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Darmuss
September 22nd, 2006, 11:31 AM
...so much echo in this thread

Technomancer
September 22nd, 2006, 06:22 PM
I like the trick of not having deadlines, then the releases are a surprise. Much better than missing a christmas deadline or something, or perhaps infinitley worse is pushing yourself to actually meet a deadline, I really hate that! Nothihng sucks more than doing something that's supposed to be fun under pressure, bleh!

GothmoG
September 23rd, 2006, 04:57 AM
Dani cant make jdrp atm becouse he's deeply involved in coding doomsday, dani + coding = more features = even better jdrp when doomsday reaches a non beta status :)

The Gatekeeper
September 23rd, 2006, 01:58 PM
Dani cant make jdrp atm becouse he's deeply involved in coding doomsday, dani + coding = more features = even better jdrp when doomsday reaches a non beta status :)

Not exactly, because... Well, I admit the new Doomsday will have more features when it comes out of beta stages, but even the Doomsday has a limit, even with the amount of stuff it can do, like bullet decals cannot be fully implemented, because they take up too much RAM, so if you are trigger happy with the chaingun, then you are in trouble.

Plus, if you really want a better jDRP, prepare to wait a year or two until then (and I mean after the new release).

OFF-TOPIC: WOW, GothmoG, you have only 4 posts in total, meaning 1 post a year *eek* It must be a real honour when you post.

GothmoG
September 23rd, 2006, 05:05 PM
Nah, im just a regular lurker around here, mostly reading, rarely posting :P but i've been watching what dani's been doing here from the start ;) (some of my posts were in threads that got deleted and stuff so i dont have a "mighty" post count ~~ not that it matters or anything) But what i meant is that Dani is working on improving Doomsday not only by doing JDRP but by coding (and learning to code at the same time) new features, or improving the existing code. So dont rush him... all will come in time ;)

Yagisan
September 24th, 2006, 12:48 AM
Not exactly, because... Well, I admit the new Doomsday will have more features when it comes out of beta stages, but even the Doomsday has a limit, even with the amount of stuff it can do, like bullet decals cannot be fully implemented, because they take up too much RAM, so if you are trigger happy with the chaingun, then you are in trouble. o_O - I enjoy it as you make up wonderful stories about what can and can't be done by an engine in development - but I'd much rather you stick to the facts. It's certainly not lack of RAM that is the reason for no "decals". Words like time, effort, interest all come to mind.

alandog
September 24th, 2006, 03:05 AM
maybe I didn't understand well, 'cos my language is not native english...

we have a new jdrp, what we have waited, more or less patiently, for long time;
now, the problem is that this pack won't work on the current doomsday because of the engine's limits, and we are waiting a new beta release...

now, reading words like "wonderful stories", "years", or lack of time and interest make me worry a little...

Don't misunderstand me, I don't want to start a flame war, I would like only to know something more specific about the development...

CrazedImp
September 24th, 2006, 04:10 AM
No need to worry alandog, yes we know it is taking a while and new issues arise, thats just how things happen sometimes, and i'm sure DaniJ and the other DengDevs are doing the best they can.

Gatekeeper- Bullet decals are not a RAM issue, if that were the case then more modern games using decal effects (such as seen in FEAR) would not be around. One day Doomsday will grow to such a state that things like bullet decals wont affect engine performance and the engines limits. I know now if you use a DED for bullet decals that particles such as smoke and sparks disappear, but im not one of the Devs so I dont know why it does that anymore than you do.
What GothmoG says is right, the jdrp WILL be better, and Dani knows current limitations of the engine he works on, so such things you dont need to worry about.

Yagisan
September 24th, 2006, 08:00 AM
Don't misunderstand me, I don't want to start a flame war, I would like only to know something more specific about the development...
I was just referring to the decal post. It is factually incorrect - the reason there is no real "decal" system is simply that at this point in time, we have other priorities and interests (like fixing bugs for the beta release). There is a bullet decals .ded file, that uses Doomsdays particle system to make bullet makes. Because they are particles, they do fade away eventually.

alandog
September 24th, 2006, 11:07 AM
I think I have understood, thanks

-= Mancubus =-
September 24th, 2006, 11:16 AM
Guys, it seems no-one ever noticed my post. Does it mean there's no current solution to problems I listed or maybe my English was really bad and I simply wasn't able to explain those troubles quite good?

The Gatekeeper
September 24th, 2006, 01:26 PM
I was just referring to the decal post. It is factually incorrect - the reason there is no real "decal" system is simply that at this point in time, we have other priorities and interests (like fixing bugs for the beta release). There is a bullet decals .ded file, that uses Doomsdays particle system to make bullet makes. Because they are particles, they do fade away eventually.

Oh, sorry. I thought I heard that it was... Oh nevermind. I will just shut up about stuff I am trying to understand but really don't have a fraggin' clue about.

But what I don't understand, is why was there no bullet decals (I know about home-brewed versions) if you had earlier versions and wasn't thought about until around now? I don't expect an answer, but I was just wondering.

EDIT:

Guys, it seems no-one ever noticed my post. Does it mean there's no current solution to problems I listed or maybe my English was really bad and I simply wasn't able to explain those troubles quite good?

for the first part, your english is perfect (in the limited amount that you gave us, anyway). So much that it rivals many others around here. But I didn't understand your question really.

If you were using the beta 4, then there are some easier options for installing of packs, but none for jDRP 1.1a. Check out the Techie section for all your helpful (or useless) answers.

Yagisan
September 25th, 2006, 04:52 AM
Oh, sorry. I thought I heard that it was... Oh nevermind. I will just shut up about stuff I am trying to understand but really don't have a fraggin' clue about.Yes - I was grumpy when posting. Look - I appreciate you trying to help, but sometimes it is frustrating to see you posting things that are wrong while sounding so authoritative.

But what I don't understand, is why was there no bullet decals (I know about home-brewed versions) if you had earlier versions and wasn't thought about until around now? I don't expect an answer, but I was just wondering.
We've only ever used particle effects to simulate decals. It's this RFE - http://sourceforge.net/tracker/index.php?func=detail&aid=746421&group_id=74815&atid=542102 and the reason it's not implemented is simple. We need a good design for it, the motivation to make it, and time to implement it. All of which are in short supply as we approach a new release. You are most certainly welcome to help.

Yagisan
September 25th, 2006, 06:09 AM
And now - the question.

Everything is perfect as it can be, taking into account the alpha state of jDRP - except the backpack model and pink demon death animation. I searched this topic for these issues and it seems that Dani stated, that yeah, there's a problem, but didn't give the solution to them. Does anyone now, what should be done to solve those little annoying glitches? Can it be done at all?
Nothing. It's ALPHA - hence they are not finished. ALPHA pack means - unfinished, possibly broken stuff.

-= Mancubus =-
September 25th, 2006, 06:45 PM
for the first part, your english is perfect (in the limited amount that you gave us, anyway). So much that it rivals many others around here. But I didn't understand your question really.

If you were using the beta 4, then there are some easier options for installing of packs, but none for jDRP 1.1a. Check out the Techie section for all your helpful (or useless) answers.

Thanks for good words regarding my english :-)
I am using beta4, yes. And I know, that there is new way for 'packs' to be installed in it, also. But using it doesn't give us the way to use all we have for older builds of Doomsday, because not all the authors of different stuff prepared their packs for a new system, you see. For example, new music remixes. You still have to use old good way of unpacking it manually. And with textures - I believe that the old HUGE texture pack has got more new textures than the jDTP, though I didn't compared both packs (there are too many textures to compare, but simply comparing the number of files in them gave me that belief).

And - of course, the Alpha of jDRP. I don't want to use old 1.01 models because they suck after you've see what Dani offered us in '1.1 alpha', you see. So I tried to integrate new models into old pack, replacing the appropriate files. And in result I have it working perfect in general, except two little problems I stated:

1. The backpack doesn't have a skin.
2. The 'pink demon' becomes invisible for a moment in some part of its dying animation.

Nothing. It's ALPHA - hence they are not finished. ALPHA pack means - unfinished, possibly broken stuff.

Heh... Of course, I know that it's alpha :-)
I am watching for Doomsday since it wasn't the 'Doomsday' itself yet :-) From the very first versions, I am not sure when it's started even. I used the first 3D models the Russian modeller made, maybe you remember that? His site was http://chebmaster.narod.ru/. It still has the old 'modelpack' there even :-) What an old good time it was... So romantic... *bang*

Well... So, what I am trying to say is: the 1.1 is being 'alpha' for almost two years already, right? And I know that people before me tried to do the same thing with '1.1 alpha' and have seen the same problems. So, i was sure, that in two years someone found some workaround for them...

Unfortunately, it seems that I was wrong. :-(

Anyway, thanks for clearing things up for me.

Ton80
September 26th, 2006, 03:34 AM
1. The backpack doesn't have a skin.
2. The 'pink demon' becomes invisible for a moment in some part of its dying animation.

Already known and reported here.

-= Mancubus =-
September 26th, 2006, 07:28 AM
Already known and reported here.
Does it seem like I say I am the first who noticed those?
You didn't read my post, pal...

Ton80
September 27th, 2006, 12:58 AM
Sorry, even I get into the quick scan read mode too with so many forums and news pages to read. *crazy*

Yagisan
September 27th, 2006, 03:24 AM
Does it seem like I say I am the first who noticed those?
You didn't read my post, pal...
Actually, If memory serves - the JDRP 1.1 alpha page clearly stated that those "bugs" before you downloaded them. It was hardly news that that they did not work correctly.

-= Mancubus =-
September 27th, 2006, 03:49 AM
Actually, If memory serves - the JDRP 1.1 alpha page clearly stated that those "bugs" before you downloaded them. It was hardly news that that they did not work correctly.
Of course! I don't blame anyone!
I just was curious was there some solution made by anyone, or not.
Well, if there's no any, my question is closed.
Thanks to all!

xZAOx
September 27th, 2006, 07:53 AM
It's been a while since Dani found out about the bug preventing 1.1 working the way he wants. Has any progress been made toward the resolution of that issue?

CrazedImp
September 27th, 2006, 08:19 AM
Check links in the DengDevs signatures. There is information there saying what they have and havnt been working on.

xZAOx
September 27th, 2006, 06:34 PM
Yeah, I check those links, but have yet to see any mention of this issue on it. I was hoping that internally they were fixing it, and had made it a priority.

alandog
September 28th, 2006, 02:14 AM
I think it's the "Precaching - Why it sucks" and "New Addons Tab" articles...

Yagisan
September 28th, 2006, 03:01 AM
Yeah, I check those links, but have yet to see any mention of this issue on it. I was hoping that internally they were fixing it, and had made it a priority.
You missed it then. The first lot of fixes went by on Deng-CIA some time ago.

Kiva
October 2nd, 2006, 05:55 PM
Hi everyone,

I am a new member obviously..and I feel slightly embarassed asking this. I am not a very skilled in any modding/editing areas of gaming and so I am having a bit of trouble. I tried to search through this thread a bit but it is a bit long and hard to find anything.

Anyways...a bit ago I installed the newest version of the Doomsday engine. I recently got "back into" Doom and thus I wanted to improve it with this killer engine. I got that working fine. Then I found this forum..and decided I wanted to try out the JDRP. I went to the FAQ page and got it from that link (not sure if it is the newest). I installed it to the Doomsday folder, and then went to the addons tab in Snowberry..where I found that .pk3 file and installed it. When I started up Doom..or Doom 2..it looks exactly the same as it did before. I mean it looks the same as it did with the Doomsday engine running. I am not sure what to do..and sorry for taking your guy's time with this cumb question. I hope someone can help. Thanks.

~Kiva

Technomancer
October 2nd, 2006, 10:54 PM
Hi, welcome to the forum, new faces are always welcome!

Don't mind some of the guys here, they've become a bit abrasive over the years, you'll get to know them I'm sure.

I don't post much around here, I try to keep my posts concise and with meaning and I only post when I think I have something worth interjecting.

That said, I reccomend that you do not use the JDRP in it's current state. Since it's an Alpha release it is by no stretch of the term "User Friendly" You're going to encounter tons of problems, from install to setup. It can really be a pain.

However, if you really are deadset on it, then I suggest that you follow all the directions you can find to the letter. I personally have not used the JDRP for probably over a year, I've simply been waiting for the final release.

Go to http://www.jfiles.org/, it's your one stop location for everything JDoom, everything you need SHOULD be there.

If you need any other help after that, please don't hesitate to ask, but please start a new thread about it, this one has become somewhat ungainly and people get snarky when we stray from the topic.

Once again welcome to the forums and I hope you enjoy JDoom!

-= Mancubus =-
October 3rd, 2006, 03:08 AM
... I reccomend that you do not use the JDRP in it's current state. Since it's an Alpha release it is by no stretch of the term "User Friendly" You're going to encounter tons of problems, from install to setup. It can really be a pain.

I don't know of a place, where the whole 'jDRP 1.1 alpha' can be downloaded from. Since that, I am sure, that the guy uses the 'old-not-so-good-now-already' 1.01.

And that means, that this link may be useful for you, newcomer: http://forums.newdoom.com/showthread.php?t=30054

Kiva
October 3rd, 2006, 11:22 AM
I had posted on the FAQ thread as well and someone there helped me get it last night. I have the 1.01 version, not the alpha one and all. Doesn't look too bad and definitely adds a new element to the game. Thanks for the help anyways though.

~Kiva

-= Mancubus =-
October 4th, 2006, 06:58 AM
Doesn't look too bad

If you only seen the screens with '1.1 alpha' models.... ;-)
I'll try to post them somewhen.

-= Mancubus =-
October 4th, 2006, 12:38 PM
Dani, I somehow missed the reasons why you removed all the '1.1 alpha' stuff from its dedicated page. Would you mind if I post all the models I have from it to some filesharing service, i.e. Rapidshare.de?

Da_maniaC
October 4th, 2006, 03:59 PM
Mancubus: if you get the pack of complete 3dmodels finished (even though they are beta models) i would like to have it too. :p
Also... i dont know how big the model pack is but if its around 10 MB i might be able to host it.
Files uploaded to my ISP's FTP usually turn out corrupt if they are bigger then 10 MB but for smaller files its mighty fast. (350 - 500 Kb/sec).

Dani / Yagisan : is it by any chance possible of you to remotely indicate when we can expect a new beta? :)

DaniJ
October 4th, 2006, 06:30 PM
Dani, I somehow missed the reasons why you removed all the '1.1 alpha' stuff from its dedicated page.It was taken down to make way for the 1.02 update which got pulled at the eleventh hour due to a problem in Doomsday.Would you mind if I post all the models I have from it to some filesharing service, i.e. Rapidshare.de?Though I can't stop you I would prefer you didn't upload it to some mass consumption site like Rapidshare. It is an alpha and is absolutely not suitable for novice or even intermediate users.

I don't mind you uploading it somewhere more discreet with appropriate documentation, warnings of zero support etc.
Dani / Yagisan : is it by any chance possible of you to remotely indicate when we can expect a new beta? Sorry but no. There is still much to be done before beta5 can be released and in all honesty, I don't have much idea when that is likely to be. I haven't spoken with skyjake in a couple of weeks either.

Early November maybe(?).

-= Mancubus =-
October 5th, 2006, 01:15 AM
Though I can't stop you I would prefer you didn't upload it to some mass consumption site like Rapidshare. It is an alpha and is absolutely not suitable for novice or even intermediate users.

I don't mind you uploading it somewhere more discreet with appropriate documentation, warnings of zero support etc.

Of course, you can stop me. Just say simple "No. I DO mind.", and I take it as it is. At the end of the day, it's yours, your work, you decide. That's why I am asking BEFORE putting it anywhere.

But I don't have any hosting available, so I would upload it to some filesharing, and put the disclaimer and all the links into the archive, and then post the link into an appropriate topic with all needed instructions and statements. What would you say?

Also I plan to upload the whole Doomsday folder, splitted into parts by 100 megs, bacause it's huge (~ 700 megs), with all the textures, music, and everything, for those who would like to just get it at once. Though... just got this thought - it's not made as it supposed to be with the Snowberry. I mean, there are no 'packs' into appropriate folder, just everything completely unpacked into places, where Doomsday looks for it to be. I guess, this is because of my personal disliking of Snowberry (It seems to be too big and hard to understand all the concept of 'packs' without manual. Not sure. I use it, but like KickStart more. Sorry.), and because I collected everything from different sources.

-= Mancubus =-
October 5th, 2006, 01:21 AM
I think that Snowberry would be more of use when all packs become stable releases and to get most of Doomsday you wouldn't collect all the stuff from the different places in the Net, and then polish it to fit into Doom manually, but instead just choose what you like from a list of choices of: modelpacks (like it was with Abbs'), soundtracks (that are mostly not in packs for the moment at all), etc., download and - just run the installer, that will find where Doomsday is, unpacks itself - and voila! You see all eye-candy you've seen on others' screenshots. Because at the moment, when you've got a lot of everything, it's hard to put it all together and make it work flawlessly. It seems more like a programmer's work, who I am not :-)

-= Mancubus =-
October 5th, 2006, 01:25 AM
Mancubus: if you get the pack of complete 3dmodels finished (even though they are beta models) i would like to have it too. :p
Also... i dont know how big the model pack is but if its around 10 MB i might be able to host it.

It's about 50 megs. Though, actually it's not a 'pack' anymore. Just models each one into their own folders, with the definitions in their own place. I don't know exactly how to make it 'pack' back again. :-)

KuriKai
October 5th, 2006, 03:07 AM
you wouldn't collect all the stuff from the different places in the Net
http://jfiles.org that's all in one. There is even a link on the doomsday homepage.

download and - just run the installer,
You are thinking the only users of doomsday are windows users.

-= Mancubus =-
October 5th, 2006, 03:20 AM
http://jfiles.org that's all in one. There is even a link on the doomsday homepage.
No. jfiles doesn't host the big (~ 200 megs) textures archive I've downloaded loooong ago (3-4 years ago), that got more textures than current jDTP. And as for me - of better quality. And it doesn't have those 'alpha' models. And never had.

You are thinking the only users of doomsday are windows users.
Yes, I missed that point. Well... So, the only option suitable for all is to have packs without any installer. Is that right? So you'll still have to manually put it somewhere?

KuriKai
October 5th, 2006, 04:09 AM
No. jfiles doesn't host the big (~ 200 megs) textures archive I've downloaded loooong ago (3-4 years ago), that got more textures than current jDTP. And as for me - of better quality. And it doesn't have those 'alpha' models. And never had.
jFiles does not host the doom2 retexturing project because It is full of textures that do not look anything like the original and up scaled filted rips from the doom wads.
And I have not uploaded the 'alpha' models because they are 'alpha' models.

Yes, I missed that point. Well... So, the only option suitable for all is to have packs without any installer. Is that right? So you'll still have to manually put it somewhere?
You can install the pk3's through snowberry through the add file button (it might be a bit hard to find right now) or you can just place them in the snowberry/addons folder and they will be detected.

-= Mancubus =-
October 5th, 2006, 04:12 AM
jFiles does not host the doom2 retexturing project because It is full of textures that do not look anything like the original and up scaled filted rips from the doom wads.

Ok, it is jfiles admin's decision what to host and what not to. But at least it has MORE textures, than current jDTPs. And that's how i got the texture set I use now: I unpacked 'doom2 retexturing project' (let's call it D2RP) archive, than unpacked jDTP over it, replacing all older textures, and the same with all jDTP additions that jfiles has. But overall quantity of textures in the D2RP was more than in all jDTPs combined. And I don't see not a single texture, that I can describe as "do not look anything like the original" or "up scaled filted rip". Though, it's only my opinion, I didn't look out for such issues.

And, besides - why don't give people an option? Because of a huge file size?

And I have not uploaded the 'alpha' models because they are 'alpha' models.
Why host 'betas' (0.8, 0.7 are betas, are they?) but not to host 'alpha'? Moreover, such a great 'alpha'! Not any model from 1.01 can be compared to any of these 'alpha' models. Two glitches is a fair for such advance in overall quality, I guess.

Technomancer
October 5th, 2006, 06:21 AM
Alpha builds can cause crashes and heartaches, but more importantly it causes peoplet o flood into this thread and ask all kinds of questions on something that has zero support. Using the alpha properly can be a major headache for a power user and, for a novice user, nearly impossible. It takes time and effort out for the community and really frustrates the people that have the answers.

As for the D2RP it contains many of the original copyrighted textures from Doom 2 blown up and refiltered to look good. This is an illegal practice as it still uses the original artwork created by Id Software. Also there are many textures that are totally different from what they replace. Having used the pack myself I have seen this first hand.

Also the quality of the models and textures in the JDRP is surpassed by the new version that has been stumped by development problems with DoomsDay.

-= Mancubus =-
October 5th, 2006, 06:32 AM
Alpha builds can cause crashes and heartaches, but more importantly it causes peoplet o flood into this thread and ask all kinds of questions on something that has zero support. Using the alpha properly can be a major headache for a power user and, for a novice user, nearly impossible. It takes time and effort out for the community and really frustrates the people that have the answers.
Ok, got it.

As for the D2RP it contains many of the original copyrighted textures from Doom 2 blown up and refiltered to look good. This is an illegal practice as it still uses the original artwork created by Id Software. Also there are many textures that are totally different from what they replace. Having used the pack myself I have seen this first hand.
That is the thing I don't understand. Why using original textures extracted from WAD is illegal? People don't sell it, they do not put their copyright on it - just making them of better quality.
Should I understand it like - all the textures in jDTP are done completely from scratch?
These copyright issues are completely beyond my understanding...

flamepanther
October 5th, 2006, 07:06 AM
That is the thing I don't understand. Why using original textures extracted from WAD is illegal? People don't sell it, they do not put their copyright on it - just making them of better quality.
Should I understand it like - all the textures in jDTP are done completely from scratch?
These copyright issues are completely beyond my understanding...Copyright isn't just about who makes money. It's about who has control over a creative work. Deliberately remaking someone's copyrighted work is questionable in the first place, even from scratch, but id is nice enough that there's no way they'd pursue it. Given something blatant like touching up their original work and rereleasing it would give them no choice but to step in and defend their copyright, however.

-= Mancubus =-
October 5th, 2006, 07:16 AM
Copyright isn't just about who makes money. It's about who has control over a creative work. Deliberately remaking someone's copyrighted work is questionable in the first place, even from scratch, but id is nice enough that there's no way they'd pursue it. Given something blatant like touching up their original work and rereleasing it would give them no choice but to step in and defend their copyright, however.
Well, it's too hard for me to understand. Where is the common sense?... And I don't want to be banned for arguing about copyright, so I stop here *hippie*

Yagisan
October 5th, 2006, 07:18 AM
I think that Snowberry would be more of use when all packs become stable releases and to get most of Doomsday you wouldn't collect all the stuff from the different places in the Net, and then polish it to fit into Doom manually, but instead just choose what you like from a list of choices of: modelpacks (like it was with Abbs'), soundtracks (that are mostly not in packs for the moment at all), etc., download and - just run the installer, that will find where Doomsday is, unpacks itself - and voila! You see all eye-candy you've seen on others' screenshots. Because at the moment, when you've got a lot of everything, it's hard to put it all together and make it work flawlessly. It seems more like a programmer's work, who I am not :-)
I am in charge of the official bittorrent release for beta5 that will contain much of what you want, but there will be some manual setup involved. The packs we choose will be what us developers feel are cream of the crop, look cool or generally show off how kick-arse Doomsday and its games are. I'll post more details close to release.

xZAOx
October 5th, 2006, 08:01 AM
Sorry but no. There is still much to be done before beta5 can be released and in all honesty, I don't have much idea when that is likely to be. I haven't spoken with skyjake in a couple of weeks either.

Has the problem been resolved internally? Odds of releasing a patch or beta4.2 that fixes this alone, so we can go ahead and enjoy the pack?

flamepanther
October 5th, 2006, 09:58 AM
Where is the common sense?...Copyright law has nothing to do with common sense ;)

-= Mancubus =-
October 5th, 2006, 12:03 PM
Copyright law has nothing to do with common sense ;)
Well... There SHOULD be some common sense. If not, why so many people here (and everywhere) so keen on this?.. :-/
Ok, ok, I'd just shut up.

Yagisan
October 5th, 2006, 08:19 PM
Has the problem been resolved internally? Odds of releasing a patch or beta4.2 that fixes this alone, so we can go ahead and enjoy the pack?
No - it was not a trivial patch. We will have the next beta out as soon as we can, but I won't commit a time frame for it.

Iron-Lion
October 31st, 2006, 02:39 PM
Is it normal for only the tip of the plasma gun to be visible on the HUD?

CrazedImp
October 31st, 2006, 05:47 PM
Screenshot Please.

Mr. Chris
October 31st, 2006, 08:30 PM
What have I missed since the last two months since I posted here? Any revolutionary breakthroughs or new screenshots of 3d models?

flamepanther
November 1st, 2006, 02:29 PM
Is it normal for only the tip of the plasma gun to be visible on the HUD?In Doomsday, if you use the second highest (I think, maybe it was third highest) screen-size setting with a large HUD status bar, that can happen, yes. Try taking your screen size setting down a notch, shrinking the status bar, or switching to the alternate HUD.

Iron-Lion
November 1st, 2006, 08:19 PM
In Doomsday, if you use the second highest (I think, maybe it was third highest) screen-size setting with a large HUD status bar, that can happen, yes. Try taking your screen size setting down a notch, shrinking the status bar, or switching to the alternate HUD.
I have no HUD on...
And the chain gun sticks out too far and you can see where it cuts off...

CrazedImp
November 1st, 2006, 08:32 PM
I have no HUD on...
And the chain gun sticks out too far and you can see where it cuts off...

What have you got the resolution set to? It could just be an issue with your monitor or video drivers as well. I find anything higher than 1280x1024 causes weapon cutoffs and other glitches.

DaniJ
November 2nd, 2006, 09:55 AM
What have you got the resolution set to? It could just be an issue with your monitor or video drivers as well. I find anything higher than 1280x1024 causes weapon cutoffs and other glitches.Sigh, yet more bugs in jDRP1.01 I'm affraid. They have/are being fixed for jDRP1.02 but I am finding myself with so little time atm. That and skyjake's inexplicable absence mean Doomsday 1.9.0-beta5 is taking much longer than expected (and thus pushing jDRP1.02's release back too).

flamepanther
November 2nd, 2006, 02:59 PM
Speaking of bugs in the JDRP, I mentioned this in the features request thread, but I think it's actually an issue with the resource pack. Playing jDoom with the stereoscopic driver from nVidia, all of the HUD weapon models are much too far from the screen in terms of z-depth. That means the ends of the weapons have a geater depth than nearby walls, which not only looks weird but can cause headache and eye strain. The alternate shotgun model by Dreadus doesn't do this, and behaves exactly as it ought to in terms of z-depth.

Iron-Lion
November 2nd, 2006, 08:30 PM
What have you got the resolution set to? It could just be an issue with your monitor or video drivers as well. I find anything higher than 1280x1024 causes weapon cutoffs and other glitches.
My resolution isn't that high.
I'm not exactly sure what it is, but its not that high.

Zhanavahn
November 14th, 2006, 11:37 AM
THe RP is SOOOOOO nice!
But there are two models/effects that i HATE:

1º- Hand,always the same
2º- Mancubus don´t shoot ´´Fire balls´´,but Lightning balls, really,it´s freakin´annoying to see that ´´fireballs´´, that red colour doesn´t fit at all...
3º- I don´t see pain effects on some of the monster´s face

AnywayZ,all the other goodies are nice! *thumbs*

Zhanavahn
November 17th, 2006, 06:22 AM
Just adding sumthin´:

http://zimage.com/~ant/antfarm/files/doom2/j2doom/jdoom-j2doom2.jpg

A Mancubus Lightning Ball would be nice like that

-= Mancubus =-
November 17th, 2006, 06:34 AM
What the nightmare is this? Ushhh....

mindless rambler
November 27th, 2006, 01:37 PM
Has there been any thoughts on making the monster models viewable during the Doom 2/Final Doom endings? I think that would be pretty cool.

Relica Religia
November 28th, 2006, 03:32 PM
I think I remember Dani saying a while ago that those would be changed as well...hopefully with the new pack.

Nyder
November 28th, 2006, 07:57 PM
In Doom64 it was possible to rotate the monster sprites at the ending. It would be cool to be able to do this in Doomsday. Perhaps even to zoom in/out on them.

DaniJ
December 1st, 2006, 08:50 AM
I have split off the discussion about Doomsday's current situation to the thread I created the last time it came up:

http://forums.newdoom.com/showthread.php?t=31860

If anyone wishes to continue the discussion please do so there.

BahamutZERO939
December 16th, 2006, 06:21 PM
Is there a set resolution or something to get the jDRP to work right? I've followed every instruction and I still get the old sprites and no models.

gary
December 17th, 2006, 01:53 PM
If you are using 1.8.6, open the model zip file and place the model pack in the jdoom/auto folder and put the definition file in the definition folder, put the kicksprofile file in the kicksprofile folder. If using the beta, it is more time consuming. The only way I could do it was to place each of the definition files from each of the game's models into the definitions folder after you have placed the model pack in the jdoom/auto folder. Each model has one to three definition files. I had to open up many zip files to do this. Each model is in a zip file in the pack.

BahamutZERO939
December 19th, 2006, 06:49 PM
Pfft...

Hell with that.

I'll wait. Too much work.

CrazedImp
December 19th, 2006, 08:22 PM
Indeed that is going a bit far, you don't need to unpack everything that much.

And there is no set resolution as to make jdrp work. It would be silly to have some kind of restriction, but the models would look a lower quality at lower resolutions.

FreeLanZer
December 26th, 2006, 02:36 AM
June 1st, 2004, 07:56 PM
I'm going to release jDRP 1.1 soon after the FULL release of 1.8.

Dani could you maybe predict a new blurry release date to look forward to? (I'm not being sarcastic here)

KuriKai
December 26th, 2006, 02:54 AM
I say it will come around the same time as beta-5 is released. They are working on beta-5 again now.

alandog
December 26th, 2006, 03:24 AM
I'm more interested on the jdrp 1.0.2 now...
It looks it's quite ready for the beta-5 release

Chilvence
December 26th, 2006, 07:56 AM
JDRP release schedules are now officially calculated using fuzzy logic. That puts the next update at around about half-past when it's good and ready.

gary
December 26th, 2006, 12:16 PM
Why when I play doom and when I view models from a distance, they appear as sprites and then when I get closer, they become models again? It must be this way for better performance but is there a way that I can make them always stay models no matter how far away they are?

Yagisan
December 27th, 2006, 12:31 AM
Why when I play doom and when I view models from a distance, they appear as sprites and then when I get closer, they become models again? It must be this way for better performance but is there a way that I can make them always stay models no matter how far away they are?
Look in the options and set the distance from 1500 to 3000

DaniJ
December 27th, 2006, 04:09 AM
There is no need to unpack jDRP at all please follow the instructions here:
Dani could you maybe predict a new blurry release date to look forward to? (I'm not being sarcastic here)Best guess is a few weeks after Doomsday 1.9.0-beta5 has been released but I can't confirm anything. I'm about to do my exams at college so I'm pretty busy in general so I don't want to commit to anything.
Look in the options and set the distance from 1500 to 3000Or zero for "unlimited".

Yagisan
December 27th, 2006, 07:03 AM
Or zero for "unlimited". Off on a tangent here - but what wads actually need a 0 here ? I find 2500 or so to be enough for some arena maps, but obviously I'm missing some really big maps here.

Good luck in your exams, I've got mine coming up soon too.

gary
December 27th, 2006, 02:51 PM
Thanks for the help.

DaniJ
January 2nd, 2007, 04:27 PM
I thought you guys might like to see how the next version of jDRP will appear in the upcoming Snowberry 1.2 See how the addon explorer has changed from previous versions and how you will be able to configure jDRP from within Snowberry no more DED file or command-line tom-foolery :)

http://www.daniel.ddsdesign.co.uk/Stuff/jDRPSB.png

CrazedImp
January 2nd, 2007, 07:47 PM
Sweet... This will make it so much easier than fooling around with everything.

xZAOx
January 3rd, 2007, 01:32 PM
I thought you guys might like to see how the next version of jDRP will appear in the upcoming Snowberry 1.2 See how the addon explorer has changed from previous versions and how you will be able to configure jDRP from within Snowberry no more DED file or command-line tom-foolery :)

http://www.daniel.ddsdesign.co.uk/Stuff/jDRPSB.png


That's perfect.

So, like on Ammo Clip and Ammo Clip 1.01, they know to be exclusive? So if you uncheck Ammo Clip, then the option to check Ammo Clip 1.01 will open up?

DaniJ
January 3rd, 2007, 02:35 PM
So, like on Ammo Clip and Ammo Clip 1.01, they know to be exclusive? So if you uncheck Ammo Clip, then the option to check Ammo Clip 1.01 will open up?Yes, Snowberry knows that only one of those can be loaded at a time and if you try to load both; it well tell you about the conflict and ask you how you wish to proceed (which of the conflicting addons do you wish to use?).

thechad
January 3rd, 2007, 09:43 PM
that's awesome, full customization, i can't wait :-)

flamepanther
January 3rd, 2007, 10:19 PM
That is awesome. I'm very much looking forward to this.

Relica Religia
January 4th, 2007, 08:07 PM
Killer! *diablo* I have no doubts every JDRP release will be 100% compatible with the next Doomsday release straight out of the download queue? He he.

FreeLanZer
January 5th, 2007, 05:16 PM
Here's some reference pictures for modeling.
http://freelanzer.com/deng/1stpic.jpg (http://album.yaa.dk/main.php?cmd=album&var1=Doomsday+Hi-Res%2FReference%2FDoom+figures%2F&var2=0)
Go there now. (http://album.yaa.dk/main.php?cmd=album&var1=Doomsday+Hi-Res%2FReference%2FDoom+figures%2F&var2=0)
Seriously I just took some pictures of my figures to aid in reference when DaniJ666 and others made models for Doomsday the ideas just took me from there and went way off hehe.

DaniJ
January 5th, 2007, 07:23 PM
Thanks :)

They should definetly come in handy.

xZAOx
January 5th, 2007, 09:48 PM
Those are neat. Pretty awesome to see 3D what id thinks of it's D1/D2 characters. I have the Baron one - came with D3 :)

Chilvence
January 5th, 2007, 11:17 PM
^ You may not know it, but the Doom monsters were actually converted to sprites from various 3d models and sculptures. So its not what id thinks they should look like, that is what they are.

werfu
January 6th, 2007, 06:33 AM
Whoa FreeLanZer, did you make them? Are they simply gold painted or they are true gold? They are realy impressive.

FreeLanZer
January 6th, 2007, 07:39 AM
I did not make the figures but I took the pictures of them and edited the pictures yes. The golden colour is just a layer I did in photoshop. :)

vladD_ugc
January 10th, 2007, 12:47 PM
hi leutz!

question: where can i download a current version of the jDoom Resource Pack, working with snowberry?

alandog
January 11th, 2007, 11:10 AM
hi leutz!

question: where can i download a current version of the jDoom Resource Pack, working with snowberry?

we are waiting for the jdrp 1.0.2, which shouldn't take long since it was ready for the beta 4 release and freezed for an incompatibility issue now solved...

Devon_Rex )(
January 12th, 2007, 06:49 AM
So now the beta 5 is out the jdrp 1.02 should be too any minute at least if you mark them on their words.


Or maybe dani desides to do alot more work on it before the release witch i would prefer.


The more stuff added the better =)

alandog
January 12th, 2007, 08:10 AM
mmmh, I don't agree...
the stuff was ready, right? personally I'm a little tired to wait, as a lot of people here...

don't get me wrong, I only think it's much better release the jdrp 1.0.2 as soon as possible, and eventually add new stuff on a possible jdrp 1.0.3...

however, because there are few think to do with the current release (bug tracking, etc...), we have to wait in any case, only hope it will not take too long, if you understand what I intend...

danij, can I ask for your opinion?

Devon_Rex )(
January 12th, 2007, 09:09 AM
Well i agree with you 110% i just said that so se if i culd maybe provoce some peeps to scream out for the jdrp once again hehe.

Im extremly tired of waiting so i stopped waiting and started playing alot other games.

Its been way too long since the last release then i mean waaaaay to long.


I certenly hope dani will release it without any (overtesting) just test it its not the whole world if its not perfect just release i and afterward release some additional patches or something.

DaniJ
January 12th, 2007, 09:53 AM
The important thing is to make sure that the module design is right. Once it is, I can then release updates to individual modules very easily indeed.

As mentioned by others, the current plan is to wait a week while beta5 "settles in" with people in case I need to work on any patches for show stopper problems. Once that period is over I will then spend a couple of weeks on finishing the module design and the jDRP.box structure.

I imagine that jDRP1.02 will be out within two-three weeks.

Einheriar
January 12th, 2007, 11:23 AM
The most important things are the quality and stability, I'm not bothered by waiting, since it's best way to have something good, even if it's done "slowly", it's far better than having something bad done quickly, the longer it takes, the better it will be :)

Moreover, people behind this project (Doomsday engine, jDRP and other package made to enhance Doom) have real life obligations, they work on this project on their spare time to provide us (who aren't able to do what they do) great stuff totally free, so the best thing to do is to encourage them, instead of blaming them for the "long time" we have to wait, that's the deal ;)

Good luck Dani, keep up the great work ^^

Regards

Devon_Rex )(
January 12th, 2007, 01:03 PM
HAH!

lol we heard it 500 times before that they do it on their spare time and they get no money and all that i think that pretty clear by now for most of us.

The longer it takes the better it will be ? you speak as its facts.... well its not.. :P



no good idea of giving us a estimate time its gonna take to get the jdrp 1.02 out cause its just gonna get alot of stupid peeps angry,upset and irritated when it doesnt get out and get delayed again and thats no news on this forum every time dani makes a statment that the jdrp might be out in lets say for example 4 weeks it happens it it will probaly do again and again.


Im not after any release date i just want progress updates and maybe some pitures thats all im asking for cause after all if the pack is so near its release you culd give us some more info we have not alreday heard (if there is any) and pics...maybe...pics ooh i would really love some new fresh pics hehe..

Devon_Rex )(
January 12th, 2007, 01:04 PM
We Want Pictures We Want Pictures =d

Lightning Hunter
January 12th, 2007, 01:20 PM
We Want Pictures We Want Pictures =d

Way to double post.

Technomancer
January 13th, 2007, 11:28 AM
I wish we had some way of donating to the team, although I think that would be very difficult to setup, and possibly illegal, although I'm not sure.

I've been waiting and watching for the past few years and definite progress has been made, amazing progress. We are so far past the original release of Cheb's models that the evolution is astounding considering the time-frame! I'm glad we've got such a talented group of individuals in our community!

For those complaining about the wait, go play something else. This is not the only game out there, it just happens to be a very awesome game that should be constantly checked up on for updates. It'll be done when it's done, whining doesn't help.

Cheers *cheers*

DaniJ
January 13th, 2007, 11:39 AM
I wish we had some way of donating to the teamWe have a donation system setup at SourceForge: http://sourceforge.net/donate/index.php?group_id=74815
Any and all contributions are very much appreciated :)

thechad
January 13th, 2007, 10:55 PM
don't know if it's been asked b4 but will the update include the new models you've been working on (i remember seeing screenshots and they were awesome) or just some, with more to be added later hence the module system?

Einheriar
January 14th, 2007, 07:59 AM
At last, someone who thinks like me !

Technomancer is right, Doom is not the only one game in the world that is worth playing it (but I agree, this game is awesome, even nowadays :D ).

we heard it 500 times before that they do it on their spare time and they get no money and all that i think that pretty clear by now for most of us.

Well, by reading this thread, it's not the first time we heard complaining about the delay for next jDRP release :p

As Dr. Malcolm Betruger (in Doom 3) said : "You just wait, amazing things will happen here soon!"

Now it's a matter of (short) time. And as Technomancer said, whining are useless, as it doesn't bring the release faster, unlike encouragement or donation does (in some way).
(Do not think I am flaming anybody here, I am just saying that it is better to encourage those behind the project, that's all ;) )

I wish I could donate something to the Doomsday team, but for the moment, I do not have much money, sorry :/

Keep up the great work guys !

Cheers

Zhanavahn
January 15th, 2007, 09:26 AM
http://www.daniel.ddsdesign.co.uk/Stuff/jDRPSB.png
Dani...
IT´S DAMM GOOD!, tnx

Mick
January 15th, 2007, 02:04 PM
Hey Dani J666 first off I'd like to say great work with the jDoom Resource Pack, and don't listen to those tossers who moan about the wait, let them wait.

Anyways I'm proficient in creating 3D models (Weapons, Props and Structures) and texture maps, should you require any assistance, I'll be glad to help out. Here's two examples of my work:

:: Colt M1911A1 ::

http://i12.photobucket.com/albums/a227/hannibal45/ColtM1911A1.gif

:: Tiberian Auto Rifle ::

http://i12.photobucket.com/albums/a227/hannibal45/Autorifle.gif

Jaquboss
January 15th, 2007, 02:10 PM
do a new single barrel SG, current one sucks hardly ( if i didn't miss anything )

Chilvence
January 15th, 2007, 02:20 PM
Dreadus did a shotgun, it looks much better than the current one.

Mick, if anything, whats needed is monster models, the present ones are almost a decade old now. There are a few new ones, and various people are working on others, but this is the biggest gap to fill.

Also, please dont use such a big sig. Whenever I see that I block it, and no one uses image sigs here anyway.

Besli
January 15th, 2007, 04:12 PM
Dreadus did a shotgun, it looks much better than the current one.

Could be found there:
http://forums.newdoom.com/showthread.php?t=30697

He also was working on a chainsaw:
http://forums.newdoom.com/showthread.php?t=30724

drewdewd
January 15th, 2007, 04:25 PM
Does anyone know where said Dreadus shotgun could be found to download? Is it even uploaded? And I would also like to bring around a question I saw quite a few posts above; are the 3D models going to be different in this new JDRP? Thanks in advance.

CrazedImp
January 15th, 2007, 07:51 PM
Yes, a lot of the models will be different in the new version. Higher-poly counts for better looking models and higher-resolution skins for crisper detail.

drewdewd
January 15th, 2007, 08:12 PM
Yes, a lot of the models will be different in the new version. Higher-poly counts for better looking models and higher-resolution skins for crisper detail.
YAY!!!! That is exciting! Do you know who designed these models?

CrazedImp
January 15th, 2007, 08:28 PM
DaniJ is the main artist that i'm aware of.

If you read one of the thousands of posts in this thread you would know this. :p

drewdewd
January 15th, 2007, 08:54 PM
Hehehe...*smirk* to many posts!
I can't wait 'till this thing is ready, though!

KuriKai
January 15th, 2007, 10:56 PM
Higher-poly counts for better looking models A higher poly count does not mean better looking models. To get great looking models it is a combination of many skills

Mick
January 16th, 2007, 01:51 AM
I've honestly never tried my hands at character modelling, but I'll see what I can put together.

FreeLanZer
January 16th, 2007, 02:23 AM
A higher poly count does not mean better looking models. To get great looking models it is a combination of many skills
Doom 3 is a great proof to that.. It looks like it has way more polys than the actual models have.

Chilvence
January 16th, 2007, 02:39 AM
However, it does achieve that by using data generated from a very high poly model of the equivalent object.

To date before that method was popular, it would have been something reliant on a very good looking skin, but now it seems to be that skinning is being reduced more and more into just adding little human touches. It does seem a shame to me, theres almost always a nice trace of character in fully hand painted skins, whereas a large portion of normal mapped models look vaguely bland in comparison, like early 90's attempts at 3d rendered tv shows. Once again, a balance has yet to be found I guess.

Mick
January 16th, 2007, 05:46 AM
do a new single barrel SG, current one sucks hardly ( if i didn't miss anything )

Dreadus did a shotgun, it looks much better than the current one.

Mick, if anything, whats needed is monster models, the present ones are almost a decade old now. There are a few new ones, and various people are working on others, but this is the biggest gap to fill.

Well since the 1st person shotgun is done I decided to have a practice session making weapons by creating a make-shift shotgun intended to replace the 3rd person shotgun in Doom. I don't know if there's been a new 3rd person shotgun made, so I thought why not! I based this model primarily off the Ithaca 37 (The closest I could find to the Doom shotgun).

As for character modelling, any particular monster you would want to see modelled in the near future?

Triangles : 816 (816 Editable Mesh polygons) (Polygon count can be dropped if neccessary)
Texture Map: WIP

EDIT: As i'm unaware of the Doomsday engine's ability to handle high polygon counts and high texture map resolutions, I don't know if 816 polygons is too little or too much for a 3rd person weapon, but by the looks of ingame images of the 3d weapons, I'd be inclined to think I overstepped the mark a good bit.

Does anyone know of an MD2 importer / exporter for 3D Studio Max 9?

:: Model ::

http://i12.photobucket.com/albums/a227/hannibal45/Ithaca37.gif

:: Reference ::

http://i12.photobucket.com/albums/a227/hannibal45/Reference1.jpg

To date before that method was popular, it would have been something reliant on a very good looking skin, but now it seems to be that skinning is being reduced more and more into just adding little human touches. It does seem a shame to me, theres almost always a nice trace of character in fully hand painted skins, whereas a large portion of normal mapped models look vaguely bland in comparison, like early 90's attempts at 3d rendered tv shows. Once again, a balance has yet to be found I guess.

I have to disagree heavily with that part of your post that I underlined (No disrespect of course). I agree that the abilities of modern gaming engines combined with more modern computers allows for the creation of highly detailed 3d models means less detail has to go into the texture to a certain degree, but none the less I believe that how good the texture is can make or break even the best looking and most efficient polygon models.

Jaquboss
January 16th, 2007, 08:38 AM
Dreadus did a shotgun
yes he did, but it is still not the same quality as other new models ( see texture mapping on barrel ), but it is very close to original sprite that is nice
and i agree texture is very important

Chilvence
January 16th, 2007, 10:24 AM
Mick, thats a nice shotgun. I should like to bring up though, that I once made a high poly ish shotgun for the world model and DaniJ actually reduced it's polies before putting it in game. And that was 375! I never mentioned anything about it, but that suggested to me that I'd hit the too much mark (I just delete the JDRP version for me)

It may interest you to know that the doom shotgun is an ancient tootsietoy branded, foot and a half long plastic cap gun.

As far as the md2 format, I vote for a general boycott... dont worry about actually exporting models for now, because plans are there to add more formats. They just need a BIG NUDGE.

yes he did, but it is still not the same quality as other new models ( see texture mapping on barrel ), but it is very close to original sprite that is nice
and i agree texture is very important

That's not the point, are we going to umm and ahh over minor details when its perfectly obvious where the work is needed?

Mick
January 16th, 2007, 11:32 AM
If I'm not mistaken hasn't the MD format entered it's 3rd generation (MD3), with a beta MD4 on the way.

I don't know much about MD2 apart from the fact that it's designed to run on ancient computers (10 years old) and it doesn't use skeletal animation, but frame by frame animation.

boss429
January 17th, 2007, 12:55 PM
I heard that Max 9 doesn't have hardly any export plugins yet. I still use Max 8 myself as I didn't hear of any useful extra features in Max 9.
As for a model format, I think a format compiled from HL SMD's would be the best way to go. You might want to check out DarkPlace's (a Quake I engine) DPM or ZYM model formats. DPM uses HL2 SMD's (vertex wieghts) and ZYM uses HL1 SMD's (no wieghts).

QFusion (a Quake II engine) also used a modified version of DPM called SKM.
I think SKM's main diffence is its animations are stored in an external SKA file. Like Unreal's PSK & PSA format.

Einheriar
January 19th, 2007, 06:19 AM
Really good models Mick!!! Awesome!

Maybe you can offer your help to Dani J666, as he is the only modeller for the jDRP (as far as I know, I think he is the only one out there.)

Great work anyway man ^^

Cheers

Mick
January 19th, 2007, 06:30 AM
Thanks! Though since I posted that screenshot, I brought the model from a modest 816 polygons to 1277 polygons. What can I say, I got carried away adding in nicer details.

But whichever monster you guys would like to see modelled, I'll have a good go at it.

Einheriar
January 19th, 2007, 06:38 AM
I know for sure that all the WIP of your models are amazing, even if you can't make a partnership with Dani J, maybe (if you have time, will and courage) you can make your own jDRP, maybe you could start on weapons and monsters?! I don't know what you planned to do, but your work is really awesome, and I love detailed models :D (and I also love my comptuer which allows me to run games liek Doom3 and Quake4 with the highest quality in 1600*1200 screen resolution :p).

Anyway, amazing work you did so far ;)

Cheers

Mick
January 19th, 2007, 10:34 AM
Thanks *cheers* , nice of you to say (type) so. Hmm a new resource pack... I dunno If i'd be able to go all the way with it, plus it would be easier to help Dani finish the current one, if I can help that is... However It would make for a good portfolio for entering university. Now you have given me something to think about.

DaniJ
January 19th, 2007, 12:16 PM
You are more than welcome to contribute to jDRP, as is anyone else for that matter.

I never intended to get myself into the situation where I was the only contributor...

Chilvence
January 19th, 2007, 12:27 PM
Har, you're just too good at it for your own good really *grin*

Einheriar
January 20th, 2007, 04:04 AM
Union make strengh ^^

You're welcome Mick :) Glad to hear I gave you an idea, at least, I "did" something :p
As far as I can tell, Dani's work on the new jDRP is awesome (the WIP are lovely), and Mick's WIP are also awesome, it would be just great to put your work together, since first, it would be easier to come up with a new addon (of really great quality ^^), and secondly, it would come up 'faster' ^^ (I'm not complaining at all, I know it's a lot of work, and doing such amazing models alone ain't easy I presume, moreover, I cannot complain about anything, as I am not able to contribute to the project :( ).

Best luck to you guys, and keep up your lovely great work, that is really appreciated!

Cheers

Da_maniaC
January 20th, 2007, 03:52 PM
Hey, its been so long since i installed a new jDRP pacakge ... it made me wonder a few things...

Will the new jDRP package be a binary?

And i remember DaniJ including stuff like new Detail textures and High res menu/staus bar.
Will those be in too?

If i will install the upcoming jDRP, will i need anything else to get a full high res jDoom experience? (Are the High Res skies in?).
I'd like to know, except for the High res textures... i like the feel of the detail textures better. :)

Zhanavahn
January 20th, 2007, 09:52 PM
There´s going to be great remodeling work, so you can except anything from there,as it´s know so far the progressing JDRP pack´s going to allow new models as Skyboxes,Flats...

KuriKai
January 21st, 2007, 01:49 AM
If i will install the upcoming jDRP, will i need anything else to get a full high res jDoom experience? (Are the High Res skies in?).
I'd like to know, except for the High res textures... i like the feel of the detail textures better. I belive it will not conatain it till a wee while after jdrp1.02

Da_maniaC
January 22nd, 2007, 06:53 PM
So its been over 2 weeks since Doomsday 1.9.0 beta 5 got released.

When can we see the new jDRP beta?

Im soooo anxious. :D

DaniJ
January 23rd, 2007, 08:33 AM
The reason it is taking longer is because there won't be a public beta. The next released version of jDRP will be the full release.

A select few will be getting copies of the next jDRP (in a little over a week, maybe) in order to help me test and to get feedback.

I'm not going to be castrated for stating a release date again. I'll just say that it will be soon.

Yagisan
January 23rd, 2007, 10:19 AM
Danij - make me a mod, and I'll castrate any and all that complain - do on - you know you want to - look how civil IRC is now >:)

In any case take your time mate.

Einheriar
January 23rd, 2007, 11:00 AM
The reason it is taking longer is because there won't be a public beta. The next released version of jDRP will be the full release.

Damned, sounds great :D

A select few will be getting copies of the next jDRP (in a little over a week, maybe) in order to help me test and to get feedback.

I wish I could be part of the "Chosen" one :p

I'll just say that it will be soon.

Woohoo!!! Good news ^___^

I'll castrate any and all that complain

At least, we are warned *grin* Anyway, I never complained about anything, as far as I'm concerned, time = quality ^^

Cheers, and good luck!

deus-ex
January 23rd, 2007, 12:59 PM
With a high female-ish voice:
I'm not going to be castrated for stating a release date again.

With a deep manly voice:
No worries. Didn't you know, you can't be castrated twice. There's no sense in doing so. Really. *diablo*

DaniJ
January 23rd, 2007, 01:42 PM
Do I really need to reply and I state that I was speaking metaphorically?

(least ten characters)

thechad
January 23rd, 2007, 02:01 PM
<-------volunteers for testing :-)
specs:
intel celeron 2.4 gghz
1.24 gb ram
nvidia geforce fx 5500 pci (regular) latest drivers
xbox 360 controller for windows
lol, good luck with everything dani, looking forward to the release

Unikat2k4
January 23rd, 2007, 03:15 PM
<-------volunteers for testing, too :-)

Mick
January 23rd, 2007, 03:50 PM
If you do need any 3D modelling assistance, pm me and let me know what you need doing.

Zhanavahn
January 23rd, 2007, 09:36 PM
Got an ATI RAD. x800 if you want one

Sporb
January 24th, 2007, 12:59 AM
if you want testing ops, ive a Core2Duo E6600 on a p5b Deluxe with 2gig Ram and a bunch of other expensive stuff i dont own that i could wrangle ;)

or:
3ghz p4c
1024ram
X1600 AGP
SB24!

Been waiting in silence for a long time for the Resource pack and damn, it sounds cool!

Einheriar
January 24th, 2007, 01:06 AM
I don't know if it is relevant concerning the 'candidature' for testing the jDRP, but, as I am a volunteer, here are my several systems sepcifications (yes, I have 3 PC ^^' ).

The oldest one:
¤ AMD Athlon XP 1500+ (1333 MHz)
¤ 768 Mb RAM
¤ ATI RADEON 7200 (64 Mb)
¤ Sound Blaster Live! 5.1
¤ MS Windows 2000
¤ 19" CRT screen (1280*1024 32 bits resolution; refresh rate 85 Hz)
NB: Warhammer 40000 - Dawn of War, Doom 3 and Quake 4 run on this system, but at the lowest quality, latest Doomsday with jDRP 1.01, jDUI, jDEP and jDTP runs not so bad ^^

The medium one:
¤ AMD Athlon XP 2800+
¤ 1 Gb RAM
¤ A7N8X-E Deluxe (ASUS Motherboard)
¤ ATI RADEON X800 Pro (256 Mb)
¤ MS Windows 2000
¤ 19" CRT screen
NB: Warhammer 40000 - Dawn of War, Doom 3 and Quake 4 run on this system with medium/high quality settings, latest Doomsday with jDRP 1.01 and all other Add-on runs very healthy :)

The newest one (currently under repair, but it should be back in a few days, maybe a week):
¤ AMD Athlon 64 4000+ (2.4GHz)
¤ 4 Gb RAM (in theory); 2.3 Gb RAM (concretely)
¤ A8N32-SLI Deluxe (ASUS Motherboard)
¤ NVIDIA 7800GTX x2 (256 Mb x2)
¤ Sound Blaster X-Fi
¤ Windows XP Pro SP2
¤ 20.1" TFT screen (1600*1200 32 bits resolution; refresh rate 60 Hz)
NB: No need to say anything, everything runs more than healthy on this one :D

Da_maniaC
January 24th, 2007, 04:38 AM
The reason it is taking longer is because there won't be a public beta. The next released version of jDRP will be the full release.

A select few will be getting copies of the next jDRP (in a little over a week, maybe) in order to help me test and to get feedback.

I'm not going to be castrated for stating a release date again. I'll just say that it will be soon.

You've gotta be shitting me?

Ive waited 2 years just for this? *weep*

Chilvence
January 24th, 2007, 04:47 AM
Whats the problem? I'm not going to stand here and tell you 2 years is a short time, but do you really expect a finished quality product in a few months by a sunday worker, doing it entirely on his own?? If you cant stand the snail's pace, why not pay their rent and provide a limitless supply of food tokens? Or heres an idea, work on something, anything and submit it. This place used to be a hustle and bustle of different people working on different things, and now everyone expects DaniJ to deliver them from darkness. Give the guy a break.

Yagisan
January 24th, 2007, 04:54 AM
I think they did give him a break - his health - he's almost dead from over work. Poor guy.

/me passes around his hat to collect donations for the save the DaniJ fund

Da_maniaC
January 24th, 2007, 05:03 AM
Whats the problem? I'm not going to stand here and tell you 2 years is a short time, but do you really expect a finished quality product in a few months by a sunday worker, doing it entirely on his own?? If you cant stand the snail's pace, why not pay their rent and provide a limitless supply of food tokens? Or heres an idea, work on something, anything and submit it. This place used to be a hustle and bustle of different people working on different things, and now everyone expects DaniJ to deliver them from darkness. Give the guy a break.

I never said i blamed him.
But i remember the beta content on the special website Dani made.
I always loved downloading new beta content and testing it etc.
This way we could give Dani feedback and that is one way i could give a helping hand with the little amount of time i have.

Im with a freelanced online project myself, so dont even think you have to go through the hassle of trying to put me down in my place here because i wouldnt know what it would takes to get this show on a roll.

I am just very dissapointed that the alpha releases got postponed because Dani wanted to release the beta package at once.
Then he couldnt release the package because the current version of jDoom was too limiting.
Then the new limit removing beta got released and Dani tells everyone to wait for a week or so to finally release the beta!
Then now all of a sudden the deal is off. :(

At least post some new screenshot(s) to let us glance at some of the new work!
I never said his work was crap but the way the beta's got dealt with has now been so long its beyond any form of cliffhanging (heh).

Chilvence
January 24th, 2007, 05:08 AM
So it all got out of hand. So what are you going to do, sign in just to state your impatience? If anyone has to ask when the damn thing will be released at this point, you have not been paying attention.

/me goes back to waiting patiently for DNF

DaniJ
January 24th, 2007, 06:47 AM
Hang on, where did I say that jDRP was being postponed again for an unknown amount of time?

I could have sworn I said something along the lines of: "I am spending a little more time on polishing it and in a week or so; it'll be going out to beta test. Shortly after that it will get a full public release".

Technomancer
January 24th, 2007, 12:23 PM
I guess he was reading a little too far into that statement. I can take solace in the fact that JDRP will be released before Duke Nukem Forever. That's at least a certainty!

Da_maniaC
January 24th, 2007, 02:56 PM
I guess he was reading a little too far into that statement. I can take solace in the fact that JDRP will be released before Duke Nukem Forever. That's at least a certainty!

Sorry i had to think of it, the exact same way. :)

DaniJ: Dont take this the wrong way, but when i read there would be no public beta i guess i assumed it would be delayed again looking at previous scenario's.

-= Mancubus =-
January 29th, 2007, 12:44 PM
I'd also like to volunteer for beta-test. I experience no problems running beta 5.1, and besides beta-testing itself, wish also to check the structure of the pack for purpose to repack all music packs for doomsday that we have here and to upload them for people to use as soon as possible.

CrazedImp
January 29th, 2007, 07:34 PM
When exactly did Dani say he was ASKING for volunteers?

Anakite
January 29th, 2007, 07:35 PM
I don't think that you can volunteer, since it's closed...

It's finally coming close? Yay! :D

-= Mancubus =-
January 30th, 2007, 12:38 AM
When exactly did Dani say he was ASKING for volunteers?

He never said, but it was said that it will not be public. Maybe I chose the wrong word to express my wish to be the one of the chosen. Well, nevermind.

You know, what is the problem with the project is, as for me?

There's no effective intercourse between people involved in development and casual users. Different files, info, statements, devs' thoughts and problems are scattered all over the web. now-dead jfiles, several sites of Doomsday and its developers, this forum, and several sites hosting related files. People expecting to find all related info on the main site coming to doomsdayhq.com only find almost always outdated info, several links and that's all.

That's why people finally, if have enough patience, come here, and if they are here for the first time, they ask questions that seem to be stupid for those, who are here for several years. And what they receive as the answer? "Go and READ, you stupid moron!" Go and read those over hundred pages of chatting.

Well, I am not complaining about outdated site and all, I understand the lack of time of those involved, I am just stating things as I see them.

But PLEASE, people, do not behave like this, when novices or just interested ones asking questions. You should understand, that contacts with fans in this case is faulty, you don't have effective instruments except this forum. People coming here to ask questions with how to use this not-so-simple port, and they receive rude answers.

I personally would like to help with the music packs. I can't model nor make textures, though I'd like to learn, but it takes time and for a while I'd like to make yet the simplest thing I can - to make music pack compatible with the new version. That's why I'd like to receive resource pack to beta-test it. And what I hear as the answer from people "close to the head"? "Shut up and wait until you will be asked!". Ok, this is not an answer from Dani himself. So, CrazedImp, I won't take your answer in mind.

The general idea that I wanted to express, but feel like I failed due to lack of language knowledge: such answers kill all wishes to be creative here.

zchri9
January 30th, 2007, 01:40 AM
when is it coming this is like the 11 year wait for DNF

KuriKai
January 30th, 2007, 01:52 AM
That's why people finally, if have enough patience, come here, and if they are here for the first time, they ask questions that seem to be stupid for those, who are here for several years. And what they receive as the answer? "Go and READ, you stupid moron!" Go and read those over hundred pages of chatting.
Well you would do it to if you noticed that the people don't actually read before posting (e.g my last time the guy did not even read the first post in the topic. 6 or 7 posts above his!)

Well, I am not complaining about outdated site and all, I understand the lack of time of those involved, I am just stating things as I see them.
That is a complaint.
The site is not outdated. It was updated last just after the release of beta5.1

CrazedImp
January 30th, 2007, 02:01 AM
when is it coming this is like the 11 year wait for DNF

Er... 11 years?

-= Mancubus =-
January 30th, 2007, 02:59 AM
Well you would do it to if you noticed that the people don't actually read before posting (e.g my last time the guy did not even read the first post in the topic. 6 or 7 posts above his!)

Yes, this is an example of me being wrong. But I am talking in general, and cases like I described are common here. Well, I understand that devs are pissed off, but again - why? Because people complaining about not knowing what and when to wait for. Because there's silence on the main site.

That is a complaint.
The site is not outdated. It was updated last just after the release of beta5.1

No, it ISN'T. I can't complain about something I don't use AT ALL. And I stopped using doomsdayhq.com a long time ago, because it's useless. There's no useful info there. All the links that are REALLY useful, come from peoples' posts and signatures on the forum. I understand, that you take it personally, because you are responsible for site. But again - I don't think that this is your fault, because there no common approach between all of you to that thing. This is something, as for be, you left somewhat abandoned.

You have different domains for different purposes. Why not make it all on a single one? Well, these may be matters I don't understand, I just explain, why all these sites are useless for me. dew.dengine.net is for those who understand something in programming. I wonder, how many of those using Doomsday use it really?
jfiles.org is dead, and the translation I made for it is gone for nothing.

That's why people come here to aske questions that could be answered already on the site. And analyse what these questions are in most: how to use different packs and what problems people encounter using different versions of Doomsday. All answers should have been on the main site and I am sure this would prevent most of the similar questions.

And again - I am not complaining about how things are. I complain about rough attitude. Your answer was something like you put me in my place. "You've been asked? No. Then shut up and wait in line." If I didn't knew, I'd though that you're from my country. I used to a quite polite general attitude on the forums like this one, and here the most responsible people become unfriendly very often. Why? Because people asking all the same questions all the time. All these questions could be simply covered on the site.

Like this one:

FAQ:

Q.: When jDRP 1.1 will be released?!
A.: Currently it is postponed due to limits in the latest beta version of DE 1.9. It should be released soon after beta 5.

Please, don't take it as an attack on you personally. I am trying to stay friendly. I never complained about anything on this site before, because I never done anything for Doomsday worth mentioning and since that have no right to whine and moan, and if I wouldn't receive such an answer on my question with only good intentions to finally make something creative, I wouldn't complain at all.

-= Mancubus =-
January 30th, 2007, 03:01 AM
Er... 11 years?
Yeah, it seems so. Duke 3D was released in 1996, and I guess, zchri9 means that people started waiting for a sequel shorlty after its release.

KuriKai
January 30th, 2007, 03:16 AM
All these questions could be simply covered on the site.

Like this one:

FAQ:

Q.: When jDRP 1.1 will be released?!
A.: Currently it is postponed due to limits in the latest beta version of DE 1.9. It should be released soon after beta 5.

Well there goes something you can help with. Write up and Faq and I will get it where people can easily find it.

-= Mancubus =-
January 30th, 2007, 03:25 AM
Well there goes something you can help with. Write up and Faq and I will get it where people can easily find it.

Maybe this is really something I could help with. But I still think that info strategy here is far from good and could be reconsidered.

Mad Max RW
January 30th, 2007, 07:56 AM
Er... 11 years?

Problem? DNF has been in development since late 96-early 97.

Mancubus is absolutely right. Whenever I tell people to check out jDoom they don't know what the fuck to do or where all the addons are. Just the other day I showed a Half Life server admin this place, he was amazed at the screenshots but gave up in frustration. It's been that way for years. Outdated stuff, broken links, abandoned projects, and little word on where things are going. You guys are complete failures at this. How long has jfiles been gone? It was the only coherent place to get everything. God damn that is pathetic. I know Yagisan, CrazedImp and others are gonna have a fit, but the truth hurts.

My suggestion: make everything available at one location (not dozens of pages of nonsense and reading, that's bullshit and you should realize that by now), get a bunch of d/l mirrors, then walk away. I can't believe how selfish some people are at not making things easy for everyone to find by simply keeping the site up! And just try and turn that around and call me selfish. I don't give a shit if any new version of doomsday or resource pack or anything comes out. I'm concerned the best damn source port is dead because a bunch of lazy assholes in charge don't know what the fuck they're doing. You volunteered for the job, not me. So stop trying to pass the buck to the casual gamers.

-= Mancubus =-
January 30th, 2007, 08:40 AM
... You guys are complete failures at this. How long has jfiles been gone? It was the only coherent place to get everything. God damn that is pathetic. I know Yagisan, CrazedImp and others are gonna have a fit, but the truth hurts.
... get a bunch of d/l mirrors, then walk away. ... I'm concerned the best damn source port is dead because a bunch of lazy assholes in charge don't know what the fuck they're doing. You volunteered for the job, not me. So stop trying to pass the buck to the casual gamers.

Don't be so rude, Mad Max. Thanks for support, but really, claims like this kill all the creativity as well. Guys do it not for us and owe us nothing. Though, I guess, releasing the stuff into the Net and publishing it means some responsibility itself. By those means, I disagree only for them being rude with people who are moaning and complaining. But - this is a common problem with EVERY public project. You can simply put all the stuff in simple form in one place and just give a link as an answeк for everyone.

People asking about jStrife, because to learn devs' statement regarding it they have to read all the thread. They are whining about jDRP, because on the Modelyard there's an advertising saying that it will come soon and now Dani is angry at everyone asking 'when, when we will se it???'. Of course, guys, I know how you feel, and I am almost sure that now Yagisan will come and shout 'Damn you all, miserable ones! I give up to continue and YOU, YES, YOU is the reason!'.

I don't want it to happen. I really admire the work you do but since there's a lot of fans that is your community now - please, let's decide how to make our community's life easier. I would like to help somehow.

Please, guys, don't become angry at us. Look at things as they are...

Yagisan
January 30th, 2007, 08:42 AM
To be perfectly honest - you and I both know - I don't give a fuck about anyones complaints here. The only way any of this work gets done on a timescale to make everyone happy, is if people get off their fat lazy arses and help - but they don't, so - if it take 2 days, 2 weeks, or 2 months - I really don't care. As far as I'm concerned, if no one else steps up to do the work, it gets done if we get time.

Personally, I don't think I owe a thing to any arsewipe that comes up and demands me to do work for them, and the more I hear it, the bigger kick I get out of not doing it. I know for a fact that a mirror of the entire jfiles packages has been online for over two months now - why - because I've been hosting it. The website - I checked it again today - links are fine there - if people are having trouble with it - I wonder what site they are actually going to.

I'm so glad to see that you think some people are selfish - its great to treat you users the way you treat devs - you don't like it do you ?

Here is the deal - you want me to get the sites all set up for you and everything all pretty by the end of next week - it will cost you $700AU. You pay that - and I will drop everything and for a whole week (38 working hours) be dedicated to something that I normally only spend 1 to 2 hours a week on.

Yagisan
January 30th, 2007, 08:45 AM
They are whining about jDRP, because on the Modelyard there's an advertising saying that it will come soon and now Dani is angry at everyone asking 'when, when we will se it???'. Of course, guys, I know how you feel, and I am almost sure that now Yagisan will come and shout 'Damn you all, miserable ones! I give up to continue and YOU, YES, YOU is the reason!'.

Look - even I don't have a copy of the new JDRP - and I'm a dev - so I don't see how you miss out on much.

-= Mancubus =-
January 30th, 2007, 08:59 AM
Well, that's the way I thought it will be. So would it be better for me to shut up at the start when I was put in my place and walk away?

You say help is needed. Ok, I can't help you personally, because I am not a programmer. But I am good at putting things at place. I guess, I could help in compiling some cumulative FAQ or even the new structure of the site. Would it be useful?

Yagisan
January 30th, 2007, 09:00 AM
You say help is needed. Ok, I can't help you personally, because I am not a programmer. But I am good at putting things at place. I guess, I could help in compiling some cumulative FAQ or even the new structure of the site. Would it be useful? It would be fucking awesome. (In case it's not obvious - we need more then just programming help)

-= Mancubus =-
January 30th, 2007, 09:02 AM
Look - even I don't have a copy of the new JDRP - and I'm a dev - so I don't see how you miss out on much.
I meant that you will be pissed off for the whole team. Exactly as you are, in fact.

Mad Max RW
January 30th, 2007, 09:04 AM
Yagisan, if you want someone else to do it for you then why not quit now? By existing here at all you create a false pretense of work getting done. So step down. Stop acting like you do anything. The painting yourself as a victim routine is lovely.

-= Mancubus =-
January 30th, 2007, 09:08 AM
It would be fucking awesome. (In case it's not obvious - we need more then just programming help)
It's not obvious.

Ok, I would like to help. With whom to speak? Where to start? Who is head here, give me some points?

-= Mancubus =-
January 30th, 2007, 09:20 AM
Yagisan, if you want someone else to do it for you then why not quit now? By existing here at all you create a false pretense of work getting done. So step down. Stop acting like you do anything. The painting yourself as a victim routine is lovely.

Max, don't do it. Listen, the project obviously slowed down after Skyjake stepped away. But guys do what they can. All of them have real-life work, families, I guess, and some personal responsibilities. So it's amazing there's some project at all. You see, when it's all started, Jaakko was a student and had, I suppose, a lot more free time to spend on project than any of the current team members has now.

So, please, don't be so aggressive.

Yagisan
January 30th, 2007, 09:21 AM
Yagisan, if you want someone else to do it for you then why not quit now? By existing here at all you create a false pretense of work getting done. So step down. Stop acting like you do anything. The painting yourself as a victim routine is lovely.
I exist solely to piss you off. The forums haven't been the main development place for months now - and you are far to thick to realise. Those that are more then just casual gamers have moved on and know what is going on - others - like you, especially you, sit here and whinge like a two year old. Sure - I'll step down - then you'll whinge again that nobody cares enough to even reply next time.

I can't think of a single useful contribution you have ever made to any discussion here - go on surprise me - actually make a deep and meaningful comment that is relevant.

Yagisan
January 30th, 2007, 09:23 AM
It's not obvious.

Ok, I would like to help. With whom to speak? Where to start? Who is head here, give me some points?
Go onto the irc channel mate, and look for me.

-= Mancubus =-
January 30th, 2007, 09:26 AM
Go onto the irc channel mate, and look for me.
Heh... So, I finally have to learn how to use this IRC... Tried several times, didn't like it.

Ok. I'll do it :-)

DaniJ
January 30th, 2007, 09:33 AM
Can someone explain what the difficulty is in installing Doomsday?
1) Go to http://www.doomsdayhq.com/
2) Click on the icon for your platform in the top left under "Downloads"; download should start in a few seconds.
3) Run the installation once downloaded and then start Snowberry.
4) Snowberry will now hold your hand while IWADs and other "complex" settings are configured.
5) Click play.

Regarding the various websites-
DoomsdayHQ - www.doomsdayhq.com:
This is meant to be the introductory page to the Doomsday Engine, it is not meant to be updated daily with the latest breaking developments. It's job is to say "This is the Doomsday Engine, it does this that and the other. If you want to find out more about it; click one of these links which will take you to a site which is dedicated to providing the type of information you are after".
And those links take you to:

DEW (Doomsday Engine Wiki) - www.dengine.net/dew:
Here you will find all the documentation about the engine. It has info for all groups of user including gamers, mod makers and developers. Each article uses terminology appropriate to the group(s) of user it is intended for, so don't expect to understand articles in the programmer's guide if you have no experience with coding.

dengDevs - www.dengine.net/blog:
It is not really meant as a site for average, joe user. It's primary function is to act as a place for the developers to discuss our work on Doomsday.

Forums - http://forums.newdoom.com/forumdisplay.php?f=57:
Well, thats here, obviously. I won't explain what forums are for... ;)

deng project at sourceforge.net - http://sourceforge.net/projects/deng/
This is where the svn repository and the bug, RFE etc trackers are located. It is also the primary distribution point for the Doomsday project.

If you go to each of those sites you will notice that on each one of them, there are links to all the others in very prominent locations. I don't see navigation between the various sites as a problem at all.

You will notice that all of the above sites have very different purposes and each requires a certain kind of infrastructure to be most effective. This is the primary reason why all these services/facilities are not located at one url, through one interface. Obviously, that is possible but it is a huge amount of effort to have them all in the one place. So I look at it and consider I have two options: A) Spend the next month or so of ALL my free time pulling the websites around, or B) Do nothing and let people click the links instead which saves me all that time and effort which I can then invest in Doomsday itself. Sure, I'd love a site like that which worked and looked really sexy but I'm not willing to maintain such an unholy crossbreed of a monster, I have past experience in doing just that for clients (yes, I do work and I'm on a full time programming course at college too) and I REALLY do not want nor have the time for that.

Actually, if you look around the web at all the other ports you'll find that the majority of their setups are similar to ours, with different functionality split into different sites. We arn't doing things any different. In fact, the only one which attempts to merge all the functionality into one interface is the new ODAMEX (they have a dedicated, experienced web developer and network admin).

With regard to a jFiles replacement - I would like to point out that jFiles was never in the control of the deng project. It was run by a group of cool people who wanted to provide a central location where Doomsday addons could be found.

Chilvence
January 30th, 2007, 09:35 AM
Yagisan, if you want someone else to do it for you then why not quit now? By existing here at all you create a false pretense of work getting done. So step down. Stop acting like you do anything. The painting yourself as a victim routine is lovely.

Yagisan is the reason I'm continually able to play the game, on Linux, so you can piss off :P

In fact nobody is actually 'Painting a victim' out of the dev's except people like you, with your constant stomping and whining and demanding for attention. You'd make anything think the devs actually have an obligation to you lot. Well, joke's on you :P

KuriKai
January 30th, 2007, 12:50 PM
Ok, I would like to help. With whom to speak? Where to start? Who is head here, give me some points?
Didn't I tell you you could help by doing that? and that I would make it easy for people to find?

Heh... So, I finally have to learn how to use this IRC... Tried several times, didn't like it.
That's why there is a irc java client on the main doomsday site

Ok. I'll do it :-)
Sweet ^^

Anakite
January 30th, 2007, 03:18 PM
That sounds like a splendid idea, actually. I mean, they were right in one thing, and I'll say it more nicely: One place where all of these things are compiled (or at least linked to) would be great. I mean, one of the sites you guys had for that was just plain tedious to look through, half of the links were broken, and it was rarely updated. :\

Personally, if I ever get around to learning C++ like I keep telling myself I will, I'll be happy to donate most of my ridiculously-bountiful free time.

But this probably isn't the place... *totally not a hypocrite*

I'm happy to wait for this. The less buggy it is and the more streamlined its installation is, the better.

Chilvence
January 30th, 2007, 03:43 PM
jfiles WAS the one place to get all the addons. I did alot of the uploading and writing of descriptions myself. The super clean forum, album and download layout was all my work hacking up phpBB. Then it died. The guy who paid for the existence of the site from the beginning could no longer afford it - Yagisan actually paid for the last 3 months of service out of his own pocket. I doubt anyone would have even thought that there might be some people actually spending money just so you lot could have a convenient download and upload site. I tried to resurrect it recently, but because servage.net toasted all the data, it would mean the effort of basically rebuilding the site from new, which I am not prepared to do. Most people act like it had never been there in the first place.

Anakite
January 30th, 2007, 04:09 PM
Actually, I'm not talking about that one. JFiles was very useful, and easy to use. The one I'm talking about was... well, I think it's still up. It had a black background, and I think it forced you to download, for example, each of the models of the various model packs (like yours) individually.

Chilvence
January 30th, 2007, 04:36 PM
Are you talking about fallen mans links page? That was more of a pain than anything - it was in response to the fact that at the time, so many people were working on random stuff that it was easy to lose track of all the threads. But that was before there was even a centralised place to upload finished work, so it was a nescessary evil. Jfiles would have served that purpose as well, but by that time, very few people were intrested in actually contributing work, so while the place was there for stuff to be put, there was no stuff to put.

Xenomorph
January 30th, 2007, 09:10 PM
Hi guys, I have been following this project for a long time now and I would like to help if I can. I am a graphic artist with a background in illustration and a fairly solid technical knowledge. I could possibly help out with model textures if that would be applicable. All I would need is a little bit of coaching in the process of texture wrapping and a few of the fundamentals. I have used the textures that Dani J666 created as a template for creating new skins but no longer have them on my computer. If Dani J666 or someone else can spare a little time to explain some details that would be cool. PM me with any contact details if you are interested.

KuriKai
January 30th, 2007, 09:55 PM
Xenomorph: Nice to see a fellow Kiwi.
If you want to help with making textures that would be great. log onto the doomsday irc channel (I won't be there until sunday night though)

Technomancer
January 31st, 2007, 01:44 AM
Let's just all take a deep breath a continue to ignore Mad Max as we always have. If you look back you will recall that he is very much like a kid with a stick, poking at a hornets nest. His soul purpose appears to be ticking people off.

That brings me to another thing, "fuck this," "fuck that," what are you guys, twelve years old? It's really not necessary to inundate your posts with the f-bomb, if anything it gets repetitive and irritating. Stick to hard information, or things that actually matter, nobody here really cares if your angry at whatever, we all just think it's annoying.

Relax, have a beer, I'm sure that the world will not end before the JDRP sees completion.

*cheers*

DaniJ
January 31st, 2007, 02:36 AM
Xenomorph:
All help would be very appreciated. Feel free to work on anything you want to work on, have a dig through the currently released stuff and see what you'd like to work on.

I'm always contactable through email and pm here at the forums.

hawkwind2
January 31st, 2007, 07:45 PM
Could someone please give me the link to the thread which gave instructions on getting the jDTP to work using snowberry? I know they are here somewhere ..... ;)

Thanks in advance

Martini1992
February 1st, 2007, 02:30 AM
I like doomsday but can't get jDRP to work can sumone give me indepth instruction plz.

If sumone con help i will change my sig to sumthing praiseing doomsday.

Exoddus
February 1st, 2007, 03:14 AM
Dani gives an explenation on using jDRP with snowberry here:
http://forums.newdoom.com/showthread.php?t=30054

*cheers*
EDIT: Mabye you guys should edit the first post in this thread and add this link there
to minemize the confusion? ^^

sevencreature
February 1st, 2007, 03:19 AM
EDIT: Eh, late.

Martini1992: Read Dani J's guide or wait for jDRP 1.2. The most important thing is that manifest - because the directory structure in jDRP.pk3 is slightly different in 1.01.

Einheriar
February 1st, 2007, 04:35 AM
First, make sure you have alle the files needed, they are available here : http://sourceforge.net/project/showfiles.php?group_id=74815&package_id=93229

The main problem is (as I encountered it mysel, and Dani j666 explained me) is that most internet browser are reading the manifest as a .txt file, but they shouldn't! So here is what you have to do to run the jDRP properly (read carefully) : http://forums.newdoom.com/showpost.php?p=494038&postcount=43

Make you have these files : jdoom-resource-pack-1.01.zip and jdoom-resource-pack-1.01-zip.manifest (for example in the snowberry/addons folder, as shown below)

[img=http://img151.imageshack.us/img151/2505/desktopfoldernp1.th.jpg] (http://img151.imageshack.us/my.php?image=desktopfoldernp1.jpg)

Then, make sure you have specified the appropriate folder in Snowberry (click tht '+' in the 'Settings' tab):

[img=http://img257.imageshack.us/img257/6703/jdrpaddonfolderzq3.th.jpg] (http://img257.imageshack.us/my.php?image=jdrpaddonfolderzq3.jpg)

Finally, go to the 'Addons' tab in Snowberry, remember to refresh addons, and here is what you should have to be sure that jDRP works :

[img=http://img459.imageshack.us/img459/4900/jdrplo5.th.jpg] (http://img459.imageshack.us/my.php?image=jdrplo5.jpg)



Launch a game, and voila! You're done ^^

Hope this helped :)

Cheers

Grub
February 3rd, 2007, 10:16 AM
Heya guys. Checking in - I was here last August. It seems that you are still having problems. I'm wondering what the main obstacle is at this time? Technically, I mean.

Einheriar
February 4th, 2007, 04:04 AM
Hi Grub :)

I think that the main problem wwe are all experiencing, concerning ce jDRP in Snowberry, is the manifest that is needed to make it run. Dani J explained me the problem (here : http://forums.newdoom.com/showpost.php?p=494038&postcount=43 ).

The fact is that most internet browser open the manifest instead of download it as it is. Therefore it messes everything up with the jDRP, and that's why most of us need help :)

Cheers

Martini1992
February 7th, 2007, 10:19 AM
yeah i fixed the problem by downloading and old version of mozilla that dont open the manifest

gary
February 7th, 2007, 07:16 PM
Anyone notice that when you look at certain walls, they have carvings of some of the monsters' faces on them, like Hell Knight and Arch Vile? Well that Arch Vile's face looks neat and it would be very cool when the new resource pack is released having the Arch Vile have a detailed face that looks like that carving on the wall. Will it, Dani?

drewdewd
February 7th, 2007, 08:01 PM
Actually, I don't think that it is an Archvile face. The only monsters that anyone can safely say has its face carved in stone is the Baron of Hell and the Icon of Sin.

Relica Religia
February 7th, 2007, 10:42 PM
Nah, I'm pretty sure it is an Archie. Along with the Baphomet and the Molochs they seem to hold a marble relief-worthy status in Hell. Maybe it's a territorial thing.

I agree, the Arch-Vile was a pretty underdetailed sprite, so there's tons of room to make him look horrifying. Imagine Plutonia Map 11 with all the possible final resource packs installed?

Makes me curious how you interpreted it, Dani?

Jonathan Paskiewicz
February 8th, 2007, 12:01 AM
Other 3D models are work on my Doomsday 1.9 B5 but jDRP only won't work...*ugh*

Please help me more. I don't mean to bother you, guys.

BuddhaMaster
February 8th, 2007, 04:43 AM
as very last, to complete all these model's you should - finally - model the DooM-Marine !

But that would be a hard piece of work and has to be the final masterpiece ;)

He should look exactly like on the DooM Artwork and then you let him wear the armor-model you made (i notice, on the artwork the material looks very different ..but the true "cool" metal skin is very good!) if you can make the helmet looking good, you have already alot. But the hard part would be to make his Face looking good - and almost like Handdrawn, but in all its polygonal details. His face should have like 20K Polygons, and made with a special technique like zBrush works: To make it look totally organic ! because the marine itself you never see in-game (oh well, i forgot co-op ..but you could make him a black-toned shinye visor (contrasty specular-map) :) )
Then you have it almost - That would be very cool but really hard !

But a interesting project, not *whatever*
Finishing a great Project with a great and challenging Model..

Yagisan
February 8th, 2007, 08:10 AM
as very last, to complete all these model's you should - finally - model the DooM-Marine !

But that would be a hard piece of work and has to be the final masterpiece ;)

He should look exactly like on the DooM Artwork and then you let him wear the armor-model you made (i notice, on the artwork the material looks very different ..but the true "cool" metal skin is very good!) if you can make the helmet looking good, you have already alot. But the hard part would be to make his Face looking good - and almost like Handdrawn, but in all its polygonal details. His face should have like 20K Polygons, and made with a special technique like zBrush works: To make it look totally organic ! because the marine itself you never see in-game (oh well, i forgot co-op ..but you could make him a black-toned shinye visor (contrasty specular-map) :) )
Then you have it almost - That would be very cool but really hard !

But a interesting project, not *whatever*
Finishing a great Project with a great and challenging Model..

Dear god no. what a fabulous way to bring your system to its knees. Doomguy should look similar to his sprite, not some artists half-baked idea.

sevencreature
February 8th, 2007, 08:19 AM
His face should have like 20K Polygons, and made with a special technique like zBrush works:
Well, you could make a mod for Crysis - definitely better idea *hello*

gary
February 8th, 2007, 10:44 AM
Speaking of bringing your system to its knees, I've been playing Hell Revealed and there are so many monsters in the screen at one time that even with my good system specs, it slows down massively unless I decrease the model detail distance.

Zhanavahn
February 8th, 2007, 01:10 PM
Dear god no. what a fabulous way to bring your system to its knees. Doomguy should look similar to his sprite, not some artists half-baked idea.
?
I shall repeat
?
It´s cooler in the Artworks! god!

BuddhaMaster
February 9th, 2007, 12:53 AM
The pose, the lighting and the shotgun is what makes him look cool on the artwork ;)

FreeLanZer
February 9th, 2007, 01:47 AM
I have to agree on some parts of this.. The Doomguy's head and helmet on the Ultimate Doom poster is so much cooler than the head on the original clay model by Adrian.. ( This one (http://album.yaa.dk/main.php?cmd=imageview&var1=Doomsday+Hi-Res%2FReference%2F12524824_clay_doomguy.jpg&var2=0) )
I don't know about the armour.. I think both has their unique coolness. :)
But from the belt and down I think the clay model is the coolest.. It just needs the same detail level as the posters.
Here's the Ultimate Doom poster: -Link- (http://www.doomworld.com/pageofdoom/graphics/UltimateDoomPoster.jpg)

BuddhaMaster
February 9th, 2007, 08:18 PM
Here's the Ultimate Doom poster: -Link- (http://www.doomworld.com/pageofdoom/graphics/UltimateDoomPoster.jpg)

Wow finally this picture in POSTER-size ..cool thanks for it! That will be a good base for my own re-touched image :)
With the font - and everything styled and colored like this:
link to my wallpaper (http://forums.newdoom.com/showthread.php?t=32321)
Or my Mod's title-screen ;)
http://img255.imageshack.us/img255/7492/menuxk9.th.jpg (http://img255.imageshack.us/my.php?image=menuxk9.jpg)

The mod is found here (http://www.doom3world.org/phpbb2/viewtopic.php?t=18706)
(please dont blame me ;) )

DaniJ
February 9th, 2007, 08:28 PM
You could have asked before you borrowed that logo graphic (I know, its an iD copyrighted image anyway so I have no rights to it myself, but still...).

BuddhaMaster
February 9th, 2007, 09:36 PM
You could have asked before you borrowed that logo graphic (I know, its an iD copyrighted image anyway so I have no rights to it myself, but still...).

Hu, do you mean the Mods Title Font ? has it anything to do with you ? ..i made it out of the id artwork, yes. You mean that is not legal ?

FreeLanZer
February 10th, 2007, 12:59 AM
Hu, do you mean the Mods Title Font ? has it anything to do with you ? ..i made it out of the id artwork, yes. You mean that is not legal ?
Why did you just use the logo graphics from the jDUI without asking? *peeved*

BuddhaMaster
February 10th, 2007, 11:13 AM
ok, now i realize: Its the small shiny specular thing that tells its the one from JDUI

i even forgot about this one. But whats different? the font is just a little less big in height and theres that small shiny thing. I've could done that myself. The rest is all by me.
So whats the difference ? it's just to look at. I dont make money with it - i've seen alot wallpapers/images that use the DooM font.

But really, tell me what says you its from the JDUI ? yes its true - but i forgot it, or thought its just the original DooM title-font. (but perfectly masked - thats what inspired me)
The color is different and the texture is also a little changed. I'am really asking: Is it ok ? who was the creator of it ? otherwise i will delete it. If thats such a big problem. It is that small shiny thing: A brush point, sized about 30-50 with five lines to the outher side an probably some dodge overlay - Oh c'mon *weep* i'am very sorry for that

Edit: It should be a compliment - tho the author who made it. It looks just cool ! and with my colors it looks even better :o

KuriKai
February 11th, 2007, 03:10 AM
Dani: Have you got textures in the jdrp?

Martini1992
February 11th, 2007, 09:01 AM
hey dani what program do u use to do the models?

FreeLanZer
February 11th, 2007, 03:44 PM
hey dani what program do u use to do the models?
He uses 3D Studio Max and Adobe Photoshop for the textures.

Martini1992
February 12th, 2007, 06:25 AM
nice wat about milkshape for the 3d and macromedia fireworks for the textures?

linkoln
February 12th, 2007, 06:28 AM
whats milkshape?

CrazedImp
February 12th, 2007, 06:29 AM
A program that you can make models with.

linkoln
February 12th, 2007, 06:31 AM
is there a limit to how many?

Harry
February 12th, 2007, 07:13 AM
How many what? lol

linkoln
February 12th, 2007, 07:14 AM
how many models

Jimi
February 12th, 2007, 07:26 AM
If there is more than 10 models, the universe will collapse and everything gets sucked into a black hole.

Martini1992
February 12th, 2007, 07:27 AM
not if u buy the full version

Lord Kaizen
February 14th, 2007, 02:34 AM
No model limit, but the unregistered version expires after a certain time period.

Pavelmoje
February 16th, 2007, 06:27 AM
Hello, I want download JDRP 1.1 and cannot find him. You can me send link please *bow* or upload on share server, where him download it. Here am registered http://daniel.ddsdesign.co.uk/jDRPAlpha/index.php and aren't that no files to download. Am agonized and I would have most grateful. *flip*

CrazedImp
February 16th, 2007, 06:55 AM
There is no download for jDRP 1.1. There are no downloads to be found, anywhere, and nobody is going to be able to upload anything on a share server. It is not ready.

Sorry, but you'll have to be patient like everybody else and wait for the next jDRP release. And before you ask, no, I don't know when it will be released. When it's done.

FreeLanZer
February 16th, 2007, 12:32 PM
Hello, I want download JDRP 1.1 and cannot find him. You can me send link please *bow* or upload on share server, where him download it. Here am registered http://daniel.ddsdesign.co.uk/jDRPAlpha/index.php and aren't that no files to download. Am agonized and I would have most grateful. *flip*
A what? LOL!*roflmao* *monkey*

Anakite
February 18th, 2007, 07:28 PM
A long time to be stuck on one page, and to not hear from Dani. :|

And is that Franglish (you know, French-English)? I'm near positive it is...

Einheriar
February 19th, 2007, 05:04 AM
Let's hope Dani is alright, and that he's still working on the jDRP (or maybe the next Doomsday release ^^).

Concerning this strange dialect, I cannot say for sure what it is, as I speak both French and English, it's hard to determine what language it could be... Anyway, I can barely understand what he means...

CrazedImp
February 19th, 2007, 09:11 AM
The only thing that needs to be seen is that he cannot be patient and or read.

gary
February 19th, 2007, 11:34 AM
I got a nice laugh out of reading his post too. When he called JDRP 1.1 "him" instead of "it". :D

Martini1992
February 19th, 2007, 12:04 PM
i wonder where dani is hes been a very long time. maybe hes on holiday he deserves one after all the hard work hes done and if he is i hope hes enjoying it.

DaniJ
February 19th, 2007, 01:09 PM
I have just started back at college after half term break actually. Most of that time I've actually spent working on Doomsday as there is a lot to be done to meet the March 11th(!) deadline for beta6.

As I mentioned on IRC and in a thread somewhere here - I planned to release a repackaged version of jDRP 1.01 in a new format designed to be used with Snowberry. If everything goes to plan I should have that ready for release this coming weekend.

Do remember that this release is ONLY a repacking of the EXISTING jDRP resources. All new content will be released as individual modules from now on. I'll be dropping the global version numbering scheme with this release also.

---

Please don't poke fun at others who obviously don't speak English too well when they are clearly making an effort. I can understand what he meant even though the words he used were not quite 'correct'.

xZAOx
February 19th, 2007, 02:30 PM
Do remember that this release is ONLY a repacking of the EXISTING jDRP resources.

Hm....could you define "existing" please? As in the stuff that was on the 1.1 alpha site, and/or the stuff you've created that we've only seen screenshots of (like the new imp model, new monster skins, etc)?

Or is it just cheb's old models repackaged to be snowberry friendly?

drewdewd
February 19th, 2007, 04:02 PM
Wait, theres been screenshots of new models? Ive been keeping track of this thread and have seen no screenshots. Where are they?
And I'm a little confused, what happened to the name "JDRP 1.02?" Now All I here of is "JDRP 1.1." Or are these separate things?

gary
February 19th, 2007, 05:39 PM
Please don't poke fun at others who obviously don't speak English too well when they are clearly making an effort. I can understand what he meant even though the words he used were not quite 'correct'.

I agree. I didn't mean anything by it. I actually have someone who I will marry someday who is Vietnamese. I never make fun of her and I help her as much as I can in English. I just thought it was funny when he said "him" nothing more. I didn't mean anything against the person, and I did understand the person even though it wasn't perfect English. Sorry about that. I didn't know the person was really trying to make an effort because I was going by what CrazedImp said.

CrazedImp
February 19th, 2007, 07:34 PM
I wasn't going at his English because its not quite correct (theres a lot of people on these forums who can have slight English problems), when I said "cant be patient and or read", meaning couldnt go back a few pages in this thread and his question would have been answered.

If I wasn't able to read what he said I wouldnt have been able to answer the question now would I? ;)

MR_ROCKET
February 20th, 2007, 12:36 AM
Whatever the case may be, the guy takes interest in the same thing we do, maybe more so than others..:)

Silent_Assassin
February 25th, 2007, 01:16 PM
why is the resource pack only in .exe? i need a .zip or just the .pk3

DaniJ
February 25th, 2007, 03:15 PM
It is isn't. Find it here: http://sourceforge.net/project/showfiles.php?group_id=74815&package_id=93229

gary
February 25th, 2007, 05:27 PM
What's the ETA on the 1.1 release, Dani?

DaniJ
February 25th, 2007, 05:43 PM
I ran out of time for the jDRP 1.01 update this weekend. I'll let you know as and when.

Ninja
February 25th, 2007, 05:46 PM
Hey Dani, I love your Multi FX pack, especially all the blood and gore! *coolio*

And you're the guy who put the resource pack together right?

drewdewd
February 25th, 2007, 06:55 PM
I'm a little confused on what the title of the latest JDRP will be when it is released. What is it? And will it feature new models?

Silent_Assassin
February 26th, 2007, 06:01 AM
It is isn't. Find it here: http://sourceforge.net/project/showfiles.php?group_id=74815&package_id=93229

ok thanks.

i installed the .pk3 and added the folders of the other 2 files(i have a feeling that isnt how its supposed to work though), it says how to install this on mac/linux but i dont quite understand where it wants me to put the files. i'll play around with it a little i guess.... (any help is welcome tho)

*edit*

i installed the gun pack and it works =D , man doom with 3d guns is so much better (now all i need is the 3d character models which the resource pack has right...?)

gary
February 27th, 2007, 05:27 PM
And also the other models, like the objects (candles, skulls, etc.) which are all in the resource pack. I think almost every sprite was turned into a model except Romero's head and the Arch Vile's flame.

Silent_Assassin
February 28th, 2007, 03:56 AM
ok now i really want to make this work........
any one help me out here? i've no idea where these files go, i looked every where.

(i cant use kick start because its not for mac yet)

-= Mancubus =-
February 28th, 2007, 10:16 AM
when I said "cant be patient and or read", meaning couldnt go back a few pages in this thread and his question would have been answered.

Look, this thread is more than two hundred pages long. How could he know where to start from to find actual info on jDRP? Don't laugh at that guy, because this forum in its current state is really for veterans of jDoom, who know where to look and whom to ask.

I thought that I'd prepare the FAQ for Doomsday that I had agreement on with the devs AFTER the jDRP release, to not do the stupid work that will be useless, because I thought that it will be released soon after beta 5.1, but since it seems we will have to wait a whole lot more, I will try to start now... Wish me luck and if possible, point the most actual questions to be included in that FAQ.

CrazedImp
February 28th, 2007, 08:56 PM
No need to make some kind of separate document for an FAQ, it would be better to make a thread here or something on the Wiki and simply update it as needed, and post a link to it on the main Doomsday website.

Questions that you would need to answer are the current state on the resource packs and where to get them, and what to do and/or where to go if they have problems with them. Also provide answers to the most common Doomsday problems, such as people setting up multiplayer games, and report how to deal with known bugs. Thats one reason why the FAQ should be an editable forum page either here or on the Wiki, so it can be updated as needed as new releases are made, instead of having this age old FAQ that never gets updated and ends up confusing people more than it helps.