (http://home.no.net/fragagib/doomsday/shinyfloors/rend-tex-shiny1.png)

I know there will be visual differences when you have shinies on the textures, but I feel that it has been overdone a bit. Look especially on the differences in the floor.

Also, another texture where it is overdone is the brownish door, like the one in the room just before the exit in E1M1. The door doesn't look much brownish anymore (try turning shinies on and off while looking at the door).

Da_maniaC
January 8th, 2005, 06:15 PM
Dani posted this in the 1.8.5 thread. I thought I'd repost it here so noone misses it:

http://daniel.ddsdesign.co.uk/Stuff/BiasedPlasma.png

Looks kick ass, no? Very awesome plasma gun.

Very nice screenie indeed.

Thats even Desktop worthy. :)

[EDIT]
But it looks like you use a really low brightness setting or something?
Cause around you it looks a bit dark...
What settings did you change for that?

Juan_Fraglef
January 8th, 2005, 06:21 PM
I do notice the difference. I guess I don't see it being major difference though. I can understand your angle. Doom is supposed to be a dark game and the effect does take away from that. I would agree the shinyness needs to be dumbed down a bit (people walk all over that floor. How shiny could it be? :p). In any case, I do like the shinyness on the computer consoles and the metal textures. I think flats need to be approached a bit more carefully since they tend to be more noticable than wall textures when it comes to shinyness, and flats tend to stay consistent through the level where wall textures usually variate some.

DaniJ
January 8th, 2005, 06:35 PM
The shinyness is done with additive blending, there is no way around making them look brighter. Otherwise they wouldn't shine. Using subtractive or multiply will be done on textures that would require light to react that way. It all depends on the properties of the surface in question.

You can adjust the shiny in the console, thats why its there. I've got to make them overly bright because you can't increase the shine in the console, only decrease otherwise I would limit people to a certain setting.

As well as that you also have gamma and brightness to play around with so I dont see it as an issue myself as you can very easily adjust it to your liking.

Cheers Kevin, I got your mail I'll reply tomorrow. Theres a lot of people I need to get back to, I've had other things on my mind this week.

Kresjah
January 8th, 2005, 06:35 PM
Juan: Well, I still think that some of it is way overdone (once again, no personal offence GameDude). The UAC Door in MAP01 in Doom 2, that is what I call subtle but effective shiny... the brownish door in E1M1 between the room with the toxic and the room just before the exit doesn't look very brown anymore, and the patches of rust or similar shouldn't shine (at least not like that).

EDIT: Dani: I'm fully aware that it has to be brighter, but that doesn't mean that it has to look like it's turtle waxed. I don't mean to seem arrogant or ungrateful, it's just that I honestly feel that it has been overdone a lot on certain textures. As far as I know, I am pretty satisfactory with shinies you had done in the ShineMaps.pk3... but I have to admit that I found the pack from GameDude a bit too shiny.

GameDude: I just want to state again that I don't mean this as any personal offence. I'm just trying to give my honest feedback on it. It's still up to you whether you think I'm right or wrong, I'm just trying to say what I feel. Neither do I mean to discourage you from doing what you are doing, and I hope you'll continue to contribute to the community!

DaniJ
January 8th, 2005, 06:48 PM
If you want to see some flats check out the floors of the starting rooms of Map01 and e1m4 (the one with all the crates, i forget the name) (for even better effect try them in combination with rend-dev-bias). I do intend to make the shines subtle. I'm not a fan of over the top effects, it's just a case of experimenting and finding the right balance.

Also nearly all of the textures are currently without detail textures. The floor in e1m1/2 in particular will look a lot darker and more dusty when the detail texture is there. One without the other doesn't look as good.


But it looks like you use a really low brightness setting or something?
Cause around you it looks a bit dark...
What settings did you change for that?No, they are created by the in development shadow-bias support that will be used for really cool vertex shadowing. Check out Doomsday 1.8.6 for an early development version (it doesn't function anywhere near like it will once implemented fully but you see how awesome its going to be).

Kresjah
January 8th, 2005, 06:53 PM
I haven't downloaded 1.8.6 yet, so I can't throw on the rend-dev-bia yet. I'll see if I can get it down and installed before I head for bed, but I probably won't be giving feedback on that before tomorrow... but I am looking forward to test that function.

Oh, the eye-candy, the eye-candy *weird*

Relica Religia
January 8th, 2005, 11:43 PM
rend-dev-bias 1 actually makes gameplay really interesting. *flip*

Organicjerk
January 9th, 2005, 12:07 AM
http://daniel.ddsdesign.co.uk/Stuff/BiasedPlasma.png

Looks kick ass, no? Very awesome plasma gun.

If I'm not mistaken..that plasma gun is the one from jdrp 1.01

DaniJ
January 9th, 2005, 02:16 AM
If I'm not mistaken..that plasma gun is the one from jdrp 1.01It is based on the 1.01 version yes, it's kinda like a "pimp my ride" edition though as its a lot higher quality.

rend-dev-bias 1 actually makes gameplay really interesting. You need to use it in conjection with rend-dev-bias-move, point where you want the light to be then set that value to 0.

Harry
January 9th, 2005, 03:48 AM
Yay for dani's detail textures and shiny floors:D
http://img.photobucket.com/albums/v411/Harrydude/83a641c9.jpg
I also like what happens to the tekgrens without hi-res textures:)

DaniJ
January 9th, 2005, 04:14 AM
Thanks :)

You must have a fairly old videocard? / or somethings wrong some where : 42fps for a simple bit of floor is shocking.

Harry
January 9th, 2005, 04:16 AM
Yeah, its a Gf4 MX440 (64mb) plus with the fact that I had some other memory taking programs like msn and stuff:p

Da_maniaC
January 9th, 2005, 04:20 AM
God, i have the same card, and its not even overclocked atm.
And still i get like a steady 70 fps. :)
(And thats with running MSN, Windowsblinds and mIRC in the background. *kewl* )

Dani:
Ah so that new function is in 1.8.6 .
I downloaded that yet but didnt install, ill do that now i guess.

But what am i supposed to do now exactly?

rend-dev-bias 1

rend-dev-bias-move 0

Set like that? or what?

DaniJ
January 9th, 2005, 04:22 AM
Oh man I feel for you. I used to have one of them at one stage and not trying to upset you or anything but it was easily THE worst video card I've ever owned. EVER.

You might as well forget trying to play Doomsday with all the hires resources AND with msn n stuff going on in the background.

Harry
January 9th, 2005, 04:27 AM
I agree;) but it sure runs halo fast, due to the fact it has NO SHADERS!!!!
I won't have to put up with it that long though as I'm getting a new computer soon:)

Back on topic: What new models and such can we expect in the near furure for jDRP 1.1?

Da_maniaC
January 9th, 2005, 08:53 AM
God, i have the same card, and its not even overclocked atm.
And still i get like a steady 70 fps. :)
(And thats with running MSN, Windowsblinds and mIRC in the background. *kewl* )

Dani:
Ah so that new function is in 1.8.6 .
I downloaded that yet but didnt install, ill do that now i guess.

But what am i supposed to do now exactly?

rend-dev-bias 1

rend-dev-bias-move 0

Set like that? or what?

OK, first off all the uber shiny stuff gives me a bit lower framerate..

Anyway i experimented with the 2 commands, and you sure can make some really cool stuff with that.
But i see what you mean with it still being very experimental DaniJ.
The only way it could be used for now would be to move yourself to get a nice shaped light in the room, then turn the movement off and make a screenshot. :)

Im very curious to see how this will develope though, it gives a really realistic amibience to the game. (If not used with overkill as it is right now). ;)

Gamedude
January 9th, 2005, 06:19 PM
Ok I gotta admit, I did have the floors set a little too shiny, so I turned down the shininess a little. You can get the updated PK3 here (http://www.personainternet.com/gamedudesfiles/doomshine.pk3.zip). Let me know if there's any more problems or suggestions.

Technomancer
January 10th, 2005, 05:58 PM
I just noticed a strange issue when I was being pummeled by imp fireballs. The Fireball appeared to have it's alpha channel stippled, that is to say the fire looked as though it was completly composed of smaller dots to create the whole of the fireball, I'll see if I can post a screenshot if I'm making no sense. Incase it matters (which it usually does) I'm usinga Radeon 9600. Can't here midi music till I close the game too. Using an Audigy 2. Help?

*Edit* BTW shine maps look great! *thumbs*

DaniJ
January 10th, 2005, 06:15 PM
Yeah post a pic please.

BTW there should be a lot of new modules ready for release by the end of the week :)

Technomancer
January 10th, 2005, 07:39 PM
Woo! New Modules! We are not worthy *bow*

Here's the pic of my issue:
http://www.shatteredsilence.com/Doombug
Hopefully you can see what I mean on this tiny screen crop *squint*
Right up there in the smoke and towards the center of the ball it looks like the alpha channel is stippled, but it's gone almost totally at the top. The front fireball isn't too bad, but the one in the background looks like crap *chuck* Hopefully that helps!

Chilvence
January 10th, 2005, 07:45 PM
Well, the JDRP wont be the source of that problem. It may be some setting in Doomsday, or your graphic cards control panel, or just a driver bug forcing it to use 16 bit colour.

DaniJ
January 10th, 2005, 07:51 PM
/What Chilvence said.

This doesn't happen on my machine. Have you tried Direct3D?

Chilvence
January 10th, 2005, 08:40 PM
Actually, this reminded me of something - is your desktop colour depth set to 32 bit? If not, change it and see if it makes any difference.

Tyberious
January 10th, 2005, 11:10 PM
about the 56k crap, here is an idea *shock* why don't you have both, a big pack for the big boy broadband and all the seperate modules for the 56kers. Its not that hard because all those packs is an inconvenience to some of us who pretty much have next to NO time. I also got back from a 2 week job and I would like to say that it all went well but it was a mixed bag so pardon my attitude.

porjay
January 11th, 2005, 05:04 AM
please release the new imp i've been waiting since the 1st alpha shots :(

Da_maniaC
January 11th, 2005, 07:09 AM
Actually, this reminded me of something - is your desktop colour depth set to 32 bit? If not, change it and see if it makes any difference.

Isnt a game supposed to force these settings?

(Other wise there wouldnt be any use of having settings like that in any game. :) )

sLydE
January 11th, 2005, 09:24 AM
why don't we just post up a torrent of the new pack? I'll even keep a permanent seed if I have to.

Chilvence
January 11th, 2005, 02:42 PM
Isnt a game supposed to force these settings?

Yeah, but it could fail for some reason, so its worth a shot.

Suilside
January 11th, 2005, 04:50 PM
well, are you switching to md3 anytime soon because i have been using your chaingun and bfg model and im getting that "wonky" effect (such as what happens to the models in kingpin) because of i think its polygons overlapping... md2 is old and poo now, when will thye switch to md3?

xZAOx
January 11th, 2005, 04:59 PM
I believe that may be something supported when Hawthorn comes out. Hasn't Dani mentioned before how easy it'll be for him to switch everything over when the time is right?

Technomancer
January 11th, 2005, 05:58 PM
Thanks Chilvence, you were spot on! And I call myself a technician, bah. I failed to notice that Doomsday's graphics tab was set to 16 bit instead of 32. Thanks!

Khaveen
January 12th, 2005, 07:35 AM
You're going to add alternative HUD bars, right?
What about mine? Will you use it? ;)

Da_maniaC
January 12th, 2005, 07:44 AM
I think the current one simply rocks. :)

ITs true to the original AND high res. ;)

Khaveen
January 12th, 2005, 07:51 AM
Well yes it is but I've never liked the original one. *bliss*

mrinsane
January 12th, 2005, 01:00 PM
if your going to add new ones why not make a sort of hud pack that comes with them and is easily interchangable like a drop down menu in kickstart to pick em

Chilvence
January 12th, 2005, 02:13 PM
Well yes it is but I've never liked the original one. *bliss*

Haha, neither have I ;)

Why not just use fullscreen though? It's 2005 now mate :)

salaciouscrumb07
January 13th, 2005, 05:03 AM
That's all i've ever used is fullscreen, I think i've only seen the hud a few times. Looked at it about 10 minutes ago and remembered why i never use it. It feels like it takes up too much space on the screen to me.

Ffabbia
January 13th, 2005, 06:27 AM
Same here, it reminds me of the good old days when I was struggling to run Doom shareware on my 386 with 2 MB of RAM. I had to minimise the window to around 70% simply to get a playable framerate.

Right now, it's full screen all the way The novelty still hasn't worn off lol

Psychopath666
January 13th, 2005, 02:38 PM
Wasn't hawthorn supposed to support a metroid prime style hud?! I seem to remember hearing that somwhere...anyways...tha'd certainly be cool...especialy being as your charactor has a helmet on...

I personally use fullscreen. Lets face it, in these days of nice shiny 3d graphics, a big blocky status bar looks really cheesy....

beef1187
January 13th, 2005, 07:49 PM
Ive been gone for awhile and just came back. Where can I get what was released of the pack so far?

Thanks.

mrinsane
January 13th, 2005, 07:55 PM
this site you need to register though http://daniel.ddsdesign.co.uk/jDRPAlpha/index.php

hurleybird
January 13th, 2005, 08:19 PM
No matter what user name i try to register the site says its already in use

Da_maniaC
January 14th, 2005, 05:14 AM
No matter what user name i try to register the site says its already in use

Maybe its something IP related.
Maybe try deleting cookies that lead to that page.
--

@ the HUD subject:

I think the scaling function is great for solving the problem of the HUD covering 50% of the weapon models. :)

Lord Kaizen
January 14th, 2005, 01:47 PM
I have just found out why I've been getting frame skipping! I have had my Doomsday graphics tab set to 32 bit because some of the new models (like the rocket box) looks like crap under 16 bit. But running under 16 bit solves the frame skipping problem. Any solution? Is there something wrong with my GeForce FX 5200 or is it my 533 Mhz processor?

DaniJ
January 14th, 2005, 02:25 PM
You can enable texture compression and that will greatly increase speed. Don't worry about any quality decreases as the jDRP has been designed with texture compression in mind. Where necessary I pic and choose whether to allow compression on a certain object in each DED where the degradation is noticeable.

Also in the full jDRP 1.1 release the skins will be optimised by hand down to a much smaller size. Atm all the textures use full 32bit colour which is totally unnecessary but it's pointless me doing that untill they are final.

Joel
January 14th, 2005, 02:35 PM
I'm having problems with this thing too. The blood that the monsters splatter everywhere is bright blue and whenever I kill and Imp it doesn't fall down it just stands straight up.

Da_maniaC
January 14th, 2005, 03:31 PM
Joel: I think you have been overwriting far too much installs. (Both jDRP as well as doomsday)

I suggest you reinstall doomsday again from scratch and only use the latest jdep and jdrp (1.01 or the alpha's which ever you'd like). ;)

(I've had pretty much the same problems in the past)

Wicked Anime Kid
January 14th, 2005, 03:44 PM
*WAK remembers that problem all to well;)*
The best thing is indeed to make a fresh install of the Deng and then install all of the j**P files and no others

Joel
January 14th, 2005, 04:07 PM
Where can I get the latest version of jDRP?

Lord Kaizen
January 14th, 2005, 11:01 PM
[QUOTE=Dani J666]You can enable texture compression and that will greatly increase speed. Don't worry about any quality decreases as the jDRP has been designed with texture compression in mind. Where necessary I pic and choose whether to allow compression on a certain object in each DED where the degradation is noticeable.QUOTE]

WOW! Thanks Dani, that helped alot. Seems to be performing fine now. But how come when I asked about this before everyone seemed to think that texture compression was causing my problem?

Relica Religia
January 15th, 2005, 12:50 AM
Texture compression causing the problem? Wow, I've never heard of that before. The only errors you may receive are minor texture errors (rarely).

Lord Kaizen
January 15th, 2005, 12:47 PM
Heheh, I guess I misunderstood. Because everytime I told someone that I was experiencing a frame skipping problem everyone asked, "Do you have texture compression turned on?" So I was thinking having it on was a bad thing. :D

Anyway...I wonder what new models Dani will have for us next...

draconx
January 16th, 2005, 10:48 AM
I believe texture compression puts a little more strain on the gpu, but requires significantly less video memory. If your card is having to swap into main memory, you'll have a massive speed degradation.

Mr. Chris
January 16th, 2005, 08:23 PM
533Mhz? Upgrade your CPU and motherboard man! O.o

Lenias
January 17th, 2005, 08:12 PM
Not griping, just genuinely curious; there was such a steady stream of releases from before Christmas till 10 days ago, but everything seems to have come to a standstill. Everything ok?

DaniJ
January 18th, 2005, 04:29 AM
I've been off work since the 7th and I've still got a week left before I'm due back.

In this time so far I've gotten a fair amount of work on the jDRP done and I'm hoping to finish a lot more stuff this week. So expect a sizeable number of new releases and updates this weekend. :-)

Besli
January 18th, 2005, 11:50 AM
I've been off work since the 7th and I've still got a week left before I'm due back.

In this time so far I've gotten a fair amount of work on the jDRP done and I'm hoping to finish a lot more stuff this week. So expect a sizeable number of new releases and updates this weekend. :-)
Sounds good! *flip*

KevinCoyle
January 18th, 2005, 03:11 PM
Hey Dani, Lookin forward to the updates.
Have you gotten a chance to look at my e-mail yet?

MR_ROCKET
January 18th, 2005, 04:36 PM
Nice, cant wait to check them out Dani. ;)

Lord Kaizen
January 18th, 2005, 09:13 PM
Lookin' forward to it. :)

putzboy
January 22nd, 2005, 09:43 AM
I've been off work since the 7th and I've still got a week left before I'm due back.

In this time so far I've gotten a fair amount of work on the jDRP done and I'm hoping to finish a lot more stuff this week. So expect a sizeable number of new releases and updates this weekend. :-)

????????????

salaciouscrumb07
January 22nd, 2005, 10:33 AM
That's what I'm sayin'. Don't worry though Danny will pull through and if he delays it'll be for a good reason, probably making them better :)

DaniJ
January 22nd, 2005, 11:05 AM
Nope no delay :)

I'm finishing off a lot of stuff tonight. At the latest this batch will be released tomorrow night, sooner if I'm not going out tonight, I don't know yet.

putzboy
January 22nd, 2005, 11:53 AM
Nope no delay :)

I'm finishing off a lot of stuff tonight. At the latest this batch will be released tomorrow night, sooner if I'm not going out tonight, I don't know yet.

Thx for the update! Will standby...

Weenuk
January 22nd, 2005, 12:05 PM
If it involves partying, i'd go out tonight lol.

Lord Kaizen
January 22nd, 2005, 12:24 PM
Baby's gettin' candy!

SgtMagor
January 22nd, 2005, 12:29 PM
kewl! :) ...

DaniJ
January 22nd, 2005, 12:42 PM
Yep it does involve partying. I will attempt to describe the night using the universal language of teh smilie:
*drinky* *drinky* *bang* *drinky* *hippie* *drinky* *chuck* *hippie* *plop*

So yeah I'm going out in 30 mins, so I'm doing a bit of programing while I wait (I just got done adding a full screen status bar mode to Doomsday (no yucky green border), now for the alpha...).

draconx
January 22nd, 2005, 07:45 PM
that sounds like fun. I especially like the head exploding part.

salaciouscrumb07
January 22nd, 2005, 10:40 PM
I just got back from goin out :) Went to a co-workers 22nd b-day and got trashed at olive gardens! then went bar hopping. Good Times.

Da_maniaC
January 23rd, 2005, 02:18 AM
that sounds like fun. I especially like the head exploding part.

I think thats him the morning after. *rofl*

DaniJ
January 23rd, 2005, 04:03 AM
Yep my brain is trying to force it's escape right now. I've taken a mild dosage of bacon+eggs+sausage to try an distract it but atm it's not really listening to my attempts at thinking. As soon as we're back on speaking terms I'll get cracking with the new jDRP modules I promised.

Chilvence
January 23rd, 2005, 07:59 AM
Just give it some water, good as new. Either that or a curry (and not a wimpy one :D)

Weenuk
January 23rd, 2005, 03:12 PM
Gatorade/Powerade/some kind of sports drink. That should prevent you from getting a hangover (or you can be like me and stick your head under a running faucet and drink until you can't drink no more lol). Anyway, can't wait to see some of the newer stuff, should be a nice treat.

porjay
January 24th, 2005, 03:45 AM
RELEASE SOMETHING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! *cry* *cry* *cry* *cry*

DaniJ
January 24th, 2005, 06:02 AM
Sorry about this but my dad was doing DIY yesterday and and almost blew himself up by accidently putting a screw driver to a live circuit he thought was switched off. Needless to say that caused a surge, which unfortunetly destroyed my router... which connects me to my file server (and the all of the development jDRP stuff). I'm going out today to see if I can get a replacement.

All the data is ok, I just can't access it from any machine with an internet connection.

During the outtage though I spent the time wisely, both jDoom and jHeretic now have three fullscreen HUD options and an alpha blended status bar in fullscreen mode 1. jDoom now has the option of displaying the Head in the mini HUD and jHeretic now has a nice glowing gem in the status bar that loses it glow as your health reduces.

BTW anyone else noticed that in jHeretic deathmatch the health and armor counters don't work anymore? I don't know when this bug appeared but I'lll try and fix it.

KevinCoyle
January 24th, 2005, 06:20 AM
Hey Dani, I sent a reply to your e-mail earlier this week. Did it come through ok?

Da_maniaC
January 24th, 2005, 08:55 AM
Sorry about this but my dad was doing DIY yesterday and and almost blew himself up by accidently putting a screw driver to a live circuit he thought was switched off. Needless to say that caused a surge, which unfortunetly destroyed my router... which connects me to my file server (and the all of the development jDRP stuff). I'm going out today to see if I can get a replacement.

God haha, looks like the jDRP is a bit cursed heh, its almost scary. *eek*

But, if a normal circuit already almost toasts your dad's screw driver, then he better get a new one. :D
The ones i have dont even come through with 400 V @ 25 A (Which is the most you can get in a normal house here....) And trust me, a screwdriver that gets 25 A has to be really really thick, else it cant get that much current even.
So you better tell him to watch out. :P
(I work with that stuff all day.. so trust me :P )

DaniJ
January 24th, 2005, 09:11 AM
Yeah I know, everything that could go wrong has been doing so, recently.

Yep his screwdriver is missing a huge chunk out of it *eek*

Well my local PCWorld didn't have one (is it me or are the staff in these places sent to some "special" training program where they use the "flashy thing" from MIB to erase all technical know-how from their memory?). Anyway, after dinner I'm gonna drive over to the out of town Scan and see if they've got one (they should have). Knowing my luck recently, anything could happen though.

Some good news though:
I finished the alpha blended status bar for both jHeretic and jDoom - Screenshot (http://daniel.ddsdesign.co.uk/Stuff/AlphaBar.jpg).

Kevin - I've sent my reply.

Caden
January 24th, 2005, 10:27 AM
Any hint as to what those releases might be?

eX_Do0mY
January 24th, 2005, 09:40 PM
Hmm, how about those new modules? Couple of days late. (No pressure though. Least we got someone to do a jDRP as talented as Dani.)

DaniJ
January 25th, 2005, 06:28 AM
Nope scan didn't have one. They're ordering me in the one I need so it should be here in a couple of days.

New models will include:
Both Armour models
Rocket pickups
Health Sphere
Floating rock thing
Spiky thorn thing
plus a few more

And Gibs! Lots of messy model Gibs! Including hunks of flesh, bone, intestine, spurting blood fountains... *diablo*

Wa59
January 25th, 2005, 06:45 AM
but every monsters ill have the same gibs ???

DaniJ
January 25th, 2005, 06:47 AM
No each monster has additonal gib models to mix in with the generic gib model set. So for instance the Imp has a severed hand and a hunk of flesh with the spike still in.

Da_maniaC
January 25th, 2005, 07:25 AM
Whoa, sounds very sweet! :D

Cant wait to see it. :)

SgtMagor
January 25th, 2005, 07:39 AM
O_O sounds kewl...

xZAOx
January 25th, 2005, 11:05 AM
Must...have....gore...!!!!

Lord Kaizen
January 25th, 2005, 12:26 PM
And Gibs! Lots of messy model Gibs! Including hunks of flesh, bone, intestine, spurting blood fountains... *diablo*

Ah, that's sweeeeeet. *wipes tear away*

Relica Religia
January 25th, 2005, 04:13 PM
Feckin' rights, dude. *weird*

Technomancer
January 25th, 2005, 06:15 PM
Alright! Wicked arse gibs! Woo! http://www.3000ad.com/ubb/graemlins/w00t.gif

Chilvence
January 26th, 2005, 02:17 PM
Well my local PCWorld didn't have one (is it me or are the staff in these places sent to some "special" training program where they use the "flashy thing" from MIB to erase all technical know-how from their memory?)

Heh, I just quit my job and moved across the country, maybe I could make it a point to find out...

DaniJ
January 27th, 2005, 09:36 AM
A nice guy from Scan's parts counter rang me today to say that they'll be getting an order in on Monday and that my router will be put to one side for me. So I'll go it pick up on Monday after work. With a bit of luck I'll have the time to set up that night and then on Tuesday night I'll get the new stuff uploaded.

In other news:
jHexen's alpha blended status bar code is almost finished now, I've just got to make a decision regarding the weapon piece display and key bar graphics (they don't have a transparent background).
I've ripped out the menu code from jHeretic and I'm about half way through installing the menu code from jDoom. That means that when I'm finished all the nice features of the jDoom one (type in effect, text shadow, font glitter, background fog, text colour etc) will be available in jHeretic. It's actually a fairly big job but its going well so far. After that I'll do the same with jHexen and then I'll be able to start merging all the menu code into one set of common code. Once this is achieved, like the automap, it will mean that any and all future new features can be implemented for all games at the same time :)

Dog-Food
January 27th, 2005, 12:28 PM
Mmmmmm, inter-game-ial status bar. (drool)

DaniJ
January 27th, 2005, 08:35 PM
Well it's 4:27am and I've finaly got all the menu code from jDoom inserted into jHeretic. Atm the only things that don't work are the type-in effect and the menu glitter but thats because I've disabled them for now since jHeretic doesn't have a font handling system like jDoom does. So I guess that means I'll have to port that too...

Other than that there are also a few minor rendering glitches that won't take me long to fix.

I'm actually quite surprised how smoothly this mini project has progressed considering the huge chunks of code that I've replaced and the numerous ties to areas like the main tic loop, frame refresh etc etc. Perhaps I'm a better coder than I give myself credit for *drunk*

MTKnight
January 27th, 2005, 10:39 PM
Perhaps I'm a better coder than I give myself credit for *drunk*It certainly seems that way. I'll be looking most forward to the new automap, me. :)

xZAOx
January 28th, 2005, 07:29 AM
I'm actually quite surprised how smoothly this mini project has progressed considering the huge chunks of code that I've replaced and the numerous ties to areas like the main tic loop, frame refresh etc etc. Perhaps I'm a better coder than I give myself credit for *drunk*

Well, don't count your chickens before they've hatched! Coding something to do what it should do is only half the battle :)

(If you don't know what the other half is, then uh-oh!)

Can't wait to see the new goodies :)

-Rob

Mad Max RW
January 28th, 2005, 07:34 AM
How about those damn monsters you hyped for so long? Last summer it was "4 more weeks and it's done". Come on, you did the same thing with the first jDRP. I had to wait a year to download that in some organized form.

I love your work, and you're doing a great job. But if you miss several releases I think it's time to follow a "when it's done" philosophy. Most of the folks around here probably don't care what you do, but it's like every time I go to another site somebody is talking about some catastrophic event that's delaying his mod or game another few months.

In short, enough with the false release dates.

lord-noctrun
January 28th, 2005, 08:07 AM
How about those damn monsters you hyped for so long? Last summer it was "4 more weeks and it's done". Come on, you did the same thing with the first jDRP. I had to wait a year to download that in some organized form.

I love your work, and you're doing a great job. But if you miss several releases I think it's time to follow a "when it's done" philosophy. Most of the folks around here probably don't care what you do, but it's like every time I go to another site somebody is talking about some catastrophic event that's delaying his mod or game another few months.

In short, enough with the false release dates.
clam down, what we really don't need to do is to discourage dani even more (you can't make a statement like the above and think it's fine with "I love your work, and you're doing a great job", I think he took enough shit with his "luck" in rl in the past week already.

btw, are you one of those who scream for wip screenshots and than complain that they are useless because whatever it is, is not released? dani hyped nothing, he let us all peek at what he was doing at the time, the quality level that dani is working on takes time, and for these free projects it's always "when it's done" even if they give you dates.

also dani never said he would release the monsters, they where not part of 1.0, 1.01 or even the modules that he wanted to release last week. I have to read these " I had to wait all the time... for this?" and "add this forme" screaming all the time and funny thing is in many different forums/chatrooms/whatever and I am sick of them, because I have seen more than just one project being abandoned because of them, these guys don't OWE YOU anything...

Mad Max RW
January 28th, 2005, 09:00 AM
He's already released a ton of stuff in the past, so it's not like I don't know what he's capable of. If you read my past posts you'll see I only had good things to say about his stuff. The buildup is what gets to me. And in every game community you have mods doing that. Something is built up for so long, goes through dozens of delays, and when it's finally out is underwhelming at best. The frustration in between is totally unnecessary. I'm sick to death of excuses.

The fact this thread has reached 172 pages with very little coming out of it is enough proof of the hype. It isn't intentional, but is definitely there.

I'm counting the seconds until some pissant asks "Well, where's your jDRP?? HUH?"

DaniJ
January 28th, 2005, 09:03 AM
As lord-noctrun said, the monsters were never intended to be a part of 1.1, I'm sorry if thats what you thought but I never said they would be.

So far I've done all (pretty much) the new models, fx, artwork, organisation, maintenance etc myself and unfortunetly the jDRP is only a hobby project that I work on in my spare time. I've got very high standards of what I expect from myself which often leads to things taking longer than I would like them to, not to mention that Real Life issues will always take priority over my hobbies.

I try not to give release dates for anything, for exactly this reason but it's difficult not to when you've got a community of users constantly wanting to know when (I don't mind them asking, it pleases me to know people enjoy the work I do so much). Any release dates I do give should be taken at face value for what they are: "my best guess, providing nothing goes wrong". One thing I will say though is that history has proven my "best guess" is often overly optimistic so in future I'll remember to "add a bit on" when giving dates.

If I was being paid to do this then naturally I'd expect to be castrated by now considering I'm around a month over when I said 1.1 would be released but the truth is I'm not being paid and Real Life has been kicking me in the bollocks repeatedly (in one way or another) as of late which means the development of the jDRP (my social life and all my other hobbies) will suffer.

I'm very thick skinned and I can take criticism well, it's something you learn very quickly in the design industry.

For the record - I'm not likely to pull the plug due to a few negative words posted in a forum. I do this because I enjoy it and if other people get as much enjoyment out of using it then thats a bonus as far as I'm concerned.

Sorry if any of this sounds harsh but it's the way it has to be. I don't want this project to go belly up any more than you do.

You'll notice though that projects that are organised and prioritised in the way that jDRP development is now, tend to stand the test of time because the authors know the level of commitment a project like this requires. It's taken me a while to get the project organised and soon I will have all the mechanisms in place to make for pain free development.

Although I love creating everything myself it's quickly becoming unfeasible due to the magnitude of work involved. This will only increase as Doomsday becomes more and more powerful with more and more features to further enrich the playing experience with.

So because of this I've been slowly trying to get the project to a point where it becomes easy for the entire community to aid in development (creation of the development website and reorganising the project's data structure for example) without making my life a nightmare when collating the work. I'm not quite there yet but I hope to be soon. In the long term I'd like to loose some of the responsibility in certain areas and take more of a lead artist/project manager role. I feel this is very important to maintain a coherent look and style throughout the pack.

DaniJ
January 28th, 2005, 09:11 AM
To that end I'll be looking to recruit people soon to work on certain areas that either I don't have the time for or have no knowledge in.

So I'd like you all to give Kevin Coyle a big warm welcome who has recently joined the project.
Kevin has kindly offered to take over the animation chores as it's an area I'm neither particularly good with or experienced in. As well as this he will be helping out with creating some of the models.

Kevin is also quite the talented modeller and has done some very nice work in particular on various star wars related stuff. Here is an example of his work:
http://www.sagaoflouvado.com/Anakin.jpg
I'm confident he will be a great asset to the project and that his style of texturing will mesh nicely with my own.

Welcome to the team Kevin :)

sLydE
January 28th, 2005, 10:11 AM
Welcome Kevin :). I'm glad that you're finally getting some help with this project, Dani. (I would have helped, but I don't really have many applicable skills at the level you're working at.) When will we get to talk with Kevin about what he's working on?

Oh, and you know what would be helpful? (just a suggestion) How about putting a link to the jdrp website in your signature on these forums? :D

draconx
January 28th, 2005, 12:20 PM
it would also be helpful to have auto-login feature on the website, or not require login to download.

doomer
January 28th, 2005, 01:19 PM
As lord-noctrun said, the monsters were never intended to be a part of 1.1, I'm sorry if thats what you thought but I never said they would be.

.

Hi Dani - we love your work but i do seem to remember you saying that the imp was going to bve part of the new pack - as we have seen many pics of him nearly finished - please will you be able to release an ALPHA version very soon.
Thx again.

Lord Kaizen
January 28th, 2005, 02:02 PM
I don't think the imp is quite ready yet. Last time I heard about the it, Dani was still working on the animation.

primus1236
January 28th, 2005, 02:10 PM
Is that skywalker model an MD2? If so, it looks fantastic, if not it still looks fantastic, but it's not quite as interesting. :p

Weenuk
January 28th, 2005, 03:03 PM
Great to hear about the extra talent coming onboard. Nice model there. From what I can see from that pic there is a lot of talent being used there. I wish I wasn't so lazy, i'd try to submit a few more things, oh well.

Da_maniaC
January 28th, 2005, 04:08 PM
Wow, nice to see another modeller joined your team dani, sounds very promising.

@ MAd MAX RW:
I think jDRP shouldnt even be available to ppl like you.
Everyone else here on these forums are gratefull with whatever work Dani and other ppl put in this project (for no cost at all). Even staying up late for it, and trying to fix something (like the router in Dani's case) as soon as possible just to please us.
When someone like them gives a release date, they will name a date for which they will try to archieve, and they will as soon as you start paying them for it, so they can work on this baby 24/7.

If thats not the case, which im sure it is not, then we should be gratefull for whatever we get and at least show a bit of respect around here.

And i know all about this, since i am vice-administrator / co developer for another project just like this, and i know exactly how its like to work my butt of next to the things i do in an already too busy real live (Yes honestly i wish a day had 36 hours, it would make my live a lot easier).

Bottom line : hence me showing respect to ppl that work their butt off as much as they can, just so they can please ppl.... which most part wants everything done quick and for free.
And in some cases not even showing any respect.... i find it simply pathetic.

Mad Max RW
January 28th, 2005, 05:34 PM
Look, I understand how you feel because you probably haven't seen nearly as much as I have over the years. And I've been around forever. I've seen everything in the book. It doesn't surprise me at all that Dani missed dates and it doesn't surprise me at all some people will fight for him until the last breath. A community needs to have two sides of a spectrum. You have blind worshippers and the critics. I respect the work put into it, but I don't respect how things have been handled.

BTW, I just finished a major project with a group of people in another community. My part (art side and full design, and the most time consuming) has been done since early December. But because other people like to drag ass and give excuses, the whole operation still isn't online. More people besides the select few involved would be as frustrated as we are if we chose to give daily status updates. In the real world excuses mean nothing. You don't get a pat on the back. You get fired.

You'll know what my "project" is when it's revealed to the public.

ddraigcymraeg
January 28th, 2005, 06:20 PM
Glad to see more talent for my favourite mod. This is one of the friendliest and one of the most technical communities out there. Dani is fantastic, like most of the community here.
I dunno, just I lurk a lot and I'm glad to see my favourite game enhanced by these guyz *munch*

Lord Kaizen
January 28th, 2005, 06:44 PM
Normally I don't say much but here I go....

Mad Max,

Just because you might have all the time in the world to give to your projects doesn't mean that everyone has it to give to theirs. Some people have careers, go to school or both. To be realistic the work that Dani J is putting into the jDRP is a hobby It's not a career, he's not getting paid for it, so of course "Real-Life (tm)" issues take priority over it. For us to be getting a hold or the new jDRP will be a privledge as we will be getting it for free. It's not like you have paid money for it so I don't want to hear your griping.

DaniJ
January 28th, 2005, 07:21 PM
I do what I can, when I can. I know full well that IF I was being paid to do this I would get fired for missing a release date but I'm not. Some times it's not just as simple as releasing the stuff. There is lot more to a mod project than just creating artwork and IMHO I made the right choice by deciding to stop and organise everything the way I have, at this "early" stage because to be honest, I can't keep on doing it all myself, as much as love it. There simply isn't enough hours in the day.

Don't forget that when I started this I didn't even know how to model, I'm pretty much learning everything as I go.

Well you know my position so I'm saying no more on the subject.

DaniJ
January 28th, 2005, 07:23 PM
I'm sure Kevin will drop by here soon to properly introduce himself so I'll leave the explaining of the model and his credentials to him.

primus1236
January 28th, 2005, 08:46 PM
Heh, in relation to just learning, I found this at the sourceforge forums, from quite some time ago.

Is it possible to define a model to be used at a specific location on a map, without having to butcher a predefined Thing?

It's interesting how far we've come since then. *kewl*

Mad Max RW
January 28th, 2005, 08:59 PM
Normally I don't say much but here I go....

Mad Max,

Just because you might have all the time in the world to give to your projects doesn't mean that everyone has it to give to theirs. Some people have careers, go to school or both.

When did I ever say I have all the time in the world? I work 8 hours a day (early morning and night) including weekends, go to art school during the day, and I manage to get by.

To be realistic the work that Dani J is putting into the jDRP is a hobby It's not a career, he's not getting paid for it, so of course "Real-Life (tm)" issues take priority over it.
Of course. But the second you or anyone starts treating it as a professional project, dozens of delays blamed on "real life (tm)" gets annoying fast. And all of these projects are of professional level. It takes a lot of time and work to do them, and if people didn't take it seriously they wouldn't bother.
Just because you aren't getting paid to do a mod doesn't mean you're exempt from criticizm.

For us to be getting a hold or the new jDRP will be a privledge as we will be getting it for free.
I don't disagree with you there.

It's not like you have paid money for it so I don't want to hear your griping.
My only gripe has to do with the constant pattern of false release dates. To deny it exists is to accept it, which results in only more false information. It's nothing personal to Dani or this community, but of all games. Look around and you'll see what I'm talking about. And the old paying money for anything is such a cliched argument it doesn't even hold ground anymore.
I'll repeat myself for further clarity:
Just because you aren't getting paid to do a mod doesn't mean you're exempt from criticizm. And those who are not paying retain the right to have an opinion.

Caden
January 28th, 2005, 11:26 PM
When Dani doesn't release stuff, people tear each other apart on this fourm to pass time...

That Kevin guy has some talent, although im not much of a Starwars fan.

draxen
January 29th, 2005, 12:37 AM
Hi folks,

Apologies for my n00b-ness, I Just installed Doomsday a few hours ago.

I'm trying to install as much eye-candy for Doom(s)/Heretic/Hexen etc as possible but I'm completely overwhelmed by the amount of different packs available.

Please could someone tell me or point me to a thread where I can find out:
a) which packs I should download?
e.g. jDoom Resource Pack (jDRP), jDoom Environment Pack (jDEP) etc
b) where I can download the latest versions of them all?

Also, I have a load of space (approx 2 gigabytes) of webspace on a lovely fast webhost (www.dreamhost.com) so if anyone would like me to create an up to date mirror of this stuff please give me a shout.

Just another thought, I have some experience with creating complex Installshield install sets. I'd be willing to attempt to wrap everything up in a nice installer if that might be of some use?

Kind regards,
- DraXen
*wave*

mrsabidji
January 29th, 2005, 04:25 AM
a lot of stuff
Well, I have no problem with criticism, as long as its somewhat constructive. That's not what you're doing. Basically, you're just saying that you're pissed because JDRP wasn't released at the date you wanted and in the form you expected, and this is unacceptable because you decided it was now a professional project. And, as you said, many real professional projects done by people that are actually being paid aren't released on time. The thing is, whatever you may think, JDRP _is_not_ a professional project and Dani is doing it for free, during his spare time. So why don't you just cut him some slack? It's probably enough pressure for him already to know that hundreds of people are waiting for him alone to finish his work, and will judge it and all, without you telling how he shouldn't have given release dates and 'hyped' the monsters and how you would handle it, blah blah blah, but it's okay to say so, because you've been there for a while and you like his work. Well, we all do. That's why we are here, reading this thread.
Now, since you manage to 'get by' so well, and your part of work on this other project that's being held back by other people is done, why don't you offer Dani some of your time and talent so the JDRP can be released sooner? Now that would be useful criticism. Otherwise, maybe you should do just what I usally do on these forums : read stuff, enjoy people's work, keep your mouth shut. *winky*
I shall now go back to silent-mode.

mrsabidji

Lenias
January 29th, 2005, 08:06 AM
Pure curiosity: Is that Mr. Sabidji or Mrs. Abidji? Or none of the above. Just trying to figure out the moniker.

xZAOx
January 29th, 2005, 08:57 AM
Mad Max - just let it go man. They aren't getting the point. I agree with you too, but these guys (minus Dani) are just taking it the wrong way.

I did a similar post on another fan project, and I spoke from experience (being a coder myself), and I was told how I "that was the most ignorant thing they had ever heard".

-Rob

mrsabidji
January 29th, 2005, 12:06 PM
I always take everything the wrong way. The thing is making the kind of critics Mad Max made doesn't help Dani in any way, nor will it help to release the JDRP any sooner. And since I think everyone here is smart enough to note the release date had been pushed back anyway, I don't see any real interest in making such comments. But that's just my opinion.

Pure curiosity: Is that Mr. Sabidji or Mrs. Abidji? Or none of the above. Just trying to figure out the moniker.

I'm a mister. *winky*

mrsabidji

Relica Religia
January 29th, 2005, 01:39 PM
Yeah, I think you guys are missing Mad Max's point here.

He enjoyes the JDRP, just like all of us, he just thinks it'd be easier on Dani and his fans to not give such definited release dates on projects that could very well take longer. Essentially - and correct me if I'm wrong here - he would like Dani to just give slightly more general projected release dates. That's all.

Nobody in question here dislikes the pack, nor are they ungrateful. Max's comment was just a highly direct suggestion. *inout*

salaciouscrumb07
January 29th, 2005, 02:57 PM
Maybe i should have said delay in my last post *wacky*

Anyways about the delays, it doesn't bother me at all to have to wait days or weeks for stuff because i have a life also and am not obsessed with this and respect whatever decision dani makes because obviously he knows what he's doing with this pack. Some of these people sound like they are waiting for a new game but the publisher just delays it..like it's a crime or like it'll kill them to wait an extra 2 days or whatever. Like i said above, i personally don't care how much it gets delayed, just glad we are getting this and plus i go to school 3 days a week, and work 5 12-hour shifts a week so i hardly have time to play anything anyways. I just get home, check for IGN, Gamespot, and jDRP updates, shower, go to bed then repeat the same process lol. So...doesn't bother me.

lord-noctrun
January 29th, 2005, 03:32 PM
Just because you aren't getting paid to do a mod doesn't mean you're exempt from criticizm. And those who are not paying retain the right to have an opinion.as the one that started to oppose you I want to say that I do think your opinion is valid. but I was just offended by the attitute of your post, not your point. it read like kicking someone when he's down after asking him how he's doing. and where I come form, you don't do that. I admit that my tone might have been a little sharp because before my post I just read a very discouraging email about a quake mod I coded, by a kid that said I had to code what he wanted because he could beat me at quake deathmatch (please, don't ask. it's ridiculous as it is). I hope that settles that and that we can all get back on topic and on the good news now.Is that skywalker model an MD2? If so, it looks fantastic, if not it still looks fantastic, but it's not quite as interesting. :pno that one is for Star Wars: Dark Forces 3: Jedi Outcast:
http://jediknight2.filefront.com/file/Anakin_Skywalker;22042

great news to hear he's gonna work on the pack

SgtMagor
January 29th, 2005, 06:38 PM
hmm, had one of those days when your puter decides to crash and burn and lost gobs of stuff, guess ill wait for Dani to post the new goodies before i download the Alpha again bummr! :(

Devon_Rex )(
January 30th, 2005, 05:49 PM
i agree with mad max its enoying to hear all theese false release dates...

*chuck*

Lightning_Hunter
January 30th, 2005, 07:36 PM
Who gives a crap about release dates? Just think as I do; if an online project has a release date, assume it will take much, much longer than that. Rather than getting excited when Dani says stuff like "it will be released on Monday at 5:03 PM and 30 seconds", just be excited when he actually does release it. Dani can tell us that the entire resource pack in its entirety will be released tomorrow for all I care.

Drop that topic now...

SgtMagor
January 31st, 2005, 08:09 AM
me personally, i have been enjoying everything Dani is doing for Doom and the community. I wait patiently for Dani's updates and news, and appreciate everything he does. i wish i had the talent to help Dani out, but i don't so i quietly wait with much thxs for his contributions. peace out!

Slide
February 1st, 2005, 10:17 AM
Lets not have another ten page discussion on release dates. Whether criticising OR defending them.

Tyberious
February 1st, 2005, 10:20 AM
yes I agree, besides, I don't see any of you guys helping dani release it faster anyway (some of you do pull your weight). Lets just talk about either what else needs to be worked on or about what to expect on future releases. I actually have some other friends waiting to play doom with all new graphics (hint), I told them about your fine work and they can hardly wait. Hell, I can hardly wait till I get a new card to play it.

DaniJ
February 1st, 2005, 10:38 AM
Just an update on the situation: I'm going over to scan tonight but I'm having to take my mum so she can go shopping...sigh. So we probably won't be back till late but I'll try and get it set up tonight. I won't have time for anything else till tomorrow though.

Tolwyn
February 1st, 2005, 01:31 PM
A doom forum discussing release date? :)

Don't you all remember the official release date?

"When it's done."

... idSoftware

Chilvence
February 1st, 2005, 02:08 PM
I prefer my own release date method, which is "when I get around to it" *grin*

Lord Kaizen
February 1st, 2005, 07:17 PM
I like mine better: "It will be released before Hell freezes over." :D

Dani, didn't you say that you are finished with most of the meshes and deds?

Psychopath666
February 1st, 2005, 07:29 PM
Me I perfer the common release date that I learned from the Unreal Community, which is "two weeks!"...this basicaly means "when its done." I guess its some inside joke that I wasnt around to see, but hey, works for me!

All these model previews litterally make my mouth water! They're more beautiful than most the models we're seeing in todays professionally made games! (doom 3 aside).

Mad Max RW
February 1st, 2005, 07:41 PM
The "in two weeks" phrase refers to the UT2003 demo, which they managed to delay for several months but every time they were asked they'd say two weeks.

Although, Epic isn't the first to beat that phrase to death. Fox Interactive holds the record by saying "in two weeks" for over 2 years with the Aliens vs. Predator SDK.

Psychopath666
February 1st, 2005, 07:47 PM
I new it has something to do with one of the demos, but whatever. Anyways, its become a common joke over there, and I rather like it! :D

draconx
February 1st, 2005, 08:23 PM
You could also say "sometime before duke nukem forever comes out"

Lightning_Hunter
February 2nd, 2005, 02:07 AM
You could also say "sometime before duke nukem forever comes out"

That's like saying, "sometime before all eternity ends". :-P

edorien
February 2nd, 2005, 05:23 AM
not necessarily :)

DaniJ
February 2nd, 2005, 01:24 PM
I've finally got my router installed and I'm now back up and running :) So expect a steady stream of updates starting at some point early tomorrow morning.

It would be sooner but I'm working on graphics for Snowberry (the new KickStart) tonight as the first beta release is imminent.

Also during lunch today at work I finished installing the jDoom menu code in to jHexen. So now all three games use the same menu code (pretty much anyway). The next step is to commonise the code and then sort out some common text drawing and font handling routines so I can reinstate the text type-in, font glitter etc.

Harry
February 2nd, 2005, 01:33 PM
Wooo!
can't wait;)

Hm, snowberry is certainly a strange name for a launcher:p
I can bet it'll rock though:D

What modules are next then?

Psychopath666
February 2nd, 2005, 01:45 PM
y'know, I try to imagine a completed doomsday project, and nothing comes to mind because there will always be those little tweakes, add ons, mods, and advancements in technology...

Sounds great though, is Snowberry even simpler to use, or does it jsut include more functions.

Lord Kaizen
February 2nd, 2005, 01:52 PM
Hawthorn and Snowberry? I guess the two names kinda go together. But still strange. :P

DaniJ
February 2nd, 2005, 02:08 PM
Sounds great though, is Snowberry even simpler to use, or does it jsut include more functions.I don't know since I haven't used it but from the discussions I've had with Skyjake, the specs I've read and the early screenshots it does look far better than KickStart in every way possible. Especially the whole new addon management stuff but I hear that won't be working in the first beta.

Yes it is an odd name for a launcher but hey at least its different. Lets just hope Doomsday 2.0 isn't called Hawthorn. Not that I don't like the name but I much prefer 'Doomsday Engine'.

New jDRP modules are the ones I mentioned a couple of pages back plus the barrel and a few others.

sirsinalot
February 2nd, 2005, 07:27 PM
http://www.wireheadstudios.org/gallery/view_album.php?set_albumName=album38 (Main site http://www.wireheadstudios.org/generations/) really interesting, though they are .md3's. I downloaded them, to have a look, the quality is so-so, but in no way competes with the models that are being released as of recently. but still neat. Also make sure to look around the main site, as there are more models doom related lying around. ;)

Organicjerk
February 2nd, 2005, 11:10 PM
http://www.wireheadstudios.org/gallery/view_album.php?set_albumName=album38 (Main site http://www.wireheadstudios.org/generations/) really interesting, though they are .md3's. I downloaded them, to have a look, the quality is so-so, but in no way competes with the models that are being released as of recently. but still neat.

Besides the Plasma Gun and double shotgun, those look really good... They could use some texture work, though. They seem fitting, but lack the kind of maturity we've been seeing on jdrp 1.1 so far..

The models and basic textures look f*cking on the money, though.

Da_maniaC
February 3rd, 2005, 09:22 AM
Those have been posted in here already once.... (Bout half a year ago though or something).

But imo , Dani's models just look 'cleaner'. :)

sirsinalot
February 3rd, 2005, 01:43 PM
But imo , Dani's models just look 'cleaner'. I agree, and im dying to see the next batch of releases, they sound like they're gonna be the best ones yet. :)

DaniJ
February 3rd, 2005, 03:18 PM
Sorry (again) for the delay I kinda got side tracked by the Snowberry beta 1 release and totally lost track of time. Then I had to go to work, etc etc.

Anyways, I'm uploading various new/updated modules now :)

EDIT: Ver 0.8 of the detail texture module is now available for download (not announced on the hompage yet) practicaly every texture used in Doom episode 1 now has a hi-res detail texture. As most of the game uses the same textures in reality theres not that many more (around 20 at a rough guess) to do before Doom 1 has a full set. Some of them still require a bit more work and a couple of new ones would help add a bit of varriety.

You must be using Doomsday 1.8.6 to use the new modules as they now use the simplified structure and compression that was added to the PK3 system in 1.8.6.

More modules will be released as soon as I've finished packing and uploading them.

nickel7000
February 3rd, 2005, 04:44 PM
wheres the download? i checked all the pages at the modelyard and didnt catch anything new...

EDIT: "OMG it's the jDRP 1.1 Alpha site hyperlink jobby!!" okay, so im an idiot

DaniJ
February 3rd, 2005, 05:00 PM
jDRP 1.1 hasn't been released officially yet but I've set up a development site for the project where you can download the WIP Alpha versions of the pack.

The link is in my sig :)

It seems to be taking me a while to pack this stuff up. I'll continue for another hour but then I'm going to bed (I'm working tomorrow).

sLydE
February 3rd, 2005, 05:00 PM
thank you Dani, for putting the link in your signature.

DaniJ
February 3rd, 2005, 05:04 PM
I've been meaning to do it for a while, I just kept on forgeting.

sirsinalot
February 3rd, 2005, 05:09 PM
the arachnotron doesn't appear to appear, lol. it as though the skin isn't being rendered, leaving the monster invisible, but all the skins *appear* to be in the pk3

xZAOx
February 3rd, 2005, 05:11 PM
Ditto what sir said. Also, the skin isn't showing up for the backpack, but wasn't sure if it was supposed to yet or not.

Darmuss
February 3rd, 2005, 05:12 PM
Yes, same thing here.

Also I don't see the backpack skin, and the top button-thingies on the large cell.

also, the ded in the spidertron.pk3 is placed in the root instead of in the Defs\jDoom\auto folders like the rest of the alpha pk3's

hehe, quick mass feedback, eh...

DaniJ
February 3rd, 2005, 05:19 PM
Opps my fault (incorrect PK3 structure).

Download him again.

I'm a little bit worried about the backpack. The skin thats in the module I uploaded appears to be the one I created before I start skinning. I hope I haven't lost the finished version. That little backpack took me forever to get it looking right. I'll have a search for it latter.

also, the ded in the spidertron.pk3 is placed in the root instead of in the Defs\jDoom\auto folders like the rest of the alpha pk3'sAs of Doomsday 1.8.6 DEDs in PK3s no longer have to go in the virtual auto folder, Doomsday inteligently remaps them there automatically.

sirsinalot
February 3rd, 2005, 05:21 PM
dani: i don't know how much you are going to change the big cell, but if you are thinking about changing it a bit http://www.wireheadstudios.org/gallery/view_photo.php?set_albumName=album30&id=doom_items2 this might give you a good example, idk. (lower left corner *thumbs* )

DaniJ
February 3rd, 2005, 05:23 PM
and the top button-thingies on the large cell.i don't know how much you are going to change the big cell...
It's not finished. In fact I've barely even started on the skin. It'll look a whole lot better when its done :)

Darmuss
February 3rd, 2005, 05:32 PM
ok, nice spidershot...

a small remark:
I think the particle fog or echo (whatever) of the spidershot after they hit you last a bit to long.

Try to fight some spiders in map07 in Doom2.

DaniJ
February 3rd, 2005, 06:03 PM
Thats your lot for tonight. I'm off to bed now.

Weenuk
February 3rd, 2005, 08:28 PM
Well, opinion time.

Double Barrel Pickup - Model looks pretty good, but the skinning needs work in the area of proper details. I think I have some pics lying around of real side by sides, I'll send them over if you want.

Cell Large - needs work, and that top cylinder things look funny made up of so few polys. Either skin them on real good or up the number of polygons. I think I made a model awhile back, i'll look for it. I think I had some good ideas at the time.

Shotgun item - that stock, although I will agree with you it looks like that in the sprite, it just looks wrong. In my opinion, give it a real american pistol style stock (not the sawed off tactical thing). I'll find a pic and show you what I mean later. There made like that so you can get your hand around it to pull the trigger and hold onto the gun. Maybe I'll get off my ass and make one, idk.

Backpack item - model looks nice, can't wait to see the skin.

Arachnotron - old model, blah. though his shot is nice for what doomsday can do (is there a way to make more detailed particles?)

Barrel - sweetness, keep it up. I like how it explodes, maybe we can get some goo flying around or something. Oh, and I don't think the pieces would come off like perfect cutouts, they would be bent and torn up BADLY, but right direction for sure.

Keep up the work, things are moving along nicely.

Lenias
February 3rd, 2005, 09:30 PM
Grrr... been so long I've forgotten my password! Anyway to recover it?

Lord Kaizen
February 4th, 2005, 01:12 AM
Strangely, both the Demon and Specter are missing. No sprit nor model. It's the same problem reported earlier with the arachnotron, although the arachnotron works fine for me.

The bubbles in the barrel's liquid looks cool and so does the shards. But I like how the 1.0 barrel "buckles" as it explodes.

Unikat2k4
February 4th, 2005, 02:38 AM
Demon and Spectre are not visible anymore...since spectre.pk3 is loaded

Arachnotron: can you add an idle animation?

Da_maniaC
February 4th, 2005, 04:04 AM
Hrmm.. for some reason i cant see the spectre and the demon. (While they are not disabled in kickstart...) Do i need a new profile maybe?
(OH, im reading more ppl experienced this...)

Anyway, looking good so far.

Maybe the metal of the SG should be abit darker.

And for the rest everything is looking great. (I think the Cell Charge pack is still a WIP... ?)

Darmuss
February 4th, 2005, 06:21 AM
well, to see the spectre just remove the spectre folder reference from the 11. line in the ded file inside spectre.zip

like this:

ModelPath "Data/jDoom/Models/Monsters/spectre"

to:

ModelPath "Data/jDoom/Models/Monsters"

Federelli
February 4th, 2005, 09:56 AM
?? Error on execution:

"Con_Init: Initializing the console.
SW_Init: Startup message window opened.
Executable: Version 1.8.5 Jan 3 2005 (DGL).
Memory zone: 128.0 Mb.
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: Data\jDoom\DOOM2.WAD
IWAD identification: 00f8ccf8
W_AddFile: Data\Doomsday.wad
W_AddFile: Data\jDoom\jDoom.wad
IWAD identification: 00056533
W_AddFile: Data\jDoom\Auto\AmmoBox.PK3
W_AddFile: Data\jDoom\Auto\ArachnoShot.PK3
Zip_Open: Data\jDoom\Auto\ArachnoShot.PK3: 'X-ArachnoShot.ded' is compressed.
Compression is not supported."

Edit: Forget it, god knows how, my installation got reversed to 1.8.5 instead of 1.8.6.

DaniJ
February 4th, 2005, 11:03 AM
Double Barrel Pickup - Model looks pretty good, but the skinning needs work in the area of proper details. I think I have some pics lying around of real side by sides, I'll send them over if you want.I've not changed it at all. If Chilvence is ok about it I don't mind having a go at adding more detail to the skin. Feell free to send me any stuff you think might be useful.

Cell Large - needs work, and that top cylinder things look funny made up of so few polys.Those cylinder things are actually bolts as you would find on battery terminal posts. It'll look and read much better once I finish the skin.

Shotgun item - that stock, although I will agree with you it looks like that in the sprite, it just looks wrong. In my opinion, give it a real american pistol style stock (not the sawed off tactical thing). I'll find a pic and show you what I mean later. There made like that so you can get your hand around it to pull the trigger and hold onto the gun. Maybe I'll get off my ass and make one, idk.I thought about it but decided that I would much rather have something that looked faithfull to the sprite. Plus the polycount for that item has to be tiny. This, the clip, and the chaingun item are the most common item due to the fact they can be dropped by the Zombies.

Backpack item - model looks nice, can't wait to see the skin.Unfortunetly I can't find the skin I did. I'll keep looking.

Arachnotron - old model, blah. though his shot is nice for what doomsday can do (is there a way to make more detailed particles?)Yep it's the old model. As you know I have no plans for new monsters in 1.1 other than the Imp. In what way do you mean more detailed particles? I still need to finish the head exploding FX for him so I will be doing more work to it before the final release.

Barrel - sweetness, keep it up. I like how it explodes, maybe we can get some goo flying around or something. Oh, and I don't think the pieces would come off like perfect cutouts, they would be bent and torn up BADLY, but right direction for sure.To be honest I haven't spent much time on the pieces but I wanted to include them so that everyone could get a rough idea of what it will be like in the finished version. Don't worry about it, I know exactly what I want to do with the pieces.

Grrr... been so long I've forgotten my password! Anyway to recover it?No there isn't. I'll reset your password and send you a new one. PM me your email address.
The bubbles in the barrel's liquid looks cool and so does the shards. But I like how the 1.0 barrel "buckles" as it explodes.I haven't finished the exploding animation so the barrel will buckle and explode better in the finished version.
Demon and Spectre are not visible anymore...since spectre.pk3 is loadedI've uploaded a fixed version now. Everyone should download again. Sorry.

I'll be uploading more new stuff tonight but I don't know when, I've got to do a bit more on some of the skins so everyone doesn't go - OMG it isn't finished! *confused*