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Unikat2k4
February 4th, 2005, 11:53 AM
thx for the fast spectre fix *thumbs*
but should the demon also have also some kind of spectre effect?
http://img154.exs.cx/img154/7996/doom20002mx.th.jpg (http://img154.exs.cx/my.php?loc=img154&image=doom20002mx.jpg)
DaniJ
February 4th, 2005, 12:06 PM
It's a side effect caused by the way the Doomsday selector mechanism works. It's due to not having a model for the Demon so the selector tells Doomsday to use the definitions for the Spectre instead. It will fix itself when the Demon is released (maybe tonight).
Deathlike2
February 4th, 2005, 12:46 PM
Nice updates Dani.. I have a few issues..
The double shotgun removal animation (when you have the double shotgun and then you select another weapon) is "missing" and slightly laggy... I don't know how to explain it.
The backpack is "missing".. it's kinda like the "missing" Demon at the moment...
Also, when you had the GUI pack for JDRP 1.1 alpha for the first time.. the intial GUI response was very good (you hit ESC immediately after Doom 2 loads).. however with the updated version, the inital GUI response seems to have a delay/lag to getting the menu to shop.
It's kinda similar to what occurs in the Heretic equivalent (JHUI) for its menu, however you didn't develop that.. so that's ok if you don't respond to this part.
In any case, I hope this is clear to you.
I'm not sure if the lag is related to JDRP or Doomsday.. but i did make sure to remove the old JDRP+JDUI beforehand..
sirsinalot
February 4th, 2005, 01:10 PM
I have the same problem with DBShotty as well, it will more than likely be fixed in the next version. And im pretty sure you mean the skin for the backpack is missing... because he hasn't finished it
Deathlike2
February 4th, 2005, 01:17 PM
And im pretty sure you mean the skin for the backpack is missing...
Yes, that's what I meant.
DaniJ
February 4th, 2005, 02:16 PM
The double shotgun removal animation (when you have the double shotgun and then you select another weapon) is "missing" and slightly laggy.It's exactly that, it's missing. There is a proper raise/lower animation in the works which will be added to the next version.
Also, when you had the GUI pack for JDRP 1.1 alpha for the first time.. the intial GUI response was very good (you hit ESC immediately after Doom 2 loads).. however with the updated version, the inital GUI response seems to have a delay/lag to getting the menu to shop.I don't know what you mean. Do you mean it's taking Doomsday longer to cache the patches? There shouldn't be any difference *confused*
In other news Kevin is hard at work at the new Zombie and Marine Player models. I've seen an early shot and they are looking good. I won't post it without Kevin's approval but he might amble by and post it himself or wait till they are more finished.
Deathlike2
February 4th, 2005, 02:33 PM
I don't know what you mean. Do you mean it's taking Doomsday longer to cache the patches? There shouldn't be any difference
I have no idea about the caching... so...
Only the GUI pack has the issue. (GUIPack.PK3)
Like, when you open the Doom menu (any game) w/o the GUI Pack, you usually see the text (like New Game, Quit Game, etc.) have a nice flash to display the text (the Font pack changes it, but Doomsday renders it properly as well). However, when you apply the GUI Pack, this "flash" for the text is "missing" which Doomsday is supposed to make happen. It just happens that only the GUI Pack makes this "bug" happen (no other pack from JDRP 1.1 affects this).
This ONLY occurs in the inital main menu access (when you hit ESC), not subsequent main menu accesses.
I hope you understand what I'm talking about.
DaniJ
February 4th, 2005, 03:03 PM
In that case I don't think it's a major issue but I will look in to it when I next work on the GUI stuff.
I noticed a couple of people have given the Arachnotron a low rating. What were they expecting? I'm not gonna waste loads of time fixing up an old model when it's gonna be replaced soon. lol
More new modules should start appearing soon. First is the small spiky Stalagtite thing. I still need to finish the skins but it's a huge improvement over the old one IMHO.
Deathlike2
February 4th, 2005, 03:18 PM
In that case I don't think it's a major issue but I will look in to it when I next work on the GUI stuff.
That's fine.
The JHUI experiences this as well.. it would be nice if you could fix that.. *shrugs*
However, JXUI doesn't experience it...
You can kinda look through this link - http://forums.newdoom.com/showthread.php?t=20936 with the GUI modifications that doesn't seem to generate the "bug" I mentioned above.
http://homepages.slingshot.co.nz/~dgar/jXUI.pk3 - direct link to JXUI as listed from that thread
Lord Kaizen
February 4th, 2005, 03:34 PM
I get the same thing that Deathlike2 is talking about. I think it has to do with the fact that I have the color depth set to 32 bit when using the 1.1a. It still does it a bit with texture compression on but it's no big deal.
sirsinalot
February 4th, 2005, 03:36 PM
mmm more modules, i hope an armor model is included with the batch, i really wanna see what those new armor models are gonna look like, no pressure though.
DaniJ
February 4th, 2005, 04:00 PM
So let me get this straight:
When using the GUI Pack from the jDRP 1.1 Alpha when you first bring up the menu it is drawn without the flashy text type-in glitter. Any time after that, the glitter works.
Is that all it is, or is there something more your talking about?
Yep the armor will be uploaded today but it is still a fair way off being finished (the back of it has pretty much not even been started yet).
Deathlike2
February 4th, 2005, 04:05 PM
When using the GUI Pack from the jDRP 1.1 Alpha when you first bring up the menu it is drawn without the flashy text type-in glitter. Any time after that, the glitter works.
Yes, exactly.
I think it has to do with the fact that I have the color depth set to 32 bit when using the 1.1a.
It occurs in 16-bit as well..
It still does it a bit with texture compression on but it's no big deal.
It occurs with it on or off..
I did a little bit more testing.. apparently this effect is lessened in Direct3D... but only slightly..
DaniJ
February 4th, 2005, 04:11 PM
And it's definetly the GUI Pack and NOT the Font Pack?
Weird.
Deathlike2
February 4th, 2005, 04:14 PM
And it's definetly the GUI Pack and NOT the Font Pack?
Yes, exactly.
I tested this by isolating the GUI Pack file and the Font Pack file. The Font Pack file causes no issues at all.
DaniJ
February 4th, 2005, 04:29 PM
I'm working on the Doomsday menu code as well during quiet times at work so what ever the reason is (GUI Pack or Doomsday) I'll find and fix it (as long as I can replicate it, I haven't tried yet).
I'm pretty sure the reason is due to Doomsday not precaching the large patches used in the intro loop (mainly the title screen).
Lord Kaizen
February 4th, 2005, 04:37 PM
I get a slight delay between hitting "NEW GAME" and the "select skill level" menu coming up. I think it's caused by the Nightmare patch. But I get a slight delay and nothing more. But what do you mean by glitter? I hope you're just talking about the metallic font.
Dani, I just tried replacing the new spectre skin with your old, high-res, really groovy, blueish-colored skin because I am really partial to it, but unfortunatly it's not scaled proper. :( I was hoping you would include in 1.1 or maybe have it be optional. I know it doesn't look like the original invisibility effect but neither does any of the models when a player grabs an invisibillity sphere, and like I said I'm really partial to it. :)
Hmmmm... maybe I'll start a poll. :)
DaniJ
February 4th, 2005, 04:59 PM
I do plan to make a new version of that but now the skin won't work on the spectre due to the changes I made to the UVs for 1.1 (fixed a lot of the stretching and tiled the skin coords so that it makes the "noise" higher res).
If you've played PainKiller - the ghosts in the mental asylum, something like that is what I have planned for an alternate Spectre.
jDRP 1.1 final will let you choose between the noise effect and the PSX style semi-transparent Spectres.
But what do you mean by glitter? I hope you're just talking about the metallic font.
No I'm talking about the glitter that Doomsday draws during the type-in. menu-glitter 1 in the console and make sure menu-effects is not set to 3.
Relica Religia
February 4th, 2005, 05:12 PM
By default, menu-glitter should be 0.5 and effect should be 0. Those work the best, in my opinion.
By the way, great new skins, Dani. I really like the Stalacmite, too. :D
DaniJ
February 4th, 2005, 05:28 PM
Relica Religia - Can I ask why you've rated the Spectre and HUD BFG as a 1? In the Spectre's case I just think it's funny cos cmon' what more can you do with a pattern of noise? *smirk*
But I would like to hear what you didn't like about the HUD BFG.
I know it's my own fault for not getting the comments working but I would like to hear peoples reasons for not liking anything.
Speaking of the comments I'm going to try and get that finished at some point this weekend.
Chilvence
February 4th, 2005, 07:59 PM
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.
By all means be my guest, I really only threw that skin together in five minutes.
Lord Kaizen
February 4th, 2005, 08:36 PM
That thorny thing looks lovely. It really looks like some kind of strange plant growth.
Why does the berserk pack face the opposite direction of the compas pointer?
Relica Religia
February 4th, 2005, 09:34 PM
Oh yeah, the BFG rating was supposed to be a 4, but I accidentally rated it before I got the damn thing to work (you probably remember the trouble I had).
The Spectre was a mistake. For some reason, the number didn't change when I selected 4, but I had instinctively pressed the Submit button by the time I'd registered the fact.
Sorry, Dani.
DaniJ
February 4th, 2005, 09:44 PM
By all means be my guest, I really only threw that skin together in five minutes.Great, thanks :)
Why does the berserk pack face the opposite direction of the compas pointer?Must be a mistake on my part. I'll fix it in the next version.
Relica - No worries I just wondered. Glad to hear you didn't hate em as much as you led me to believe :)
Now released: The Cacodemon
Still a bit of work planned for this one. I kinda got a bit carried away doing the 1.1 version, spent around 3 hours doing the skin but he is my favorite... Any way it's good practice. While doing the skins I noticed how badly made this model really is, the UV's are a nightmare. /shakes fist at Team SOG *wave*
Weenuk
February 4th, 2005, 11:02 PM
Me likes new stuff, caco skin drools.... Is that an exposed muscle look you're going for on it? When I get around to it I'll email those shotgun pics, chilvence really did make a good model for it. The regular shotgun, do what you will.
Caden
February 5th, 2005, 12:10 AM
The caco seems a little too light to me, might just be my settings though.
DaniJ
February 5th, 2005, 12:20 AM
It's balanced to look good in Doomsday so it might be a tad lighter than the sprites. ATM it's hard to tell cos the skins are missing the underlighting I plan to add so the bottom is very dark which is making it difficult to balance correctly. I might need to tweak it a bit once thats done.
Is that an exposed muscle look you're going for on it? It's just meant to be a big ball of flesh. Due to me not wanting to spend too much time on it I've just made it very generic rather than fussing over making recognizable organs. The 1.2 version (new model) will look much better as I plan to do a shit load of detailing on him making it very realistic. The current skin took around 2-3 hours (much more than I'd planned when I started but like I said I got carried away) but I think it looks ok for now.
SgtMagor
February 5th, 2005, 04:49 AM
keep getting error message when i run game with the added {smallstonepillars.pk3}
Zip_Open: Data\jDoom\Auto\SmallStonePillars.PK3: Central directory not found.
Ton80
February 5th, 2005, 04:54 AM
A little feedback to Dani:
Where the crosshair is; that little dark strip could use some lightening. Makes it look too angular compared to the rest. After that I think the skin is done, imho.
http://img208.exs.cx/img208/4918/doom20016yq.png
The inside of barrel doesn't look right. It looks beveled as one looks down to the bottom; looks like a container inside of a container. Maybe lessen the apparent angle? Also there are definite seams there too. I know- it ain't finished yet ;) .
http://img208.exs.cx/img208/8646/doom20021qj.png
Where the crosshair is at where the shell would eject could use some darkening. Watch it as it rotates, the vertical edges seem to look beveled due to the shineness.
Now the color of the wood seems too 1960's wall wood paneling which I live with, BTW *chuck*. But the double shotty doesn't look right either on the stain. Probably just my taste, but the wood stains just don't seem quite right. Not like wood but more 'plasticy'. I wonder if it's because the wood grain isn't apparent.
Great models though.
http://img208.exs.cx/img208/8079/doom20030di.png
Now this gun stain looks great. If that stain and shine could be transferred over to Doom then *jawdrop*.
http://img210.exs.cx/img210/1024/38b0f60763d259bb6af4670f775306.jpg
http://www.auctionarms.com/search/auctions.aspx?ab=9 for more shotgun pics.
Oh yeah! There is still a problem with pinky.
http://img220.exs.cx/img220/2948/doom20044pi.png
DaniJ
February 5th, 2005, 06:03 AM
Thanks for the feedback. All of what you mentioned will be fixed, thanks Ton80.
Like I said the pinky won't be fixed till the demon is available (Doomsday's fault) :)
Any problemss with the Cacodemon?
Unikat2k4
February 5th, 2005, 06:15 AM
no problems with the Cacodemon itself....but what about his fireball?
will it require an extra pk3, till its sprite is replaced ?
both guns models look fantastic :)
Ton80
February 5th, 2005, 07:47 AM
Any problemss with the Cacodemon?
Just the obvious skin seams on the sides toward the rear and the smoothing out of the grey of horns and most of the teeth. No other problems on my end. The reddish front looks great. A slight 'fleshyness' to it is starting to appear. Need more of that on the rear. *winky* Those teeth are sharp.
Ton80
February 5th, 2005, 09:31 AM
I got some helpful tips from a gun friend of mine who is right next to me who has never played Doom before.
The pump shotgun (single for noobs like me *winky* ) should have the barrel, receiver, and 'magazine' blued like the sided by side (double barrel) and leave the area I had previously pointed out as silver with sharp outline which is not defined much at all right now. Sorry I was mistaken on my opinion in my previous post.
Also can you spare a few extra polygons on the the square piece that is on the front of magazine. He says it shouldn't be square but more of a loop. A lot like what you did for the stimpacks on the flaps as far as the thinness of the loop.
He says to take a look at this shotty:
http://www.auctionarms.com/search/displayitem.cfm?itemnum=6430297
He says it's a fine looking shotty for the single shotty sprite.
He says that on the double it needs a butt plate that is black to represent rubber due to the recoil of double.
Like this one:
http://img228.exs.cx/img228/8942/norinco20ga3in8tn.jpg
Then it would be absolutely perfect.
Also he agrees with me on the green barrel on my earlier post.
He picks the red firestick and the blue torch. He likes the transparency of blue torch over the green on the torchs. Green looks too solid, needs to be more transparent like blue. He says that the red torch is too overblown and solid. The shafts needs a bit more detail to them in order to match the burner top otherwise it looks great.
On the eye model: Smooth out the sharp edges if you can and I noticed that the shadow underneath the 'upper eyelid' (for want of better description) should follow the 'blinking' animation. It disappears.
I noticed on the invisibility model could you spare some more polygons to smooth it out when up close to it? To make it more of a sphere.
On the ammo box he says to use the green color used on the rocket box lettering for the green of ammo box.
In our humble opinion of course. Great work so far.
From Bob and Ton80
Chilvence
February 5th, 2005, 09:48 AM
I have to say I'm not much of a fan of that shotgun model. I know it has to be dropped alot by the sargeants, but its still a bit too boxy if you ask me.
If you want to use my old one ( here (http://www.stateoftheworld.eclipse.co.uk/doom/stuffage/shotty.zip) ) then I reckon I can cut the polycount of it in half easily, just give me a nod.
Relica Religia
February 5th, 2005, 02:10 PM
The new Caco is shaping up nicely. When I saw it on the test map, the profile shot (of it facing right) made it look terrific. Obviously there's still stuff to iron out, but so far it's great.*evilol*
Da_maniaC
February 5th, 2005, 03:24 PM
Hey Dani, i just thought of something.
I dont know if you have ever played the Vavoom egnine.
(I think it sucks badly)
But what i do like is the way the camera moves when you die.
So i was thinking maybe it would be cool to have like 3 or 4 random camera movements when the player dies. :)
DaniJ
February 5th, 2005, 03:32 PM
no problems with the Cacodemon itself....but what about his fireball?
will it require an extra pk3, till its sprite is replaced ?The caco fireball will be a seperate PK3 yes.
Cheers for all the info/feedback Ton80 & Bob. Much appreciated.
Thanks for the offer Chilvence... I already am using your model (look closely at it) you offered it up a while back :)
I've made some changes to it though, maybe I've cut too many polys... I'll see how it goes after I do a bit more work on the skin. I think I can make it look pretty good despite of it's simplicity.
But what i do like is the way the camera moves when you die.Unfortunetly it's not possible atm. I might have a look at the engine code at some point to see how do-able it might be.
SuperSquawker
February 5th, 2005, 07:48 PM
Is there a page with screenshots of most, if not all, of the newer stuff anywhere?
Ton80
February 6th, 2005, 02:47 AM
http://home.no.net/fragagib/jdrpprev/ for the screenies
Coolguy514
February 6th, 2005, 03:32 AM
Dani hi I am Jay and I just wanted to know your Doom model pack.
1 it awesome
2 has it updated in this whole thread since you first posted it at the start??? or if you updated it you just updated the link at the top again
Da_maniaC
February 6th, 2005, 05:57 AM
Dani hi I am Jay and I just wanted to know your Doom model pack.
1 it awesome
2 has it updated in this whole thread since you first posted it at the start??? or if you updated it you just updated the link at the top again
The pack has not been updated officially....
But new Aplha pk3's are being released for testing etc. (Check the link in Dani's signature)
BTW Dani, what i forgot to comment on. :)
I think the Cacodemon looks awesome, but the spikes in its head look like a bit of plastic or something, i dont know how to descibe it, maybe they just have the wrong detail/skin on them.
DaniJ
February 6th, 2005, 08:31 AM
I think the Cacodemon looks awesome, but the spikes in its head look like a bit of plastic or something, i dont know how to descibe it, maybe they just have the wrong detail/skin on them.Yeah they do don't they. I'll fix them in the next update.
This is what I'm working on atm for anyone who's interested:
http://daniel.ddsdesign.co.uk/Artwork/Floating.jpg
I'm working on getting the poly count down to around 400. I think I can make a lot of savings on the skulls in particular as there are some polys there that are abosolutely tiny.
Basically I was getting bored of skinning so I thought I'd switch back to doing some more modeling for a while. The only models that need finishing now are DaJuice's Big Tree (optimizing is damn boring/soul destroying work) and a couple of the hanging corpses and a couple of the item pickups which Kevin is doing. The rest are fully unwrapped and waiting for their skins to be finished.
sLydE
February 6th, 2005, 09:05 AM
*bow*
(just filler for 10 characters)
KevinCoyle
February 6th, 2005, 12:17 PM
and a couple of the item pickups which Kevin is doing. The rest are fully unwrapped and waiting for their skins to be finished.
I haven't gotten those viewport renders from you yet.
DaniJ
February 6th, 2005, 12:19 PM
Hmm. I thought I sent them...
I'll go do that now.
EDIT: Sent
KevinCoyle
February 6th, 2005, 03:11 PM
Got them. Thanks
What do you use to export your models to .md2 format? I'm using the registered version of qtip and it always flips and distorts my texture coordinates on export. Sucks that I spent 20$ bucks on it before I realized it did that. Any idea what the problem might be assuming its not a inescapable defect of qtip?
I use 3dsmax 6.
Grimm
February 6th, 2005, 03:14 PM
CellLarge isn't working. Says CellLarge.png wasn't found.
How's the comments system coming along Dani?
DaniJ
February 6th, 2005, 03:37 PM
What do you use to export your models to .md2 format? Yeah that's the exact same setup I have. I've found if you delete the (multi)material on your object and then apply a bog standard checker pattern it doesn't bugger up (I think it's because QTip can't handle textures larger than 256x256 or non square texture ie !=128x256 ). Also I use the UVW Xform modifier to flip the Y coords of the UV's before export.
Unfortunetly QTip isn't all that great. And other extras happen from time to time (it inverts the normals). This error is easily fixed using md2tool as it has a -flip command that you can use while you create the DMD LODs.
CellLarge isn't working. Says CellLarge.png wasn't found.Strange, it should work. Anyone else had this problem?
How's the comments system coming along Dani?Slowly I'm affraid. I ended up spending most of the day installing some fitted wardrobes at my mum n dads so I've not had any time to work on it today. I plan to set some time aside one night this week to get it finished.
Grimm
February 6th, 2005, 03:49 PM
K, good. That'll be sweet when it gets working.
Also the backpack skin isn't showing up . . . all I get is a gray skin with lines.
KevinCoyle
February 6th, 2005, 03:53 PM
and then apply a bog standard checker pattern
not sure what you mean by that. If I use a standard material with a checker pattern in the diffuse map then I get an error "Cannot load all textures, are they all .bmp?"
DaniJ
February 6th, 2005, 04:02 PM
Also the backpack skin isn't showing up . . . all I get is a gray skin with lines.Yeah it's got the wrong skin (I use that skin as the base before I start skining)some how it ended up over writing the nearly finished backpack skin... I'll fix it.
not sure what you mean by that. If I use a standard material with a checker pattern in the diffuse map then I get an error "Cannot load all textures, are they all .bmp?"Sorry, I didn't actually mean the checker material in the diffuse slot, just stick any old 256x256 bmp texture in there (I use a bmp with a checker pattern on it rather than the checker material).
Grimm
February 6th, 2005, 04:06 PM
Anyone got the old Arachnotron model? Mine dissappeared, somehow. Grr. (I prefer the old one because I find the new one's eyes to be too big.)
Grimm
February 6th, 2005, 04:11 PM
The Spectre model isn't working (says central directory isn't found).
DaniJ
February 6th, 2005, 04:13 PM
Sometimes Qtip doesn't seem to want to do it's job whatever you do.
As a backup I use a program called Quick3D. Using that I can convert pretty much any format to md2 (with varying degrees of success) and then if there is anything I need to fix I use the crusty old Mdl modeller.
I can't wait till Doomsday supports MD3.
When animation is involved, modeling with md2 as a target format, is like trying to make an origami giraffe from a wod of crumpled, soggy toilet paper.
The Spectre model isn't working (says central directory isn't found).News to me. Seems to work for everyone else... Try downloading it again?
I don't know what you mean about the arachnotron, the eyes are the same size if you do a side by side comparision.
EDIT: Thought of a better analogy
Grimm
February 6th, 2005, 04:24 PM
That's interesting then . . . sure seems bigger to me. What did you change, then?
Redownloading the Spectre worked. Looks pretty good to me. Are you still doing the thing with the three varying densities of black spots? I always thought that was sweeeettt.
And heh sorry to keep bringing bad news but the Berzerk Pack is about the size of a truck for me . . . a very very beautiful truck. Nice work! Only issue is the cross is deforemed on mine. Though that could be related to its hugeness.
DaniJ
February 6th, 2005, 04:36 PM
Your not trying to use the ALPHA stuff along side the jDRP 1.01 are you? Nobody else seems to get that bezerk bug else I would definetly have heard of it.
That's interesting then . . . sure seems bigger to me. What did you change, then?I just painted over the top of the old skins making sure I didn't go "over the lines" so to speak. The animation was improved by DED editing, I made his legs shiny and improved the particle effects and other minor tweaks. Non of which should have any effect on the size of his eyes *confused*
Are you still doing the thing with the three varying densities of black spots? I always thought that was sweeeettt.Yes I am but because the noise is higher res now it is less noticeable.
Grimm
February 6th, 2005, 04:41 PM
Oh. Guess I'm losing it then.
Ummm *shifty eyes* no why would I do something crazy like run those two things together? ... Okay yeah I am. :D What do I have to kill to make the Berzerk Pack normal?
BTW redownloading the Large Cell Pack made it work. Looks pretty nice. My internet must be messed up or something.
DaniJ
February 6th, 2005, 05:47 PM
Ummm *shifty eyes* no why would I do something crazy like run those two things together? ... Okay yeah I am. What do I have to kill to make the Berzerk Pack normal?Sorry I have no idea what might be causing it, you'd have to look into it and let me know.
I don't have time to support the ALPHA stuff in that manner. All I know is that if you install it how I intend then you will have none of these problems. If you still get bugs by installing it like I say, on a fresh Doomsday install with no other addons, then I'd like to hear about them :)
Da_maniaC
February 7th, 2005, 03:16 AM
Berserk pack the size of a truck... make a screenshot pleahease. :P
Oh and btw, i have completely nothing loaded, just for Dani's pk3's (Models, detail textures, fonts)
And the JDEP i think. ;)
[EDIT]
Here's my comment on the thing:
http://members.home.nl/djthesp/berzerk.jpg
The red cross, doesnt really seem to be a red cross. :p
Intentionally? or does it need fixing?
Grimm
February 7th, 2005, 04:11 PM
No clue at all huh? Shit . . . guess it would be in one of the main DEDs then? Unfortunately I am not a prgrammer of any sort so I probably won't be able to figure it out.
DaniJ
February 7th, 2005, 05:03 PM
The red cross, doesnt really seem to be a red cross.
Intentionally? or does it need fixing?It isn't a cross on the sprite so it isn't on the model :)
No clue at all huh?
Theres no obvious clues and I've not tried to run the two together so I don't know. It could be a lot of different things (for instance is jDRP 1.01 installed in the correct place? has it been fully installed ie not in any PK3s?) it's not something I'm prepared to help with because I can't offer help for one and then not for anyone else. Sorry.
hurleybird
February 7th, 2005, 05:16 PM
found an error on your site. You cant create a new account if someone else is using the same password. Either that or the certain password I tried to use doesent work, even though its using 6 characters
DaniJ
February 7th, 2005, 05:22 PM
Heh. Nice find, I'll fix it when I do the comments.
Arn't you already registered?
sirsinalot
February 7th, 2005, 05:27 PM
Grimm: What do I have to kill to make the Berzerk Pack normal? unzip the main JDRP 1.01 PK3 then move all the little individual PK3's of different models and stuff into Data/Jdoom/Auto, then delete the old Pk3's as the new ones are added. So, as for me, since im doing the same thing as you, mixing the 2 packs, i just deleted the berzerkpack.PK3 (the old one) then put the new one in it's place. That should do the trick *winky*. On another note, i beleive the "defomred" cross on the berzerk pack is really neat, though it does not appear that way on the sprite. However, i would wonder why a medical cross would be on a berzerk pack so, i think the weird shape was a great way to go. *thumbs*
Mr. Chris
February 7th, 2005, 06:00 PM
Took a brief glimpse of the alpha. Blood and particle FX are really nice. I will post more info once I play more of the games. :)
I take it you left the former humans last because you will have to do the most work on them for detail and variety? ;)
As always, your work rocks Dani!
Organicjerk
February 8th, 2005, 12:17 AM
It isn't a cross on the sprite so it isn't on the model :)
http://www.organicperception.com/beserkcross.jpg
EDIT:
uploaded a screen from legacy to give people a clearer view of the sprite..
http://www.organicperception.com/beserkcross2.jpg
Lord Kaizen
February 8th, 2005, 01:16 AM
Heh, the symbol looks like Dani's with texture compression turned on. :)
MR_ROCKET
February 8th, 2005, 01:46 AM
A big red plus sign or the traditional Red Cross sig. +
For the most part Dani's model skin looks like it but it looks as if he had in mind turning it into a sorta medical symbol , you know, with the fly worm or what ever you call it heh
It should look like the original doom sprite, I think that's what he was meaning to say, not to forget the item isn't only berzerk but its also 100 health. what ever the case, it suppose to make you feel O.K. *drinky*
vincent
February 8th, 2005, 06:28 AM
I see your picture of the floating skulls mesh, and note the skulls have too much faces than the rock. These seems they are different groups, assigned to only one bone? Its not possible a boolean operation to reduce the polycount of the entire model? - Keep up with the good work.!
Da_maniaC
February 8th, 2005, 07:14 AM
http://www.organicperception.com/beserkcross.jpg
EDIT:
uploaded a screen from legacy to give people a clearer view of the sprite..
http://www.organicperception.com/beserkcross2.jpg
Ah, good to see my mind hasnt failed me yet. :)
SuperSquawker
February 8th, 2005, 04:41 PM
Grimm: unzip the main JDRP 1.01 PK3 then move all the little individual PK3's of different models and stuff into Data/Jdoom/Auto, then delete the old Pk3's as the new ones are added. So, as for me, since im doing the same thing as you, mixing the 2 packs, i just deleted the berzerkpack.PK3 (the old one) then put the new one in it's place. That should do the trick *winky*. On another note, i beleive the "defomred" cross on the berzerk pack is really neat, though it does not appear that way on the sprite. However, i would wonder why a medical cross would be on a berzerk pack so, i think the weird shape was a great way to go. *thumbs*
I'd like to do this also. I installed the JDRP 1.01 awhile back, and I forgot what it did really. Where is "it" so I can open it and move the pk3s to Auto?
----------- Nevermind, found it just as I hit "send." *Sigh*
Mr. Chris
February 8th, 2005, 08:54 PM
Must admit that the new pain and death blood effects are really nice. Only thing is that the front part of blood that comes down as you die doesn't exactly match the remainder of blood as it comes down.
Trig
February 9th, 2005, 03:23 PM
I have a bit on an issue with the jdrp 1.01...
Its kinda strange, i have a AMD barton 2800, 512mb ram, and a sapphire radeon 9800 pro (128mb) so i wasnt expecting problems.. when i turn the pack off its fine, no jerks at all. But with the pack on, when i even fire a gun the system lags severely. It doesnt happen every time, but very regularly. FPS drops to about 5-10fps.. then shoots back up to 150fps.
Its installed on a recently defragmented hard drive, along with windows 2000 pro (SP4), directx 9.1c, and the 6.14.10.6505 ATI driver. I have the latest soundcard driver for my santa cruz, and no viruses or adware/spyware of any kind.
AFAIK i dont have anything enabled that would interfere with jdoom, anistrophic and antialiasing is set to application preference, and the eq on my soundcard is turned off.
Trig
February 9th, 2005, 03:26 PM
Any suggestions dani?
im using Version 1.8.6 of doomsday by the way
Mr. Chris
February 9th, 2005, 06:15 PM
Try an older ATI display driver?
Lightning Hunter
February 9th, 2005, 10:37 PM
I like the recent batch of models. The updated Cacodemon skin is especially cool. I hope all the "stringy" things hanging down from him are better looking when you update the model though. :)
The Spectre is kind of boring and plain looking, but I guess that is to be expected since the original sprite was that way too. I think you should do what has been mentioned and make alternative Spectre skins.
I didn't notice much difference in the Arachnotron skin. Maybe I would have to compare them next to each other to really notice. The Arachnotron shot is very nice, but it has a little bit too many sparks and such flying around when it hits (this has already been mentioned by someone earlier I think).
The barrel looks good so far. I know you plan to change the debris and add more to the explosion animation, so I don't have much to comment on. I like the bubble effect in the slime.
By the way, incase you guys are wondering (probably not since I don't post much around here), my old account was deleted because it had an invalid e-mail account (I didn't realize it, I forgot to update it). The mods deleted my account before I had a chance to update it, so this is my new account.
Lord Kaizen
February 10th, 2005, 01:03 AM
Will the gibs, armor, and rocket ammo be in the next batch?
DaniJ
February 10th, 2005, 03:43 AM
Yep all of the above. I won't have time till the weekend though.
Any suggestions dani?
Have you tried increasing your maxzone in KickStart? Try 128mb
-RightField-
February 10th, 2005, 09:56 AM
I got the same issues actually. Only that my maxzone is put to 256. I also have a sapphire radeon 9800 pro.
eX_Do0mY
February 10th, 2005, 12:07 PM
The small slowdowns may be caused from texture swapping.
Da_maniaC
February 10th, 2005, 12:19 PM
Dani!
Look at the screenshots posted of the original berserk sprite and notice that it indeed IS a cross please. :p
http://www.organicperception.com/beserkcross2.jpg
Trig
February 10th, 2005, 01:05 PM
Yes my maxzone was set to 128mb.. you do mean the memory allocation box which is default at 16mb? or actually adding a -maxzone 131072 to the command line parameters?
Yeah it seems to be texture swapping of some kind, but i didnt have issues with some previous model packs ive used. Seems crazy that i would have to revert back to an older ATI driver, whats changed that dramatically to cause these problems.
I got the same issues actually. Only that my maxzone is put to 256. I also have a sapphire radeon 9800 pro.
Well its kinda nice to know im not the only one with the problem. What ATI driver are you using RightField?
I get problems regardless of opengl or d3d. :(
sirsinalot
February 10th, 2005, 06:35 PM
eh whatever, the berserk pack looks fine to me, i really dont care if the cross is missing its edges, i think it looks futuristic. btw, Dani, do you think you might add a light coming from the cross shape thing, on the berserk pack, like you did on the compter map?
hurleybird
February 10th, 2005, 09:32 PM
Heh. Nice find, I'll fix it when I do the comments.
Arn't you already registered?
Well, I had just registered before that post, after much frustration, until i finally chose a new password
*smirk*
porjay
February 12th, 2005, 09:21 AM
Dani!
Look at the screenshots posted of the original berserk sprite and notice that it indeed IS a cross please. :p
http://www.organicperception.com/beserkcross2.jpg
Dude he fuckin knows!! thats twice you posted that no need to rub it in sheesh... *angry*
Deathlike2
February 12th, 2005, 12:19 PM
Although the thing on the beserk pack is a cross, DaniJ's model is slightly "better" once you consider what that image means to the game...
In any case, I'm requesting something for the GUI replacement for the pack...
When you finish a level in TNT or Evilution, the texture background for those games are completely different than the one used in Doom 2. Technically, the Doom 2 version is just a variation of the Ultimate Doom level complete screen (only for the extra levels, not the original), but with a different color background.
If something can be put in for TNT and Evilution to add the "original" screens but in a better looking form.. that would be great (and possibly something for Ultimate Doom would be nice too).
Da_maniaC
February 12th, 2005, 06:28 PM
Dude he fuckin knows!! thats twice you posted that no need to rub it in sheesh... *angry*
Dude, i didnt notice... no need to get all postal on me sheesh... *bliss*
Caden
February 12th, 2005, 06:57 PM
Yea it's a cross. Do I care? Nope. Any idea when we can see some new content? The Alpha Site says maybe later tonight, and that was a week(s) ago.
DaniJ
February 13th, 2005, 06:34 AM
Yep I'm uploading some more stuff tonight.
Thanks for feedback everyone, duly noted the bezerk cross should be a medical one?? Ah well, I'll change it.
I'm trying to fix up the Mancubus a bit today. To be honest I think it's beyond redemption. The UV's are wacked and I'm not messing around reanimating him (he's seriously in bad shape) so all I'm going to do is give the skins a once over.
Kevin Coyle - If you read this I'm packing up the Imp to send to you tonight so you can animate him. My animations arn't nearly good enough so I hope you can do a better job than I did :)
Lightning Hunter
February 13th, 2005, 12:24 PM
I sure hope this Kevin guy isn't one of Dani's imaginary friends...
:p
-RightField-
February 13th, 2005, 12:47 PM
Yes my maxzone was set to 128mb.. you do mean the memory allocation box which is default at 16mb? or actually adding a -maxzone 131072 to the command line parameters?
Yeah it seems to be texture swapping of some kind, but i didnt have issues with some previous model packs ive used. Seems crazy that i would have to revert back to an older ATI driver, whats changed that dramatically to cause these problems.
Well its kinda nice to know im not the only one with the problem. What ATI driver are you using RightField?
I get problems regardless of opengl or d3d. :(
Using newest Catalysm drivers. Updated just recently, didn't help.
Relica Religia
February 13th, 2005, 03:25 PM
I sure hope this Kevin guy isn't one of Dani's imaginary friends...
:p
Haha, he has posted here before, once or twice.
SgtMagor
February 13th, 2005, 04:02 PM
Imp, the brown fire chuckin horny toad from down under, can't wait to see him :)...
KevinCoyle
February 13th, 2005, 09:11 PM
Dani, I never got the imp.
Lightning Hunter
February 13th, 2005, 09:13 PM
I Just now checked the newest 3 models.
That Demon skin looks really unfinished! I know you said things are incomplete, but I just have to comment on it anyway. I actually don't like the new skin for the Demon... The pink color is excessively used, like a cartoon. It needs a lot more shading I think. In addition, when it bites you, the close-up of it isn't very menacing anymore. The eyes look strange, and the mouth looks incomplete. I think there is a little too much blood on its teeth.
The lost soul looks good, but it doesn't look animated at all. Are you not done with the animations yet? The death sequence looks especially strange. The skull seems to shrink and disappear. I liked the old exploding effect. The particles also seem to stay around a little too long after the lost soul dies. Are you going to add in pain skins with the cracking effect? I liked how the lost soul slowly cracked up as you shot it before.
The Armor looks great! This is actually my favorite item out of all the new ones. Isn't it not supposed to spin though?
Edit: By the way, I realize the download page said the animations aren't complete for the lost soul. Just ignore the comments for things you already planned on fixing. The rest still applies though.
Lord Kaizen
February 14th, 2005, 01:19 AM
I've kept checking back at this thread for updates, but I didn't bother looking at the alpha site. :)
Pinky - Now offence, Dani but the pinky looks like it's been dipped in latex! :P But I know It's unfinished, heh. I'm assuming that the little yellow markings on the legs are supposed to be scales....maybe you could give the whole skin a bit of a scaly look? The teeth look great IMO. Unlike the pinky, the spectre dosn't have an idle animation. Was this intentional to make it a bit harder to spot when standing still? :)
Medkit - I'd say it's finished, and couldn't help noticing those stickers on the sides. :)
Ammo Box - Are you still going to add the smaller text at the bottom? Other than that it looks perfect.
Lost Soul - Hey, new monster model! For some reason the jaw bone dosn't look quite right to me...maybe it should be elevated a little or given more of a chin. The eyesockets look like a perfect translation of the sprite, but maybe you could get rid of a few of the teeth and sharpen them?
Armor - Terrific, looking forward to seeing it when finished. :)
Weenuk
February 14th, 2005, 07:38 AM
Liking the new stuff, you can tell the demon skin is only very early on but I can see where it is going and it will be nice. Are you going to put anymore markings on the ammo box? (if you pick a bullet, i'd put 10x25mm auto.)
Da_maniaC
February 14th, 2005, 07:56 AM
Comments on new stuff:
I like the improvements of the ammo box. (IMO the material still looks plasticy... maybe you want to consider a slight wooden or metalish skin for the entire box).
I like the new lost soul too, except for that its not animated yet. (at least it wasnt on my comp).
Also there seems to be something wrong with the Demons death animation, the skin flickers back to the spectres skin real quickly for just one second.
Sin Ominous
February 14th, 2005, 09:28 AM
One thing I want to ask about concerning jDRP and the latest beta for Mac OS X. According to the readme doc...:
"Linux/Mac users. Atm there is no KickStart launcher application for your platform.
For that reason you need to tell Doomsday where to find the jDRP files."
How do I "tell" Doomsday this, exactly? Because I have tried putting the pk3 file in both data/jdoom/auto or data/jdoom, and run the game each time with 3d objects enabled; each time I'm given the old sprite treatment.
1000Dances
February 14th, 2005, 11:38 AM
Really nice job. The alpha is getting better after each release.
About the idle animation of the demon. I know it looks like the sprite, but I think he is moving his arms to fast and to wide giving a robotic feeling. Don't you thing that an awaiting person have slow and small moves ?
Maybe i'm wrong, but I'm not sure the invisibility eye is a sphere. It seems to be taller than large.
Thanks again, Dani, for your job.
sirsinalot
February 14th, 2005, 06:22 PM
yay, the armor does not flash on and off, and doesn't produce a dynamic light, it looks about a million times more realistic now that it doesnt flash. Well, as realistic as a green suit of armor can look anywyas
Relica Religia
February 14th, 2005, 09:20 PM
More comments from me:
The medikit and ammo boxes look perfect. I wouldn't be bothered in the least if you never touched them again for the duration of the alpha.
In my opinion, I kinda like the current "pseudo cross" on the berserk pack. Makes it look unique. I say keep it the way it is, as well. :)
From what is done on the armor, that has to be one of the best looking models so far. Man, they look sexy.
Demon - I think everyone's forgetting that the monsters aren't Dani's main concern with the work he's doing at the moment (he's mentioned this many times) but what I have seen from them so far, they look like they'll shape up nicely. The Demon still needs a few more polys, and of course a new skin, but I'm sure it'll be very nice. *winky*
The Cacodemon - as always, shaping up lovely. I noticed you modeled an actual inside to his mouth now. Cool cool. Just keep an eye on those horns looking too fake.
Lost Soul is shaping up nicely, but like the torch models, if you can, try to make the flames a little more realistic. Other than that, the anims will make the model very formidable.
My two cents. *flip*
Lightning Hunter
February 14th, 2005, 09:28 PM
Demon - I think everyone's forgetting that the monsters aren't Dani's main concern with the work he's doing at the moment (he's mentioned this many times)*winky*
I haven't forgotten, but its not going to stop me from making comments about the Demon as it is now. Remember, we are going to be playing Doom with what Dani gives us until he releases a better version. This means that I'm looking for models that are somewhat presentable until he releases the final version. Yes, I know I could go back to the old Demon model, but I'm still going to comment on the new one anyway.
Organicjerk
February 14th, 2005, 11:57 PM
Hey Dani, I've got a Monster animation question:
Are you limited to the number of frames you can make for any given animation? I've noticed that the monster models follow the same formula as the sprites, and I'm wondering if that's actually a limitation, or a "true to the original" type thing. As far as idle animations go, I'm sure we're all aware of the current incarnations, which often include slow and methodical body movements. I would love to see this done with the Doom monsters.
In addition, I've got some ideas for body movements for some of the monsters, for both idle and action oriented animations, and I really want to sketch some animation studies for you and Kevin. They're nothing too intricate, but rather just movement patterns and fuctions that I wouldn't mind running by you guys. But obviously if you're imited to the original doom ranges then this would be almost pointless..
Lord Kaizen
February 15th, 2005, 01:20 AM
I suggested the idea of random idle animations and death animations before. Seeing the the hell-knights standing there, looking around once in a while, shifting there positions, and seeing them dying in a variaty of of different ways would all be very cool. But for now random animations are not possible in jDoom.
putzboy
February 15th, 2005, 06:16 AM
I don't know about anyone else, but Ihave been getting all kinds of segmentation faults. Can we not still use old models with these new ones?
DaniJ
February 15th, 2005, 10:46 AM
yay, the armor does not flash on and off, and doesn't produce a dynamic light, it looks about a million times more realistic now that it doesnt flashYeah, that always bugged me in Doom. I will make it optional though.
The medikit and ammo boxes look perfect. I wouldn't be bothered in the least if you never touched them again for the duration of the alpha.Not quite finished yet, I need to add the text on the ammo box (WAK's suggestion sounds good for that) and a bit more detail/lighting.
In my opinion, I kinda like the current "pseudo cross" on the berserk pack. Makes it look unique. I say keep it the way it is, as wellI agree but I'll leave to majority vote. Answers in a forum post at the usual place please :)
The Demon still needs a few more polys, and of course a new skin, but I'm sure it'll be very nice.I'm not fixing the monster models. The new Demon model isn't that far from completion, I'm just giving the old ones a quick fix up for now. Remember I said the mancubus was bad... well the Demon is now the undesputed champion of crappy models (seriously I don't think it could be much worse, the uv's are enough to give a skinner nightmares).
Remember, we are going to be playing Doom with what Dani gives us until he releases a better version. This means that I'm looking for models that are somewhat presentable until he releases the final version.In a word - No. These are not intended to be used for normal everyday play but if you want to use them its up to you. It's ALPHA for a reason.
Are you limited to the number of frames you can make for any given animation?No, thankfully Doomsday allows any number of frames per animation.
In addition, I've got some ideas for body movements for some of the monsters, for both idle and action oriented animationsSure, send me anything you think would be useful/interesting.
Kevin - Sorry must have gotten stuck in my outbox again. I'll send it again.
Things are going well. With me being off work I'm getting lots done. I've already completed the final versions of at least 4 models and hope to get a lot more done ready for a big update this weekend. Including the first versions of the HUD Chainsaw and Fists :)
Organicjerk
February 15th, 2005, 11:44 AM
No, thankfully Doomsday allows any number of frames per animation.
Sure, send me anything you think would be useful/interesting.
Beautiful. Well I'll go ahead and start sketching my ideas out and such. I'm not going to bother myself with limitations or anything, so you take what you can from them, if anything.
Lightning Hunter
February 15th, 2005, 12:19 PM
In a word - No. These are not intended to be used for normal everyday play but if you want to use them its up to you. It's ALPHA for a reason.
Whatever, I'm still going to make my comments. :p
Mr. Chris
February 15th, 2005, 01:58 PM
I think the demon skins should be like the old ones (512x512 instead of 256x256)
Everything else looks okay on this last update.
Chilvence
February 15th, 2005, 02:17 PM
Whatever, I'm still going to make my comments. :p
In other words, he said they're not finished ;)
Grimm
February 15th, 2005, 04:12 PM
Damn Bezerk Pack won't shrink :((( oh well. Lost Soul skull looks sweet Dani, can't wait to see it finished. The Backpack skin still isn't showing up for me . . . . And I think the cross should revert to normal on the Bezerk Pack as well.
In regards to the armor, the reaosn it flashed is probab;ly cause it wopuld look really boring if it didn't. With models that's obviously not a problem. ;) Oh yeah, Dani that space under the arch at the bottom shouldn't have anything in it . . . look at the TITLEPIC if you don't follow
DaniJ
February 15th, 2005, 06:51 PM
Dani that space under the arch at the bottom shouldn't have anything in it . . . look at the TITLEPIC if you don't followYeah I know but I don't want to model an inside for the armor... consider it a built in T-shirt or something for now :)
KevinCoyle
February 15th, 2005, 08:32 PM
for some reason I'm not getting your e-mail with the imp in it.
Ton80
February 16th, 2005, 03:55 AM
In my opinion, I kinda like the current "pseudo cross" on the berserk pack. Makes it look unique. I say keep it the way it is, as well.
I agree also. I like it more than the medikit cross. Something unique considering the extreme low res of original sprite (28x19 pixels) being unable to handle any kind of angled graphics and the type of power-up. I think iD couldn't do anything different than putting a cross and coloring the case black and get away with it.
Wow, the ammo box and armor are really getting there.
Say, Dani, how far along are the twitchers and hanging corpes(sp?), etc... in that 'bloody' cate'gory'? *winkness*
I want to see how close you can get me to *ohmy* *sick* *chuck* *winkness* Up to the challenge? :D Doom 3 almost did it, almost.
edorien
February 16th, 2005, 04:13 AM
I like the berserk "cross", keep it
putzboy
February 16th, 2005, 06:58 AM
I don't know about anyone else, but Ihave been getting all kinds of segmentation faults. Can we not still use old models with these new ones?
Hmmm..... guess no reply can be taken as a "No can't be done"
Skitso
February 16th, 2005, 07:20 AM
Keep the "new berserk" cross. Little details like that make the difference. Really.
RiffRaff
February 16th, 2005, 08:33 AM
i thought the purpose of the jdrp was to enhance the visuals, but keep them true to the original. why then, does this new berserker cross garner so much support from you all? it looks like a mistake!! Dani, please, change it back.
edorien
February 16th, 2005, 09:43 AM
Hmmm..... guess no reply can be taken as a "No can't be done"
No it can be done
open the "old" jdrp, and delete the pk3s for models from the alpha (or replace to files inside the jdrp.pk3
repeat as more get released
(well it's a bit more involved than this, but i'll leave the ful explanation to some-oe else
sirsinalot
February 16th, 2005, 01:23 PM
well it's a bit more involved than this, but i'll leave the ful explanation to some-oe else i posted one a couple pages back, but to save you the rouble of searching unzip the main JDRP 1.01 PK3 then move all the little individual PK3's of different models and stuff into Data/Jdoom/Auto, then delete the old Pk3's as the new ones are added *smirk*
Darmuss
February 16th, 2005, 03:56 PM
My guess is, that you should remove these pk3's too from the old jDRP, if you plan to mix.
Genericmodels.pk3
miscfx.pk3
particles.pk3
Relica Religia
February 16th, 2005, 04:00 PM
i thought the purpose of the jdrp was to enhance the visuals, but keep them true to the original. why then, does this new berserker cross garner so much support from you all? it looks like a mistake!! Dani, please, change it back.
No offense, but if you want to keep "true" to the original, then you shouldn't be using a sourceport (let alone the JDRP) at all. It's good that Dani and Kevin are keeping the pak very nostalgic in content, but if they honestly have to adhere 100% to rules that hinder their creativity or force them to do things they could improve upon design-wise, it'd be counter-productive.
putzboy
February 16th, 2005, 04:09 PM
No it can be done
open the "old" jdrp, and delete the pk3s for models from the alpha (or replace to files inside the jdrp.pk3
repeat as more get released
(well it's a bit more involved than this, but i'll leave the ful explanation to some-oe else
Didn't think about replacing the files in the jdrp.pk3. Then I could repackage. Will try that.
Lightning Hunter
February 16th, 2005, 04:56 PM
I agree also. I like it more than the medikit cross. Something unique considering the extreme low res of original sprite (28x19 pixels) being unable to handle any kind of angled graphics and the type of power-up. I think iD couldn't do anything different than putting a cross and coloring the case black and get away with it..
I think the Berserk pack looks great with the new cross, but Don't get any ideas about changing the Medkit cross :p The normal cross looks good on white, while the new "extreme" looking cross looks good on black. They are perfect the way they are now.
Grimm
February 16th, 2005, 06:07 PM
Why don't we have two versions then . . .
Whoever got the new Bezerk pack to work, could you tell me what you did again? Mine still won't work :(
sirsinalot
February 16th, 2005, 06:19 PM
Grimm: look at the 5th post above yours *winky* And if that doesnt help go back a few pages, where i explained it to you. *giddy*
Besli
February 17th, 2005, 06:56 AM
Wow DaniJ your models are fucking awsone!! *thumbs*
jDoom can keep up with every actual 3D Shooter, i think!
xZAOx
February 17th, 2005, 08:19 AM
I say keep it like the original. In obvious cases like this, this is what the purpose of the pack is.
Grimm
February 17th, 2005, 02:25 PM
*sigh* that's not working for me . . . damn.
Yeah I hate to say it Dani but something is defintely messed with the new pack. I'm getting insane slowdown...never did before. You didn't change anything that could cause this, did you? nVidia card, btw
DaniJ
February 17th, 2005, 02:45 PM
Yeah I hate to say it Dani but something is defintely messed with the new pack. I'm getting insane slowdown...never did before. You didn't change anything that could cause this, did you? nVidia card, btw
Nothing is optimised, thats the reason. Atm nearly all the skins are full 32bit colour, particle effects are unoptimised etc etc.
jDRP 1.1 BETA will include all of the optimisations I plan and will be a "release candidate" for the full jDRP 1.1 release. The BETA will also be available in .box format for use with Snowberry. This means that there will be boat load of options that you can tweak and change how things look etc etc. This will include stuff like the Chaingun wind down, black gloves (Grimm :)) and finaly a fix for those few poor souls who get the wrong colour blood.
I say keep it like the original. In obvious cases like this, this is what the purpose of the pack is.
I think your right. jDRP should "stick to the rules" and that means a cross on the bezerk pack.
draconx
February 17th, 2005, 03:31 PM
Maybe add another option to your "boot load" for the fancy berserk cross :P
Grimm
February 17th, 2005, 03:32 PM
:DD I love those black gloves. Yeah that makes sense then. Either way I updated my drivers and it works fine now . . . you might want to put a suggestion to update your drivers on the site.
Sin Ominous
February 17th, 2005, 04:28 PM
One thing I want to ask about concerning jDRP and the latest beta for Mac OS X. According to the readme doc...:
"Linux/Mac users. Atm there is no KickStart launcher application for your platform.
For that reason you need to tell Doomsday where to find the jDRP files."
How do I "tell" Doomsday this, exactly? Because I have tried putting the pk3 file in both data/jdoom/auto or data/jdoom, and run the game each time with 3d objects enabled; each time I'm given the old sprite treatment.
I think this post of mine got lost in the sea of posts. Dani's doing a commendable job, I'm sure, and is probably busy with this berserk pack issue, etc., but this be the only thing I ask, and I don't mean to sound impatient.
DaniJ
February 17th, 2005, 05:19 PM
How do I "tell" Doomsday this, exactly? Because I have tried putting the pk3 file in both data/jdoom/auto or data/jdoom, and run the game each time with 3d objects enabled; each time I'm given the old sprite treatment.
jDRP.PK3 should go in Data/jDoom
jDRP.DED should go in Defs/jDoom
Then you need to load them both using:
-file jDRP.PK3 -def jDRP.DED
I don't know since I haven't got a Mac at home to test it on but it should work :)
If that doesn't work try adding the full paths in Ministart.
KevinCoyle
February 17th, 2005, 09:23 PM
Dani, did you get my message about the imp not coming through?
DaniJ
February 18th, 2005, 05:06 PM
Dani, did you get my message about the imp not coming through?
You still didn't get it? Rats... that means my router still isn't setup correctly.
I'll get it fixed tomorow and send the Imp again. Sorry
Sin Ominous
February 18th, 2005, 07:27 PM
jDRP.PK3 should go in Data/jDoom
jDRP.DED should go in Defs/jDoom
Then you need to load them both using:
-file jDRP.PK3 -def jDRP.DED
I don't know since I haven't got a Mac at home to test it on but it should work :)
If that doesn't work try adding the full paths in Ministart.
Where in Ministart? Last I recall, there's a line for locating the IWAD, then there's a line called "Custom Options", and last I checked, the readme didn't say much of what to do on the "Custom Options" line. And for the record, I inputed the "-file jDRP
" stuff into Custom Options nothing. Tried the console, in-game nothing. Would I have to imbelish on the -file to include all the directories that lead to its location?
At least, what's the workaround for the Linux version, since it also doesn't have Kickstart? I'd better not have to rely on the Terminal, because I'm not a UNIX geek.
The persistence is unnerving, no? ;)
ace
February 19th, 2005, 02:06 PM
You wouldn't have to lead the file path if it were in said folders. I'm not even sure if it fully supports 3D yet, however I did get one weapon model pack to work. Not fully, but still.
Anyway, this may seem obvious but I even missed it, make sure you go to the in-game control panel and turn 3-D models on. That might make it work. And if it doesn't it should :p.
EDIT:
One more thing: you don't need to put *.PK3 and *.DED in data/jDoom and defs/jDoom. For mac users, use find (and set it to find invisible items) and search for .doomsday, it's an invisible folder in your home folder. Then put the commands on the line. It MIGHT work, I'm having trouble figuring it out ATM.
EDIT 2:
I'm still not having much luck with this...
I think it may not support .ded files yet, because the pack "Fano_gun.pk3" works fine, but it doesn't come with a .ded file, and jDRP doesn't work, while it does have a .ded.
WHEN WILL I GET TO PLAY WITH MODELS??!!! *burn*
sLydE
February 20th, 2005, 08:50 AM
You still didn't get it? Rats... that means my router still isn't setup correctly.
I'll get it fixed tomorow and send the Imp again. Sorry
why not set up an ftp server with a password that only the two of you know, so that you don't have to rely on emails?
sirsinalot
February 20th, 2005, 02:43 PM
good idea. Also, why is the blue armor's skin so multi-colored, rather than just plain blue? I know you're no where close to finishing it, but it almost looks like you purposefully added tinges of red or light blue here and there, but i just opened the png in a pcx and toned down the levels of red and green and it looks much better.
DaniJ
February 22nd, 2005, 12:05 PM
I've began uploading some new stuff but I'm going to have to break for a while as I have an urgent advert to get out that needs finished artwork. That'll probably take me a good few hours but I'll get more new stuff uploaded in the wee hours tomorrow.
Of the stuff I've uploaded: four finished item modules (final jDRP 1.1 versions) and the WIP floating skulls.
Kevin - I finaly managed to get my router working 100% today (hence why I haven't sent you the Imp and why I didn't upload the new stuff over the weekend as I promised). This time, you WILL get the Imp tomorrow.
Also, why is the blue armor's skin so multi-colored, rather than just plain blue? I know you're no where close to finishing it, but it almost looks like you purposefully added tinges of red or light blue here and there, but i just opened the png in a pcx and toned down the levels of red and green and it looks much betterYes it's done on purpose. Pretty much any surface is never a pure colour which is why I've worked in some different colours. It isn't finished yet which is why it is so noticeable. In the finished version it will look a lot better.
EDIT:
The pretty much final TallTorches ver 1 is now uploaded. I've been banging my head trying to create some better particle fx for the flame but so far this is the best I can come up with. If anyone else (Chilvence?) fancys a go at improving the flame fx, be my guest :)
Grimm
February 23rd, 2005, 05:42 PM
The floating skulls look pretty good. I'm interesting in seeing how you interepret it in the final draft; I always thought that was one of the more ambiguous sprites. I'd just like to point out how the skulls look in the sprite; one of them has is tilted back with its mouth open . . . and now that I look at it some more it seems to have a nose, which would mean its a head, not a skull. . . It would be pretty wicked if you put that into the model, IMO. Also in the sprite it looks like whatever its made of is reaching up and grabbing the head . . . or like it;s being sucked in. Also, is there going to be an option to make it not spin? I don't necesarrily dislike it but I'm not sure which would be better. I think no matter what the spin could be a bit slower though . . .
Also, why not put a finished section on the site? This way we can see which ones are toally done and thus, really really sweet. :D
DaniJ
February 24th, 2005, 03:25 AM
Also, why not put a finished section on the site? This way we can see which ones are toally done and thus, really really sweet.A good idea that. Leave it with me.
I think no matter what the spin could be a bit slower though . . .Spin is controled via the cvar rend-model-spin (I think thats the name) set that to eg 0.5 to reduce the speed.
RiffRaff
February 25th, 2005, 03:42 PM
wow, man. spot-on. perfect color/design translation. i can tell its not finished, but it is looking gooood.
sirsinalot
February 25th, 2005, 05:01 PM
Its very good, but it does not convey the same feeling as the sprite, i think it might need to have the skulls slightly more submerged in the rock, as if, the rock was magma when the skulls were put in it, then it cooled, and the rock formed around the skulls. Well, im not sure how to explain it but yeah, if that makes sense. :D
RiffRaff
February 25th, 2005, 06:50 PM
i think it might need to have the skulls slightly more submerged in the rock, as if, the rock was magma when the skulls were put in it, then it cooled, and the rock formed around the skulls.
I respectfully disagree.
Chilvence
February 25th, 2005, 07:19 PM
Hey DaniJ, your PM box is full :p
Excellent stuff now, I can't believe how much those things shrunk. I'd take you up on that particle flame request, but honestly I think they look about as good as jdoom can get them. You'd need some sort of spin parameter on texture particles to do something better.
Relica Religia
February 25th, 2005, 08:37 PM
You'd need some sort of spin parameter on texture particles to do something better.
Heh, well, there's no sense in not trying that, is there? :D
DaniJ
February 26th, 2005, 04:53 AM
Ok I've cleared some space in my PM box :)
Particle textures can't use the spin parameter currently they are reserved for models (yes I do plan on making a particle plane model that always aligns to the view angle so that the spin can be used, though it remains to be seen how good this will look in practice).
sirsinalot
February 28th, 2005, 07:25 PM
What are some modules or update we can look forward to seeing next, Dani?
DaniJ
February 28th, 2005, 07:48 PM
Unfortunetly my bad luck seems to be continuing apace atm :( See HERE (http://forums.newdoom.com/showthread.php?t=26776)
I'm spending as little time on that machine as possible atm till I can get something done about it. The machine I'm using atm is seriously underpowered (PII something, 128mb RAM, my old MX440 :(
Atm I'm starting to get a bit strapped for cash so I'm considering taking another job for a month or so...
In other words progress is slow with jDRP atm... but I'm hoping that won't last for long once I get my main rig working proper again.
Xerxes
March 1st, 2005, 01:12 PM
I'm spending as little time on that machine as possible atm till I can get something done about it. The machine I'm using atm is seriously underpowered (PII something, 128mb RAM, my old MX440 :(
I have too already a Mx440 but it's Ok :)
But... a Pentium2, hm..., thats a problem :(
FreeLanZer
March 2nd, 2005, 11:10 AM
Is it possible that you could release the new Imp as an Alpha model...? and maybe some more alpha stuff...? I can't wait *flip*
FreeLanZer
March 5th, 2005, 03:45 AM
Dani J666 I just saw your Head pole, Chainsaw and Imp over at http://home.no.net/fragagib/jdrpprev/ and... *ohmy* *jawdrop* !!!
Damn they're great! Now that's professionel work! *bow* PLEASE...! Release any of them... I beg you please..
SgtMagor
March 5th, 2005, 05:21 AM
there was a couple of things of the Imp sprite that i thought it gave its own unique mark in the game,its upper and lower teeth were large, white, and not pointy!!!, pair of dentures comes to mind. when the Imp opened its mouth to howl at you, the bright red inside the mouth showed up really well behind those big teeth, it really conveyed the fact that the monster was gonna rip your head off!.pointy teeth on the imp just for some reason never looked right to me, the big white teeth were the Imps trade mark :) anyway all the new stuff for 1.1 being shown is sweet!...
FreeLanZer
March 5th, 2005, 08:15 AM
I don't think so. The pointy teeth makes them look more evil *guilty*
They're not supposed to look like they've been to the dentist lately *grin*
FreeLanZer
March 5th, 2005, 08:56 AM
Anyway Dani J666, is it possible to make the imp's eyes glow in the dark? Like texture light?
sirsinalot
March 5th, 2005, 11:42 AM
no, that is not possible, FreeLanZer, as the MD2 model format does not support that. And btw, could you please stop double posting, i know it may be opposed to your nature, seeing as how your name is "freelancer" (FreeLanZer.) But it is against the rules, and is considered spam.
Xerxes
March 5th, 2005, 01:36 PM
i think that is possible with make the eye a sub model and put it flare
for the glowing, they just need use the transparency system :)
[ZAS]_theshooter7
March 5th, 2005, 01:49 PM
Hey everyone, i am new here at newdoom (get it?) anyways, I just wanted to ask/inform u guys this: I was playing not too long ago with the current JDRP, and noticed from far away or a long distance, that the monsters and things change back to their sprites. Is it supposed to be like this?
Play E3M8 of Ultimate Doom and you'll see what i'm talking about.
RiffRaff
March 5th, 2005, 02:46 PM
And btw, could you please stop double posting, i know it my be opposed to you nature, seeing as how your name is "freelancer" (FreeLanZer.)
wha? *squint*
sirsinalot
March 5th, 2005, 03:03 PM
I was talking to FreeLanZer, he keeps double posting. And I said that as a joke, cuz a freelancer is someone who acts on their own accord.
Sin Ominous
March 5th, 2005, 03:27 PM
_theshooter7']Hey everyone, i am new here at newdoom (get it?) anyways, I just wanted to ask/inform u guys this: I was playing not too long ago with the current JDRP, and noticed from far away or a long distance, that the monsters and things change back to their sprites. Is it supposed to be like this?
Play E3M8 of Ultimate Doom and you'll see what i'm talking about.
It's supposed to do that by default according to what's set in the control panel under Graphics>Objects and look for "3D Model Visibility Limit". You can set the range of the model/sprite cutoff to a further distance at your whim, though I doubt the processor and graphics card will treat you nice for it. :P
FreeLanZer
March 6th, 2005, 02:25 AM
sirsinalot stop being so grumpy... take it easy.. I didn't know it was FORBIDDEN to ask 2 questions!
BTW: A Freelancer is someone who makes something and the asks who would like to buy it. But my name is FreeLanZer.
edorien
March 6th, 2005, 02:38 AM
I didn't know it was FORBIDDEN to ask 2 questions!
Then *shocked* edit *shocked* your posts, instead of double posting !!!
*spin* *giddy*
FreeLanZer
March 6th, 2005, 05:49 AM
Originally Posted by FreeLanZer
I didn't know it was FORBIDDEN to ask 2 questions!
I think that means that I didn't know ;)
Lord Kaizen
March 6th, 2005, 12:26 PM
there was a couple of things of the Imp sprite that i thought it gave its own unique mark in the game,its upper and lower teeth were large, white, and not pointy!!!, pair of dentures comes to mind.
Instead of thangs how about mouth FULL of sharp pointy teeth! It might kinda give the imp's mouth the same look of the sprite from a distance, but at closer inspection one could see that all the teeth are sharpened.
FreeLanZer
March 10th, 2005, 01:46 PM
It's been very quiet here in the past few days.... Is Dani making progress ???
The ALPHA site has been quiet too. Does anybody know why?
sirsinalot
March 10th, 2005, 02:03 PM
It's been very quiet here in the past few days.... Is Dani making progress ???
The ALPHA site has been quiet too. Does anybody know why? read a few of the above posts, that might help *winky*
FreeLanZer
March 10th, 2005, 02:08 PM
HEY! Don't hang around bothering me!!! You haven't said any positive word to me yet!!!!
We are some guys hwo want to make a great job and need serious replies on thing!!! SO DON'T SPOIL IT!
Relica Religia
March 10th, 2005, 04:26 PM
Dude, no offense, but you need to calm down.
sirsinalot
March 10th, 2005, 05:19 PM
HEY! Don't hang around bothering me!!! You haven't said any positive word to me yet!!!!
We are some guys hwo want to make a great job and need serious replies on thing!!! SO DON'T SPOIL IT! look man, im making an effort to help you, welcome you, and be friendly, but you keep refusing me. At first i tried to inform you about not double posting, your reply, (the first thing you ever said to me on these forums) was, "you are grumpy." so maybe you should read more carefully what people are saying to you, because, i have never tried to offend you once, every post you make about me is quite offensive, so think next time before posting something so vulgar.
EDIT: read a few of the above posts, that might help how is that not possitive? I was helping you.
FreeLanZer
March 10th, 2005, 09:52 PM
Ok... Im sorry, I thought you were grumpy after what I saw when you were against many things Dani made for the new jDRP... So ok I apologize to you.
Lord Kaizen
March 10th, 2005, 11:51 PM
Nah, sirsinalot wasn't being grumpy. He's was just giving some constructive critisizm/appraisal, and that is the whole purpose of this thread. :)
Lightning Hunter
March 11th, 2005, 01:28 AM
....And the arguing starts again, now that Dani hasn't posted in a while. It always seems to happen. *wacky*
FreeLanZer
March 11th, 2005, 02:53 AM
Hehe ok I'll keep it low then...
BTW: When can I change my avatar???
DaniJ
March 11th, 2005, 05:07 AM
Well, now I'm pissed off. My bloody mouse has died! Now I've to put up with a shitty m$oft serial 2.0 jobby (not even a basic scroll wheel!!!).
I think maybe someone (or someTHING) is trying to tell me something. Damn you to hell, whatever you are!
Things just don't seem to be going my way at all this year...
mrinsane
March 11th, 2005, 05:58 AM
ouch your mouse died thast to bad my mouse happens tobe dieing also *party*
sLydE
March 11th, 2005, 07:09 AM
I think maybe someone (or someTHING) is trying to tell me something. Damn you to hell, whatever you are!
Did anyone else just picture id software sneaking into his house to make all of his tech non-functional? ok, now i'm the weird one.
Yagisan
March 11th, 2005, 08:24 AM
Speaking of hardware dying, the pc I was building the Debian packages on had an electrical short and burnt itself out yesterday :( lots of smoke everywhere. Pity it was just out of warranty.
xZAOx
March 11th, 2005, 02:13 PM
Ouch, that sucks man. Hopefully not everything in it was ruined.
I had a monitor go bad on me...a week before the warranty ended. I barely made it...
-Rob
Yagisan
March 11th, 2005, 05:54 PM
I lost the motherboard and CPU. I salvaged everything else though. Any Debian/Ubuntu/Linspire or other Debian based users want to give my JDRP 1.01 debian packages a test run. You can find them at http://eyagi.bpa.nu/~jamie/doomsday.html
Lord Kaizen
March 11th, 2005, 07:32 PM
My motherboard went out on me a couple weeks ago. When I turned it on an error message would instantly pop up, or if it did work at all it would be unstable and erratic. Then video stopped coming on at all. I ended up buying a used comp built from salvaged parts from my old one.
doomer
March 11th, 2005, 10:39 PM
Well, now I'm pissed off. My bloody mouse has died! Now I've to put up with a shitty m$oft serial 2.0 jobby (not even a basic scroll wheel!!!).
I think maybe someone (or someTHING) is trying to tell me something. Damn you to hell, whatever you are!
Things just don't seem to be going my way at all this year...
I think maybe the imp has a demon in him - what he's saying is ; "post my bloody alpha model or i'll keep haunting you" - LOL
Da_maniaC
March 12th, 2005, 06:33 AM
*roflmao* LOL! :p
DaniJ
March 12th, 2005, 08:38 AM
I think maybe the imp has a demon in him - what he's saying is ; "post my bloody alpha model or i'll keep haunting you" - LOLHe's not in a fit state to be released yet, sorry.
Mr. Chris
March 12th, 2005, 03:33 PM
Dani, what is the status of your main rig so far? Have you replaced the dead mouse? I hope you got an optical wheelmouse with 4/5 buttons on it. :)
doomer
March 12th, 2005, 04:53 PM
He's not in a fit state to be released yet, sorry.
Ok - THX for the update Dani - Without being too pushy - like many of your fans ,just looking forward to seing him soon. *thumbs*
primus1236
March 12th, 2005, 06:56 PM
Dani, what is the status of your main rig so far? Have you replaced the dead mouse? I hope you got an optical wheelmouse with 4/5 buttons on it. :)
Can we donate things to you Dani? I may be running into a few nice computer parts and from what You've said, it seems like you could use some.
FreeLanZer
March 13th, 2005, 12:17 AM
*cool* Yeah, what would you like...?
BTW: Can you convert the Quake 3 Doom model from md3 to md2???
And Dani j666, can we a status on the jDRP 1.1 ?
draconx
March 13th, 2005, 05:16 AM
Can you convert the Quake 3 Doom model from md3 to md2???No, you cannot, as this would be violating ID's copyright if it was distributed. However: if Doomsday gets md3 support it *would* be possible to point doomsday at a quake 3 install and have it use the model from there (either that, or make a program which extracts the doom model from quake 3 and sets it up for Doomsday).
Besides, whatever Dani comes up with will be better than that!
DaniJ
March 13th, 2005, 05:37 AM
Dani, what is the status of your main rig so far? Have you replaced the dead mouse? I hope you got an optical wheelmouse with 4/5 buttons on it.The northbridge cooler hasn't arrived yet. I'm trying to sort the vid card problem out with Gainward. I've got a new mouse waiting for me Monday morning at work apparently (it's the same as my old one but cordless).
I'm not into fancy mice... it's a simple two button + tilt n scroll wheel.
You'll all have to bare with me till I get my stuff back together. Turns out the surge I mentioned did indeed do more damage than I thought and I'm gonna need a new mb in my main rig.
Till then I'm stuck with the PII & an MX440 (I stuffed as much RAM in as it'll take though (1gig)).
Can we donate things to you Dani? I may be running into a few nice computer parts and from what You've said, it seems like you could use some. Yeah, what would you like...?Thanks a lot for the offer but honestly I should have enough to get the bits I need in a few weeks. It was about time I upgraded my rig anyway (I use it for my freelance work as well) and the parts I'd go for are a bit on the expensive side...
I've never thought about it before but I suppose I could set up an Amazon thingy if anybody did want to donate. I'm a bit of a sad ghet mind so most of the stuff in there will be amazingly interesting stuff like ("PHP and MySQL Web Development", "OpenGL Game Developers Bible", "3D Studio Hollywood & Gaming Effects").
BTW: Can you convert the Quake 3 Doom model from md3 to md2???I could but I'm not gonna. It's a nice, well-made model but I believe we should have our own original Doom marine model instead.
FreeLanZer
March 14th, 2005, 04:33 AM
Hehe ok.. ;) Coudn't you make blood dripping (particles) from the hanging bodies..?
And maybe release just a little tiny bit of jDRP 1.1 on your alpha page...???
DaniJ
March 14th, 2005, 09:38 AM
I can't release anything yet. I'm not able to work on anything like that due to my crappy system.
Instead, I'm spending the time I would be spending on jDRP - coding (working on SCUDD and Doomsday).
As I said earlier I should get my main rig up and working again in a few weeks time.
Chilvence
March 14th, 2005, 09:56 AM
How about some lovely textures then (oh go on *grin*)
DaniJ
March 14th, 2005, 10:37 AM
Ok, OK! Get off my arm Damit! :)
FreeLanZer
March 14th, 2005, 12:08 PM
Allright Look at my problem in the jDTP thread.... (the one with the animation problem... the SLAD texture)
Anyway here it is...:
NOOOO!!! I just remade MANY of the TNT: Evilution textures, and then the levels only uses a 1/6 part of the animation! fx: the SLADrip1,SLAD2, SLAD3, SLAD4, SLAD5, SLAD6, SLAD7, SLAD8, SLAD9, SLAD10, SLAD11 and SLADrip3 ... I remade all of them but it seems the levels (map11 and map19) only uses a part of then and not showing the whole animation (fx: Audio reel, UAC logo to TNT etc.) I can remeber that the whole animation was showed in the original game, but it didn't show the whole animation before I remade the texture.
What's wrong here??? HELP ME !? Someone..!?
Would someone please help me???
Relica Religia
March 14th, 2005, 05:15 PM
Why are you posting this here? Keep it to the JDTP, not the JDRP.
Calm down man. Things aren't always answered immediately after you ask something. Just reinstall the old textures then wait for someone to help you.
FreeLanZer
March 15th, 2005, 04:41 AM
Stop acting like a child Relica Religia..!!!
Read the posts before writing such bullshit!
FX: Look at the latest posts by Chilvence and Dani J666 !!!
then I thought it was easier for them that I posted it here also.
Because there wasn't any activity at all at the jDTP thread...
Chilvence
March 15th, 2005, 07:59 AM
Unfotunately, thats the nature of most forums. If someone has an answer right away, everything works well. But when people don't know an answer, the trend is to leave the question open for someone who might. It is simply too time consuming to have a troubleshooting discussion about an uncertain problem over a medium of communication that is inherently slow and unresponsive. This means that if no one knows the answer to a question, a scenario that is impossible to predict to be true or false, the question may go unanswered for quite a while.
Anyway, on a hunch, I dug a little bit into the problem. It seems to be an inherent design flaw in doomsday's animation definition system. In the original Doom, only the first and last frames of an animation were defined, and the game cycled through every image that was placed between these two frames physically inside the internal directory structure, even if they had completely random names. As long as they appeared in between the start and end frames in the file, they would become part of the animation. However Doomsday defines each frame in an animation as an absolute, so that only frames specifically listed inside anim.ded will be used. This change of behaviour breaks one of the exploitable quirks of the original Doom engine. The authors of final Doom used the original behaviour to squeeze in more frames of animation into the default set of animation cycles. So since Doomsday behaves differently, these extra animations do not work at all.
Quite how no one has noticed this before is beyond me. I admit I've never played through either episode of final doom fully using jdoom, but I thought at least a couple people would have.
Heh.
FreeLanZer
March 15th, 2005, 08:15 AM
Thank you Chivlence ;) Thanks alot... This solves the problem... I think...
So maybe if I put animation into the anim.ded file it might work or what?? Anyway i'll try ... I can't wait to see if it works... :)
YES!!!! :D *spin* *party* *giddy* *flip* *roflmao*
It worked! I inserted these commands in anim.ded:
Group
{
Flags = "tgf_smooth";
Texture { ID = "SLADRIP1"; Tics = 8; };
Texture { ID = "SLAD2"; Tics = 8; };
Texture { ID = "SLAD3"; Tics = 8; };
Texture { ID = "SLAD4"; Tics = 8; };
Texture { ID = "SLAD5"; Tics = 8; };
Texture { ID = "SLAD6"; Tics = 8; };
Texture { ID = "SLAD7"; Tics = 8; };
Texture { ID = "SLAD8"; Tics = 8; };
Texture { ID = "SLAD9"; Tics = 8; };
Texture { ID = "SLAD10"; Tics = 8; };
Texture { ID = "SLAD11"; Tics = 8; };
Texture { ID = "SLADRIP3"; Tics = 8; };
}
I'd like to post the textures at jFiles.org but their server is to slow to upload 12 textures... *zzz*
But i'll find a place soon and post the textures... They are really good though :p
Relica Religia
March 15th, 2005, 04:15 PM
Stop acting like a child Relica Religia..!!!
Read the posts before writing such bullshit!
Said the tea kettle.
DaniJ
March 15th, 2005, 05:14 PM
That is the reason why it was changed in the first place. Having to make sure the frames are physicaly between the start and end frames is a bit limited but yes it means that by default PWADS that abuse that quirk look wrong in jDoom.
I didn't notice this myself either... If anyone wants to write the defs for Plut and TNT I'm sure Skyjake would be happy to add them to the default anim.ded.
Good work.
FreeLanZer
March 16th, 2005, 01:48 AM
Yes sir! I will sir! ;)
I've just noticed that there's only only animation problem back... I'll work on it...
sirsinalot
March 23rd, 2005, 01:39 PM
May I ask for a situation update, Dani?
DaniJ
March 23rd, 2005, 02:04 PM
The current situation is this:
I will have enough readies to get a new mb and CPU in two weeks time (gonna go for an athlon64 2.2ghz most likely). The videocard will have to wait till next month though but I can at least work with my mx440. SO I should be back up an running fairly soon :)
DaniJ
March 29th, 2005, 03:47 PM
I'm very happy to say that I put in my order for a new mb & cpu today and they'll probably be here monday/tuesday :)
After a bit of prodding I got the fan working on my FX5700 Ultra again (at least in another machine at work (weird)) so I'm chuffed I won't have to replace that but I'll be keeping an eye on it.
So with some luck I'll be able to get back to jDRP soon.
Relica Religia
March 29th, 2005, 03:58 PM
Good to hear, man. :)
Weenuk
March 29th, 2005, 04:02 PM
Ah, you needed to take a bit of a break anyway, though too bad it couldn't be for an another reason. Good to hear that you can salvage the card at least. Can't wait to see some previews.
DaniJ
April 6th, 2005, 08:17 AM
My stuff arrived this morning! *party*
Unfortuently I can't risk taking my machine apart until the weekend since I have to use it for work as well but I WILL be up and running again by Monday at the latest.
In other news I got my replacement Zodiac2 a couple of days ago and now I can play both ZDoomZ and ZQuakeZ while on the train to work... sweet.
picklebro
April 6th, 2005, 07:00 PM
woohoo, I know its got to be good to get back in da game. :D
Harry
April 7th, 2005, 09:55 AM
Yey, looking very forward :D
What new models do you think you'll be working on?
Da_maniaC
April 7th, 2005, 12:27 PM
In other news I got my replacement Zodiac2 a couple of days ago and now I can play both ZDoomZ and ZQuakeZ while on the train to work... sweet.
A Zodiac supports ZDoom? :o
I never knew that.
(Hey guys btw.... :) been gone from these forums for serveral months but i thought i'd take a look again to see how everything is doing. ;))
DaniJ
April 7th, 2005, 02:43 PM
A Zodiac supports ZDoom? No it just happens to have a similar name. The two are very, very different.
Da_maniaC
April 8th, 2005, 07:09 AM
OH i see. :)
* Looks around to find some info about ZDoomZ... :p
*shocked* http://yoyofr92.free.fr/zdoomz/
http://yoyofr92.free.fr/zdoomz/images/doom4.png
Graphics look slick for a portable..... :)
SgtMagor
April 9th, 2005, 05:23 PM
very kewl...
sLydE
April 10th, 2005, 06:37 AM
anything seem wrong with that picture? why doesn't it say in the "arms" section that he has a shotgun?
Da_maniaC
April 10th, 2005, 11:17 AM
anything seem wrong with that picture? why doesn't it say in the "arms" section that he has a shotgun?
Heh, maybe its just a bug...
The latest build of Zdoom has a weird bug too you know...
(After one map switch the hud face just dissapears heh).
Technomancer
April 10th, 2005, 01:00 PM
My guess is that it just looks differnet on the Zodiac, on my Tungsten T|E it's got a very sharp image and a great frame rate, although I never looked to see if the arms section worked *wacky*
DaniJ
April 10th, 2005, 01:24 PM
Nah it's very sharp on the Zodiac too that pic was from an older version of ZDoomZ hence the bugs which have now been fixed.
My new machine is working and I can now run my 3d programs again which means I'm back in business with jDRP *giddy*
Considering I've been deprived for so long I expect jDRP will see a burst of productivity over the coming weeks.
Lord Kaizen
April 10th, 2005, 02:08 PM
Hot diddilly dang! :)
xZAOx
April 11th, 2005, 06:43 AM
Hot diddilly dang! :)
Yep, I'd say that about sums it up!
-Rob
Mr. Chris
April 11th, 2005, 10:08 AM
Good to hear about this! =D
SgtMagor
April 11th, 2005, 10:21 AM
kewl your back in the saddle again...
Lightning Hunter
April 13th, 2005, 02:50 PM
kewl your back in the saddle again...
It must have been a freakin' tall horse....
Mr. Chris
April 13th, 2005, 06:21 PM
Wow, over 165,000 views on this topic alone! ;-3
Mr. Chris
April 17th, 2005, 02:27 PM
Hrrm....anything new these past few days?
Da_maniaC
April 18th, 2005, 07:12 AM
Hrrm....anything new these past few days?
Dani said weeks not week. :p
DaniJ
April 18th, 2005, 06:30 PM
Heh.
Well I've been busy with other things but I've finished a few more skins and converted the jDRP 1.1 Alpha so it is now in a Snowberry Addon compatible format (you can still use it with either KickStart or in auto or via the command-line if you wish).
This weekend (hey look I gave a date :P) I'll release the updated modules and anything else I finish between now and then.
sLydE
April 19th, 2005, 06:12 AM
mmmmm....weekend *drools*
Gordon228
April 20th, 2005, 04:26 PM
Could you make the inp fireball in to a caco fireball so it will be eseay for you and all you have to do is flip rgb to grb and change the dmd file then creat a ded file to make it work. http://www.geocities.com/reptilesquestfordeath/cacoFireball.gif this pic is in .gif not .tga
Xerxes
April 20th, 2005, 05:11 PM
Dani, do you use 3DsMax or an another programme for make your dmd file with the hight and low detail model ?
DaniJ
April 21st, 2005, 12:49 PM
I use Md2tool to convert to DMD.
You can get it at either:
http://www.doomsdayhq.com/news.php
http://daniel.ddsdesign.co.uk/jDRPAlpha/index.php
I'll do the caco's fireball for this weekend yes.
Gordon228
April 21st, 2005, 03:50 PM
cool i think it will look good and i hope you do a good job on it like the imp fireball. :D
Skitso
April 22nd, 2005, 03:37 AM
For us multiplayers I'd wish for player models and hud-weapons... I think these are a priority.
Keep up the good work, Dani! Good to see you (or your system) back! :)
EDIT: I made a clean jDoom -install and installed jDRP 1.1 core pack and shine pack. For some reason, my shiny textures don't work like they used to. Some walls and floors shine, but for example E1M1 first door doesn't. Same thing with E1M2 computer screens at the very beginning of the level. I'm sure they used to shine... So where might the problem be? Thanks for help. :)
draconx
April 22nd, 2005, 02:55 PM
pickups / decorations are important for deathmatch too :)
FreeLanZer
April 23rd, 2005, 03:15 PM
The end of the weekend is near and Dani haven't released anything yet... :(
DaniJ
April 23rd, 2005, 06:09 PM
Bah it's only 02:07 Sunday morning. Theres plenty of time left...
Besides, I've got to finish some stuff off first but right now I'm going to bed.
FreeLanZer
April 24th, 2005, 11:41 AM
Well Dani are you releasing something soon or not...?
DaniJ
April 24th, 2005, 11:53 AM
It's uploading atm, when it's done I'll update the homepage. I've got to go out for an hour or so, so when I get back back i'll do that.
porjay
April 24th, 2005, 05:09 PM
yay i can't wait. I don't really post much but i'm a big fan of your work Dani. I check you site everyday.
Gordon228
April 24th, 2005, 05:49 PM
hurry up i cant what or i could i just dont whant to.
DaniJ
April 24th, 2005, 08:09 PM
Yeah I'm having technical problems uploading the stuff... my host's server seems to be having problems or something but the files are being truncated. I'll keep trying.
Technomancer
April 24th, 2005, 10:17 PM
I think I've had my fun messing around with the alpha for now, I had to erase my entire Doomsday folder, so I have to redownload everything.
I think I'm going to wait until there are unified downloads for JDAP and JDTP before I start playing again.
FreeLanZer
April 26th, 2005, 04:58 AM
LoL it's 13:57 Tuesday and still nothing yet... ;) Thats over 24 hours past deadline..
Weenuk
April 26th, 2005, 09:49 AM
Who cares if it's past deadline. He's having problems over at the other end, just sit back, relax, crack a beer and wait. It's not like the man is making money or anything. I know we're all excited since it has been quite awhile since we've seen anything new, but good things come to those who wait.
DaniJ
April 26th, 2005, 01:08 PM
Apparently the HD which my site's ftp space resided on was having problems. My host has told me that they will be replacing it tonight while their raid switches banks.
Which now explains the intermittent behaviour.
SO... I will try again tomorrow.
Relica Religia
April 26th, 2005, 04:06 PM
And may a plague of locusts befall anyone who keeps badgering you to update.
draconx
April 26th, 2005, 04:09 PM
lost souls > locusts.
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