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DaniJ
January 23rd, 2004, 02:25 PM
And yeah, re-cycling the skin sounds like a good way to capitalise on.... stuff. Yeah that's what I thought. So if nobody has any objections I'll start working on this...

Well, I could try rigging the soldier from the pack to my soldiers skeleton, that would be a cheap start. Which ones do you think need the most improvement?

The main ones are the CyberDemon, Revenant and the Former Humans. ATM there just doesn't seem to be any real weight behind any of there movement. For instance the CyberDemon just casually strolls around without a care in the world. As long as the key frames are fairly close the equivelent ( <- me can't spell :) ) sprite frames I think it could look much better.

In the case of your soldier. The only reason he isn't in the jDRP is because he looks too different from the sprite. If you fancied working on him a little I'd definetly include him in the pack cos I can see that you've done some quality work with him.

Chilvence
January 23rd, 2004, 02:43 PM
I suppose all the soldier really needs is a new skin, I'll see what I can do about that. As for the other two, I'll give Cybie a go, and see if I can make some natural looking anims. If that works out well, I'll move on to the others.

DaniJ
January 23rd, 2004, 03:41 PM
I suppose all the soldier really needs is a new skin,
That and the fact he wields a handgun ;)
If you want a hand with the skin let me know.

Thanks a lot for your help.

Chilvence
January 23rd, 2004, 05:12 PM
Well, Id rather use the handgun than the rifle we have now. Have you had any chance to make a new rifle yet? It would be a simple animation switcheroo via the ded file, because of the way I made it I wouldnt even have to change the main model.

I started painting a new skin over the old one, looking pretty good so far. Only I accidentally saved my only copy of it in 8-bit color... well, I should be able to smooth out the hideous banding that came of that.

Slide
January 24th, 2004, 02:21 AM
I'd like an option on that one - I reckon that id didn't use a handgun on the soldiers because it wouldn't be visible on the low res sprites not because they didn't want to have it. The rifle thing has always been a niggle of mine - it sounds like the pistol, acts like the pistol and a 'rifle' weapon can't be picked up like any other weapon (shotgun, chaingun etc...).

Chilvence
January 24th, 2004, 02:30 AM
Well, if I can switch player heads using a command line option, I can most definately switch zombie weapons.

SgtMagor
January 24th, 2004, 03:01 AM
always thought the Zombies soldier one of the kewlest looking monsters in the game because of the green hair and red eyes, was wondering if it would be possible to add a green glow effect to them. don't know if this can be done without causing slow downs (lower fps).

Chilvence
January 24th, 2004, 04:55 AM
I think Dani had a clue about how this could be done, you're not totally clear though. Do you mean glowing eyes or a general green glow, or a glowing perm, glowing nostrils?

SgtMagor
January 24th, 2004, 05:19 AM
a general green glow would be good, like the way the torches emit one

MasterOfPuppets
January 24th, 2004, 09:20 AM
if you play the doom alpha the player starts out with a rifle. the same kind the zombie uses i guess.

UglyBob
January 24th, 2004, 09:28 AM
I have always wondered that my self. But IMO to keep the spirit of the original doom alive, i would keep the rifle. I mean even though it uses the same ammo as the pistol, i could be just like some pistols use the same ammo as certain rifles in real life. Also i love tihs idea of the green glowing...

sLydE
January 24th, 2004, 11:44 AM
ok, i couldn't remember if i've asked this before, but i was wondering if anyone has put any thought into having the other player's weapons (in multiplayer) be visible to everyone (rather than just the stock rifle), and if you kill someone, you can pick up the gun that they last were using? if i mentioned this before, please forgive me, i have bad memory

Vermil
January 24th, 2004, 11:52 AM
Yep you did ask before ;)
They've been in Jdoom (Though not JHeretic or JHeXen) long before the JDRP.

sLydE
January 24th, 2004, 02:41 PM
really? oh, must have missed that...thanks for not being mad :)

Vermil
January 24th, 2004, 02:54 PM
Just noticed your second question above. Stupid me.
The answer I gave was to the first question about viewable weapons.

I don't think an option to have the player drop the weapon they were using, is in Doomsday though.

ravenlot
January 24th, 2004, 10:53 PM
Chilvence,

You're the one who made those cool soldier models and skins, right? Could you possibly edit it to be jDRP compatible? I downloaded chilverssoldier2.rar some time ago and have been trying to use those models and skins instead of the ones from the jDRP. It works for the most part but I can't get the squish model to show up when you blast them with a rocket launcher.

Sin4U
January 25th, 2004, 01:14 AM
The squish model is a different model completly, thats why. I suppose you are using the alpha jDRP, right? I dont think that has the squish model.

Chilvence
January 25th, 2004, 04:19 AM
Thats it exactly, I didnt like the gib model, but I wouldnt have been able to make a better one so I just didnt use a model at all.

I'll try and make a better looking rifle though. If Dani includes the model with the next JDRP, then he'll be able to attach whatever secret gib effects hes been working on quite easily I would assume.

BTW it will be recieving a slight update soon (maybe a week)

DaniJ
January 25th, 2004, 06:25 PM
RE Zombie Pistol/Rifle
Yeah it should be easy to add an option for this in jDRP.ded
I'll have a go at making a model for the rifle tomorrow.

RE Glowing Eyes
Yep this is quite easy to do. Once Chilvence has sent me the update to his soldier I'll see about adding some glowing eyes.
Speaking of glowing eyes, which creatures do YOU think should have glowing eyes? I think it's gonna be a case of allowing people to choose via jDRP.ded because I for one don't go in for them on creatures like the Zombies.

RE Gibs/Squished model
Yeah this is gonna totally change soon. If it wasn't for the limit of 96 active generators then I'd have released them already. Skyjake has said that the most logical way to implement them (keeping to the Doom format) would be create new THINGS for each type of gib but the problem with that is its essentially the same as modifying the Doom.exe. Thus in multiplayer you would have to be sure that everyone was using the jDRP. This is something I want to avoid, at the moment using the jDRP doesn't change anything other than graphical effects and thats the way it should be.

UglyBob
January 25th, 2004, 06:42 PM
bout the gibs, aslong as they are juicy and bloody and boney and full of guts and organs, u do whats nessecary.

MasterOfPuppets
January 25th, 2004, 06:50 PM
wut different type of gibs are there?

besides, each monster that you can gib has its own animation turning into a pile of blood'n guts anyway, each ending in a frame of the normal gibs (i mean the original sprites). so aren't all the different types of gibs already in there?

DaniJ
January 25th, 2004, 08:49 PM
What happens with the new gibs is that each model still has it's own gibbed animation but I have removed some of the gibs from these sequences and created some all new gib models that bounce around similar to quake style gibs. Also you'll get new fountains of blood etc.

UglyBob
January 25th, 2004, 09:00 PM
YES!!!!! Thats what i wanted and missed in the mancubus. The fountain of blood spweing from his dead carcas. It was awesome. Then it was gone. But it will be back u say???

Gamedude
January 26th, 2004, 05:22 AM
If you made them Quake 3 style, that would be awesome. Quake 3 has some of the best blood effects and gibs.

Atom235
January 26th, 2004, 10:38 AM
I think that Hell Barons (red?) and Mancubuses (green) should have glowing eyes. Don't know about the rest.

MasterOfPuppets
January 26th, 2004, 10:43 AM
lets not get glowing eyes crazy

UglyBob
January 26th, 2004, 10:54 AM
yea i second that. I think though that the former humans should also glow a lil green and maybe the imps glow a lil red.

Gamedude
January 26th, 2004, 04:40 PM
You gotta remember: more dynamic lights = more slowdowns.

DaniJ
January 26th, 2004, 07:08 PM
Don't worry Gamedude these arn't dynamic lights besides they're tiny.

Gamedude
January 26th, 2004, 08:43 PM
Oh OK. I didn't think they would, because the lights would probably shine too much and you would end up with a blob of light where the monster's face should be. I just like things to be as efficient and fast as possible ;).

Slide
January 27th, 2004, 12:38 AM
Plus we don't want them turning into christmas trees ;)

DaniJ
January 27th, 2004, 06:46 AM
Here's a quick shot of something I'm working on atm:
http://modelyard.newdoom.com/PlasmaBall.png
EDIT: Yes it's the BFG Ball
I still need to add some lightning arcs that shoot out of it at random but I think it's coming on nicely.

Does it look anything like the sprites to you?

Chilvence
January 27th, 2004, 06:57 AM
Is that... the BFG?

UglyBob
January 27th, 2004, 07:16 AM
omg that is so awesome!!!

sLydE
January 27th, 2004, 07:19 AM
wow, very nice!

Vermil
January 27th, 2004, 08:14 AM
Cool!

SgtMagor
January 27th, 2004, 08:31 AM
woohoo!, can't wait to give a CyberDemon a face full of that.

1000Dances
January 27th, 2004, 08:34 AM
It's awesome. And its still got the original Doom feeling. How does it look when the energy ball explodes ?

Wicked Anime Kid
January 27th, 2004, 11:12 AM
Looks quite nice there Dani:D

Lightning_Hunter
January 27th, 2004, 11:15 AM
Looks great Dani! Just keep in mind the FPS though :P (Yes, I know we keep nagging about it, sorry)

DaniJ
January 27th, 2004, 11:37 AM
How does it look when the energy ball explodes ?
That's the bit I'm working on atm. What happens is the "bubble" bursts & fades away then the plasma explosion. I should be able to post some more pics once I've worked out the df_worldtime problem I mentioned in the main forum.
Just keep in mind the FPS though :P (Yes, I know we keep nagging about it, sorry)
Yeah I know :P As you can see from the shot, on my crappy GF4 440SE even stood right next to it I'm getting 47 fps and that's using un-optimized skins (512x512).

Don't forget the biggest strain on the fps are the dynamic lights not the models. Infact, that model is only 130 polys.

Wicked Anime Kid
January 27th, 2004, 11:41 AM
Theni guess we should complain to the Doomsday author and not the jdrp one;)
Keep up this work Dani, and you will be surpassing doom3 by quality:D

DaniJ
January 27th, 2004, 12:08 PM
Maybe one day WAK :p

I think Quake 3 quality is definetly do-able. Especially when I can start doing some more interesting stuff with skins via shaders...

I'm starting to find graphical tricks that I didn't think Doomsday was capable of. The BFG ball is a good example. I'm using a null skin then applying a shiny texture with 100% opacity then using the SKIN's alpha chanel to mask the shiny texture!

Wicked Anime Kid
January 27th, 2004, 12:58 PM
Woah good thinking there Dani:D
So maybe with the next release of the jdrp (v2.0:p) we can expect q3 quality? (or just for balls and stuff)

SgtMagor
January 27th, 2004, 02:32 PM
think Quake 3 quality is definetly do-able. Especially when I can start doing some more interesting stuff with skins via shaders...



Dani: are you talking about MD3 support for Jdoom?

Chilvence
January 27th, 2004, 02:48 PM
Heres the manifest for Doomsday 1.8 that skyjake put up a while back. It gives a little insight into what is to come - however the timescale is pureley up to skyjake himself, so dont get too impatient for anything.

http://www.doomsdayhq.com/text/plan-deng18.pdf

hurleybird
January 27th, 2004, 03:26 PM
I cant see the BFG in that shot, only the ball. Looks nice though...

Gamedude
January 27th, 2004, 04:48 PM
That looks awesome! I hope it will have a big explosion with lots of sparks, as well as good explosions when indirectly hitting enemies with the splash damage effect. So you're going to make random lasers come out of it, Quake II Style? That would be cool. In Quake II The lasers attack enemies but that would be too much coding for Doomsday.

Dani is right though, dynamic lights are what slows it down, not polys. What I find impacts performance the most are dynamic lights, very large skins, and excessive use of particles.

Chilvence
January 27th, 2004, 04:50 PM
Yeah, the new imp fireballs really crunch the framerate - but fortunately only when they hit you, which theyre not supposed to do :)

UglyBob
January 27th, 2004, 06:02 PM
Don't change the fireballs, they are aweosme...

SgtMagor
January 27th, 2004, 06:19 PM
thx for the Deng18.pdf ChilV.....interesting stuff.

Chilvence
January 28th, 2004, 09:42 AM
Yeah, I just remembered it, took a while to find after the forum got toasted an all..

Dani, I dont suppose you've made an updated chaingun world model to go with that hud model have you? I dont have to have it, but I'd like to have a nice chaingun to go with the animation changes I'm going to make to my chaingunner.

DaniJ
January 28th, 2004, 02:14 PM
No I haven't done any of the world weapon models. Just use the existing one for now and when I make a new one - I'll make sure the handles are in the same place ;)

Chilvence
January 28th, 2004, 02:18 PM
Hehe, handles wont be an issue, its going back to the underarm position it used to have. You'll probably be able to salvage a new armor model from this as well.

DaniJ
January 28th, 2004, 02:37 PM
http://modelyard.newdoom.com/Narg.png
Like I said I've started redoing some the UV's on some of monster models but I couldn't resist starting to reskin the arachnotron once I'd finished :)

The new UV's are a LOT easier to work with and I've managed to get rid of nearly all the warping that was going on *alien*.

Anyways, I just thought you'd like to see what I'd been upto today, even though its very early...

Hehe, handles wont be an issue, its going back to the underarm position it used to have. You'll probably be able to salvage a new armor model from this as well.
Cool beans! I've always hated that damn armor model.

Chilvence
January 28th, 2004, 03:00 PM
That is so goddamn good

MasterOfPuppets
January 28th, 2004, 03:59 PM
um, i just realized that i'm not getting any shiny effects. wtf do i do?

Gamedude
January 28th, 2004, 04:10 PM
I didn't either. Just go to the control panel and disable multitexturing for shiny skins. There should be 3 buttons there, make sure "shiny" isn't pressed.

SgtMagor
January 28th, 2004, 04:15 PM
awesome lookin tron! wow...

ravenlot
January 28th, 2004, 04:16 PM
Hmmm, mine was pressed. I turned it off. What should I be looking for to notice any difference?

DaniJ
January 28th, 2004, 04:35 PM
Hmmm, mine was pressed. I turned it off. What should I be looking for to notice any difference?
Just change to the rocket launcher/chaingun. If they have a shiny effect then it's working.

Chilvence
January 28th, 2004, 04:37 PM
Does anyone know of a tool that will correct errors in an md2 file? I've managed to create lots of overlapping poly's and polys that have two corners on the same vertex. They are completely invisible errors, but now that I've noticed them I cant seem to get rid of them...

DaniJ
January 28th, 2004, 04:40 PM
Does anyone know of a tool that will correct errors in an md2 file? I've managed to create lots of overlapping poly's and polys that have two corners on the same vertex. They are completely invisible errors, but now that I've noticed them I cant seem to get rid of them...
None that I know of. You'll probably just have to do the grunt work.
Overlapping polys (as long as they are duplicates) won't notice AT ALL. But it's best to try and get rid of em...

Weenuk
January 28th, 2004, 04:53 PM
Nice skin Dani.

Gamedude
January 28th, 2004, 05:45 PM
Hmmm, mine was pressed. I turned it off. What should I be looking for to notice any difference?

You only need to turn it off if you don't have shiny skins. I think it's a problem with some ATi cards.

lechtansi
January 28th, 2004, 06:21 PM
i have an ati radeon 9800 non-pro, and disabling shiny skins fixed the missing plasma gun skin problem and enabled shiny skins on the rest of them. i gotta say, it looks great.

MasterOfPuppets
January 28th, 2004, 06:44 PM
dissabled shiny textures and it works now. thanks.

i was amazed to see how different the rocket launcher looked with the shine, it already looked great, but now its amazing. i dare to hope that other hud weapons get this in the future?

DaniJ
January 28th, 2004, 06:58 PM
i was amazed to see how different the rocket launcher looked with the shine, it already looked great, but now its amazing. i dare to hope that other hud weapons get this in the future?
Heh, I wonder how many others arn't getting the full effect?...

Yep all HUD weapons will get a similar treatment soon. The only problem is that the shine is uniform over the whole model. When Doomsday 1.8 arrives with shader support I'll be able to add some extra cool specular highlights...

I've just compared the latest version of the arachnotron skin I've done with the shot above and the new one makes the old one look like a cartoon :D

ravenlot
January 28th, 2004, 07:45 PM
Oh, OK. So the multitexturing for shiny skins setting only affects systems with certain graphics cards (mostly ATI). I have a Geforce4 TI-4600 and shiny textures look good with and without the setting disabled.

MasterOfPuppets
January 28th, 2004, 10:19 PM
actually yeah, i have an ATI too. but like i said, after disabling shiny skins the shiny skins began to work*crazy*

Sin4U
January 29th, 2004, 02:05 AM
hmm, my shiny skins worked with the old pack, but not now. Not a prob, just weird. (9800 SE)

Verse
January 29th, 2004, 03:29 PM
I dont know why, but I keep getting errors about line 24 and 38 in certain ded files needing semicolons

DaniJ
January 29th, 2004, 04:07 PM
Sounds like you need to update your version of Doomsday. Version 6 of the ded reader doesn't require them.

Verse
January 29th, 2004, 04:39 PM
heading to do that now and that worked... thanks.

ravenlot
January 29th, 2004, 07:07 PM
Is there a quick fix for the rocket smoke trail available? It's the only issue with the jDRP that really bothers me. Perhaps a DED issue?

DaniJ
January 30th, 2004, 01:49 AM
Well I could post a quick fix for it... but jDRP 1.01 will be ready to role by next Saturday. And it fixes all the bugs that have been reported.
And thanks to Chilvence for fixing the dodgy ded file that was buggering up the HUD chaingun. *thumbs*

ravenlot
January 30th, 2004, 05:28 AM
Cool! Can't wait to see it.

MasterOfPuppets
January 30th, 2004, 03:51 PM
thats great news Dani, can't wait for version Doomsday 1.8 and shaders!

Carma
January 31st, 2004, 09:36 AM
Have a question
Will be old Cheb's mods implemented?

DaniJ
January 31st, 2004, 09:58 AM
Yes. In the release after 1.01 I plan to add much more options and user select-able kickstart addons such as the ones Cheb provided with the old modelpack.

Since everything is subjective I should imagine that some of things I decide to do with the jDRP won't be to everyones taste. In these instances I will do my best to make them optional.

UglyBob
January 31st, 2004, 11:34 AM
ok cool, and u said that 1.01 will be relesed next sat? and what will be in 1.01 just fixes or new content too???

DaniJ
January 31st, 2004, 12:32 PM
1.01 will be relesed next sat? and what will be in 1.01 just fixes or new content too???
It's a small release. Mainly bug fixes and tweaking.

There WILL be new content though. Some of the stuff I had to leave out of ver 1 and some of the more recent stuff I've been working on.

Hopefully I'll have time to redo the work I did on the HUD Chainsaw in time for next Saturday. It needs some work on the animations and I'm gonna have to create a skin (again) :(

Also I'll have the new modelyard site up and running by then. It's mainly just a tart up cos I need to speak to Phoebus about where and how I connect to the proposed site database.

After that I'll be looking at updating all of the UV's on the current monsters and reskinning them all. Plus I want to fully implement the new HUD hands model I have built to work with the new HUD models (incase anyone was wondering this is why the new HUD models don't have much in the way of animation atm ;) ). This will provide the bulk of 1.1 though I've got a few other things in dev that are looking promising. I had hoped to have the new gore system in place by now but I'm gonna have to wait till Skyjake releases Doomsday 1.8 as it causes too many side effects/bugs atm.

UglyBob
January 31st, 2004, 12:48 PM
when will 1.8 be released? I thought he said perhaps today or maybe im just imagining things...

draconx
January 31st, 2004, 01:57 PM
wasn't it in june?

UglyBob
January 31st, 2004, 03:21 PM
i ment the alpha snapshot that is playable

Chilvence
January 31st, 2004, 04:46 PM
I think I've come across a decent solution to the warping on weapon models. The warping seems to have more effect on weapons with lots of frames of animation, where the weapons move about alot.

If a set of models was created for each sequence of animation (holster, fire, idle, draw, reload etc...) then the problem would be greatly reduced. Ive just tried this on the super shotgun, with a completely seperate single frame model for the idle animation, and there was very little distortion (much much less than there was before)

I dont think this solution will greatly increase the models memory footprint either, since its just splitting the animation frames across more files (there so small that its hardly worth thinking about anyway...),

DaniJ
January 31st, 2004, 05:02 PM
Yes that is a good idea.

If you have a multipart model you could end up with 10+ models though :(

Mind you with md3 support just around the corner I don't know if there is much point in splitting models into anim sequences now.

So the warping is due to the system itself and NOT the model format?

Chilvence
January 31st, 2004, 05:16 PM
I dont really know why this remedy works. Maybe the real reason is that q2mdl has the only decent md2 exporter *grin*. But some specs on the md2 format might shed some light.

Anyway, I think this is mainly useful for the idle sequence, where the model is supposed to sit and look pretty. You can barely tell the warping when the model is moving about alot - I didnt notice the mess on your plasma rifle until I paused the game in the middle of the spark sequence.

DaniJ
January 31st, 2004, 05:42 PM
Anyway, I think this is mainly useful for the idle sequence, where the model is supposed to sit and look pretty. You can barely tell the warping when the model is moving about alot - I didnt notice the mess on your plasma rifle until I paused the game in the middle of the spark sequence.
Yeah I know. It's a awful mess isn't it. I'm really looking forward to the implementation of md3 as the improved accuracy and tags will make a hell of a big difference and it will enable a much more envolved response to the action. Eg monsters looking at you and the Doom marine being able to move his legs independantly from the rest of him :D

Gamedude
January 31st, 2004, 05:45 PM
Just wondering, will that cool BFG blast be included in the next jDRP update? Also, will it be released tonight or next Saturday?

DaniJ
January 31st, 2004, 05:54 PM
Yes. Next Saturday.

Carma
February 1st, 2004, 05:32 AM
Another question

How you'll releases of new versions?
Full pack or there will be separate patches with full list of changes?

ADD: I hope in next release of jDRP will be included all separately available custom DEDs? I liked BAM DEDs, especially plasmagun, I know that the sparks eats my FPS, but how much? If I've only small slowdown - that's normal

When I tried to make jDRP load automatically I've got nothing, it loads PK3 only when I used KSA profile, autoload aren't working

P.S. Sorry for my bad English
*book*

MasterOfPuppets
February 1st, 2004, 10:21 AM
Dani, you said you were going to redo the gibs model eventually right? may i ask you keep something in mind when you do so to keep it closer to the original sprites? the monsters don't break apart, they are split open, like a book. when i play with monster models i'm almost dissapointed when i gib an imp, because it looks so corny just breaking into some chunks.

DaniJ
February 1st, 2004, 10:55 AM
How you'll releases of new versions?
Full pack or there will be separate patches with full list of changes?
Well I'm hoping to be able to get some additional ftp space because at the moment we've filled our space on fourwinds and in order to provide seperate files as well - I need about 60-70 meg of space just for the jDRP *crazy*.
I hope in next release of jDRP will be included all separately available custom DEDs?
It's not as simple as just packing them into the jDRP. I'll have a look at them and see if they're compatible but I doubt they would be included in the main pack. Maybe as an extra addon.
When I tried to make jDRP load automatically I've got nothing, it loads PK3 only when I used KSA profile, autoload aren't working
In order to use the jDRP in the auto folder you need to also load jDRP.ded from defs\jDoom.
Dani, you said you were going to redo the gibs model eventually right? may i ask you keep something in mind when you do so to keep it closer to the original sprites? the monsters don't break apart, they are split open, like a book. when i play with monster models i'm almost dissapointed when i gib an imp, because it looks so corny just breaking into some chunks.
I know what you mean. I do not intend to spawn just a bunch of random gibs. There will be gib chunks that bounce freely away from the mangled corpse but done in moderation ( I won't be trying to emulate a Quake Quad Damage frag ;) ).
However recreating the sprite death/gib animations is a VERY difficult task (to do it well). I doubt I'll be doing this with the existing monster model set as I just don't think I'd be able to pull it off convincingly.

Carma
February 1st, 2004, 11:30 AM
I know about auto folder & DED file, but PK3 file not loads
I checked console

UglyBob
February 1st, 2004, 12:28 PM
I know what you mean. I do not intend to spawn just a bunch of random gibs. There will be gib chunks that bounce freely away from the mangled corpse but done in moderation ( I won't be trying to emulate a Quake Quad Damage frag ;) ).
However recreating the sprite death/gib animations is a VERY difficult task (to do it well). I doubt I'll be doing this with the existing monster model set as I just don't think I'd be able to pull it off convincingly.

Just make the best looking kind of body exploding model possible. It doesnt have to be just like the original, just extreamly bloody and gorey and with bones and intestens, skulls, organs, decapitated limbs, etc... The split open effect would be cool too...

Carma
February 2nd, 2004, 10:19 AM
Have an idea

About hands of Barons of Hell & Hell knights
They must be with some lightning because they using hands for shooting

And about skulls - their eyes must be not simple texture because it's fire

And I hope in jDRP will be Cheb's mod Russify

dmitriy167
February 2nd, 2004, 03:46 PM
good one. We definitely need to see more animations like the flaming hand on the imp. BTW, I was born in Kiev.

DaniJ
February 2nd, 2004, 04:05 PM
What is this Russify mod? Does it translate Doom into Russian?

Carma
February 2nd, 2004, 10:21 PM
Yes, Russian

It works now but some characters even with jDUI are old(that are displayed)

Carma
February 3rd, 2004, 10:56 AM
BTW, I was born in Kiev.

I'll know that I'm not alone here

Ton80
February 6th, 2004, 07:12 AM
To Dani J666:
Re: The heart pillar - Isn't it supposed to beat? It's not on my rig. Is this a known bug?
Thanks in advance.

SgtMagor
February 6th, 2004, 08:28 AM
Dani: any chance for some screenshots? the tron you mentioned in a blurb sounds kewl! :)

Mr. Chris
February 6th, 2004, 03:48 PM
Is PK3s within PK3s really needed? Why not just make one big PK3, and put the external stuff such as the skins, DMDs, DEDs and MD2s in the directories specified. It may be easier to maintain that way.

Chilvence
February 6th, 2004, 03:53 PM
Why is it hard to maintain now?

As I'm taking little bits out of the JDRP and tweaking them, all I need to do is extract one file from the JDRP at a time and delete it from the archive. Then I can plug modified files straight into the part that I extracted using winRAR. I can be sure that I have all the files I need extracted, and that there is no chance of any conflict.

Before it was tedious, now it is perfect.

Deathgiver
February 6th, 2004, 04:18 PM
Is PK3s within PK3s really needed? Why not just make one big PK3, and put the external stuff such as the skins, DMDs, DEDs and MD2s in the directories specified. It may be easier to maintain that way.

That's what I had to do to get everything to work fully with the jDRP.

Mr. Chris
February 6th, 2004, 10:01 PM
I just have one PK3 with all the data needed it subdirs as well as the /auto and such dirs. Works for me...

draconx
February 7th, 2004, 05:19 AM
the whole idea behind the jDRP is that it is modular - you can pull out one module and plug in another, and you have a fully working replacement for that model. When it's all jumbled into a single pk3, it is no longer modular, as to change a model you've gotta find all the files related to that model, pull those out, then put replacements in.

Deathgiver
February 7th, 2004, 06:00 AM
the whole idea behind the jDRP is that it is modular - you can pull out one module and plug in another, and you have a fully working replacement for that model. When it's all jumbled into a single pk3, it is no longer modular, as to change a model you've gotta find all the files related to that model, pull those out, then put replacements in.

It's just a temp solution to Doomsday's limitation of how many Pk3's it is able to use at one time. when it is able to use more I'll load up the original jDRP.

Tyberious
February 7th, 2004, 06:31 PM
is there a link that has the newest (with every included model that is not missing anything and doesn't have katchup blood) JDRP?

Tyberious
February 7th, 2004, 06:31 PM
is there a link that has the newest (with every included model that is not missing anything and doesn't have katchup blood) JDRP?

Chilvence
February 8th, 2004, 02:56 AM
This one? http://modelyard.newdoom.com

Besli
February 8th, 2004, 04:23 AM
Yes. Next Saturday.
Hm, where is it? You do a great job Dani, keep on working!!! ;)

Chilvence
February 8th, 2004, 04:27 AM
Deadlines are relative* :)




(relative to how much you want to keep to them If I'm anyone to go by...)

SgtMagor
February 8th, 2004, 06:39 AM
yup yup, i think when its done! is the relative term :)

DaniJ
February 8th, 2004, 08:25 AM
Heh, heh. I thought nobody noticed :D

I was drunk as a skunk yesterday and was in no fit state to even post about it (god knows what I might have wrote :) ) let alone release it.

I'll have ver 1.01 up by close of business today. Unfortunetly I've not yet sorted out the space needed for seperate downloads... so it's gonna be another 20mb download (for now). Not that it would make much difference as seperately (without compression) the number of changed files would be larger than 20mb anyway.

UglyBob
February 8th, 2004, 09:59 AM
well i like a single d-load. Makes me feel more complete...

Besli
February 8th, 2004, 10:12 AM
Deadlines are relative* :) I will keep it in my mind!! ;)

Heh, heh. I thought nobody noticed :D Okay, next time i don't remember someone!! :D

Gamedude
February 8th, 2004, 10:56 AM
If you're gonna release it as one big download again, can you at least list all of the changes with this version? It will make it easier for me because there will be less to edit and reconfigure.

psychosomatic
February 8th, 2004, 02:00 PM
waiting

Tyberious
February 8th, 2004, 02:59 PM
chiv, that jdrp is missing some stuff sich as imp skins, zombie heatds and weapon models (haven't looked into it all yet) I haven't installed any model packs either, jsut strait jdrp, jdep, and jdui etc.

DaniJ
February 8th, 2004, 03:07 PM
As I mentioned in another thread these things are NOT missing.

What OS are you running?

BTW everyone if your not watching the Masters(snooker) your missing out on a quality match. - COME ON PAUL!!! *angry*

Besli
February 8th, 2004, 03:30 PM
The jdrp (v1.0) works fine for me!! And I haven't installed any model packs either, just strait jdrp, jdep, and jdui etc.

Tyberious
February 8th, 2004, 05:13 PM
im rinning microsoft Windows XP Professional Service pack 1 All the latest updates on everything including, drivers, firmware, bios updates, operating system updates and of course Jdoom/doomsday engine updates (I Don't have any binary snapshots and am not runnign 1.8 Alpha -n) Hopefully this is enough info, By the way I have nothing installed accept doomsday (I will try to reinstall it again and add one thing at a time) and the JD packs (eccept for the texture packs). I think it might be a ded file conflict, I also have did's shotgun and pistol. I will report back with my observations later.

DaniJ
February 8th, 2004, 07:28 PM
Due to some irritating bugs I can't quite seem to fix I've decided to postpone the 1.01 release till next weekend.

Before you all start baying for blood, organising hitmen etc please read and understand this:

The whole point in me releasing a 1.01 was to fix bugs, not to introduce more. I want 1.01 to be as close to a complete fully working pack as I can because the next update is likely to be in a couple of months from now.

Also Chilvence has created a great armor model that I want to add but I've not had time to do the skin variants for it yet.

Sorry for the delay...

Tyberious:
Let me know how trying Doomsday + jDRP ONLY works out. If that works then it must either be a conflict somewhere or a memory thing... or something I can't think of @ 3:30am.

Atum Ra
February 8th, 2004, 08:39 PM
Tyberious, maybe the problem you are having is the fact you are not useing any snapshots and maybe you need the last 1.7 snapshot that was available b4 the 1.8 alpha came out. Anyone correct me if im wrong!

Besli
February 9th, 2004, 03:08 AM
Sorry for the delay...
It's okay DaniJ!! Good work needs time!! ;) (My hitmen will find you! :D )

Deathgiver
February 9th, 2004, 04:01 AM
Dani, I like your dedication to give us quality work. I don't have a problem with waiting due to you getting things working right.

MasterOfPuppets
February 9th, 2004, 03:11 PM
no biggy. compaired to the wait for halo 2, half-life 2, and doom 3 that we have all ready endured and still are, a small wait for 1.1 dosn't seem that bad:)

David_OSU
February 10th, 2004, 12:10 PM
I've downloaded the jDRP, and the modeling and texture work in it look very nice. But I'm a little concerned about the new file structure and compatibility with some other model pack addons.

I'm still using the pre-jDRP model pack with the following addons:

Abbs models (improved decorations & pickups)
Abbs fullpack (improved weapons models)
Chebs altmonsters
3D Fireballs set #2 (w/trails)
BFG MOD #1 (realistic)
Dani's MultiFX v1.1

I've also patched in some of the models from the jDRP and the teleporter effect DED. It's amazing, but this all works together with no conflicts. With DEDs overwriting effects from other DEDs, I'm not even sure which given weapon effect comes from which source DED, but it all looks good.

I'd like to use the new jDRP, but I don't want to give up all the eye candy I get with these addons. Also, I'm not even sure which models and effects are included in the jDRP. It looks like Chebs altmonsters are in there, and some of MultiFX, but none of Abbs models (which I really like).

I know the Abbs models change the visual flavor away from the Classic Doom Experience, but I really like the way they look and I don't want to go back.

Is there any plan to re-release some of these addons so that they are compatible with jDRP? Are some of these already included in the jDRP (like Chebs monsters or MultiFX)?

I can attempt to make a jDRP-compatible Abbs model pack, but I get lost in effects DEDs.

Gamedude
February 10th, 2004, 01:12 PM
I have several models from various older packs installed with the jDRP, including some of the alternates you have. What I did was extract the whole jDRP into the proper directories. Then I started replacing the jDRP models with the older alternates. I added the old files into the MD2 directory, then deleted the jDRP versions from the Data directory. Finally, I deleted the corresponding jDRP DEDs, and removed them from the main jDRP.ded. It was a lot of work, but I finally got everything working together perfectly. The way I did it, there are no copies of different versions of models, so there are no conflicts and no wasted space. There is only one version of each model on my computer. It got pretty confusing after a while, but it IS possible. My version of the jDRP is almost completely different from the original, because I even tweaked some of the new models and effects for better performance.

David_OSU
February 10th, 2004, 01:38 PM
I added the old files into the MD2 directory, then deleted the jDRP versions from the Data directory.
So, you have the old models in the old MD2 directory structure and the new models in the data subdirectory?

This was the kind of mess I was trying to avoid. But I might go ahead and do it if its the only way to get what I want. There should be a better way.

By the way, which models from jDRP are you using? I like the new pistol ammo and most of the new monsters, but I like the Abbs versions of all the other models.

MasterOfPuppets
February 10th, 2004, 03:02 PM
i liked a lot of the old models too, but after going through the kind of mess gamedude just descriped with the beta jDRP, i just said "screw it" and did a fresh install of DDay with pure jDRP.

i ended up liking this better, becuase all the effects work and i don't have to weave a messy web with my .ded files.

Saint
February 10th, 2004, 04:39 PM
The Only Model I still have a problem with is the Chaingun, it's so jerky when firing that it looks like it's gonna rip right out of your hands! I'd like to see a version that operates more smoothly.

Personally I like Abbs Chaingun better, but it's not as authentic and it's missing the "Dani" touch.

Chilvence
February 10th, 2004, 04:40 PM
I fixed the chaingun for 1.01, so problem solved :)

MasterOfPuppets
February 10th, 2004, 05:30 PM
thats great news:) i personally would like to see a smoother animation in plasma gun. the animation now looks like a direct translation of the sprite frames. i mean right now it goes from firing it recoil in zero seconds flat, with no motion of the move.

Vi3tSkl11
February 10th, 2004, 05:51 PM
^^- Agreed! That animation definitely needs some work.

DaniJ
February 10th, 2004, 06:08 PM
^^- Agreed! That animation definitely needs some work.
Yup and it's much improved now for 1.01 (the old hand is back and the animation is more like the last beta version) also the skin has seen some more work and now looks closer to the sprites.

MasterOfPuppets
February 10th, 2004, 08:05 PM
great to here it. you work so hard for us Dani!:D

off topic: btw, your avatar is cool. everytime i see it and your name i think of Dani Filth (of Cradle of Filth). is it a skin or something?

Saint
February 11th, 2004, 08:57 AM
Is 1.01 out yet? If not then when will it be released?

SgtMagor
February 11th, 2004, 12:02 PM
Is 1.01 out yet? If not then when will it be released?



think Dani said Saturday!

Besli
February 11th, 2004, 12:24 PM
Due to some irritating bugs I can't quite seem to fix I've decided to postpone the 1.01 release till next weekend.

Before you all start baying for blood, organising hitmen etc please read and understand this:

The whole point in me releasing a 1.01 was to fix bugs, not to introduce more. I want 1.01 to be as close to a complete fully working pack as I can because the next update is likely to be in a couple of months from now.

Also Chilvence has created a great armor model that I want to add but I've not had time to do the skin variants for it yet.

Sorry for the delay...

Tyberious:
Let me know how trying Doomsday + jDRP ONLY works out. If that works then it must either be a conflict somewhere or a memory thing... or something I can't think of @ 3:30am.

Deathmonkey7
February 11th, 2004, 03:11 PM
Hello dani! :D

I just downloaded your resource pack, good job :)

Keep up the good work

P.S. I stopped checking anything for doomsday for a long time

Agent Spork
February 11th, 2004, 06:51 PM
Can't wait to see 1.01 Dani

PS: I'd just like to note that your Avatar frightens me (though I think that's the point). :P

Felix
February 12th, 2004, 02:08 AM
one little thing that shouldn't take too long to implement..

compared to the sprite, the current pistol model is on a funny angle that points up quite a bit and takes up a significant amount more room than the original

Chilvence
February 12th, 2004, 03:07 AM
That doesnt really bother you does it? The pistol is not at an upwards angle at all, if you open the model up it is completely horizontal. If I wanted to fix it I would have to point it downwards....

I'll see what I can do about the size though (I dont see why Dani should have to fix my mistakes)

Slide
February 12th, 2004, 03:21 AM
I quite like the size of it as is personally - its not much bigger than the original

DaniJ
February 12th, 2004, 04:59 AM
If I wanted to fix it I would have to point it downwards....
Yeah this is often the case with fps. And considering how ID forced the angle of view on every HUD sprite differently it does lead to problems when making models that look close to the original sprite frames when animated.

Take for instance the new plasma rifle - When idle/firing it points downward, when reloading it points upward but I have to force the depth of field with the OFFSET & SCALE commands. Other wise you end up with something that looks totally different from the sprites*crazy*

The only issue I have with the pistol is that it's in the wrong hand (Doomie holds it in his left) for authenticity.

saborlas
February 12th, 2004, 12:13 PM
Doomguy holds the pistol in his left hand... but he uses the shotguns and plasma gun the way a right-handed person would...

Vi3tSkl11
February 13th, 2004, 04:09 PM
He's ambidextrous! Of course, considering he can take hundreds of scratches, bullets and fireballs, and runs at 25MPH, that's not really a surprise, is it?

ravenlot
February 14th, 2004, 10:20 AM
I just noticed something and wondered if anyone had the same problem.

The single barrelled shotgun model (item) doesn't show up in Evilution. I just get the original graphic. However, it does work in Ultimate Doom, and Doom 2. Haven't checked whether Plutonia displays it.

Has anyone noticed this? If so, will this be fixed in 1.01?

saborlas
February 14th, 2004, 12:25 PM
25 MPH? I thought he was clocked at 60!

The Flash with a boomstick. Demons beware!

Ton80
February 15th, 2004, 04:50 AM
The single barrelled shotgun model (item) doesn't show up in Evilution.

It's working for me so far in all doom games.

Is the heart pillar animation working on your rig, ravenlot? It isn't on mine in UD. Dani J666 is looking into it though.

Ton80
February 15th, 2004, 04:50 AM
Dang it! double post. Sorry. Thought forum wasn't responding; too slow.

Gamedude
February 15th, 2004, 05:51 AM
The heart pillar doesn't animate on my computer, either. I thought it was just because the animation wasn't added to the model, not because of a conflict or something. I just replaced it with the old model and it works fine.

Carma
February 15th, 2004, 01:04 PM
Dani
What is the progress of 1.01 version of jDRP?

psychosomatic
February 15th, 2004, 01:22 PM
another week's end passes with little succour....waiting.

EDIT: my apologies dani...tis already Monday in .au, one forgets the international dateline. Viva MD2!

DaniJ
February 15th, 2004, 01:24 PM
I'm putting 1.01 together as I type this (well not litterally :)).

I've got a last minute addition from Chilvence (fixed up Cyberdemon) to add aswell as the fixed beating heart on the pillar (which I never even noticed before :D).

indrema
February 15th, 2004, 01:28 PM
WOW :D

SgtMagor
February 15th, 2004, 01:31 PM
weeeeee!*crazy*

indrema
February 15th, 2004, 03:03 PM
Dani, is to late to add a particle effect for item respawn in multiplayer mode ?

dbuske
February 16th, 2004, 04:13 AM
Checked the forum and find no Resource pack. Dani, maybe you would do better if you wouldn't come on the forum and say it will be out in one week, then the next week just blow it off.
Don't announce when it will be done. People just get pissed off when you keep saying it is done and it doesn't show up.

DaniJ
February 16th, 2004, 05:14 AM
It's not that I'm "blowing it off" dbuske but I have a LOT of other things that get in the way - such as real life, work etc and unforeseen problems...

I always do intend to release it when I say I will but sometimes, delays are unavoidable because of the nature of my job (overtime with no warning). Besides I don't want to release something in a half-assed unfinished state. In my mind I would rather you guys end up waiting a little more than release something which I'm gonna get another 100 or so mails about bugs (not that I don't appreciate them:)) or release another minor stopgap update in a day or two.

It's now 01:13 Monday afternoon and I've been working on 1.01 none-stop since 11:00 AM sunday morning. I MUST get some work done today before I can get the last few things finished.

It will be released at some point today, regardless.

And I promise, I won't go giving any more release dates ;) :D

SgtMagor
February 16th, 2004, 05:21 AM
understood, real life obligations can throw a wrench in the works, "when its done" is a nice little catch phrase that id! has been using for a long time. peace out!

Ton80
February 16th, 2004, 05:27 AM
I thought it was just because the animation wasn't added to the model

The animation works in qME although for all models qME says it can't load the skin unless I 'import' it from the respective directory.
But I see that Dani fixed the heart pillar.

ravenlot
February 16th, 2004, 07:50 AM
Hey Dani,

I appreciate all your hard work.

Here's what I think about release dates and meeting them. Whenever a release date is given, I always think of it as a target someone or company is shooting for. As time moves forward without any news on the progress, I always think of the release date becoming more and more definite.

So, if slowdowns or problems occur with development and those events are openly discussed as soon as possible, changes in the release date don't bother me. It only gets frustrating for me when a company gives a release date and gives no news about what's going on and then when the release date comes and goes, wonders why everyone is upset. This situation is slightly different but similar. So far, I don't mind so much that jDRP 1.01 hasn't been released. It's not a retail product so it's not like any goodwill has been lost.

But if it's too much of a hassle to give news updates on problems or slowdowns, I think it might be a better policy to drop the release date thing.

Slide
February 16th, 2004, 09:17 AM
Lets not get drawn into this whole release date thing again -
People make an educated guess as to when something will be ready - and it doesn't work out. Shit happens.

Dani's said he's not gonna give out release dates any more which is his choice (I never used the things either) so lets not go through it all again - it took about 40 posts before it settled down last time.

indrema
February 16th, 2004, 10:09 AM
Dani i have modify your head zombie skin to make a complete set of face for Zombie and Serge, please add it in to jDPR.
You can find the file : -HERE- (http://www.indrema.it/portfolio/soldier_skin.rar)

Tank's for work hard !

Chilvence
February 16th, 2004, 12:02 PM
The animation works in qME although for all models qME says it can't load the skin unless I 'import' it from the respective directory.
But I see that Dani fixed the heart pillar.

QME probably relies on knowing the base bath for the game to know where to load skins from. Most of the models in the JDRP probably wont have any path set, so instead of being like "data/jdoom/models/monsters/imp/imp.pcx" they'll just be "imp.pcx". So even if you have your base path set to c:\doomsday, it wont find them.

KuriKai
February 16th, 2004, 12:18 PM
dani have you made any female doom models and or different skins for doomguy?
for if skyjake/you makes that option avalible?

DaniJ
February 16th, 2004, 01:29 PM
Well I've just finished work so I'm back to getting jDRP 1.01 ready. :)

Don't bother hanging around for it cos it'll be the middle of the night before it's uploaded.*crazy*

In order to get it out tonight I'm gonna leave out the stickyblood addon (makes blood last longer) because due to Doomsday's generator limit it doesn't really work anyway. I'll release this seperately at a later date...
Dani i have modify your head zombie skin to make a complete set of face for Zombie and Serge, please add it in to jDPR.
I'll have a look at adding these in 1.1, cheers. Same with the item respawn effect.
dani have you made any female doom models and or different skins for doomguy?
Not yet no. I may create a female Doom marine latter on but I've gotta sort out the main player model first.

Gamedude
February 16th, 2004, 03:15 PM
When you get it uploaded, can you post a list of every model and effect that has changed? It would make it easier for me to sort it out, since you're gonna release it as one big pack again.

Ton80
February 17th, 2004, 04:16 AM
Thanks, Chilvence, for the info.

dbuske
February 17th, 2004, 05:15 AM
Stop screwing us around Dani. Release it when it is done. This is turning into DNF. I don't care if it takes 2 years, just stop announceing it is done and srewing us around.

David_OSU
February 17th, 2004, 07:41 AM
Stop screwing us around Dani. Release it when it is done. This is turning into DNF. I don't care if it takes 2 years, just stop announceing it is done and srewing us around.

Damn people, get off Dani's back!

I'm sure he had every intention of releasing it last night. But he just got a complete set of zombie/sarge head skins (32 skins total!), and a request to add a respawn effect. With this extra work I wasn't surprised at all that it wasn't released last night. Even Dani wrote in his post that we shouldn't sit around waiting for it. Just let him finish it, and if necessary, ignore his optimistic release date posts and just look for his post that it has been released.

MasterOfPuppets
February 17th, 2004, 10:04 AM
its the beta jDRP all over again:p

Mr. Chris
February 17th, 2004, 12:01 PM
I hope Dani would release individual PK3s on the modelyard site so I can pick through them and stick them in my CUSTOM jDRP pk3.

Lightning_Hunter
February 17th, 2004, 01:03 PM
Stop screwing us around Dani. Release it when it is done. This is turning into DNF. I don't care if it takes 2 years, just stop announceing it is done and srewing us around.

What an impatient person. If you don't have anything to say that will help Dani, don't say anything at all.

DaniJ
February 17th, 2004, 01:45 PM
jDoom Resource Pack v1.01
has now been released you can get a copy at TheModelYard (http://modelyard.newdoom.com/) or from server1.thefourwinds.net/jdoom.

The bulk of the changes in this version have been in optimizing effects and skins aswell as fixing bugs. Whilest not perfect I think this version should be relatively bug-free.

Also in this version:
Much improved Plasma Rifle
By Chilvence:
Enhanced CyberDemon model/animations
New Armor model
New SuperShotgun model
By Indrema:
Full set of former human/sarge skins based on the original skins by me.

Plus a lot more that I can't remember atm.

I will write up a full change log - listing everything that's changed, once I get the time to do it.

Stop screwing us around Dani. Release it when it is done. This is turning into DNF. I don't care if it takes 2 years, just stop announceing it is done and srewing us around.
Oh come now this is hardly DNF. You've been made to wait a week, sheessh...
Besides DNF has been "coming soon" for almost 4 years now.

In development jDRP 1.1
This will be the first major update to the pack's content. I've already started work on this new version and it is looking much more polished already. This update will feature some all new models (items and a FULL HUD model set with idle and change weapon animations) and greatly enhanced monsters. All monster models have had there uvw's reworked already and it's just down to me to creating new skins for them all.
The current skins are very obviously based on the sprite images and so consequently their uvw's are warped to better fit the sprites. These skins will be created from scratch and I'll just use the sprites as guidlines.
So hopefully 1.1 will be of a much more professional quality, just don't ask me when it'll be ready ;).

Anyway, I hope you enjoy this release and as always please let me know if you find any bugs or have any suggestions.

Carma
February 17th, 2004, 02:04 PM
About HUD weapons
It is possible to make idle state animations? When you standing & doing nothing I mean

Chilvence
February 17th, 2004, 02:15 PM
It might be possible with the df_worldtime animation flag..

DaniJ
February 17th, 2004, 02:19 PM
About HUD weapons
It is possible to make idle state animations?
Yes it is. I've made some early tests and it should be possible to create some cool idle animations.

Speaking of which you can see some very basic idle animation in the new HUD plasma rifle.

Chilvence
February 17th, 2004, 03:07 PM
Heh, I think you forgot the armor model there Dani.

DaniJ
February 17th, 2004, 03:32 PM
Heh, I think you forgot the armor model there Dani.
Huh*confused* where have I forgotten it? It's in there, look and see...

Chilvence
February 17th, 2004, 03:35 PM
Darnination, sorry it was my own stupid fault :(

I renamed the first pack, so obviously it didnt get overwritten...

Vermil
February 17th, 2004, 03:35 PM
Yay a new version. All great work on the new/updated things I've seen so far :)

One of the Former Human heads seems partially incorrectly defined though, I get a white head while it isn't dead or in it't pain ani.

Could it be because the first 8 head png's in the pk3 are named 0 through 7 while the second set are 1-8?

DaniJ
February 17th, 2004, 03:57 PM
One of the Former Human heads seems partially incorrectly defined though, I get a white head while it isn't dead or in it't pain ani.
Opps my bad. I'm uploading a fixed version now so dl it again in about 15mins.

Sorry...

Gamedude
February 17th, 2004, 04:12 PM
Are there any completely new models, skins, or effects in this version, or just bug fixes?

DaniJ
February 17th, 2004, 04:27 PM
It's taking a while to upload it (fourwinds) so check back latter.
Are there any completely new models, skins, or effects in this version, or just bug fixes?
Yes there are a few. Eg Plasma Rifle, Armor, SuperShotgun, LostSoul, Ammo Clip etc.

Chilvence
February 17th, 2004, 04:34 PM
I like what you did with the lost soul, very subtle change but it improved it immensley :)

DaniJ
February 17th, 2004, 04:51 PM
I like what you did with the lost soul, very subtle change but it improved it immensley
Cheers. It is very subtle but I think it's starting to look much closer to the sprite now (from a distance at least). I can't do much more with the skin though, I'm gonna need to make a more detailed model first and I've got some ideas on how to improve the model > flame interaction but it needs shaders:(

What do you think about the new plasma rifle? I'm not 100% happy about it. It's getting there but (OMG I just noticed I forgot to put the hands back*ugh*) I need to do some more modelling on it. It's very low poly still. With shaders coming soon I'll be able to get much more out of the shine effects. Call it more of a faked specularity lighting really but it should look awesome *cool*. Also I'll be able to add some really subtle lights on side during the idle animation. Speaking of that too what should it do while idle?

Anyway the updated 1.01 is ready for download, same place.

Cain
February 17th, 2004, 05:27 PM
very good! that work perfecly
you right Chilvence the lost soul very improved !...

and i very like that you make for the plasma rifle...
little idle anim and the bleu glow when is finish fire...!

Ha Dani you are a Master !

Andrew
February 17th, 2004, 07:42 PM
I think the new Plasma rifle and the altered lost souls look GREAT! I like the way the plasma gun subtley moves around.

two things i have noticed.. can anyone else confirm?

The Cyberdemon fires from his arm, but the rockets appear from his crotch.

The BFG "ball" thing.. when you fire its a model, when it explodes you see the big green sprite thing.

Chilvence
February 17th, 2004, 07:44 PM
Yep, Cybies always had a rocketcrotch, even in the sprite. Nothing anyone can do about it (unless Skyjake wants to change the offset in the .dll file)

DaniJ
February 17th, 2004, 07:49 PM
Yep that big green sprite thing is annoying me too. :D

I'll get rid of that in the next version along with the other sprites that still show up here an there.

Gamedude
February 17th, 2004, 08:14 PM
All the new models and effects I seen so far look MUCH better, especially the lost souls. One thing though, the BFG shot wobbles a bit when it's flying through the air. Other than that it's perfect. The lost souls and plasma gun don't slow the game down very much anymore. You must have done a bit of optimizing on them. I also noticed the rocket smoke is fixed, which is great.

(BTW can you give a quick list of everything that has changed?)

Chilvence
February 17th, 2004, 08:21 PM
Gamedude, I recommend you just open the pk3 file and sort the list by date - that will give a good indication of the new / changed stuff

jakemgold
February 17th, 2004, 09:06 PM
First post here, but I'm a longer user of Doomsday and big fan of the jDRP... but I seem to have a problem with 1.01. Note I have no other model packs installed, and jDRP 1.0 worked fine.

The shotguns (the pickups not the hud weapons) are showing up as sprites. I don't seem to have this problem with any other objects... just the shotguns...

lechtansi
February 17th, 2004, 09:29 PM
jakemgold, do you have any other pk3's installed? if i only have the four "official" packs installed (jDRP, jDUI, jDTP and jDEP) then all the pickups show up normally, but if i have any more installed (such as the enhanced soundpack, or the detail wad) then random pickups will start to revert back to their sprite form. this is unfortunately hardcoded (there is only so many pk3's that you can load), so we will either have to live without or reduce the number of pk3's that we load (im in the process of editing the jDRP so that its only 1 pk3, and not 100 or so).

indrema
February 17th, 2004, 10:11 PM
Anyway the updated 1.01 is ready for download, same place.

SUBLIME !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

TNX :D

jakemgold
February 17th, 2004, 10:50 PM
jakemgold, do you have any other pk3's installed? if i only have the four "official" packs installed (jDRP, jDUI, jDTP and jDEP) then all the pickups show up normally, but if i have any more installed (such as the enhanced soundpack, or the detail wad) then random pickups will start to revert back to their sprite form. this is unfortunately hardcoded (there is only so many pk3's that you can load), so we will either have to live without or reduce the number of pk3's that we load (im in the process of editing the jDRP so that its only 1 pk3, and not 100 or so).

Thank you for the help... it appears you are correct. I disabled the sound pack and the regular shot gun appeared. Of course, this only eliminated 1 pk3, so the super shotgun is still showing up as a sprite. And all I have for PK3s are:

jDRP 1.01
jDEP
jDEP-Ext
jDTP-DOOM1TEXTURES
jDTP-FLATS
jDTP-TEXTURES
jDUI

All official stuff... Perhaps you should / could offer a version of the jDRP as one PK3, Dani, for those of us that don't mix and match...?

Gamedude
February 18th, 2004, 03:53 AM
The only pk3s I have are Rightfield's intermission maps and Chilvence's fonts. Everything else is extracted into the Doomsday directory so I can edit it. I load it all up with DEDs from Kickstart, so I don't get any problems with PK3 limits.
Gamedude, I recommend you just open the pk3 file and sort the list by date - that will give a good indication of the new / changed stuff
I WOULD do that, but I extracted the PK3s into the Doomsday directory, then deleted the PK3s and the jDRP installer. Now I only have the PK3s for the new version.

lechtansi
February 18th, 2004, 08:50 AM
jakemgold: yeah, i simply reworked the jDRP into one pk3 and it works perfectly now, its not that hard to do (just extract everything then repack).

XeroTrace AKA sigmst
February 18th, 2004, 11:49 AM
imp is messed up.

DaniJ
February 18th, 2004, 12:06 PM
imp is messed up
In what way? It works fine for me...

Cain
February 18th, 2004, 12:36 PM
i have just look a little thing....

- when you shoot an monster,.. the animarion of pain is to quick... sometime i don't see the monster have pain...
it's normaly...?

- and sometime, is does not having textures on the soldier.... head... :\

XeroTrace AKA sigmst
February 19th, 2004, 02:35 AM
twiching movment and standing while dead!

Chilvence
February 19th, 2004, 02:40 AM
Dani, I'm going to rename those imp frame names and send you the model again. I'm bored of hearing about this imp bug.

Saint
February 19th, 2004, 09:16 AM
Okay, so the new Plasma Gun KICKS ASS. Great work!

DaniJ
February 19th, 2004, 10:56 AM
Dani, I'm going to rename those imp frame names and send you the model again. I'm bored of hearing about this imp bug.
Good idea :)

In jDRP 1.1 I'm gonna update all the particle effects an add all the ones that are being inherited by Doomsday's particles.ded.

What I want is for the pack to be have it's own definitions (so in a kickstart profile I can turn standard defs off) so I can be sure that everyone is getting the full effect. ATM though you still need the standard defs or it won't work right.
Okay, so the new Plasma Gun KICKS ASS. Great work!
Cheers it's looking a lot better now but I'm gonna give it an overhaul for 1.1 anyway.

I want to start adding hud idle animations but with the huge amount of vertex swiming (inherent md2 problem) it looks pretty nasty atm.

I can't wait for Doomsday 1.8 :D It's gonna be awesome. From a jDRP perspective it's gonna drastically increase the options available to me with all the new features (md3, shaders, light stages etc).

Also in the next pack I'm going to start introducing decor light definitions (my modified version of Gamedudes) there's a lot changed though with many of the lights now having lightmaps.

On top of that I've got a few ideas for sector particle effects I'm gonna experiment with (stuff like bubbling lava) I think it should be possible to do some nice effects with them.

David_OSU
February 19th, 2004, 12:01 PM
What I want is for the pack to be have it's own definitions (so in a kickstart profile I can turn standard defs off) so I can be sure that everyone is getting the full effect.
This is a great idea! This will fix a lot of the problems I'm having. This will also pave the way for the Hi-Realism pack which will also include its own definitions and need both the standard ones AND the jDRP ones turned off. Kickstart can easily support this as a "select one of" type addon, using a line in the kickstart profile like Class=Effects.

I've been thinking about making a jDRP-compatible Abbs pack that has Abbs detailed decorations models, alternate weapons models, and some particle effects changes from other good DEDs. The goal would be to turn up the eye candy without sticking with the "look just like classic doom" chant so we can have an alternative looking mode to play doom levels. But the only way I can make it work with the jDRP is if you implement the DED selection in kickstart. That way I can selectively replace the changed things and selectively include the jDRP DEDs for everything that doesn't change.

Darmuss
February 19th, 2004, 12:08 PM
JDRP 1.01:

The pack is getting better and better...;)

some things I noticed:

If I splatter the imps (rockets or BFG) I see some of the old/ original particle blood.

Not so pretty as the JDRP blood.

also the BFG missile studders just a bit, but I think someone already mentioned this.

DaniJ
February 19th, 2004, 01:18 PM
But the only way I can make it work with the jDRP is if you implement the DED selection in kickstart. That way I can selectively replace the changed things and selectively include the jDRP DEDs for everything that doesn't change.
I know what you mean but I don't think this is practical with the way Kickstart manages it's addons currently. ATM you can't have nested addons so it would mean a seperate addon listing for each module *crazy* just so you could attach the deds individually. Thats why they're included by jDRP.ded

SavageMessiah is working on a new launcher though that will allow for modules to have thier own ded file activated WITH the nested module.

BTW you can easily deactivate any of jDRP by commenting out the include lines in jDRP.ded
The pack is getting better and better...
Your gonna blow when you see 1.1 :D
It's looking MUCH better already and I've only been working on it a week. Some of the new skins are having an excellent effect on the overall look of the pack. Combined with all the tweaked particle effects I think it's really starting to improve dramatically.
If I splatter the imps (rockets or BFG) I see some of the old/ original particle blood.
Yeah I have noticed this too. It's because I haven't replaced one of the effects in particles.ded - I'll fix it.

With the BFG Ball I'm waiting for Skyjakes responce about the skipping problem with df_worldtime. I have a partial cure so I'll get that fixed.

Lightning_Hunter
February 19th, 2004, 01:59 PM
You know, after all this improving, the architecture in the Doom levels are behind times now... extremely behind times... :p

Saint
February 19th, 2004, 02:04 PM
Is a new model, or texture, being worked on for the Stimpacks yet? The old model just looks so out of place next to all the new ones.

DaniJ
February 19th, 2004, 02:46 PM
You know, after all this improving, the architecture in the Doom levels are behind times now... extremely behind times...
Yeah. FakeRadio should make it render more realistically though. Also I know Skyjake was working on decor models a little while back (not for 3D switches) but I'm not sure how far he's got with it. Essentially the system would render a bunch of extra models near the associated texture. So for instance if the grass texture was used you could create models for odd bits of rock/stone that would be drawn in random places inside the sector. Sounded quite cool when he mentioned it.
Is a new model, or texture, being worked on for the Stimpacks yet? The old model just looks so out of place next to all the new ones.
Both skin and model are new for 1.1
I've got new models for all the healthpacks and the berserk pack. Atm I'm working on the other item models (large cell and ammo box). Also I've reworked the skin on the single rocket item, it looks much better now.

That spikey brown decoration thing (appears on the floor), what is that meant to be? Is it some kind of gigantic thorne or just a bit of tree?

Cain
February 19th, 2004, 03:10 PM
I does not want to play the disturber...

you forget or is not work correctly, the animation of the heart on the columns... look :

http://hadesclaws.ifrance.com/hadesfly/img/doom2-tnt-001.jpg

-That spikey brown decoration thing (appears on the floor), what is that meant to be? Is it some kind of gigantic thorne or just a bit of tree?

i think is tree....

Gamedude
February 19th, 2004, 05:50 PM
Aren't those brown things stalagmites?

Grimm
February 19th, 2004, 05:58 PM
It's a small, spikey, evil bush. :) They're the same things in picture you see when you beat episode 2, of which I have a really nice hi-res picture I found somewhere. I wanna show it to Slide, but I can't find his e-mail address. :(

I wrote another critique up, by the way. I'll get it to ya soon. Also, the old 1.0 Plasma shot doesn't work with 1.01. There's a nasty visual glitch. I like the 1.0 version better, but I guess I'll have to use 1.01 til you fix it. If you fix it.

DaniJ
February 19th, 2004, 06:20 PM
I've just checked and I forgot to add the fixed version of the heart pillar into 1.01. I'll add it in for 1.1

Cheers Grimm, much appreciated.

Re Plasma Shot. Do you mean the sometimes dodgy clipping bug?
I know about that. I've already removed the rather crappy impact explosion model, added back in the old plasma residue effect and modified it so there is more of a "colour burn" in. I've created a better spark generator and tweaked the lighting a bit too. All that remains is to add a couple of lighting bolts instead of the current model and it'll look a lot better.

MasterOfPuppets
February 19th, 2004, 07:16 PM
i remember seeing something about a new shotgun model, but the one i'm seeing looks exactly the same as the old one. was it just something with the hand?

Chilvence
February 19th, 2004, 08:55 PM
I replaced the pickup sprite for the ssg, I didnt make a new HUD model (I'm too scared of those now)

MasterOfPuppets
February 19th, 2004, 10:04 PM
ahh, stupid me
I didnt make a new HUD model (I'm too scared of those now) too bad, your pistol and ssg are still the best. although the new plasma rifle is....heh, i shouldn't play favorites.

DaniJ
February 19th, 2004, 10:10 PM
HI replaced the pickup sprite for the ssg, I didnt make a new HUD model (I'm too scared of those now)
Dont be. Your HUD ssg is great!

Chilvence
February 19th, 2004, 10:13 PM
Theres something difficult about getting the perspective to make them look right, which I managed to fluke twice but couldnt the third time. Dani's doing a rocking job though on the rest of the hud weapons, so I dont think theres much reason for me to try them.

The next HUD weapons I do will probably be for Strife (under Vavoom of course) or Hexen, because they need them the most.

DaniJ
February 19th, 2004, 10:19 PM
Why don't you try (modeling) a few of the decor models for a change? Some of the hanging corpses in particular look very bad.

Sambo9000
February 20th, 2004, 03:25 AM
I think we need some better right-hold weapons. Right hold Shotguns and Chainguns always look so small and silly. I have a weapons pack being released soon which are all right-hold(a lot of which based on other people's models, but I will try my best to get permission to use them) I just have to finish the BFG, which I am having a particularly hard time skinning.

I also think that the jDRP should have a kickstart profile, as I also like the older models, and don't want to have to make another copy of Doomsday because my hard disk is only 40gig and my Doomsday folder comes up to about 600megs now.

Sambo9000
February 20th, 2004, 03:35 AM
I haven'w downloaded it yet, could somebody show me some screens?

MasterOfPuppets
February 20th, 2004, 07:13 AM
The next HUD weapons I do will probably be for Strife (under Vavoom of course)i think your right, hexen deserves more attention than strife at this point, but Strife models sound cool. maybe you should talk to Kaiser into model support in SvStrife.

which if you haven't seen yet http://forums.newdoom.com/showthread.php?s=&threadid=21430

David_OSU
February 20th, 2004, 07:23 AM
The next HUD weapons I do will probably be for Strife (under Vavoom of course) or Hexen, because they need them the most.
I vote for Hexen! With the work that Cain is doing on the Hexen decorations models and the as-yet unseen work being done on the hi-res textures, Hexen is finally getting some attention. New HUD models would really help out.

Carma
February 20th, 2004, 12:23 PM
Good idea :)
On top of that I've got a few ideas for sector particle effects I'm gonna experiment with (stuff like bubbling lava) I think it should be possible to do some nice effects with them.
And also there water

About effects
I hope there will be available all BFG mods & shoot effects

Nemesis
February 20th, 2004, 05:49 PM
Well...after giving my computer a complete upgrade (now has 1.024 Gigs of RAM, a Ati Radeon Pro 9800 graphics card, and a Sound Blaster Audigy 2 ZS), I decided to download the new resource pack, and, as always with me, this is my inital reaction:

*shocked* *jawdrop* *ohmy* X 1,000,000

Awesome Job.*thumbs*

Suilside
February 20th, 2004, 07:51 PM
Well...after giving my computer a complete upgrade (now has 1.024 Gigs of RAM, a Ati Radeon Pro 9800 graphics card, and a Sound Blaster Audigy 2 ZS), I decided to download the new resource pack, and, as always with me, this is my inital reaction:

*shocked* *jawdrop* *ohmy* X 1,000,000

Awesome Job.*thumbs*

you better be using lots of AA and AF! = full experiencehehehe :D

Deathgiver
February 20th, 2004, 08:20 PM
Well...after giving my computer a complete upgrade (now has 1.024 Gigs of RAM, a Ati Radeon Pro 9800 graphics card, and a Sound Blaster Audigy 2 ZS), I decided to download the new resource pack, and, as always with me, this is my inital reaction:

*shocked* *jawdrop* *ohmy* X 1,000,000

Awesome Job.*thumbs*

you better be using lots of AA and AF! = full experiencehehehe :D

I use 4X AA & 8X AF set at "Quality"
looks awesome

Nemesis
February 21st, 2004, 04:48 AM
Well...after giving my computer a complete upgrade (now has 1.024 Gigs of RAM, a Ati Radeon Pro 9800 graphics card, and a Sound Blaster Audigy 2 ZS), I decided to download the new resource pack, and, as always with me, this is my inital reaction:

*shocked* *jawdrop* *ohmy* X 1,000,000

Awesome Job.*thumbs*

you better be using lots of AA and AF! = full experiencehehehe :D

I use 4X AA & 8X AF set at "Quality"
looks awesome

Where can I find the AA & AF options so I can change the settings?*confused*

Andrew
February 21st, 2004, 05:06 AM
Where can I find the AA & AF options so I can change the settings?*confused*

Theres a few tick boxes in the Kickstart control panel, but preferably what you want to do is enable it through your gfx card control panel.

On most cards, you can reach this by going to the desktop properties.. going to the settings tab on the end... press the Advanced button on there and graphics options will be on one of the tabs in the window that pops up.

Make sure you set FSAA and or AF for the renderer you are using, as they can are set for D3D and OGL separately, and be aware that they will reduce performance.

DaniJ
February 23rd, 2004, 06:23 PM
Well I just thought I'd let you know how things are going and infact they are going great (the things):)

Atm the jDRP seems to be in a rather rapid state of developement. I'm finding myself with more spare time with which to spend on it, though this might change at any time.

So what's been done since 1.01?

3 more item models finished (healthpack, ammobox, berserkpack)
New Plasma Shot model + FX
Decor Lights - Finished optimizing the set that will be included with the jDRP. Now they don't cause any slowdown on 90% of the original levels, though all the huge light ceilings of e1 might still cause problems on lower-end cards.

New skins for the armor model ( sorry Chilvence, that model is far better than the crap skin I did for it in 1.01)

I've reskined the arachnotron (from scratch) with the new uv's and it's a major improvement on the old skins. Next up for a similar treatment will be the Baron.

Plus more bug fixes (BFG ball) and tweaking to the particle effects.

Now I just need to pluck up the motivation to reskin the new HUD chainsaw AGAIN (me lost it in a freak recycle bin accident). *rolleyes*

Technomancer
February 23rd, 2004, 06:38 PM
Sounds great! I can't wait to see what you've come up with!

Chilvence
February 23rd, 2004, 07:17 PM
Never use the recycle bin. Then when you delete something, you know its toast and do it more carefully :)

Not to mention you have a fair chance of recovering it with undelete if you dont use the bin.

New skin sounds good, mind if I use it when you've done it?

Slide
February 24th, 2004, 12:30 AM
Not to mention you have a fair chance of recovering it with undelete if you dont use the bin.

Only if your still in Win9x land ;)

Carma
February 24th, 2004, 12:04 PM
About new things

There will be separate packs for this time?

sLydE
February 24th, 2004, 01:05 PM
i just tried the jdrp for the first time since it had been packed together in just one pack. very nice job dani, i see you have tweaked the particles a little, now when there's a room full of lost souls, i get 11 fps rather than just 3 :) thanks, can't wait for the next incarnation

DaniJ
February 24th, 2004, 02:53 PM
New skin sounds good, mind if I use it when you've done it?
Yeah of course. I want to add a few embossed UAC logos (mainly on the back) and another dirt layer first.
There will be separate packs for this time?
Yeah I should think so. Although atm it looks like 1.1 is gonna be a major update with almost all the packs updated so you'd be just as well to download the whole thing again. What I'll do in future new releases is give an indicator as to how much has changed. So if only a couple of packs have been updated you'll be able to just grab the updates (and repackage it once you get it). First I need to write up a tutorial on rebuilding pack for the new ModelYard (which is progressing nicely btw).
now when there's a room full of lost souls, i get 11 fps rather than just 3 thanks, can't wait for the next incarnation
This issue should be sorted out in the next version, I've spent a lot of time tweaking both the Lost Souls fire and the Imp Fireball (which is now smaller). I think I've managed to get another 10-15 fps out on average but it's hard to know exact figures.

The next thing I'm gonna try is lowering the resolution on some of the particle textures. The main problem (I think) is the file size. For instance in order to use an alpha channel on a particle the image must be saved as 32bit RGBA which is VERY wastefull. What's really needed is support for the DX9 file formats which include a special type for 8bit color + 1bit alpha.

The other major fps sucker appears to be the short lamps at the start of e1m1. I'm gonna try using some lightmaps on these
as if I understand correctly if any area with color 0 0 0 (pure black) is not rendered AT ALL thus clipping the size of the lightmap texture. Which would be considerably smaller than using the standard dynlight texture.

To do this as realistically as possible I'm gonna build a "light box" in max and when I've built the new models for the lamps actually pre-render some lightmaps in max, with accurate shadow casting. So for instance the light will curve due to the shadow cast from the casing of the short lamp. What this should achieve is a much more realistic lighting than the big round dynlight used atm.

Sorry for the overly long, self-indulgent post :D

doomer
February 24th, 2004, 08:24 PM
i'm a newbie to doom - have just run the new jdrp -fantastic.
Please though is there a command to run this from a shortcut or do you have to go via kickstart.? (every time i restart with kickstart it doesn't recognise my default video settings- 1152 -864 etc..)
thanks

MasterOfPuppets
February 24th, 2004, 09:36 PM
video settings? if you mean resolution (although i imagine is the same with all video settings) you should change them in Doomsday's control panel. in game, go to the options menu and choose control panel to bring up Doomsday's interface. you can play around with Doomsday's settings from there.

doomer
February 24th, 2004, 09:49 PM
Thanks
Yes i can do this - but if i use kickstart it ignores my default settings made when i last played- if i sart the game via a shortcut this doesn't happen i.e. the game starts with my default 1152- 864.
So is there a command to run the model pack from a shortcut.?

KuriKai
February 24th, 2004, 10:03 PM
in kickstart choose the Graphics tab, then choose your resolution, then click play

Carma
February 25th, 2004, 11:39 AM
It will bebetter if new pack will be posted separatelly before full pack will be released
And I'm think that these packs must be available some time after full pack was released

I mean that it wiil be good for people who can't download pack full pack every release( I for example) & not all things are changing in new versions

Nephil
February 26th, 2004, 07:16 AM
Another question: I'm downloading the pack right now, but it keeps going constantly with 7,5 KBytes. Is that normal or intended?

DaniJ
February 26th, 2004, 10:39 AM
Sounds normal to me but I don't know your modem/dsl/isdn speed. I think thats Fourwind's default.