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Beavis
July 2nd, 2005, 01:05 AM
Spam thread, :D

DaniJ
July 2nd, 2005, 04:20 AM
Work on Doomsday 1.9.0-beta1 is nearing completion.
EDIT: Has now been released, see the deng (http://sourceforge.net/projects/deng) project at SourceForge.
Release Notes (http://deng.sourceforge.net/dew/view/Engine/ReleaseNotes10900Beta1)
No doubt Skyjake will make an offical announcement soon.

After a release has been made I will gather together the new stuff for jDRP and make another proper update to the jDRP Alpha. Now, depending on the time frame between beta1 and 1.9.0 full, I might have time to finaly get 1.1 out of Alpha and in to beta which will mean every object, monster, weapon, effect etc etc will be in place.

My work schedule is begining to ease up now, so in a couple of weeks I will have more time for my hobbies again.

FreeLanZer
July 2nd, 2005, 04:08 PM
Spam thread, :D
I'm sorry.. I just couldn't help it... *l7*

WOW! That sounds awesome Dani.. *thumbs* *rofl* *munch*

sirsinalot
July 2nd, 2005, 10:21 PM
Work on Doomsday 1.9.0-beta1 is nearing completion.
EDIT: Has now been released, see the deng project at SourceForge.
Release Notes
No doubt Skyjake will make an offical announcement soon.

After a release has been made I will gather together the new stuff for jDRP and make another proper update to the jDRP Alpha. Now, depending on the time frame between beta1 and 1.9.0 full, I might have time to finaly get 1.1 out of Alpha and in to beta which will mean every object, monster, weapon, effect etc etc will be in place.

My work schedule is begining to ease up now, so in a couple of weeks I will have more time for my hobbies again. Can you give us an approximate number of modules which must be released in order to move on to the "beta" stage?

Ton80
July 5th, 2005, 06:05 AM
Message deleted. Mistake on my part.

micko
July 7th, 2005, 12:04 AM
hey guys im looking forward to 1.1

im sorry for the following sacralige... and my poor english skills
but do you guys know of any other projects similar to this one like for redneck rampage
or any other games, that are of fairly good quality ive seen a few but they all sucked in comparison to this.

BO selecta, peace out, respect

Wicked Anime Kid
July 7th, 2005, 01:41 AM
Micko, there is one for Duke Nukem 3D, but that one sucks quite frankly. As far as I knwo do a google on quake1 and 2 remodelling and textureing, you are bound to find some interesting things:D

Wicked Anime Kid
July 7th, 2005, 01:43 AM
Work on Doomsday 1.9.0-beta1 is nearing completion.
EDIT: Has now been released, see the deng (http://sourceforge.net/projects/deng) project at SourceForge.
Release Notes (http://deng.sourceforge.net/dew/view/Engine/ReleaseNotes10900Beta1)
No doubt Skyjake will make an offical announcement soon.

After a release has been made I will gather together the new stuff for jDRP and make another proper update to the jDRP Alpha. Now, depending on the time frame between beta1 and 1.9.0 full, I might have time to finaly get 1.1 out of Alpha and in to beta which will mean every object, monster, weapon, effect etc etc will be in place.

My work schedule is begining to ease up now, so in a couple of weeks I will have more time for my hobbies again.
That is good to hear Dani, is that other person still working with you on the pack?

Mad Max RW
July 7th, 2005, 08:48 AM
http://tenebrae.sourceforge.net/ is a good place to start for Quake 1. Last I checked there's dozens of Duke 3d projects in the works. It's a real treasure hunt finding the right source port and files to download, though. I'm waiting until something a bit more organized like Doomsday and the resource packs come out.

For now, the only remakes/updates that impress me are for Doom. They're way more polished, nicer to look at, and the game is still better. Quake is alright, but it will always be dark brown and ugly as hell with boring level design.

micko
July 8th, 2005, 05:44 PM
thanks guys
i hope a good duke or redneck rampage one comes out i love those games

Da_maniaC
July 9th, 2005, 05:56 PM
Micko, there is one for Duke Nukem 3D, but that one sucks quite frankly. As far as I knwo do a google on quake1 and 2 remodelling and textureing, you are bound to find some interesting things:D

Well, i dont knw which one you have seen but the High res pack i have in combination with JDuke looks absolutely marvellous and terribly close to the original. :)
(Except not all models are finished yet..... but thats ok.... we've seen that somewhere else too ;) )

[EDIT]
I dont know if this has been mentioned before, but i just installed the 1.9 Pre and Snowberry didnt work anymore.

Even deleting my snowberry folder and the config folder in the windows user settings folder didnt help.

Any suggestions?

Da_maniaC
July 14th, 2005, 05:22 AM
Wow, this here has turned into a ghosttown. :\

skyjake
July 14th, 2005, 05:27 AM
What happens with Snowberry? Do you get an error message? Is something printed into Snowberry.exe.log?

Da_maniaC
July 15th, 2005, 05:31 AM
Ah, its in the log....

I dont know if the log keeps track of the error everytime i start the application and saves it but, there sure were a lot of errors. I'll upload it.
(Still it amazes me, that it gives me errors even after i reinstalled snowberry).

http://members.home.nl/djthesp/Snowberry.exe.log

Here it is.

Jimi
July 15th, 2005, 08:06 AM
I have a suggestion for the mancubus. Add muzzleflashes for his guns. Synchronize the attack animation with the fireball spread pattern. If these are already done, great, but if not, then do them! :D Mancubus attack would look much better then than what it is now in the 1.01 version...

micko
July 19th, 2005, 08:21 PM
i havent tuned in for a while, whats the news on 1.1
soory im to lazy to read the previous posts

CrazedImp
July 20th, 2005, 09:16 PM
Well, of course work is delayed at the moment (dday 1.9), but im sure that once that is finished dani will release some new stuff. Shouldnt be too much longer now

Nemesis6
July 30th, 2005, 06:52 AM
http://img230.imageshack.us/img230/4720/jdoombug2rp.th.jpg (http://img230.imageshack.us/my.php?image=jdoombug2rp.jpg)

Click it to enlarge it, but you can see it from here: One of the grunts has a totally white/unskinned head. This happens with some of them. Right when I shoot it or just when I kill it, its head looks normal. As I said, only happens with one of the models. Is this a known bug? I've tried it on two computers and it comes up the same. Well, anyway... yeah.

Xerxes
July 30th, 2005, 07:14 AM
they surely wanted one of the skin for the head in the pack :)

Nemesis6
July 30th, 2005, 07:22 AM
....Indeed, so is this an old bug or...?

Xerxes
July 30th, 2005, 08:24 AM
don't know, i never get this wanted texture before :S, same with the 1.01

Mad Max RW
July 30th, 2005, 08:29 AM
I'm betting you have two different versions of the skin installed somehow. I did it once and caused the same effects.

Nemesis6
July 30th, 2005, 09:44 AM
I installed it as the readme says, just copied and pasted the folders and files into the Jdoom directory....

Besli
August 2nd, 2005, 09:01 AM
http://tenebrae.sourceforge.net/ is a good place to start for Quake 1. Last I checked there's dozens of Duke 3d projects in the works. It's a real treasure hunt finding the right source port and files to download, though. I'm waiting until something a bit more organized like Doomsday and the resource packs come out. Here is a link to a great Pack:
http://www.planetduke.com/hrp/ (High Resolution Pack)
It has High Resolution Textures and really nice 3D Models...

Mad Max RW
August 2nd, 2005, 02:54 PM
Damn you. Now I have to reinstall Duke 3d.

FreeLanZer
August 3rd, 2005, 12:29 AM
Heh me to I also had to reinstall it because this look quite fun and worth playing...:)

Blade Nightflame
August 3rd, 2005, 01:12 PM
Heh me to I also had to reinstall it because this look quite fun and worth playing...:)

Believe me, it's pretty fun playing around with that pack. Some models do look a bit awkward, but if you guys like gore, wait for the Blood 'n Gore pack to come out by Dr. Kill from the 3dR forums.

micko
August 3rd, 2005, 09:34 PM
There is a shadow warrior port on jonofs site as well... if any one is interested, that game rocks

http://jonof.edgenetwork.org/index.php?p=jfsw

Tyberious
August 4th, 2005, 04:40 AM
what the heck is up with the Jdrp 1.01? it doesn;t work with doomsday 1.9.0. beta 2. Also some of the packs don't seem to work properely. but the one I really noticed the most was the JDRP. The models just don't show up.

Yagisan
August 4th, 2005, 06:16 AM
what the heck is up with the Jdrp 1.01? it doesn;t work with doomsday 1.9.0. beta 2. Also some of the packs don't seem to work properely. but the one I really noticed the most was the JDRP. The models just don't show up.Nothing. You have configured it wrong. Did you remember to set up user.ded to load the jdrp.ded ???

eX_Do0mY
August 4th, 2005, 10:42 AM
Did you use this addon manifest?

#
# This manifest contains metadata for jDRP 1.01.
# http://prdownloads.sourceforge.net/deng/jdoom-resource-pack-1.01.zip?download
#

name: jDoom Resource Pack 1.01

component: game-jdoom

language english (
version: 1.01
summary: 3D models and special effects for jDoom
contact: http://www.doomsdayhq.com/
author: Daniel Swanson et al.

#copyright: 2005
#license:

readme = "The jDoom Resource Pack represents many years' worth of
work. Several people have contributed 3D models, skins and particle
effects. <p>Note that <tt>jDRP.ded</tt> must be included within the
addon package. Since this manifest is for the ZIP version of jDRP,
the DED file is included by default."
)

# Implicit options are always in effect if the addon is loaded.
implicit load-options (
option: -file }Data/jDoom/jDRP.pk3 -def }Defs/jDoom/jDRP.ded
)


Be sure to put the jDRP.ded in the defs folder, not the auto folder.

FreeLanZer
August 5th, 2005, 06:35 AM
How come jDRP doesn't use .md3 model...???

micko
August 8th, 2005, 11:38 PM
im not complaining ,but there hasnt been an update on 1.1 in a long while, and i was just wanting to check what the status is

cheers

Yagisan
August 9th, 2005, 01:33 AM
im not complaining ,but there hasnt been an update on 1.1 in a long while, and i was just wanting to check what the status is

cheersSame as usual. Dani J decided to do some nice work on the doomsday engine instead. I'm sure Dani J would announce an update on the JDRP 1.1 page when there is something new.

DaniJ
August 9th, 2005, 01:12 PM
Yep I'm currently focussed on Doomsday 1.9.0, working on debuging atm and adding a few of the smaller RFE's at the same time.

Today I added a customisable weapon change order system (no more changing to the Rocket Launcher when fighting in close-quarters), a couple of new Quake-style modifiers (enemy damage and enemy health) to allow folks to make the game harder (try setting the damage mod to x100 and zombies can instagib *diablo*), menu navigation controls are now bindable plus more...

Work on jDRP is continuing albeit slowly atm. As I've mentioned previously - once 1.9.0 final is released I'll switch back to jDRP development. However I have gotten a fair bit done since my last update and I think you guys will love the next release :)

FreeLanZer
August 9th, 2005, 02:26 PM
That sounds awesome Dani..!! :D
But still again why not md3 models..?
Because (I really don't know how much it costs!) if it were we could make a donation to get Havok physics into it.. :D But again .. only one of my ideas that I think never will happen.. :)

[EDIT] If so I would like to be the first to donate an amount of funds to buy Havok physics..!

Cain
August 9th, 2005, 03:56 PM
If so I would like to be the first to donate an amount of funds to buy Havok physics..!

-He exist "free" physics engine ^^ look at :

ODE (http://ode.org/)

TOKAMAK (http://www.tokamakphysics.com/)

NEWTON (http://physicsengine.com/index.html)

*guilty*

CrazedImp
August 10th, 2005, 04:52 AM
Hmmm looks quite nice actually, the newton one looks like it could be pretty easy to implement, but i wouldnt know, i know shit about programming.

DaniJ
August 10th, 2005, 11:07 AM
Nope don't hold yer breath. It will be years before we see a physics engine in Doomsday/Hawthorn if ever. The amount of work required to implement it fully (and correctly) is mind boggling.

RE - No MD3 in jDRP?
Simple answer - Doomsday doesn't support MD3.

FreeLanZer
August 10th, 2005, 11:57 AM
Thanx for the answers.. ;)

Slinky Winky
August 10th, 2005, 12:49 PM
Nope don't hold yer breath. It will be years before we see a physics engine in Doomsday/Hawthorn if ever. The amount of work required to implement it fully (and correctly) is mind boggling.

RE - No MD3 in jDRP?
Simple answer - Doomsday doesn't support MD3.

Normaly I don't post but I had to ask...
What about Per-Pixal lighting like in Doom III? BIAS lighting is nice but doesn't have quite the same "umph" IMO. Bump mapping would also be nice. *thumbs*

xZAOx
August 10th, 2005, 01:52 PM
Back when Tenebrae for Quake hit, I remember SkyJake making a news post saying "Not gonna happen, at least not anytime soon".

Alot of the reason why not I would assume comes from Doom's sector based lighting. It makes it hard to recreate the original feel of it automatically. Granted, with the new lighting in 1.9, each map pretty much needs to have someone go through and place lights anyways (for maximum effect)...

DaniJ
August 10th, 2005, 02:50 PM
Let me address a few of these points:
What about Per-Pixal lighting like in Doom III? BIAS lighting is nice but doesn't have quite the same "umph" IMO.
Please don't compare apples and bananas. BIAS lighting is implemented via the process of vertex lighting (ie each polygon is given a light value at each vertex, so a simple triangle has three light values which are interpolated during the rastering process). In fact Doom3 does the same, however in Doom3 once polys get close enough to the viewer they are also given the full per-pixel treatment. So the way I understand it is that when implemented per-pixel lighting will enhance rather than replace BIAS lighting.
Bump mapping would also be nice.

I couldn't agree more. I would love to have some new maps to play with but Skyjake has other things to do first. I don't know if we'll see that kind of stuff in Doomsday but I would say it's a very safe bet as far as Hawthorn is concerned.
Alot of the reason why not I would assume comes from Doom's sector based lighting.
That is exactly why Skyjake has implemented the Light Grid. Basically Doomsday lays a 3D grid of probes across the entire level that measure the value of sector light at that point. These values are then interpolated to create the basis for the new light model. As this is done automaticaly it won't be necessary for someone to go through every map and place BIAS sources as 99% of the time the results should be pretty good when left to do the job itself.

The new BIAS lighting model is actually split into two parts; the light grid and the availability of BIAS sources.

When creating user levels one should still light the level using sector lighting and then if they want to - add additonal BIAS sources to create certain effects.

Here is a breakdown of how much impact the different lighting methods have on the FPS:
Light Grid (aka smoothed sector lighting) = Extremely fast even under extreme circumstances involving lots of moving surfaces
BIAS Sources = Very fast most of the time. However due to the LOS (line-of-sight) calculations that have to be made - are slowed when lots of moving surfaces are in the source's LOS.
Dynamic lighting = Good for small, fast moving/changing light sources. As the size increases the amount of resources required to render them increase expodentially.

Harry
August 10th, 2005, 03:27 PM
Cool Hawthorn and Doomsday 1.9.0 sound excellent! :D.
Can we expect moving/cast shadows on character models or any models? not just the blob circular shadows we see now, most games these days have them, even Quake 2 if you set a console command.

Ravey
August 10th, 2005, 03:43 PM
DoomDS (A Doom-based game being built for the Nintendo DS) looks really good right now. The maps were created in the Quake 1 engine to show how the guy wanted it to look, from the screenshots and the video... It looks to be going really well. The models are low-poly to be best for the DS, but they look brilliant. The new weapons were recently added to the media page but haven't been written about yet.

http://dual-soft.com/doomds

Hoping this thing gets done, and I'm still looking forward to JDRP. :)

Slinky Winky
August 10th, 2005, 05:19 PM
Oh well. No ppl for Doomsday.

As far as BIAS lighting goes, is there a way to increase a lights intensity without increasing its range?
Are there any other plans to do more with the lighting?

FreeLanZer
August 13th, 2005, 04:56 AM
Dani, I have an idea for ya... I have found a pic of blood stains and maybe some of it could be used for the particles that comes when the player or monster is hit (they are only very simple particles atm) anyway here it is: Blood Stains (http://www.facewound.com/sg/bs1.gif)

FreeLanZer
August 15th, 2005, 07:49 AM
Also this might interest you Dani.. because you talked about making the Icon of Sin 3d...: http://iddqd.ru/popup/dpics.php?d=face1.jpg

lucius octavion
August 15th, 2005, 09:48 AM
AKKK! I dont like it... Keep the icon of sin the way it is... please.

FreeLanZer
August 15th, 2005, 10:15 AM
Well this isn't perfect but I just heard Dani talking about a 3d Icon of Sin and then I just wanted to show it could look like not that it neccesary HAVE to be that way.. ;)

Relica Religia
August 15th, 2005, 12:42 PM
Yeah, we need a 3D Icon of Sin. Having a big flat face as a final boss is just too cartoony.

FreeLanZer
August 15th, 2005, 01:30 PM
That's what I thought.. ;)

General Greivous
August 15th, 2005, 02:12 PM
Nice 3D version of the Icon :D I'd definitely like to see it in JDoom :D

Nemesis6
August 15th, 2005, 05:26 PM
The chaingun drawing animation is too slow. Try repeatedly shooting and then switch to the chaingun. It will fire before the weapon is visible.

micko
August 16th, 2005, 10:40 PM
have we got any idea of an estimated, sort of, possibly, maybe, around about
release for 1.1, i hope i dont sound like a pushy bastard its just its so DAMN COOL

Romanov77
August 17th, 2005, 03:07 AM
I must be retarded, but on the Dani's site, I dont get ANY image, both with IE and Firefox...

xZAOx
August 17th, 2005, 02:24 PM
I must be retarded, but on the Dani's site, I dont get ANY image, both with IE and Firefox...

http://daniel.ddsdesign.co.uk/jDRPAlpha/ ?

Works fine for me....(firefox)

Romanov77
August 18th, 2005, 02:20 AM
http://daniel.ddsdesign.co.uk/jDRPAlpha/ ?

Works fine for me....(firefox)


all I got is a tiny green armor icon for all the pics...

FreeLanZer
August 18th, 2005, 09:38 AM
Dani, I'm sorry if I'm being such a pushover but I think people are at the boiling point, again ... I think you need to ease the pressure by releasing just something.. It could be ported screenshots or more alpha.. it could be anything..
I also feel the same way as you do about you want to keep most of it as a surprise... but if something doesn't come up... we would get the old chestnut back... :(
I'm sorry...

lord-noctrun
August 18th, 2005, 02:48 PM
Dani, I'm sorry if I'm being such a pushover but I think people are at the boiling point, again ... I think you need to ease the pressure by releasing just something.. It could be ported screenshots or more alpha.. it could be anything..
I also feel the same way as you do about you want to keep most of it as a surprise... but if something doesn't come up... we would get the old chestnut back... :(
I'm sorry...
with "we" you mean "I", and no I don't mean to start the discussion all over again, you shouldn't as well...

sirsinalot
August 18th, 2005, 02:55 PM
It would possibly make more sense, to just stop posting altogether until theres an actual reason too, rather than to stir the shit, and get everyone all edgy.

FreeLanZer
August 18th, 2005, 02:59 PM
Ok.. Then we'll stop the conversation here and wait for something ...

Bahn Yuki
August 18th, 2005, 04:10 PM
I've been waiting for quite some time. You have to realize guys are working on this in their SPARE time without any profit whatsoever. It'll be released when it's ready, besides you really need Doom II looking better than it does now? Go take a look at the original DOS version and look at the HUGE difference of what's been accomplished so far. I'm grateful for all the hard work the guys on this site have contributed to the game we love, cause lord knows I can't do any of this...

So I will shut up now and continue to wait, can't you do the same?

FreeLanZer
August 18th, 2005, 09:51 PM
So I will shut up now and continue to wait, can't you do the same?

Read the last sentence of my last reply again...;)

Lightning Hunter
August 18th, 2005, 11:04 PM
I've been waiting for quite some time. You have to realize guys are working on this in their SPARE time without any profit whatsoever. It'll be released when it's ready, besides you really need Doom II looking better than it does now? Go take a look at the original DOS version and look at the HUGE difference of what's been accomplished so far. I'm grateful for all the hard work the guys on this site have contributed to the game we love, cause lord knows I can't do any of this...

So I will shut up now and continue to wait, can't you do the same?

Gee, like we haven't heard THIS a thousand times...

http://heseweb.nrl.navy.mil/glast/CalSW/argue.gif http://www.psywarrior.com/argue.gif
http://www.thetruthhunter.com/couple-arguing.jpg
http://images.encarta.msn.com/xrefmedia/sharemed/targets/images/pho/000fb/000fb4b9.jpg
http://www.ultimateyankees.com/Jorge_Posada_Arguing_4.jpg
http://www.startribune.com/stonline/images/news6/1tube0325.l.jpg
http://www.thinkmidtown.com/images/guy-mad.gif
http://pages.sbcglobal.net/bluealbino/SYP/images/smithers-yelling.gif
http://www.mediabistro.com/content/archives/04/11/16/frustration.jpg
http://www.rigaut.com/benoit/CERN/badday/img/badday-anim.gif

Darmuss
August 19th, 2005, 04:11 AM
...but spamming is quite new *wave*

DaniJ
August 19th, 2005, 04:24 AM
I'm trying to get some stuff together ready for another jDRP release possibly some time next week. Bare with me as I'm very short on spare time atm :)

General Greivous
August 19th, 2005, 07:51 AM
I'm trying to get some stuff together ready for another jDRP release possibly some time next week. Bare with me as I'm very short on spare time atm :)

That seems to happen alot. Ever consider getting some other people to help you with it since your time seems to be so sparce pretty often?

DaniJ
August 20th, 2005, 02:52 PM
Unfortunetly my work schedule has suddenly cleared :( So I expect I won't have a problem meeting that tentative date this time around.

A couple of people have offered to help in the past but as of yet most have not come good on their promise.

Expect some screenies of the new stuff in a day or two :)

Nemesis6
August 20th, 2005, 08:13 PM
Dani, don't forget to fix the little bug I posted, please. :-)
Please check my reply on the previous page for a good description of the bug.

FreeLanZer
August 29th, 2005, 02:40 PM
Sorry for off topic but...
Oh man I can't stop thinking of that I've been such an arse when I first posted here.
I feel really bad about it.. :( I'm sorry... It was because I came right off a forum where there was no such things as edit buttons... and then I just didn't know about it.. Curse me!
I need to forget about it... But it will still be a deep cleft in my life on this forum..

Lord Kaizen
August 29th, 2005, 04:20 PM
Don't worries 'bout it! :D

Edit: Sorry, but I enjoy sluring my words. :)

Jerry
August 31st, 2005, 10:49 PM
hey, y jDRP dont work for doomsday 1.9.0 ?

FreeLanZer
September 4th, 2005, 03:34 PM
Don't worries 'bout it! :D

Edit: Sorry, but I enjoy sluring my words. :)
http://www.yaa.dk/upload/awesome.gif

Organicjerk
September 5th, 2005, 11:08 AM
Expect some screenies of the new stuff in a day or two :)

*confused*

FreeLanZer
September 5th, 2005, 11:12 AM
Yeah I also thought that.. but I really didn't want to push it any further...:(

DaniJ
September 7th, 2005, 04:19 PM
About time I made a progress report I guess.

Since I last posted here I've spent zero time on jDRP. I know I said I'd try to prepare an update but I've been focused on coding for 1.9.0/1.9.1. The good news is that 1.9.0-beta3 will be released very soon and as of this weekend, Skyjake will once again have time to work on Doomsday. Meaning that we should be releasing 1.9.0-final in the not too distant future. After that I will put all my efforts into getting jDRP 1.1 released.

In other news:
It's time once again to upgrade my system (a bit overdue really) and I've got a budget of around £430 to spend. This is my current system:

AMD AthlonXP 2400+ (2.2GHz oc)
Abit NF7 MB
1 GB DDR400 RAM
Gainward FX5700 Ultra GS 128MB
1x 200GB SATA HD
Ultra X-Connect 500W PSU

As you can see its rather underwhelming by todays standards but (with the exception of the cheap-ass MB) they're all good quality components. Now this is how I plan to spend my budget:

AMD Athlon 64 3700 32/64Bit CPU S939 "San Diego" core
Abit Fatal1ty AN8 SLi S939 NF4 MB
Gainward Ultra 1960 GeForce 6600 GT 128MB DDR3 TV-Out/DVI (PCI-Express)
= £424.85 inc VAT

My plan is to replace the videocard in six-eight months (when I get some more cash) for a twin GeForce 7800 GT setup. I'm a bit of a "semi-clued" overclocker so I think I should be able to get some demon speed out of that system till 2x7800GT time *diablo* Feel free to offer suggestions/comments on my planned upgrades.

Lord Kaizen
September 7th, 2005, 04:36 PM
http://www.yaa.dk/upload/awesome.gif

Hahah. *rofl*

@ Dani, it really doesn't matter, and this is probably getting really picky (lol), but I think that those two red blobs on the brainstem sprite are supposed to be bloody eyeballs rather than chunks of meat or whatever. I think the brain is showed as laying on it's bottom side with the eyes staring out from the front. :)

sLydE
September 7th, 2005, 06:36 PM
I actually have two 6800gt's in sli. Whew! some serious hardware. I can play HL2 1600x1200 with ALL settings (including AF, AA) cranked all the way up at 130fps. Good stuff. Good luck with the upgrade.

Midnight
September 8th, 2005, 11:42 AM
*would love to have that processor, and graphics card...*

FreeLanZer
September 8th, 2005, 12:32 PM
That sounds awesome Dani.. :D !
I can only laugh at my specs compared to yours then:

Internal:
AMD Athlon XP 2400+ @2.0GHz
Abit NF7 - nForce2
3x 512mb Elixir DDR PC3200
Asus GeForce 6800 - All pipelines opened
IBM 120gb IDE HDD
nForce2 OnBoard Audio 5.1
10/100 LAN
CD-RW Burner 52x 52x 52x
400W PSU @17A

External:
Logitech Media Keyboard
Logitech MX1000 Midnight Edition with teflon
Logitech X530 5.1 Surround set
Logitech Cordless Rumblepad 2
Icemat Mousepad Black
Trust Headset
24 port switch
384/128 Broadband

Xhan
September 8th, 2005, 05:00 PM
unless you own an FX 57 with 2 or more gigs of ram, there's ZERO reason to get TWO 7800s. Anything slower will just bog the cards down.

DaniJ
September 8th, 2005, 05:25 PM
Well I'll definetly be getting at least another gig of ram at some point. I was hoping the 64 3700+ "SanDiego" would suffice though. Hmm... Perhaps it would be wiser to spend the £110 I was gonna spend on the vid card on a faster processor and spend an extra £20 on some POS video card for now, instead?

Yagisan
September 8th, 2005, 08:04 PM
Well I'll definetly be getting at least another gig of ram at some point. I was hoping the 64 3700+ "SanDiego" would suffice though. Hmm... Perhaps it would be wiser to spend the £110 I was gonna spend on the vid card on a faster processor and spend an extra £20 on some POS video card for now, instead?Because you do plan to get a new video card in a few months anyway, I'd not worry about getting a "good" card now. I don't know what you want to use the system for, but from my experence with my own video card upgrade (from Geforce 4 MX440 to Geforce 6800LE - softmod 6800) I got no speed increase in doomsday (other apps where different, but doomsday is the game I play most, and it sucked not getting an increase in that). If you plan to dual boot Windows/Linux be aware that SLI is/was not supported in the Nvidia Linux drivers last time I checked. What do you plan to use the system for ? so I can suggest what would get the best overall performance for your money.

Using my primary system as an example (Primary use: Software development, encryption/decryption Secondary use: Doomsday)
AMD Athlon64 2Ghz (3000+, S754, 512K)
Gigabyte GA-K8VT800 Pro
1.5GB RAM (2x 512MB DDR400, 1x 512MB DDR333)
Leadtek Geforce 6800LE 128MB (5 pixel, 6 vertex opened)
2x Seagate Barracuda 200GB 8M SATA + 1x Seagate Barracuda 200GB 8M PATA (/home RAID 5 - 66.21MB/sec, /usr RAID 0 - 117.63MB/sec)
SoundBlaster Live 5.1
Internal 10/100/1000 Realtek 8169 Ethernet
Dual-Layer DVD±RW
CD-RW
DVD-ROM
5¼" Floppy
3½" Floppy
Antec 550W Paower Supply

The biggest speed improvement I got, was 1) Upgrading the RAM, 2) Setting the Hard disks up in RAID. In my case the Video card made little improvement, but the system flies through it's primary tasks now. So what would you like your system to do ?

Xhan
September 8th, 2005, 08:50 PM
Well I'll definetly be getting at least another gig of ram at some point. I was hoping the 64 3700+ "SanDiego" would suffice though. Hmm... Perhaps it would be wiser to spend the £110 I was gonna spend on the vid card on a faster processor and spend an extra £20 on some POS video card for now, instead?

With a price war imminent between ATI and nVidia... that would be the more prudent choice. You'll be able to get a PCI-E 6800GT or a "regular" 6800/6600 for cheap, very very soon; which will run all current gen games awesomely, and most upcoming games decently. Secondly, cards tend to drop faster in price than procs. Just a thought.

FreeLanZer
September 8th, 2005, 10:01 PM
Well I felt a huge boost when I replaced my GeForce FX 5500 with this GeForce 6800... So I think theres something wrong with your setup in Doomsday, Yagisan.
And I also felt another boost when I opened all pipelines.. :)
Dani I run DooM³ in Ultra mode and Half-Life² in High with AA on... perfectly. ;)
Think it through again .. maybe you could save money.. :)

Lord Kaizen
September 9th, 2005, 12:21 AM
I have two 6600 GTs in my computer now. I can play Doom3 in Ultra mode very well too. On ocasion the frame rate will pause for a split second when a door opens into a new room, but that goes after you play for a bit. :)

Yagisan
September 9th, 2005, 12:59 AM
Well I felt a huge boost when I replaced my GeForce FX 5500 with this GeForce 6800... So I think theres something wrong with your setup in Doomsday, Yagisan.Not that I can tell, Doomsday is the only game that didn't benefit from the upgrade. Doomsday only uses two texture units, and at a quick glance through the opengl section I didn't see anything else being used. I'd say the reason I didn't get an improvement is that currently, doomsday seems to be cpu bound. My Wish list is - Make Doomsday use ALL my texture units, and pixel/vertex shaders, and anything else if they will help. (Just thought of the one place I did see some speed up, In Alien Vendetta, Level 20 with full models etc I got 4fps with the MX440, I now get 14fps with the 6800.)

DaniJ
September 9th, 2005, 03:37 AM
I use my personal system for (web/design) graphics work (photoshop, 3d modeling), as of late lots of program development and playing games (though I must admit I don't play many modern games).

I'm dead keen on a 64bit capable processor (I can then make sure Doomsday is 64bit friendly) and am quite interested in dual booting some strain of linux. However I'm not prepared to get another XGP or PCI motherboard. If the drivers arn't out there then I'll wait before breaking my linux cherry.

I've spent a bit more time looking at prices, comparing hardware and have come up with an alternative (though it is a little over my budget):

AMD Athlon 64 X2 Dual-Core 4400+ S939 1MB (2.2)
Asus A8N-SLi (Standard), ATX, DDDR400, PCI-E, Gbit Lan, USB 2.0, 1394, 8ch Audio, 4 x SATA, Raid
128Mb Gigabyte PCI-E Geforce PCX 5750 (GV NX57128D)

The plan would still be to get another gig of RAM soon and upgrade to an twin videocard system within six months.

It'll be fun to try some true multitreading code for Doomsday :)

---

Yep currently Doomsday is very much dependant on the CPU. In fact the Doomsday renderer is quite out of date in the methods it uses in many places and hasn't changed much since it's original implementation (to give you an idea - Voodoo3's were just starting to become obsolete).

All that fancy stuff (vertex & fragment programs, T&L, programable pipelines etc etc etc) would require updating the renderer(s), something which Skyjake expressed no interest in doing last time the subject came up. The reason being that he really wants to move on from the 1.8/9.x code base . The current plan is to continue Doomsday development through the autum/winter. Early 2006 Skyjake plans to start focusing on Hawthorn but will still maintain/develop-where-sensible, Doomsday, as it will be a LONG time before we're likely to see Hawthorn.

FreeLanZer
September 9th, 2005, 07:57 AM
What exacly would Hawthorn be like?

Yagisan
September 9th, 2005, 08:29 AM
I use my personal system for (web/design) graphics work (photoshop, 3d modeling), as of late lots of program development and playing games (though I must admit I don't play many modern games).Fair enough, more RAM is good for that, but you will get diminishing returns after 1.5GB.I'm dead keen on a 64bit capable processor (I can then make sure Doomsday is 64bit friendly) and am quite interested in dual booting some strain of linux. However I'm not prepared to get another XGP or PCI motherboard. If the drivers arn't out there then I'll wait before breaking my linux cherry.64 bit is nice :) Don't worry with the AGP or PCI motherboards, You can always dual boot with linux (Ubuntu is a nice desktop distro to start with). The Nvidia 8xxx series is supposed to have SLI support according to nvidia, but who knows when that will be out, until then the drivers will not do SLI, but you can run it as a multimonitor setup.I've spent a bit more time looking at prices, comparing hardware and have come up with an alternative (though it is a little over my budget):

AMD Athlon 64 X2 Dual-Core 4400+ S939 1MB (2.2)
Asus A8N-SLi (Standard), ATX, DDDR400, PCI-E, Gbit Lan, USB 2.0, 1394, 8ch Audio, 4 x SATA, Raid
128Mb Gigabyte PCI-E Geforce PCX 5750 (GV NX57128D)

The plan would still be to get another gig of RAM soon and upgrade to an twin videocard system within six months.

It'll be fun to try some true multitreading code for Doomsday :) That looks good. I'd go with that system, it looks like a much better fit.


Yep currently Doomsday is very much dependant on the CPU. In fact the Doomsday renderer is quite out of date in the methods it uses in many places and hasn't changed much since it's original implementation (to give you an idea - Voodoo3's were just starting to become obsolete).

All that fancy stuff (vertex & fragment programs, T&L, programable pipelines etc etc etc) would require updating the renderer(s), something which Skyjake expressed no interest in doing last time the subject came up. The reason being that he really wants to move on from the 1.8/9.x code base . The current plan is to continue Doomsday development through the autum/winter. Early 2006 Skyjake plans to start focusing on Hawthorn but will still maintain/develop-where-sensible, Doomsday, as it will be a LONG time before we're likely to see Hawthorn.Damm, I've actually been giving a new rendering system a lot of thought, and have some ideas on how it could be re-implemented to take advantage of whatever hardware is available, yet still maintain it's speed even when it runs on less performing hardware. Let us know if your interested in hearing my ideas. I'd send a patch, but my opengl/c skills are not as good as I'd like them to be. To me the two most important things I'd like to see are 1) compatablity/portablity fixes, 2) New adaptive optimised renderer.

DaniJ
September 9th, 2005, 11:43 AM
The two things that are the most important right now are, IMO: 1) Fixing the network code. 2) Optimising the renderer.

I'm excited about the prospects of the new BIAS lighting model of course but these two things are top of my wishlist. I know Skyjake plans to fix the main network problems in 1.9.0.

As for optimising the renderer, Skyjake has mentioned a few ideas he plans to work on after 1.9.0 that should dramaticaly increase the speed. One of which is a method of dynamicaly freezing the rendering lists by dividing them into "zones" and storing any unchanged poly info ready for the next frame. If you'd like to see how much of a speed increase your likely to get with the "rendlist zones" implemented - there is a cvar called rend-dev-freeze set that to 1 and the speed boost would be compareable. There is obviously a lot more that can be done and Skyjake has that after 1.9.0 he plans to do some profiling to see exactly where the bottlenecks are and come up with a faster solution.

The way Doomsday is coded (and the renderers) the provisions have been made so that anything can change at any time and without notice, infact it's a truly dynamic world and the only restriction being the 2D BSP. Now, as we all know, Doom levels are quite static affairs with hardly any moving geometry so much of the time Doomsday is doing a lot of calculations each frame that it doesn't need too (because it has already been done on the last frame, the one before that, the one before that and the...). Add to that fact that Doomsday uses very few hardware accelerated functions then you can see there is a hell of a lot of scope for optimising. The key thing here is doing it in such a way that doesn't impose limits on this (allmost) limit-free dynamic enviroment.

Feel free to start a new thread in the main forum (or pm/email me) about any ideas you have. I'm still quite new to the whole process myself but would be interested to hear your ideas.

Xhan
September 9th, 2005, 08:53 PM
The second system with an eventual vgac upgrade sounds much more sensible to me...

clightwing
September 10th, 2005, 10:19 AM
Some new credits screens, as faithful to the originals as possible.

Ultimate DOOM (~400k):
(links removed)

DOOM II (~900k):
(links removed)

FreeLanZer
September 10th, 2005, 01:34 PM
It looks absolutely marvelous!
You should upload it at jFiles album... ;)

sLydE
September 10th, 2005, 02:11 PM
I have the Asus A8N-SLI, is definitely a good choice.

clightwing
September 11th, 2005, 01:37 PM
It looks absolutely marvelous!
You should upload it at jFiles album...

Thanks! Any idea in which section? There are jHUI and jXUI sections but no jDUI section!

Some more, but Work in Progress only... (already up on jFiles album):

SKINFACE (~350k)
(links removed)

DOOM 2 Title Screen (~450k)
(links removed)

Hopefully once they're done, people can use them as alternatives to the ones in the jDRP, if they want pics more faithful to the originals.

Chris

DaniJ
September 11th, 2005, 02:09 PM
The artwork for the intermission screen I did ages ago and is the basis for the credit and itermission screens already available in the jDRP1.1 Alpha. Not to be bitchy but I don't recall being asked if you could use my artwork?

clightwing
September 11th, 2005, 11:03 PM
The artwork for the intermission screen I did ages ago and is the basis for the credit and itermission screens already available in the jDRP1.1 Alpha. Not to be bitchy but I don't recall being asked if you could use my artwork?

Sorry! I thought it was original artwork by id Software. I'll take them down.

Many apologies!
Chris

P.S. You did that from scratch? *eek* I don't think I woud have had the patience...

Romanov77
September 12th, 2005, 04:12 AM
Hawthorn??

What is Hawthorn??

CrazedImp
September 12th, 2005, 05:00 AM
Doomsday 2.0... basically a codename for it

Romanov77
September 12th, 2005, 06:06 AM
OMG, and how could you make the engine better? what will include?

Kitten w/a whip
September 12th, 2005, 02:22 PM
they should make a doomsday version with all high resolution textures and models included
no sprites for enemies! sprites suck! :)

Vi3tSkl11
September 12th, 2005, 03:07 PM
sprites suck!

You need to be shot.*

First of all.... sprites kick ass when done right.

Secondly... it takes time and effort to make high-res textures and models. They don't just miraculously come up out of nowhere for everyone to enjoy.


*(Not actually a threat.)

Kitten w/a whip
September 12th, 2005, 03:12 PM
i know, i would put in the time if I knew how and had $4,395 for 3ds max but -_-

seriously someone needs to make the jdrp look really cool with more poly ones and better textures.. then include all the good stuff in one pack

would rock..

Yagisan
September 12th, 2005, 07:59 PM
i know, i would put in the time if I knew how and had $4,395 for 3ds max but -_-

seriously someone needs to make the jdrp look really cool with more poly ones and better textures.. then include all the good stuff in one pack

would rock..
As spoken by someone who has never even looked at jdrp 1.1 alpha (have you even read this thread at all ? there are so many links to it, it's not funny), and there is a reason the packs are seperate, it's because not everyone likes them all. It's called choice. Hey I have an idea, why don't YOU make some models instead of complaining (and no you don't need $$$ to do it)

xZAOx
September 13th, 2005, 02:31 PM
seriously someone needs to make the jdrp look really cool with more poly ones and better textures..

...and just what do you think Dani is doing? Sheesh.

CrazedImp
September 13th, 2005, 07:42 PM
You could make it really cool with MD3 but thats not gonna happen for a while ;)

sLydE
September 13th, 2005, 07:51 PM
I'm hoping that with the release of the GPL'd Quake 3 source code, skyjake will get a little bit of a leg up on Hawthorn. I'm looking forward to everything in this project, and have been for a while now.

DaniJ
September 14th, 2005, 01:12 AM
As I'm sure eveyone is aware Doomsday development has been rather slow the past 9 months or so due to Skyjake being in the final year of his Masters Degree. He's now finished (I think its today he receives his doctors) and he plans to get stuck into Doomsday development again.

Over the next couple of days I plan to merge some of my recent code changes back into the 1.9.0 branch (I have a local code branch where I'm developing such stuff as the player profiles code and BOOM support) so once that is commited back to the repository we should see another beta release very soon :)

If anyone wants to check on the progress then you can view the public Task List (http://sourceforge.net/pm/?group_id=74815). Though bare in mind that not everything we are working on is listed there and Skyjake hasn't updated it with his progress yet, since the 1.9.0-beta2 release was made.

Romanov77
September 14th, 2005, 02:51 AM
People like Dani & Skyjake should have Nobel prizes....

SgtMagor
September 14th, 2005, 06:31 AM
kewl beans Dani...

FreeLanZer
September 14th, 2005, 07:10 AM
This is a marvelous piece of work Dani and Skyjake.. ;)

sLydE
September 14th, 2005, 08:42 AM
heh, I just thought of something: what if someone subscribed to this thread, then went out of the Doom community for a while. 4000+ emails. </craziness>

primus1236
September 15th, 2005, 05:26 PM
(I have a local code branch where I'm developing such stuff as the player profiles code and BOOM support)
Thank you! I'd been hearing for so long that it likely wouldn't ever be implemented, you don't know how happy it makes me to hear that you're working on this!

Keep up the good work, I love your work!

Thanks again
-Primus *grin*

Kitten w/a whip
September 16th, 2005, 09:45 AM
why does the Doomsday HQ master server never show any games?
is it broken or is it just no one plays multiplayer jDoom? (fools??) o_O

DaniJ
September 16th, 2005, 10:17 AM
is it broken or is it just no one plays multiplayer jDoom? Doomsday net multiplayer is somewhat broken atm hence why few people play on the net. Over LAN Doomsday is excellent mind...

Plus most people use either Skulltag or ZDaemon for multiplayer atm.

http://www.daniel.ddsdesign.co.uk/Stuff/splitscreen.jpg
Splitsceen is pretty cool also ;) (screenshot taken in an in-development version of Doomsday)

Why do you post random questions in random topics?

sl4
September 16th, 2005, 11:32 AM
Doomsday net multiplayer is somewhat broken atm hence why few people play on the net. Over LAN Doomsday is excellent mind...

Plus most people use either Skulltag or ZDaemon for multiplayer atm.

http://www.daniel.ddsdesign.co.uk/Stuff/splitscreen.jpg
Splitsceen is pretty cool also ;) (screenshot taken in an in-development version of Doomsday)

Why do you post random questions in random topics?

Hey, Dani, do you know if splitscreen, particularly the Mac version of it, will work correctly with multiple mice and keyboards? MacLegacy only supports splitscreen multiplayer, and it doesn't like multiple mice and keyboards, so there's currently no real way for me to do any kind of Doom multiplayer... ;[ Just wondering.

Mike

DaniJ
September 16th, 2005, 11:46 AM
At present multiple mice and keyboards won't be supported, maybe at a latter date. The idea is that multiple gamepads/joysticks are used or a shared keyboard.

Relica Religia
September 16th, 2005, 03:11 PM
If you and Skyjake can un-brake multiplayer, I will be a very happy boy.

I need somebody right now to promise being my partner(s) in co-op'ing some megawads. Anyone? *diablo*

sLydE
September 16th, 2005, 05:45 PM
At present multiple mice and keyboards won't be supported, maybe at a latter date. The idea is that multiple gamepads/joysticks are used or a shared keyboard.
Support for multiple usb mice and keyboards would rock. I could have 4 friends over, gather round the tv, hook a usb hub up to my laptop, and go at it.

/me dreams

Tyberious
September 20th, 2005, 12:44 AM
Fair enough, more RAM is good for that, but you will get diminishing returns after 1.5GB.64 bit is nice :) Don't worry with the AGP or PCI motherboards, You can always dual boot with linux (Ubuntu is a nice desktop distro to start with). The Nvidia 8xxx series is supposed to have SLI support according to nvidia, but who knows when that will be out, until then the drivers will not do SLI, but you can run it as a multimonitor setup. That looks good. I'd go with that system, it looks like a much better fit.

Damm, I've actually been giving a new rendering system a lot of thought, and have some ideas on how it could be re-implemented to take advantage of whatever hardware is available, yet still maintain it's speed even when it runs on less performing hardware. Let us know if your interested in hearing my ideas. I'd send a patch, but my opengl/c skills are not as good as I'd like them to be. To me the two most important things I'd like to see are 1) compatablity/portablity fixes, 2) New adaptive optimised renderer.


the idea behind revamping the rendering engine would be to use a dynamic rendering engine that selects profiles based on the hardware present (to save on development have users select the profiles for now). Unfortionately its gonna take quite a bit of time making different types of rengering engines/profiles. Good idea though.

also I can;t seem to get the JDRP to work in Doomsday 1.9.0 beta 2. None of the models work but most of everything else seems to work, what gives? I also tried alpha 1.1 and 1.01 of JDRP, any ideas?

CrazedImp
September 20th, 2005, 04:23 AM
Specify the jdrp.ded in the jdoom.ded (put it last). Should work then.

Bahn Yuki
September 21st, 2005, 04:50 AM
I'm game for Co-op anytime..

Lord Kaizen
September 21st, 2005, 07:08 PM
Any news on what Kevin Koyle has been up to? :)

micko
September 23rd, 2005, 04:29 PM
hey guys its been about a month any thing new going on, got a release date or anything


cheers

putzboy
September 28th, 2005, 09:33 AM
Looks like it's dead

Harry
September 28th, 2005, 09:51 AM
Nah its not dead, just on stand-by.

FreeLanZer
September 28th, 2005, 11:37 AM
Nah its not dead, just on stand-by.

Maybe someone presssed standby to hard.. *ugh* Maybe the thing broke..?

Harry
September 28th, 2005, 12:53 PM
The jDRP 1.1 will be out sometime or other, just be patient...more:p.

DaniJ
September 28th, 2005, 01:00 PM
Definetly NOT dead. I've spent the past couple of days working on it, pulling things together for the next release. Still lots to be done though, including animating the NEW Cacodemon & Pain Elemental models :)

Harry
September 28th, 2005, 01:04 PM
:O New Cacodemon and Pain elemental models??? wooo! This sounds great! :D

FreeLanZer
September 28th, 2005, 02:02 PM
This is great news Dani.. :D:D:D

xZAOx
September 28th, 2005, 08:11 PM
Definetly NOT dead. I've spent the past couple of days working on it, pulling things together for the next release. Still lots to be done though, including animating the NEW Cacodemon & Pain Elemental models :)

I thought 1.1 was just going to be new skins for the monsters, new Imp, and new items/scenery models?

I'm as stoked as anyone to see new monsters! But a tightening up of existing new items/features, then release that, would be a better plan.

I'm in the software development business myself, and there's nothing like feature creep to stop a project from ever getting proper releases.

DaniJ
September 28th, 2005, 09:26 PM
That is still the plan, but considering the new Cacodemon and Pain Elemental are so close to completion (and require fairly minimal animation ;)) it shouldn't take me long to finish them and include them in 1.1

The other existing item/scenery models (those released thus far in the alpha stage) have all now been completely finished, including the final "coherence" pass. I'm now left with completing the others (around 15-20 scenery models and the HUD weapons) and thats all the models done for 1.1. I've also been spending some time improving the other aspects of the pack including GUI artwork, adding various options where possible to the indivdual modules (in a similar vein to the Chaingun Windown option). I've also finalised the packs' organisation and Snowberry addon format (including inter-module dependancies).

Lord Kaizen
September 28th, 2005, 09:44 PM
Yahooo! That is fantastic news. :D

LoxotroniX
September 29th, 2005, 05:08 AM
hi all on this forums : P, the main question is when jDRP 1.1 will be finished?
Dani, can you say some kind of date?
we all want to see your project.... *xbones*
and what about jdoom 1.9.0? when it will be third beta?
the project was stooped again maybe *squint*
it was taken about one year and no one working NEW version of JDRP and JdOOm was done. :(

Ton80
September 29th, 2005, 06:15 AM
Uh no! Not again?!?!?

Dani J666, Keep up the good work. You are the master at all this stuff.
I wonder what you could come up with on the WolfTC if let loose. :D *grin*

xZAOx
September 29th, 2005, 09:53 AM
That is still the plan, but considering the new Cacodemon and Pain Elemental are so close to completion (and require fairly minimal animation ;)) it shouldn't take me long to finish them and include them in 1.1

The other existing item/scenery models (those released thus far in the alpha stage) have all now been completely finished, including the final "coherence" pass. I'm now left with completing the others (around 15-20 scenery models and the HUD weapons) and thats all the models done for 1.1. I've also been spending some time improving the other aspects of the pack including GUI artwork, adding various options where possible to the indivdual modules (in a similar vein to the Chaingun Windown option). I've also finalised the packs' organisation and Snowberry addon format (including inter-module dependancies).

Ah, good deal :). Yeah, the animation is what - opening and closing a mouth? Did you do them, or were they the work of that other guy who was going to help out?

And glad to hear that things are really shaping up! I take it you've hatled most of your work on 1.9 for now? Or finished what you needed to do on it?

LoxotroniX
September 29th, 2005, 11:00 AM
only one question for you dani : P, how much time youll do v1.1 of your pack?
3 years or 10 ?
very interesting to know :) *drinky*

DaniJ
September 29th, 2005, 11:47 AM
I'll be doing the animation myself... I've not heard from Kevin Coyle in over three months so I'm assuming he isn't going to be doing anything :(

Yes I've finished most of the work I needed to do for 1.9.0 (am currently waiting to hear from Skyjake as to his progress) so now I'm spending half my time on jDRP and the other on work for 1.9.1/the future.

I don't know how long it'll take me to finish jDRP 1.1 - when it's done.

sirsinalot
September 29th, 2005, 03:26 PM
only one question for you dani : P, how much time youll do v1.1 of your pack?
3 years or 10 ?
very interesting to know He's not in debt to you, he'll finish the pack when he damn well means so.

Devon_Rex )(
September 29th, 2005, 04:22 PM
nice that things are progressing so fast =) hey and dani i really love your work to *heart*

Lord Kaizen
September 29th, 2005, 05:22 PM
I've not heard from Kevin Coyle in over three months so I'm assuming he isn't going to be doing anything :(

Ah man, that really sucks. :(

Wow, three new monster models! That's something to look forward too. :) How's that imp coming along?

DaniJ
September 30th, 2005, 03:51 PM
Ultimately I plan on creating a full facial skeleton for the Caco and PE (so that they'll have a variety of facial expressions) but in the mean time a few simple open/close/wince etc anims should suffice.

The Imp basically needs reanimating and I haven't attempted that yet. Each time I look at the model though I can't help feeling dissatisfied with the results... more than likely I'll re-do him from scratch for 1.2.

Today I've added a very simple (optional) multi-layered paralaxing anim to the Doom 1 (share/full/ultimate) title intro (similar to Contra, RType, Sonic etc) *bliss*. Just to add a bit of gloss to the startup sequence.

Lord Kaizen
September 30th, 2005, 04:18 PM
Oh, I forgot the lost soul That makes four monster models! Which I guess explains why you went a head and did the pain elemental. BTW, I thought the imp looked terrific from the screenshots...

Today I've added a very simple (optional) multi-layered paralaxing anim to the Doom 1 (share/full/ultimate) title intro (similar to Contra, RType, Sonic etc) *bliss*. Just to add a bit of gloss to the startup sequence.

Ooooo. Sounds cool. What parts do you plan on animating?

KevinCoyle
September 30th, 2005, 11:15 PM
I appologize for dropping out on you like that. I sent you an e-mail a while back concerning my graduation from school and looking for a job taking up my time. It was either an e-mail or a post on this board. I appologize if you missed it. I recently found a job at Icarus Studios as a 3d modeler / texture artist so unfortunatly I can't contribute to JDRP anymore.

However, Good luck finishing the pack. I'm looking forward to it's release. Also (assuming you've been looking) I hope you find some people to help you out.

FreeLanZer
October 1st, 2005, 01:29 AM
Dani, how many non-monster models have been remade such as the hanging bodies. ?

Da_maniaC
October 1st, 2005, 02:16 AM
Hey guys...

Ive been away for a long time cause im really busy.

But i also deserted Doomsday a bit because i still have problems getting Snowberry to work and no one helped me last time. :\

Anyway, i got some new hardware upgrades and doomsday i running pretty nice now ( Using KICKSTART!).

Still, i'd like to know how far the work is on jDRP and the enviroment packages as well as if someone could finally help me getting snowberry to work.

I tried seperate new installs and i tried a complete doomsday reinstall as well, but both didnt seem to want to work. :(

[Edit]

I have 2 logs, both have different errors in them.
So ill upload them both with the date in the filename.
Of course the most recent one should only be of importance to get snowberry to work.
(Unless it contains the old errors as well and i overlooked that).

Anyway here you go:

old: http://members.home.nl/djthesp/Snowberry.exe_15-06-05.log
new: http://members.home.nl/djthesp/Snowberry.exe_1-10-05.log

LoxotroniX
October 2nd, 2005, 03:47 AM
He's not in debt to you, he'll finish the pack when he damn well means so.
but i like his project and believe in Dany. *spin*
heh and how to make JDrp 1.01 works with Jdoom 1.9.0 beta2? ;)

DaniJ
October 2nd, 2005, 06:49 AM
heh and how to make JDrp 1.01 works with Jdoom 1.9.0 beta2?
You need to download the Manifest (http://deng.sourceforge.net/dew/Resources/ManifestLibrary) and put it in the same location as the PK3.

Da_maniaC
October 8th, 2005, 02:18 PM
So, no ones gonna help me again this time huh? :(

DaniJ
October 8th, 2005, 02:59 PM
The only person who can help is Skyjake. Try mailing him about it.

edorien
October 8th, 2005, 11:41 PM
Go here:
http://ddayxl.jfiles.org/index.php

Download Kickstart for 1.9
That'll "fix" the problem until whenever (by fix, means avoid)

Da_maniaC
October 9th, 2005, 06:08 AM
Go here:
http://ddayxl.jfiles.org/index.php

Download Kickstart for 1.9
That'll "fix" the problem until whenever (by fix, means avoid)

Thanks but im already using that... ;)

Guess that means more ppl have this problem with Snowberry and there is no solution yet?

Ton80
October 12th, 2005, 10:59 PM
You need to download the Manifest (http://deng.sourceforge.net/dew/Resources/ManifestLibrary) and put it in the same location as the PK3.

The link is down. I'm assumming it's related to the wiki being shutdown. We could use an alternative link, maybe at DoomsdayHQ?

Edit: I found the problem with jdrp 1.01 and DD 1.9 beta 2. The deds in each individual pk3 inside the main pk3 were not in the root of each pk3 like the 1.1 alpha is set up for the directory mapping. Their pathes were defs\jdoom and DD 1.9 wasn't finding them. So I moved them to root of pk3s and voila. It took over an hour to correct but it works with both 1.9 beta 2 and 1.8.6 with kickstart. I guess I could have put them in the defs\jdoom\auto folder but I wanted to match what Dani did with 1.1 alpha since that one works with 1.8.6.

Ton80
October 13th, 2005, 04:26 AM
Dani J666, is there a way for you to update the jdrp 1.01 file at the sourceforge.net servers with what I have fixed to prevent future problems? I don't think you would want to go through each individual pk3 to correct when the work is already done. My way of paying you back a wee bit for all that you have accomplished.
It would be easier for newbies to just download one file then trying to find that Manifest. I used the zip file that was available from the sourceforge servers. I'm hoping that that one is the same version as on the modelyard.

DaniJ
October 13th, 2005, 05:04 AM
The point is that it isn't broken. It was setup the way it was so that people can turn stuff on/off easily by editing jDRP.ded instead of having to move files in/out of jDRP.pk3.

The changes you've made won't allow people to do that as the DEDs will be read automaticaly instead.

jDRP 1.1 is setup in a totally different way that makes use of Snowberry's addon GUI to do what jDRP.ded used to do.

Ton80
October 13th, 2005, 05:22 AM
Ah crap, forgot about that function since I either use all the pack or none of it for various wads. Oh well, wasted time, nothing new there.

So where do we get that manifest now and in the future? Modelyard?

DaniJ
October 13th, 2005, 01:57 PM
SourceForge is always the best place to ->LOOK (http://prdownloads.sourceforge.net/deng/)<- ;)

Ton80
October 13th, 2005, 10:12 PM
Sorry, didn't know about that site. Thanks.

LoxotroniX
October 18th, 2005, 12:41 PM
hi all, hmm
question to dany
if jdrp 1.1 will be realeased only in the next year :(,
will be in this year some kind of jdrp 1.1 beta or jdrp 1.01 small updates? :)

CrazedImp
October 19th, 2005, 07:15 AM
Perhaps he will release some new alpha stuff by the time 1.9.0 is finished... i hope so anyway

DaniJ
October 19th, 2005, 07:37 AM
The current plan is to get jDRP 1.1 done in time for Christmas. However this is quite dependant on how long it takes Skyjake and myself to finish Doomsday 1.9.0.

Lord Kaizen
October 22nd, 2005, 09:41 PM
Are still going to be releasing some alphas in the meantime, or are you going to forget about it and just release it all when it's finished?

DaniJ
October 24th, 2005, 01:13 AM
I'm not sure atm. I might just release it all when finished or there might be some alpha releases so I can get feedback.

LoxotroniX
October 24th, 2005, 03:44 AM
like you will release jDRP full alpha test 1 soon? *thumbs*

Mr. Chris
October 26th, 2005, 09:18 PM
I'd rather see more WIP screens and renders for us to drool over.

Lord Kaizen
October 26th, 2005, 09:20 PM
...or that....

micko
October 27th, 2005, 05:02 PM
hey guys i just saw the doom movie and it sucked!!! Those marketing but monkeys must have thought bible belt america would freak out about the demons and the hell aspects, but that was what the game was about!!, it was almost identcal to resident evil apocalypse only in the future, also i havnt checked in a while can you guys give me update on 1.1

cheers

Xenomorph
November 3rd, 2005, 08:19 PM
Hey all! Long time fan, first time poster :D I've been following the progress of Doomsday and the jDRP resource pack for quite some time now and I gotta say I am really impressed. I dont know if this has been asked before but I was curious if Doomsday is going to support things like pixel shader effects and other directx9 components in the future. Keep up the good work Dani! It's rockin' *bang*

FreeLanZer
November 3rd, 2005, 09:59 PM
Hi Xenomorph and welcome to NewDoom.. :D
Though you actually posted in the wrong forum you shoul post this in either the "Doomsday Feature Requests" forum or the "DHQ News" and then under "Doomsday 1.9.0-beta3".
Also, it's a good thing to read the forum rules too. ;) Right here. (http://forums.newdoom.com/showthread.php?t=11812)
Again welcome.. :)

Lord Kaizen
November 3rd, 2005, 10:59 PM
SkyJake says that there will never be any pixel shading.

DaniJ
November 4th, 2005, 12:46 AM
SkyJake says that there will never be any pixel shading.In Doomsday 1.X anyway...

xZAOx
November 4th, 2005, 09:20 AM
In Doomsday 1.X anyway...

Oh snap!

Hawthorne is like what, years away anyways? Nothing to get excited over for the near term.

DaniJ
November 8th, 2005, 03:35 AM
Considering you've all been waiting oh so patiently I thought I'd post a (WIP) pic of the new Cacodemon. Enjoy:
http://www.daniel.ddsdesign.co.uk/Stuff/Caco1.png
I've not unwrapped the horns, eye or tendrils yet so I've hidden them in the above pic. As you can see I've got much skinning work left to do on him.

FreeLanZer
November 8th, 2005, 04:35 AM
OMG DANI!!!!!
(I actually shouted omg like 9 times while jumping on my chair :p)
The model- and texturework looks absolutely fantastic! It's marvelous! The skin actually makes it look real..!

Yagisan
November 8th, 2005, 05:28 AM
Cool, but kinda freaky. It reminds me of trips to the dentist with the pictures of deseased gums without teeth. Seems perfect for some rotting hellspawn.

xZAOx
November 8th, 2005, 07:24 AM
Excellent work. He looks so cuddly! I just want to hug up with him before I go to sleep!

<insert gay anime-ish smiley icon or something>

Da_maniaC
November 8th, 2005, 10:04 AM
Looking good Dani.

Im expecting a Geforce 6800GT very soon, so i cant wait to do some testing with Doomsday + some seriously good looking 3d models. :D

Relica Religia
November 8th, 2005, 02:02 PM
Looks uber1337, as my peers would say. *turvy*

Good stuff Dani, but be sure to put a lot of detail and emphasis on the teeth when you get around to them. Give the caco a truly demented smile.

Harry
November 8th, 2005, 02:41 PM
That is fantastic!!! I can't wait to be blasting the hell outta it:p
There is nothing negative to say!:D

FreeLanZer
November 8th, 2005, 03:15 PM
Dani, will you make the zombies have green icky hair this time..? (I really hope so:))

And also.. Any news on the Baron of Hell.. (It's needed for a DooM 1 texture.. ;))

FreeLanZer
November 11th, 2005, 08:52 AM
Here's a pic with some random jDRP 1.1 WIP stuff I just mixed together.. (Hope it's ok Dani.. :))
Random stuff pic... (http://forum.yaa.dk/album_pic.php?pic_id=76)

Romanov77
November 11th, 2005, 09:11 AM
That pillar is so well made that will haunt my nights....

Congratulations Dani!!

fixxxer575
November 11th, 2005, 11:02 PM
Here's a pic with some random jDRP 1.1 WIP stuff I just mixed together.. (Hope it's ok Dani.. :))
Random stuff pic... (http://forum.yaa.dk/album_pic.php?pic_id=76)
Thats cool man. I'm using it as my wallpaper*thumbs*

Ton80
November 12th, 2005, 08:59 AM
Yep Dani you keep outdoing yourself. Congrats. Hurry up dang it!!! ;)

FreeLanZer
November 21st, 2005, 10:30 PM
Echo.. *echo echo echo*.. ?
Dani please answer my two posts.. :)

DaniJ
November 22nd, 2005, 03:06 AM
Dani, will you make the zombies have green icky hair this time..? (I really hope so)Some of them will be, yes.
And also.. Any news on the Baron of Hell.. (It's needed for a DooM 1 texture.. )Nope no news, he's in the same state he was a couple of months ago. I'm concentrating on improving/finishing the existing stuff. Anything else will wait till 1.2 now.

FreeLanZer
November 28th, 2005, 06:59 AM
It's ok Dani.. ;)

Does any of you know where to find this Cyberdemon model?
http://cainx.free.fr/Screensht/doom01.jpeg
I found the screenshot of it at Cains homepage.. Looks great.

edorien
November 28th, 2005, 08:18 AM
Did you perhap's try Cain's homepage?
It's in the downloads section
Heres the link.
http://cainx.free.fr/Doom.htm
Click on the picture

FreeLanZer
November 28th, 2005, 08:32 AM
Did you perhap's try Cain's homepage?
I found the screenshot of it at Cains homepage..
Have you read my post? ;)

And hey, There ain't no download to that model and skin in the link you've posted.. ;)

Bob Hoskins
November 28th, 2005, 09:23 AM
Have you read my post? ;)

And hey, There ain't no download to that model and skin in the link you've posted.. ;)

The pictures themselves are the links.

FreeLanZer
November 28th, 2005, 09:55 AM
Funny non of you knows that not any of the pictures links to the download of THE Cyberdemon I'm talking about...
Yes, the pictures links to various Cyberdemons but not the one in the screenshot I've posted.. I checked the other Cyberdemons before I even posted here.. ;) So does any of you know where to find the Cyberdemon from the screenshot I've posted..?

edorien
November 28th, 2005, 10:51 AM
oh actually seems you're right, sorry for the obvious comment but I assumed that...

Could be kiny_friend's skin (don't know where to get hold of it though)
Or from one of the older model-packs (pre-dani) with 3d-archvile flames)

DaniJ
November 28th, 2005, 01:01 PM
Its actually I skin I did many moons ago (pre jDRP), the model is the same as the one used in jDRP currently. I don't even have a copy of the skin myself any more as I binned it because it looks so little like the original Cyberdemon.

FreeLanZer
November 28th, 2005, 02:43 PM
Hehe Ok Dani.. :D
I will just wait for 1.1 then.. ;)
Though can't you make an Advent calendar of some sort..? Like posting a screenshot from jDRP 1.1 every advent..? :D
Remember it's christmas soon. :)

Lord Kaizen
November 28th, 2005, 04:23 PM
Its actually I skin I did many moons ago (pre jDRP), the model is the same as the one used in jDRP currently. I don't even have a copy of the skin myself any more as I binned it because it looks so little like the original Cyberdemon.

I loved that skin though. It looked just like the D2 box art! :D

DaniJ
November 28th, 2005, 05:23 PM
Though can't you make an Advent calendar of some sort..? Like posting a screenshot from jDRP 1.1 every advent..?Sorry I really don't have the time for that sort of thing. All my spare time atm is going into Doomsday 1.9.0.

FreeLanZer
November 28th, 2005, 05:27 PM
It's ok Dani..;)
Sounds like you need a day off soon.. A day where you don't have to do anything at all but relax.. :)

DaniJ
November 28th, 2005, 05:32 PM
Heres an early WIP of the jDRP 1.1 Lost Soul
http://www.daniel.ddsdesign.co.uk/Stuff/LSoul.png
The updated model does have an inside for the mouth and I intend to add flames trailing from the mouth. As you can see the skin still needs a lot of work.

Chilvence
November 28th, 2005, 06:02 PM
Indeed it is pretty

KuriKai
November 28th, 2005, 07:16 PM
looking good

Bob Hoskins
November 29th, 2005, 02:23 AM
Dani, your work in progress shots are pretty amazing. I can't wait to have a full set of your high quality models. I've been holding off running through all of the DooM games until the planned goodies have been released.

Good times - keep up the excellent work.

Devon_Rex )(
November 29th, 2005, 02:27 AM
indeed this is looking very promising.

keep up the good work *bang*

Devon_Rex )(
November 29th, 2005, 02:29 AM
the shotgun will it be ready for the next release ?

DaniJ
November 29th, 2005, 09:35 AM
Thanks guys :)
the shotgun will it be ready for the next release ?
Absolutely.

Relica Religia
November 29th, 2005, 03:12 PM
Awwwww yeeeeeeaaaaaahhhh. Awesome, Dani.

Lord Kaizen
November 29th, 2005, 04:58 PM
Those are some wicked looking teeth! O_o

Lightning Hunter
November 30th, 2005, 02:08 AM
Lol, I swear there have been a million models of the lost soul since the first model pack (not first jdrp, but first model pack ever). Anyway, it's looking great so far. I hope you can get the fire looking more like the original this time! :D

Edit: Could you give us a direct front view of the Lost Soul Dani? I'm curious about the shape of the skull compared to the original. I remember a long time ago I cut out the fire of the sprite and revealed a strange shape with original Lost Soul. I'm wondering if yours will keep that original strange shape. :)

Relica Religia
November 30th, 2005, 10:55 PM
Yeah, about the fire...this is just a suggestion, but do you think you could have the fire on the LS come spewing out of his mouth and eyes as well, like he's bleeding fire from his eyes and frothing flames at the mouth?

Here's a couple examples:

http://www.wildfiredesigns.net/images/flaming-skull-colored.gif
http://tnhdesign.revelmoon.com/Images/flamingscull.jpg

DaniJ
December 1st, 2005, 09:47 AM
Yes I intend to add fire spewing from his mouth like the sprites.
I'll post a front view when I get a bit more done on him.

Deathlike2
December 1st, 2005, 12:01 PM
Dani, I have a question...

The DecorLights.PK3 file from your jDRP 1.1 Alpha in conjunction with Dynamic Lights enabled seems to kill performance in Level 32 (Grosse, the wolfenstein level in Doom 2). You can see the performance drop by just opening the door in the beginning of the level. Removing this file or disabling dynamic lights seem to keep performance to an acceptable level. This isn't video card specific though. Anything you can shine on this matter?

DaniJ
December 1st, 2005, 12:11 PM
Yeah I know the reason for the slowdown but its not something that is easily solved without removing the lights on that specific texture. I've been giving this some thought recently and I've got a couple of ideas on how to improve the decor light system that I will experiment with in Doomsday 1.9.1

Untill then the best bet is to simply open the control panel and disable decor lights when playing any level that is particularly unsuited for them.

Devon_Rex )(
December 1st, 2005, 03:04 PM
what will not be done for 1.1 ?

LoxotroniX
December 2nd, 2005, 12:09 PM
how many models was made.. with animation in percents? :)

Colton
December 6th, 2005, 11:29 AM
Dani,

First of all, thanks for the time and effort you have put into making Doom better than ever. Your work is top quality! My wife and I have started playing Doom all over again and she loves the updated look and new effects. I'm always anxious to see your latest screenshots and release updates. Keep up the great work!

Secondly, have you considered adding some background screams for the ambient background noises? I've always imagined that your player was always a few steps behind and too late to rescue those fallen comrades that are scattered all over the base. To hear various screams in the background would really make the game intense - at least, for me.

Is there any plans for an updated player model? I think I have the latest version, but seeing those screenshots of the new monsters really makes me anxious for a Doom Marine that matches your talent for skinning new models.

Again, excellent work, Dani! You are an asset to this preservation of Doom!

- Colton

DaniJ
December 6th, 2005, 02:29 PM
Thank you for the kind words, the encouragement I get from the community is really appreciated :)

I hope I can contiue to live up to peoples expectations with the forthcoming jDRP 1.1 (which is now LONG overdue but it will definetly be worth the wait).

Yeah I'd love to do some ambient sounds and stuff like that. There are some technical reasons behind why I haven't done anything like that so far that I'm currently considering solutions for. Hopefully I'll be able to do stuff like this in the future.

Yes the player model will definetly be replaced in 1.2. I've already started the new model and its coming on well.
how many models was made.. with animation in percents?
I've no idea. Maybe 30-40%??
what will not be done for 1.1 ?
Mainly the monsters and the Doom player model. Most are the same models with a little bit of a spruce up.

tomrok777
December 6th, 2005, 08:38 PM
Colton, your wife plays Doom with you, eh? Does she have a sister ?!?!? :D Regardless of how painful the wait can be, like you said Dani's work really is top quality. One of us needs to win the lottery or something so that we can get him working on this stuff full time.

Lightning Hunter
December 7th, 2005, 12:43 PM
Colton, your wife plays Doom with you, eh? Does she have a sister ?!?!? :D Regardless of how painful the wait can be, like you said Dani's work really is top quality. One of us needs to win the lottery or something so that we can get him working on this stuff full time.

I'm not sharing my lotto money!
*spin*

Colton
December 7th, 2005, 08:17 PM
My wife is dangerous with a rocket launcher ... I stay far back until she's done clearing rooms. She doesn't discriminate! With the new Jdoom, she really gets into it when she's killing monsters. She would do this war-cry yell and won't stop until everything is dead.

Yeah, she has a sister, but she likes women. Sorry!

- Colton

FreeLanZer
December 7th, 2005, 09:58 PM
This sounds wierd..*ugh*

Dani: Do you intend to finish the head on a pole model for this release?
Because I'm dying to see some of your organic stuff.. *crazy*

Lord Kaizen
December 7th, 2005, 10:28 PM
I think it will include all the decor objects. And I too am looking forward to all the gory stuff. :D This sounds strage, but off all the models that have been released so far, I think the big torch is my favorite. :)

tomrok777
December 8th, 2005, 12:44 AM
mine would have to be the tech pillar... the model is perfect. but that caco pic dani posted is 'effin sweet *thumbs*

Devon_Rex )(
December 8th, 2005, 09:15 AM
mine would have to be the tech pillar... the model is perfect. but that caco pic dani posted is 'effin sweet *thumbs*




yeah the techpillar is just so fucking awsome *smirk*

MR_ROCKET
December 8th, 2005, 09:39 AM
Your right FreeLanZer, that did sound wierd heh.

DaniJ
December 8th, 2005, 10:18 AM
Yes all the decor models have been remodeled for 1.1 and they will all be ready for the next release. As well as all the gory stuff the new gore/gib effects I was touting a while back are all finished so if you imagine a cross between PainKiller and Quake3 you won't be far off in that respect :)

MR_ROCKET
December 8th, 2005, 10:54 AM
I'm fairly speechless,
Basically the only thing I can force myself to utter is,
"WOW CONT WAIT" *turvy*

Colton
December 8th, 2005, 01:46 PM
How about some screenshots to tease us with? Pretty please?

- Colton

tomrok777
December 8th, 2005, 02:19 PM
How about some screenshots to tease us with? Pretty please?

- Colton

Took the words right out of my mouth *weird*

Lightning Hunter
December 8th, 2005, 09:10 PM
Don't any of you people like surprises? Be patient. :p

Gordon228
December 9th, 2005, 07:19 PM
I can't wait for the new stuff to come out and a supprise is well worth it. He he.

Beavis
December 13th, 2005, 03:38 PM
OMG The suspense is killing me

DaniJ
December 13th, 2005, 06:01 PM
I'm currently 100% focussed on Doomsday 1.9.0 and its upcoming release. Once its "on the shelves" I will no doubt dive head first into jDRP again.

There is a real dichotomy between the projects. I find it difficult to work on them both at the same time as each requires a different set of my own "tools" to get the job done. I can't change my state of mind quickly enough to be able to do coding one minute and creating artwork the next (and produce anything of any real quality).

What I decide to work on, on any given day is generally a result of my mood at the time I sit down at my machine. I have made a commitment to Doomsday 1.9.0 though so atm ALL my spare computer time is spent on it. As such I've got my coders' hat strapped on tight.

Mind, I AM starting to feel the itch to pick up my tablet and paint some monsters though.

Gordon228
December 13th, 2005, 09:24 PM
Yes doomsday must be done in order to have a good JDRP.

FreeLanZer
December 13th, 2005, 09:53 PM
Do we have a approximate date of release on 1.9? I mean this year or early next year..? And yes Dani I feel the same way sometimes when I do homework and I was doing textures just before I started on the HW..*wacky*

Xenomorph
December 13th, 2005, 10:58 PM
Hi Dani, you mentioned you use a tablet for creating your artwork. Sorry if it's off topic but I am looking at getting one also. What tablet would you recommend? I have heard Wacom are the ones to go for.

FreeLanZer
December 14th, 2005, 07:55 AM
You should buy a Wacom Introus 3 or 2
If those are too expensive try a Wacom Graphire Classic (Maybe spelt wrong)

Da_maniaC
December 15th, 2005, 03:38 PM
Remember when we were all hoping for the release one year back and now we still are.? :D

(Not trying to be an ass, just trying to be funny. :p).

Anyway, has there been any possible release date yet?

Something very positive about the waiting time is that i now have a computer fast enough to play doomsday in full aspect. :D
+

Lord Kaizen
December 15th, 2005, 03:46 PM
Anyway, has there been any possible release date yet?

Um, when it's done....?

Something very positive about the waiting time is that i now have a computer fast enough to play doomsday in full aspect. :D

Me too. I just got this hotrod last summer. *drunk*

DaniJ
December 15th, 2005, 05:16 PM
You should buy a Wacom Introus 3 or 2What he said.

The fact that we're now a year latter and 1.1 still hasn't been released is just as annoying for me too.

No release date has been set in stone no. I won't make that mistake again ;) Atm I can't say. Once Doomsday 1.9.0 is released I'll be able to give some sort of time scale.

Lightning Hunter
December 15th, 2005, 10:21 PM
Don't get too wrapped up in the coding! I know how it goes when you start playing with something for so long that you don't feel like working on the main goal anymore (the JDRP in your case). This eventually leads to a dead project, which I have discovered in the past (through my own projects). Coding doesn't really have an end, since it can always be changed and improved. Don't get too meticulous!

Chilvence
December 16th, 2005, 04:54 AM
Projects don't die, they just take extended soul searching holdidays now and then ;)

Lightning Hunter
December 16th, 2005, 10:16 PM
Projects don't die, they just take extended soul searching holdidays now and then ;)

I guess some projects have very very long soul searching holidays then (years) *bliss*

Lightning Hunter
December 19th, 2005, 11:55 PM
I hate being the last one to post before the thread goes dead. *laff*

Edit: oh, and sorry for double post *ugh*

Edit 2: Yes, I feel much better now Zao. I'm just going to edit this post rather than respond to you. *winky*

xZAOx
December 20th, 2005, 07:34 AM
Feel better? :)

Chilvence
December 20th, 2005, 06:59 PM
I guess some projects have very very long soul searching holidays then (years) *bliss*

Hey I've been on holiday for the best part of a year now and I don't feel any worse for it *grin*

DaniJ
December 27th, 2005, 02:02 PM
I'm trying not to be consumed by my work on the code but I find it so very interesting and completely different (new) challenge. I don't find myself wanting to abandon jDRP and start working on the code though.

Half the reason I've started working on the code is more based on what I consider is necessary work that wouldn't get done otherwise as Skyjake is the only coder on the Doomsday project. The Doomsday project currently is not interested in being the most editable, the most user-modable port on the scene. There are many reasons why but the main one is that it is something Skyjake is not interested in (with Doomsday).

I've watched Doomsday's development for a long time now (even before I became active in the community) but historicaly what has happened is that Doomsday DOES actually offer most of what other ports offer with regard to editing options but they come about in the complete opposite way to which they appear in other ports like Zdoom. What tends to happen with Doomsday development is that systematicaly each subsystem with the games/engine is completely rewritten from the ground up (this is in contrast to other ports where it seems that new features are "tacked on" to the existing code first and then intergrated). So what we have in Doomsday is very different (and to Skyjake's credit - very flexible) code that is capable of so much more if the internals are exposed in user-friendly manner. This is what I intend to focus on, essentially I'm in a similar role to which Romero was to Carmack (I just wish I was half as gifted in the programing skills department).

Through my work on jDRP I have encountered many ideas/limitations/problems that for one reason or another are not possible in Doomsday yet. So that is the angle I've approached Doomsday development with. I can see what needs to be done in order to do what I want to do with jDRP.

There is a problem though, in as much that Doomsday has fair amount of baggage in the form of legacy code/architecture. Some of the subsystems still in use have remained exactly the same as those used in the original DOOM engine. Due to the now apparent limitations of the legacy code it prevents me from pushing development towards the Right Thing within the context of Doomsday (its own mythos, architecture, ideals etc). For example, to introduce BOOM support in the current architecture in a way that benefits all supported games would be very messy and pretty much a deadend direction of development.

This is why we are currently working on various stuff (particularly the DMU and new map loading code), once this work is completed I will be in a position to begin taking Doomsday in a direction that I believe it needs to go, leaving Skyjake to do what he enjoys (working on the core of the engine and the renderer). I've already started this in 1.9.0 as you'll see with the new editing features I've intergrated (from talks with Kaiser about D64TC and Vermil about WolfTC) which will give Skyjake an idea of the kind of stuff I want to do.

However.

My love is for the idea of what the jDRP project is all about - realising DOOM using modern (compared to the original) technology. I have not lost interest in jDRP in any conceivable way.

Look at it this way - in order to do what I want to ultimately do with jDRP I can't, due to limitations or features not currently present in Doomsday. At this current time it is more productive for me to work on Doomsday and be able to lay the foundations for what I would like to do with jDRP in future.

I don't just see jDRP as a collection of new resources to replace existing ones. I want to augment the whole DOOM experience. For example I envision a complete library of new resources bundled with jDRP that a level editor can add to his/her level, stuff like static meshes, XG based scripts etc. Another example would be a collection of new models such as switches/pipes/broken pieces of machinery/gore etc that can be used to "decorate" both new and EXISTING levels (much in the same manner that old maps can now be enhanced using the new BIAS lighting model).

I've personally reached a stage where I believe I can accomplish these goals, with jDRP but it's taken a long time for me to learn the necessary skills/methods required.

I'll openly admit that I have "wasted" a lot of time of the course of jDRP's development. I've spent time disecting other games, improving my skinning/modelling abilites and recently - working on the code itself. I don't think the time HAS been "wasted" though. I now know how all the different parts fit together and so I'm in a much better position to get the job done.

Re-reading this post (sorry for the length) it sounds like some sort of apology from a dude, up in court - finally admiting his guilt in some elaborate fraud case...

I would just like to reasure everyone that development is going smoothly but at a very slow pace due to my work on Doomsday for 1.9.0. jDRP will be completed.

FreeLanZer
December 27th, 2005, 03:41 PM
Does this mean we are going to wait another year!? Or about a month..?
I know it's going to be complete.. but it was said that at least some more alpha stuff would be released this year.. Time is running away and we don't have this fancy bullet-time button.. sorry

Relica Religia
December 27th, 2005, 05:18 PM
Ahh, I get it. So you're working intimately with the new Doomsday code so you can further the boundaries of what the completed JDRP will turn out to be. As long as Skyjake is still kicking, then I'm sure you'll both come up with something impressive.

Cheers to both of you. *kewl*