View Full Version : jDoom Resource Pack (jDRP) 1.01
Master Toddy
April 4th, 2004, 09:06 PM
Yeah, it would be sweet to have the gloves on and then have them off when you're berserked.
MasterOfPuppets
April 4th, 2004, 09:28 PM
great mod ideas, but jDRP is the official pack, and should (ideally) be a 3d translation of the sprites.
Weenuk
April 4th, 2004, 10:06 PM
idk, I like that idea. It gets my vote. Best of both worlds.
Darmuss
April 5th, 2004, 03:06 AM
yes, bloody nice idea.:)
UglyBob
April 5th, 2004, 07:11 PM
so any new screenies for today?
MasterOfPuppets
April 5th, 2004, 08:46 PM
um, my host pulled the rug out from under me, so if anybody missed my almight super detailed demonstration of how arch-viles can reserrect gibbed corpses, its now here: http://mop.darkasylums.net/files/archtest.zip
...this dosn't reflect well on my mapping skillz
Abrax
April 6th, 2004, 04:18 AM
I think that the blood particle effects (on walls and the floors) could be replaced with heretic 2 style blood splats, I can remember playing that game, and the one thing I remember, is the blood splats looking amazing.
Another thing, is when monsters are gibbed, replacing the particles with Quake 3 style blood, or maybe a combination of particles and Quake 3 blood, using splats, rather than particles, would also speed up gameplay for people with graphics cards that don't have a good enough fill rate (I've seen an fx5600 256Mb struggle) to run the game smoother, I also think that the splats would look a lot more realistic than the current particle effects.
also, keep up the good work on those models, they ROCK!!!
DaniJ
April 6th, 2004, 10:46 AM
Appologies for the delay on the screenshots I was wanting to get some of the new stuff into the game first. You'll notice in these shots that the old models and skins are still being used on the monsters. That's because I'd like it to be a bit of surprise when it's released in about five weeks.
It's becoming difficult to show new pics without giving anything away. So you'll look at these and think "bah nothing's changed" as I've dissabled a lot of the new stuff.
Pic1 (http://modelyard.newdoom.com/jDRP/jDRPDEV1.png)
Pic2 (http://modelyard.newdoom.com/jDRP/jDRPDEV2.png)
Pic3 (http://modelyard.newdoom.com/jDRP/jDRPDEV3.png)
Wicked Anime Kid
April 6th, 2004, 11:04 AM
Hey those pics look really good Dani J:D
The second pic looks like a green eye at first sight;)
Weenuk
April 6th, 2004, 11:07 AM
Ahh, good. I can see the increased detail on that rocket box. Now that is the way to go.
Tyberious
April 6th, 2004, 11:25 AM
so far they look great, I can't see much fo the detail because these online computers at the digital libary are too dark and really suck. I can't make out much detail, the quality of these moniters are horrible. Thanks for the pics dani! I will check them when I get home.
Midnight
April 6th, 2004, 01:49 PM
perdy... that BFG blob looks familure tho.... looks like Abbys...
draconx
April 6th, 2004, 02:09 PM
Maybe because Dani posted a screen of it a while back?
Psychopath666
April 6th, 2004, 03:39 PM
The BFG hud weapon looks WAY better than thge old! Good Job!
MasterOfPuppets
April 6th, 2004, 04:22 PM
the bfg is different? sorry to say but i don't see any difference, although it might look different in game, i can't see any difference with that screenshot.
but the new shot looks pretty cool, much better than the sprite. just going on with my thoughts here, but i think it would be cool if the orb wasn't so disernable. as in, you look at the orb, and in the center it is bright, but it keeps getting more transparent the farther out. that way you wouldn't be able to actually see the edges of the bfg shot, i think it would look a lot better than an actually orb.
the bfg shot might turn out to be one of those things that is done better with particles, or, dare i say, some really good really high rez sprites?
Grimm
April 6th, 2004, 05:07 PM
Dani check this out! http://www.deviantart.com/view/3179772/
I think that is THE way to go with the Imp.
Psychopath666
April 6th, 2004, 05:10 PM
agreed
DaniJ
April 6th, 2004, 06:02 PM
Heh, that is uncanny (Grimm's link)!. The imp looks quite similar to that now. The horns are in the correct places though.
Yep that's the same old HUD BFG. I've played with the scale and positioning but it's essentially unchanged atm.
BFG Shot - Yeah I plan on reducing the opacity of the sphere but not softening the edges too much.
You might be able to make out a bolt of lightning in that shot. They're quite tricky to get a shot of (as they're only vissible for a fraction of a second) but look great in game. As the ball flys through the air - bolts of lightning shoot out at random.
MasterOfPuppets
April 6th, 2004, 07:32 PM
lightning!? COOL ^_^
Tyberious
April 6th, 2004, 07:58 PM
sweet! I like how the imp looks more fierce but either way I think the monsters will look great in this next pack, also the bfg ball looks great!
UglyBob
April 6th, 2004, 08:10 PM
sweetness man, sweetness
doomer
April 6th, 2004, 08:34 PM
Dani
Looking forward to these new models - if possible can the jdrp.ded be non conflicting with some of the extra effects deds .
I currently use these in user.ded :
Include "BAM-ExtraFX.ded";
Include "BAM-Teleporters.ded";
Include "MoreBlood-short.ded";
Include "RocketTrailMedium.ded";
Include "O-Extrafx.ded";
They seem to work ok with the current jdrp - whether there are any conflicts or not - i'm not sure.
SgtMagor
April 7th, 2004, 02:47 AM
that pic of the Imp looks good, but i always like the way the imp looked in Doom, big white teeth that look like dentures(lol), and blood red eyes gave it a very ferocious,demon look, the newer versions of the Imp look more Alien and out of a X-file episode just my opinion!.anyway thx for the pics Dani, can't wait to see the new monster models......
Nephil
April 7th, 2004, 03:51 AM
Dani check this out! http://www.deviantart.com/view/3179772/
I think that is THE way to go with the Imp.
WHOOOOOAAAAH! *shocked* Well, I sure as hell wouldn't want to run into this guy at night... but I would really like to see him as a skin for JDoom! :)
Carma
April 7th, 2004, 10:39 AM
About Imp
Removing spikes - and it will be Arch-vile!
Grimm
April 8th, 2004, 01:29 PM
This is totally off topic, but now that you have new hand models Dani, do you think you could take a little time off after 1.1 to hack up some HUD weapon models for Hexen? Just the ones that only involve hands.
Tyberious
April 8th, 2004, 01:51 PM
grimm, why didn't you either pm him or post it in the hexen forum? I don't have a problem with you asking but others may. By the way, nice work dani! *bliss*
Da_maniaC
April 8th, 2004, 01:54 PM
Well, i decided to reinstall my Doomsday completely, since my monkies wouldnt fall down after i killed them.
but now they do... :)
I do seem to have another problem now though :(
I get the normal SSG model, from standard doom, instead of the JDRP one :S look:
http://members.home.nl/djthesp/doom2.jpg
Oh, and i lost my option to choose: Right hand weapons now :(, anyone that would know where to get that?
DaniJ
April 8th, 2004, 02:43 PM
Ok here we go:
BAM-ExtraFX.ded - I don't know what this does is it for plasma effects? jDRP 1.1 has it's own effects for these now.
BAM-Teleporters.ded - These are for teleporters and won't cause any problems/conflicts
MoreBlood-short.ded - This one will cause conflicts but you won't want to use it with jDRP1.1 anyway (new gore stuff).
RocketTrailMedium.ded - same as above
O-Extrafx.ded - I've never heard of this one so I can't say either way.
Sorry Grimm I won't be doing any Hexen stuff. I've got far too many projects on the go to be starting another. Besides I don't even own a copy Hexen.
Da_maniaC - This is due to the pk3 loading limits of Doomsday. I believe Skyjake has increased this limit for 1.8. In the meantime you could extract your copy of the jDRP into your Doomsday folder to get around this.
Right hold weapons doesn't really work anymore. The new HUD models don't have the necessary frames for right-hold versions. If I have time I will try to include a right hold option in 1.1 though this would mean all new weapon change animations.
KuriKai
April 8th, 2004, 03:54 PM
funy thing is whe your playig agaits aother person you can tell that the guns aint held in the center
doomer
April 8th, 2004, 04:16 PM
Dani
Thanks for the reply
O-Extrafx.ded is mainly explosions and the brain explode - which i gather you are doing anyway.
BAM-ExtraFX.ded is for plasma effects - I really like this one - it gives great bouncing particles - and as it is a small ded i have included it here. If you could either make this non conflicting or incorporate in jdrp i would be really grateful.
Thanks:
Header { Version = 5; }
#vvvvvvvvvvvvvvv Plasma Explosion Sparks vvvvvvvvvvvvvvvvvvv
Generator {
State = "PLASEXP";
Flags = "gnf_blend";
Speed = 15;
Speed rnd = 0.33;
Spawn age = 3;
Max age = 1000;
Particles = 50;
Spawn rate = 15;
Vector rnd = 0.75;
Stage {
Type = "pt_line";
Flags = "ptf_bright";
Tics = 40;
Rnd = 0.8;
Resistance = 0.02;
Bounce = 0.8;
Gravity = 0.5;
Color { 1 1 1 1 };
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Radius = 2;
Tics = 100;
Bounce = 0.8;
Gravity = 0.5;
Resistance = 0.05;
Color { 0.4 0.4 1 1 };
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Gravity = 1;
Radius = 0.5;
Tics = 100;
Color { 0 0 1 1 };
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Gravity = 1;
Radius = 2;
Tics = 50;
Color { 0 0 0 0 };
};
}
#vvvvvvvvvvv Arach Plasmaball Explosion Sparks vvvvvvvvvvvvvvvvvvvvvvvvv
Generator {
State = "ARACH_PLEX";
Flags = "gnf_blend";
Speed = 15;
Speed rnd = 0.33;
Spawn age = 3;
Max age = 1000;
Particles = 50;
Spawn rate = 15;
Vector rnd = 0.75;
Stage {
Type = "pt_line";
Flags = "ptf_bright";
Tics = 40;
Rnd = 0.8;
Resistance = 0.02;
Bounce = 0.8;
Gravity = 0.5;
Color { 1 1 1 1 };
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Radius = 2;
Tics = 100;
Bounce = 0.8;
Gravity = 0.5;
Resistance = 0.05;
Color { 0.4 1 0.4 1 };
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Gravity = 1;
Radius = 0.5;
Tics = 100;
Color { 0 1 0 1 };
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Gravity = 1;
Radius = 2;
Tics = 50;
Color { 0 0 0 0 };
};
}
Master Toddy
April 8th, 2004, 07:06 PM
Cain is currently making models for Hexen, and he's doing a great job, too. He plans on replacing all the sprites with models.
Da_maniaC
April 9th, 2004, 03:16 AM
Da_maniaC - This is due to the pk3 loading limits of Doomsday. I believe Skyjake has increased this limit for 1.8. In the meantime you could extract your copy of the jDRP into your Doomsday folder to get around this.
Right hold weapons doesn't really work anymore. The new HUD models don't have the necessary frames for right-hold versions. If I have time I will try to include a right hold option in 1.1 though this would mean all new weapon change animations.
OK, now i see, uhm, i do remember Doomsday allows you to configure, the amount of memory space it can use...
If i enlarge this, will things change then?
-And about the right-hold weapons , too bad then.
I'm already glad my monkies fall down now :P
draconx
April 9th, 2004, 05:51 AM
No, there is a hardcoded limit for the number of pk3 files that can be loaded. If it's some constant somewhere, you can probably modify the source pretty easily to increase the number, if it's not - it would be a bit more difficult.
Da_maniaC
April 9th, 2004, 06:12 AM
Damn , so even if i would get the high res texture packages in a couple of weeks, i wouldnt even be able to load those as well... cause it wont even load my SSG anymore... :\
Isnt there anything i can do? :(
draconx
April 9th, 2004, 06:28 AM
Yes use dani's suggestion and extract the entire jdrp into your doomsday folder.
Da_maniaC
April 9th, 2004, 06:41 AM
Uhm, how do i do that? :$
draconx
April 9th, 2004, 07:29 AM
you can open pk3s in winzip.
Da_maniaC
April 9th, 2004, 10:15 AM
Thanks!, it loads evrything now, and its not even lagging anymore :) (It used to for some akward reason...)
David_OSU
April 9th, 2004, 02:00 PM
All the discussion on DED effects reminds me of something I meant to bring up with Dani about the chainsaw effects.
Dani, when the chainsaw strikes a wall (which is usually either stone or metal), the current effect looks like smoke and some flashing. One of the effects DEDs I've used before added a lot of sparks when the chainsaw strikes a wall. This seems much more realistic -- when you use a chainsaw on a metal or stone surface, you get a hell of a lot of sparks, but not so much smoke. The only time you get a smoke-like effect is when you chainsaw a very soft stone like sandstone. Even wood doesn't really generate smoke, just sawdust. Anyway, it seems like reducing the smoke cloud (if possible) and adding a shower of sparks when the chainsaw hits a wall would be nice. The only time it wouldn't look right is when you strike a wood wall or door, but there's not many of those so I don't think it's a big deal.
Carma
April 9th, 2004, 02:17 PM
About sparkles etc.
This will be applied to pistol hands etc.?
Now you can congratulate me - now I have GeForce FX5900XT
Now I'm not afraid any heavy FX in game
MasterOfPuppets
April 9th, 2004, 04:20 PM
about the chainsaw thing, it might be possible to make the effects different via a .ded file that generates different particles for every texture. i think?
Grimm
April 9th, 2004, 08:17 PM
Should work. The echo sound thingy in default jDoom is based off of textures. And if that chainsaw thing was implemented, how sweet would that be???!!! You could even apply the sawdust thing to normal hitscan attacks on wood.
Grimm
April 9th, 2004, 08:17 PM
Whoops, double post.
doomer
April 9th, 2004, 09:05 PM
Dani
You mentioned before to Da_maniaC about extracting the jdrp.pk3 contents into doomsday because doomsday has a limit on .pk3 loading. Inside jdrp are 114 smaller .pk3's - do we need to unpack all of these as well?
The reason I ask is that i get glitches or pauses in some of the large levels (ultimate doom e2m2- in particular takes a long time to precache). I only get these glitches if i have the jdrp loaded .My thinking was that if i unpacked jdrp it might solve this problem- i also run the jdep.pk3 , jdep-ext.pk3 , jdui.pk3 and soundpack.pk3 - all in data/jdoom/auto.
I have tried unpacking jdrp to it's first level -i.e. into 114 pieces - this doesn't seem to make any difference.
A penny for your thoughts?
Da_maniaC
April 10th, 2004, 02:49 AM
Soundpack!!! o_O
where can i get that ????? :D
-BTW, i also have a Details.pk3 loaded :D
It places a layer over all the textures, making them look more real , it looks kinda nice actually....
So, all i need now, is the high res textures, and the soundspack.... (Hint hint) :)
Gamedude
April 10th, 2004, 03:47 AM
If you just unpack the first jDRP file, you are loading 114 files instead of 115. You still need to extract all of the others as well to make any difference. I extracted them all and I don't have any problems. I extracted them so I could edit them, though. It can be a lot of work, which is why I think they should be combined a little. i.e. effects in 1 pk3, monsters in another, etc. Either that or release the jDRP in separate pk3s, so I only have to download and extract the ones that have changed. This will be pointless in the next release though, because there are too many changes.
BTW extracting the pk3s should speed up the precaching a little, since the game doesn't have to load so many files. Also, disable any antivirus software and you should triple the precaching speed.
KuriKai
April 10th, 2004, 04:12 AM
Da_maniaC
check out the www.jdql.tk site for links to the sound pack. you gotta copy and paste sambos soundpack link into the address bar
Darmuss
April 10th, 2004, 05:38 AM
Let's hope Doomsday 1.8 will have this pk3 limit solved.
I really like the idea of having all the things placed in their own pk3.
Da_maniaC
April 10th, 2004, 06:03 AM
Da_maniaC
check out the www.jdql.tk site for links to the sound pack. you gotta copy and paste sambos soundpack link into the address bar
Cool thnx :)
Deathgiver
April 10th, 2004, 06:31 AM
Let's hope Doomsday 1.8 will have this pk3 limit solved.
I really like the idea of having all the things placed in their own pk3.
Yeah, I hope so to, It's alot of work extracting all those jdrp files.
UglyBob
April 10th, 2004, 08:08 AM
its not that hard, u just have to select all of them and right click and select extract all files. Then tell it where. THis is if u are using winrar
Carma
April 10th, 2004, 11:18 AM
2 Dani
Will you tell us something new about upcoming jDRP1.1?
Thread is stuck
Something about new included FX?
Da_maniaC
April 10th, 2004, 12:14 PM
Let's hope Doomsday 1.8 will have this pk3 limit solved.
I really like the idea of having all the things placed in their own pk3.
Yeah, I hope so to, It's alot of work extracting all those jdrp files.
Yes it is indeed :(
One thing i still dont get:
If i extract Jdrp i get 114 files: if i open one of those, i get to see the folders with the files in it....
So i do understand, those are the folder is need to place the files in. But what i dont get is ... how does it work?
Do i still have to checkmark, that i want to use the JDRP in Doomsday, or will it autoload them?
BTW,
Great!, so i thought id finally have this thing solved, and suddenly my JDEP packages stopped getting loaded as well :(
This stinks! I think im just gonna wait vor version 1.8, that will have higher thresholds, or none at all...
DaniJ
April 10th, 2004, 01:06 PM
The simple way is as UglyBob says, use winrar. Once you've unpacked all the modules from jDRP.pk3 select them all then rightclick - extract all files into the ROOT Doomsday folder eg: c:\Doomsday.
THIS DOESNT AUTOMATICALLY LOAD THE DEFINITIONS.
You still need to check the jDRP in Kickstart or add jDRP.ded to your command line.
The problem with doing this is jDRP data files are now spread all over your Doomsday install. Also it complicates things when it comes to installing the latest version of the jDRP as the contents of individual modules DO change and you could end up with a lot of unused files bloating up your Doomsday install.
I really don't think it would be a good idea to start putting everything into one huge pk3. This modular structure is there so that you can easily drop in other alternative modules and it's a lot easier for other other packs to work with (eg Abbs Weapons pack). I have considered changing the virtual location of the modules from data/jDoom/auto to data/jDoom and loading them individualy from the Kickstart profile. This has as many drawbacks as it does benefits but it would be largely transparent to an everyday user.
This problem will hopefully be resolved in the next Doomsday release anyway, so I see no real need to start changing the structure again untill we have a better launcher.
BTW I can run the jDRP/jDUI/jDEP(standard+fogpatch)/SoundPack all at the same time without any problems. I have installed the jDTP and the Details.pk3 as these are much more manageble as all the files are in place.
DaniJ
April 10th, 2004, 01:15 PM
Here's quite possibly the last preview of 1.1 you'll get before release so enjoy :)
http://modelyard.newdoom.com/jDRP/jDRPImpPreview.png
Here is a comparison shot of the old model compared to the new one. I got fedup trying to work with the old modelpack Imp so I decided to finish the work on the NEW Imp model. Please pay no attention to the skin as I'm using an old one in that pic (I don't want to give too much away now do I? :D).
Here's a challenge for you:
Given the old model is 632 polys how many polys on the new model? Closest answer wins a cookie.
Doom_Gate
April 10th, 2004, 01:30 PM
1200 and a half
Psychopath666
April 10th, 2004, 02:14 PM
Much improved!!!
Lets see...700 polys?
Da_maniaC
April 10th, 2004, 02:22 PM
WHOAAA!!! The new imp looks great!!! :D :D
(The feet, could still use some work though ;))
lets see: 850 polys :p
BTW I can run the jDRP/jDUI/jDEP(standard+fogpatch)/SoundPack all at the same time without any problems. I have installed the jDTP and the Details.pk3 as these are much more manageble as all the files are in place.
I dont, get it, why i cant do that though :\ :(
(As said before, Doomsday has a hardcoded limit for loading .pk3 files, so how could u be possible to load all those, while i cant??? :S
Evil Incarnate
April 10th, 2004, 02:56 PM
Awesome! :D
I'll guess 900
Mr. Chris
April 10th, 2004, 03:03 PM
I'll say around 900-950. Dani told me it will have multiple face/body skins like the zombie soldiers do. *cool*
doomer
April 10th, 2004, 03:15 PM
Dani said:
"The problem with doing this is jDRP data files are now spread all over your Doomsday install. Also it complicates things when it comes to installing the latest version of the jDRP as the contents of individual modules DO change and you could end up with a lot of unused files bloating up your Doomsday install."
I have unpacked all the jdrp into : doomsday/data/jdoom/auto -(with jdrp.ded incuded in user.ded)
Seems to run ok and at least you know where all the files are .
Apart from the models loading automatically ( which is what i want anyway) are there any drawbacks to doing it this way?
Weenuk
April 10th, 2004, 03:16 PM
Give it 1500 that are used properly and I'll be happy. But however many are in that one looks just fine.
MasterOfPuppets
April 10th, 2004, 03:26 PM
sweet imp, but i hope thats the old skin on him. eek!
Grimm
April 10th, 2004, 03:27 PM
Pretty nice! I'm glad it's not a hunchback anymore. :) Legs are still a little thick, though, and the feet need a little work, but otherwise nearly perfect. :)
An Imp-related bug I noticed: If you have light-amp goggles on, when the Imp goes through its attack animation, it darkens slightly.
KuriKai
April 10th, 2004, 11:11 PM
hmm did you do half of the imp then mirror him?
ill say around 710 or so
Atom235
April 11th, 2004, 12:19 AM
I'd bet he has 854 polys.
Carma
April 11th, 2004, 02:17 AM
I think not more than on old
Dani
Another think about models
Marine model with backpack?Weapon switching?
Technomancer
April 11th, 2004, 02:31 AM
I tend to agree with Carma, I'm betting either the same or less polys than the model pack one!
Da_maniaC
April 11th, 2004, 03:36 AM
Another think about models
Marine model with backpack?Weapon switching?
Uhm, Whats your point?
I havent seen a marine with a backpack....
But in the demo's u can download in the alternate stuff section of the Modelyard, showed me yesterday, u already see the marine havind a shotgun in its hands when he uses one :D Looked really cool imo
Krontos_Mutant_Ape
April 11th, 2004, 04:05 AM
i love the JDRP it is awesome and those teaser pics look awesome, too my only complaint about JDRP is the BFG needs more work
Deathgiver
April 11th, 2004, 04:19 AM
Dani, I'll guess 600 polies for the new imp. overall I like it with the exception of its teeth but I chalk that up to the old skin.
Krontos_Mutant_Ape, which BFG do you mean? the pickup BFG or the Hud BFG?
Da_maniaC
April 11th, 2004, 06:51 AM
BTW I can run the jDRP/jDUI/jDEP(standard+fogpatch)/SoundPack all at the same time without any problems. I have installed the jDTP and the Details.pk3 as these are much more manageble as all the files are in place.
I dont, get it, why i cant do that though :\ :(
(As said before, Doomsday has a hardcoded limit for loading .pk3 files, so how could u be possible to load all those, while i cant??? :S
Well, could anyone tell me what im doing wrong? *book*
Atum Ra
April 11th, 2004, 09:35 AM
Dani did mention once that the old model pack had alot of wasted polys in each model, so im guessing either the same amount or less.
Psychopath666
April 11th, 2004, 10:59 AM
BTW I can run the jDRP/jDUI/jDEP(standard+fogpatch)/SoundPack all at the same time without any problems. I have installed the jDTP and the Details.pk3 as these are much more manageble as all the files are in place.
I dont, get it, why i cant do that though :\ :(
(As said before, Doomsday has a hardcoded limit for loading .pk3 files, so how could u be possible to load all those, while i cant??? :S
Well, could anyone tell me what im doing wrong? *book*
I dont understand it, but I'm grabbing for straws here...maybe it has something to do with system resourses or something??? like the way ya sometimes have to set the amount of ram it can use in the kickstart? I dont know...
DaniJ
April 12th, 2004, 01:46 PM
How many polys?:
Well, the correct answer is 646 so teh cookie goes to Carma, well done that man.
Dani did mention once that the old model pack had alot of wasted polys in each model, so im guessing either the same amount or less.
Yes indeed they do. These new models will use roughly the same number of polys but put to much better use. This "first run" of new monsters are what I would equate to LOD level 1. Once they're all in and working I'll then start on the LOD 0 versions that will have a lot more detailed models. Hopefully by then Doomsday will support seperate models for the LOD levels.
Yes that is an old skin so don't worry about that. The new one is much better. Also you'll be glad to hear the Imp now has a FULL skeleton with all the restraints set up. So now his head moves from side to side, his hands open and close, his jaw moves up and down etc...
RE pk3 loading limit:
Maybe the reason I can load everything together is because I use a modified version of the jDUI...
Inside the jDUI is seperate pk3's for the intermission graphics so I simply extracted everything into a seperate folder then repacked them again into one.
Slide
April 12th, 2004, 02:23 PM
Interesting - I did the jDUI that way so it had a neater layout I could of course flatten the pk3 but as it was only 3 more sub-pk3s we really need a proper solution or we won't be able to use other packs. Personally I rejig the jDRP to suit my preferences and so I haven't experienced this limit myself - I do recall another discussion about this some months back, but not if there was a solution.
Tyberious
April 12th, 2004, 02:28 PM
excellent news dani! I just threw in 512MBs of of extra ram for a total of 1024MBs of ram for me.
(luckly it still runs in dual channel, I thought all of your memory sticks had to be made by the same company and have the same emmory chips for it to work..... guess not.)
all I need to do is update my graphics card (my Geforce 2 MX 200 32MB pci card is NOT a gaming card.... more like an internet card) and I will be able to see your wonderful models. Also are you goi9ng to add mroe muscles on the imp? Just curious.
By the way, your models look great, the new imp looks alot more scarier.
DaniJ
April 12th, 2004, 03:28 PM
I know, Slide. Currently the number of pk3's (when using jDUI/jDRP/jDEP) is only just over the limit (four I think) so if we can get this limit increased by 50 that should fix the problem permanently.
Glad to hear it Tyberious! That is what they tell you about memory but I've only ever had one problem with it and that was when a customer was using 3000 along side 3200 (different brands too).
Yeah in the new skins the muscles are a lot more defined. I've based the structure on that of a human.
Da_maniaC
April 12th, 2004, 03:38 PM
RE pk3 loading limit:
Maybe the reason I can load everything together is because I use a modified version of the jDUI...
Inside the jDUI is seperate pk3's for the intermission graphics so I simply extracted everything into a seperate folder then repacked them again into one.
That already crossed my mind. :)
Hearing now, that you did that as well, I think ill do it the same way then *alien*
OH, and about my system resources.....
I have a Pentium 4, 2.66 Ghz
2 x 128 SD DDR RAm (Dual Channel)
Geforce 4, 64 MB, 8x AGP.
Even though, if i play a while, my Jdoom game really starts lagging like hell! :(
(I have my memory set to 128 MB in Kickstart)
Could anyone tell me what my setback is? Im thinking i need more memory', but i was really hoping my video card was good enough to do the job, for i wont be able to buy a better one for some time.... :(
Vi3tSkl11
April 14th, 2004, 05:49 PM
Well, I'm sorry to say, but it's your video card...
My GeForce MX 440 had terrible performance... I moved to a Ti4200 and the FPS shot up.
--I can't wait... The next wave is gonna look sweet...
Grimm
April 14th, 2004, 07:23 PM
Hmm . . . thought I mentioned this already but I guess I didn't. If you have light-amp goggles on, during the Imp's attack animation it darkens slightly.
DaniJ
April 14th, 2004, 10:19 PM
I'll have to check that out Grimm, though I think it may be beyond my control. Does it only happen with the Imp?
Tyberious
April 15th, 2004, 12:55 AM
just got a Geforce FX 5900 XT 128MB card so now I can see dani's models as they were intended to look. I can't wait!
Slide
April 15th, 2004, 04:17 AM
Let's not start on the graphics cards here again this is a sticky on the development of the jDRP and of course announcements by resident maestro Dani.
As a reminder; if you have problems with the jDRP you should really check the Technical support forum, making your own resource/utility? start a thread in resources, and if your simply pimping/gushing about your hardware/site/etc... go to the main Doomsday forum (or Rant's and Raves).
You may now return to praising/'is it done yet?'ing Dani ;)
Grimm
April 15th, 2004, 02:26 PM
The Imp is the only one I've noticed it with.
Tyberious
April 15th, 2004, 04:08 PM
I wonder what the ne4w skin will look like, I also heard dani will support multiple heads with the imp which will be a nice feature!
@slide: I agree with what you said and like the last line.
@dani: and new updates?
Chilvence
April 15th, 2004, 04:30 PM
Does it only happen with the Imp?
I remember you saying something on the bug tracker about it being something to do with turning the fullbright flag off for the shooting frames. Skyjake said he was looking into it I think...
Canassa
April 15th, 2004, 10:43 PM
The new Imp model looks much better!!! But I think the feet and the hands needs more polys ;)
I just can't wait for the new skin! The Imp would look great with a skin showing more muscles and veins on it.
Technomancer
April 15th, 2004, 11:09 PM
Could you show us an animation of this awesome new articulation? That'd really really cool, if it's not to much trouble that is. With the new skeleton the animations could be very fluid and organic!
Tyberious
April 16th, 2004, 04:35 AM
give the man some breathing room! lol. I take it he is very busy. We all know his models are going to be great (as always) so whats all the fuss about?
Felix
April 16th, 2004, 06:39 AM
ouch!!! I just got my md2 import/export script to work and damn!! over 200 polys Just in the head hmmm just noticed I cannot seem to open the hud models.. all I get is a single square polygon...
Mr. Chris
April 16th, 2004, 01:50 PM
Seems people are nitpicking, that's all
DaniJ
April 16th, 2004, 01:52 PM
over 200 polys Just in the head hmmm just noticed
Yeah they're a mess. The Imp is probably the worst appart from the Cacodemon *snigger*, that mesh is FUBAR. Still considering that the (free) tools they had back then were shite so it's understandable.
The HUD models are dmd's, you'd have to convert to md2 first with md2tool.
Update:
Recently I've been spending waaaay too much time staggering around the net being very unproductive.
So, I decided to take my work back underground. Now hidden deep within my secret creational faciility I can concentrate on readying ...my precious. They wants it!
Anyway... I'm spending most of my free time on 1.1 so I doubt you'll see me around these parts much.
RE Imp: I've decided to spend another 20 or so poly's on the hands/feet to give them a better shape. I might post a little animation demo once I've sussed it all out*rolleyes*. I've yer basic physique and skeleton done all keyed up an all but it's still missing something.
MasterOfPuppets
April 17th, 2004, 08:22 PM
i installed doomsday on my friend's computer (he has no internet connection) and, because he has an ATI card, the jDRP blood was blue. i offerend to fix it but he said he didn't care...still it looked terrible...
Tyberious
April 17th, 2004, 11:14 PM
thats why development should include ALL current hardware, skyjake should have 2 machines to test on.
MasterOfPuppets
April 18th, 2004, 12:12 AM
thats why development should include ALL current hardware, skyjake should have 2 machines to test on. too bad he would have to buy it
Psychopath666
April 18th, 2004, 07:03 AM
No kiddin'. He is'nt a professional game design company that has money and resources enough to buy whatever he needs! Just be glad he IS making doomsday!
draconx
April 18th, 2004, 11:14 AM
I think Tyberious just volunteered to buy Skyjake an ATI machine :)
Tyberious
April 18th, 2004, 05:24 PM
I have an extra ati card availible. with I have the parts to go with it.
oh and by the way psycho, no need to be boisterous about it.
if there was a way I can get skyjake my ati card I would (unfortionately its an 9000 Pro 128MB).
Slide
April 19th, 2004, 02:12 PM
And you've never been known to be boisterous Tyberious *rolleyes*
Anyway I have the ATI 9000 pro on my old system and I don't get the blending fault on it myself, the sheer variety of machines out there makes testing difficult for the lone developer which is why extensive testing and bug reporting by users who have distinct setups is so necessary (go to Sourceforge for reporting of bugs particulary).
Still every little helps the project and It's easy to contact Skyjake over donations of cash/hardware/software Here's the contact page (http://www.doomsdayhq.com/contact.php). And I'm sure that reasonably priced shipping, even from little out of the way places like the US of A, is possible ;)
Tyberious
April 19th, 2004, 07:15 PM
And you've never been known to be boisterous Tyberious *rolleyes*
Anyway I have the ATI 9000 pro on my old system and I don't get the blending fault on it myself, the sheer variety of machines out there makes testing difficult for the lone developer which is why extensive testing and bug reporting by users who have distinct setups is so necessary (go to Sourceforge for reporting of bugs particulary).
Still every little helps the project and It's easy to contact Skyjake over donations of cash/hardware/software Here's the contact page (http://www.doomsdayhq.com/contact.php). And I'm sure that reasonably priced shipping, even from little out of the way places like the US of A, is possible ;)
really that was uncalled for... amasing how much couth people can lack.
If you read closely in my posts I will state over and over that I do rant, I cna be loud I can be offensive and bet I try not to and ask those who have felt they have been offended on any level to contact me in any way possible so I may fix these issues. How often do you read my post? How often do you give complaments, seriously that comment unseated me but I can be "boisterous" as we all can, everyone will be like that at some point. Now if you can go around saying the occasional nice thing to people then I would be more delited to see your name appear on the forum roster each time you post (although I have respect for you since your a mod and an forum goer, just wish you could be a little nicer sometimes.) I will end this rant with a few set a complaments on waht I like about you.
1. you are truthful
2. you seek to do the right thing and believe in enforcing it.
3. you watch over us to make sure nothing is going wrong and no body is disobeying rules
4. you do not fill your posts with crap and are usually on topic, most of your opinions are on target with the topic.
5. you come off intellectual
and last but not least
6. you command a respect about you which is due to your athority and you do not abuse your power as a moderator like most I experienced in my life and I thank you for that because that is a major offense in my eyes.
draconx
April 19th, 2004, 07:30 PM
Okay lets NOT get this topic into a discussion on forum ethics!
Technomancer
April 19th, 2004, 11:20 PM
I think the new Imp is going to worthy of a shotgun to the face :D It's looking really good, and the full skeleton with fingers and stuff should make it very nice! I'm anxiously awaiting the next release of both JDoom and the JDRP :D
Da_maniaC
April 20th, 2004, 04:32 AM
What the guy above me said. *spin*
MR_ROCKET
April 20th, 2004, 06:42 AM
i wanna see some pictures ! waaaaaaaa! :p
Nemesis
April 20th, 2004, 06:52 PM
LOL!!!*crazy*
I saw it...very good.*thumbs*
Tyberious
April 20th, 2004, 10:14 PM
when dani said the imp will support a skelatal system and said the imp can move its arms and head, did he intend to make it work in 1.8 or 1.7.14-4? I would like to see a video of this.
Massacher
April 21st, 2004, 07:40 AM
i wanna see some pictures ! waaaaaaaa! :p
me too. and where can i c in progress pictures of previous releases? since this is my 1st time on this thread.
DaniJ
April 25th, 2004, 06:08 AM
Thanks for the interest Massacher. There are quite a lot of development pics in this thread just read back through to find em.
Sorry guys no pics atm. :)
Work on 1.1 is going well and roughly on time for release.
However I've got a nasty feeling I'm gonna need to go away with work for a couple of weeks next month (looks very likely atm). Hopefully it'll be towards the end of the month.
Besli
April 25th, 2004, 07:17 AM
Hey Dani your models are great!! I love them soo much!! Maybe you can use this skin for the barrels (http://pww.evitech.fi/projects/katajanokka/old/barrel.zip) and this skin for the tekpillar (http://pww.evitech.fi/projects/katajanokka/old/Tekpillar.png) (both made by zabnat)
Lord Kaizen
April 25th, 2004, 08:21 PM
I'm confused....
The latest version I have is ModelPack v2.10.1.
I tried downloading the latest version of the JDRP, but I receive a time out error 3/4 of the way through.
What has been added in the jDoom Resource Pack v1.01 since the model pack 2.10.1?
What is the difference between the model pack and the resource pack?
draconx
April 25th, 2004, 08:27 PM
jDRP is just the latest model pack, and it features many new and improved models.
Lord Kaizen
April 25th, 2004, 08:50 PM
Is something wrong with the server? Why do I keep recieving a timout error?
Tyberious
April 25th, 2004, 10:04 PM
have someone deeplink or mirror it. Maybe its the fact your isp or your connection may have problems with that server. Try alternate downloads. If you know the file name then put that in google and see if you can find other sites for it.
Wicked Anime Kid
April 26th, 2004, 07:01 AM
Dani, if you agree i could host the package on d-nation as a mirror:)
DaniJ
April 26th, 2004, 02:40 PM
Thanks WAK that would be great. The more mirrors the better really.
Massacher
April 27th, 2004, 05:02 AM
Thanks for the interest Massacher. There are quite a lot of development pics in this thread just read back through to find em.
thanx, i will. is there an official site, or can i find that on the previous pages too?
It's becoming difficult to show new pics without giving anything away. So you'll look at these and think "bah nothing's changed" as I've dissabled a lot of the new stuff.
Pic1 (http://modelyard.newdoom.com/jDRP/jDRPDEV1.png)
Pic2 (http://modelyard.newdoom.com/jDRP/jDRPDEV2.png)
Pic3 (http://modelyard.newdoom.com/jDRP/jDRPDEV3.png)
love the screenshots. the detail on the box of rockets!!! *eek* amazing. if the rocket ammo looks that good i can only imagine how the monsters will look. nearly Q3 quality graphics.
the screenshots link on http://www.jdql.tk/ isn't working. just thought u should know.
and one more quick question. when is the final version of the jDRP going to be released?
KuriKai
April 27th, 2004, 12:37 PM
OT yeah im just too lazy *monkey* to get any screeshots up i might try doing it toinght
sLydE
April 27th, 2004, 02:34 PM
tsk, tsk ;)
i really do appreciate the quick links site, though, it makes it easy for me to tell my friends about doomsday and its various graphical improvements over other ports.
Lord Kaizen
April 28th, 2004, 12:09 AM
I finally got this pack. But where does it go? Does everything have to be extracted from it?
KuriKai
April 28th, 2004, 12:23 AM
the screenshot page is now up
Lord Kaizen
April 28th, 2004, 12:28 AM
Only the sprites show up.
KuriKai
April 28th, 2004, 12:37 AM
you install it then you have to select it as an option in kickstart under add-ons
it should be installed to data\jdoom
DaniJ
April 28th, 2004, 01:30 AM
If you've got the auto extracting rar version just point it to your Doomsday folder then install. After that you need to activate the jDRP in the Addon tab in KickStart.
is there an official site, or can i find that on the previous pages too?
Well TheModelYard (http://modelyard.newdoom.com) is the jDRP's offical home atm. However something bigger an better is coming soon, so I doubt that site will be maintained for much longer.
when is the final version of the jDRP going to be released?
I have no idea when the final version of the jDRP will be released, maybe oneday in the distant future.
Oh you mean jDRP 1.1?:D I've not set any date (heh I'm learning...) but it will be very soon.
It looks like I am gonna have to go to Brugge for a couple of weeks. I'll be leaving the end of next week.
Cheers Besli, there are new models for both the barrel & techpillar so they are redundant now but thanks for pointing them out.
David_OSU
April 28th, 2004, 08:44 AM
Dani, have fun in Brugge.
Version 1.1 of the jDRP will be done when it's done, and I can wait because at least I know it will be done LONG before Doom 3, Half Life 2, and Duke Nukem Forever are finished!
Seriously, have fun in Brugge.
MasterOfPuppets
April 28th, 2004, 08:52 AM
Duke Nukem Forever:p
bigger and better, you say, Dani? interesting...
Besli
April 28th, 2004, 12:36 PM
No problem Dani!! I love your models and your Skins, they are very great!!
DaniJ
April 30th, 2004, 10:09 AM
I posted this over at Doomworld so I thought I'd put it up here too.
http://modelyard.newdoom.com/jDRP/jDRPImpPreview2.png
That was taken about a month ago and the skins are now finished.
In the pic above that was the base skin layer (mainly just muscle groups, definition and basic lighting) since then I've added a lot more detail, stuff like the pores of the skin, hair, scars etc and the horns now blend seamlessly.
Weenuk
April 30th, 2004, 01:39 PM
You better rig that mofo up for animation and get him into the game pronto. Nice work. Can't wait to see the other stuff you have hidden away....
Wicked Anime Kid
April 30th, 2004, 01:55 PM
I posted this over at Doomworld so I thought I'd put it up here too.
http://modelyard.newdoom.com/jDRP/jDRPImpPreview2.png
That was taken about a month ago and the skins are now finished.
In the pic above that was the base skin layer (mainly just muscle groups, definition and basic lighting) since then I've added a lot more detail, stuff like the pores of the skin, hair, scars etc and the horns now blend seamlessly.
*jawdrop*
Dani, will you please take your time with the models and make them the best you can:D.
From what i see now, i'll believe that doomsday will be better then ever with a new modelpack:)
P.S. will you be calling the next release 2.0 if you include every new model?
Chilvence
April 30th, 2004, 02:00 PM
I'm pretty sure Dani said it was already rigged, so it should be nice and ready soon by my guestimation :)
DaniJ
April 30th, 2004, 02:57 PM
Yeah he's already rigged and in the game. :)
I'm playing around with subtle glowing eyes though I'm not 100% happy with the results so far. I think I'll wait for DDE 1.8's shaders so I can do a better job. Infact the only thing left to do with the Imp is to improve the corpse skin.
I'm currently working on a few more of the decor models. Mainly the minor ones like the candle and various small gore items like the brain and spinal column.
Today I've also done some more particle models (specifically bits of broken barrel).
I will be working on the jDRP pretty much all of next week as I have nothing on till the trip to Brugge.:)
Dani, will you please take your time with the models and make them the best you can.
Definetly. I want 1.1 to be as polished as possible and if that means delays then that's how it's got to be.
P.S. will you be calling the next release 2.0 if you include every new model?
I don't know. I have been thinking about this but I still think that the work done is more of a point release than a full version. Even though it has seen a huge amount of work and major step up in quality.
Don't forget not many of the monsters are using the new models yet.
MasterOfPuppets
April 30th, 2004, 03:00 PM
damn that is so crazy! that looks better than anything in quake 3 or any of the half-life mods. the best thing about what i see up there: the imp is realistic, and scary. its not overly nasty or anything, it just looks believable, and that is terrifying.
Grimm
April 30th, 2004, 03:05 PM
I hope your next project will be the Baron of Hell man. The current model fails it.
Chilvence
April 30th, 2004, 03:09 PM
Didn't you already start on the Baron a while back? I hope you didnt scrap it in a fit of vanity... I can do that, because my models often turn out shit, but you cant cos that Baron looked excellent *grin*
MasterOfPuppets
April 30th, 2004, 03:18 PM
speaking of your models Chilvence, think you will ever get back into the game? your stuff was great. after all, thats your pistol and ssg in the jDRP. i mean, you can't let Dani take all the glory, right?
Chilvence
April 30th, 2004, 03:33 PM
Probably not. Dani clearly has a great talent for what he is doing, and there's that saying that too many cooks spoil the broth. (Incidentally, I find it almost impossible to cook when theres someone there 'helping' me)
At the moment I'm trying to put together a couple of models for any future Strife support, partly because they are nice simple chunky robot models, partly because I know that there's pretty much no one else to do it.
But hopefully I can make myself useful here in other ways instead.
Besli
April 30th, 2004, 04:53 PM
DaniJ you have a great talent for making models and skins!! I can't wait to get a new BFG!!! The actual model sucks! (Sorry Chilvence) Nobody starts as a profi, i think you will get better with time Chilvence! It's a great idea to start making Strife models!!
On the 17. May is my birthday Dani, maybe the jDRP 1.1 will be released then, if not it dosn't matter!! Release it when it's done! ;)
Tabun (from Generations Arena) also has a great Talent for making models, skins and textures!! http://www.planetquake.com/tabun/
hawkwind2
April 30th, 2004, 08:31 PM
Did the poor bugger lose his dentures ? :P
KuriKai
April 30th, 2004, 11:38 PM
has anyone noticed, that the potion bottles have bubbles in the water thats in them?
MasterOfPuppets
May 1st, 2004, 01:09 AM
*gasps* he is right!
Wicked Anime Kid
May 1st, 2004, 01:57 AM
I've noticed that before yea, nicely done. It would be cooler if it would be done via particles:)
Chilvence
May 1st, 2004, 06:29 AM
I can't wait to get a new BFG!!! The actual model sucks! (Sorry Chilvence)
Dont worry, I had no part in its creation ;)
DaniJ
May 1st, 2004, 08:45 AM
Thank you so much Besli. Tabun is indeed a great skinner.
No Chilvence had nothing to do with the BFG models, they where made by Team SOG.
Chilvence - I think your models are a great addition to the jDRP. Thank you for the kind praise but honestly your models are equally as good as mine. The SSG item is perfect, I couldn't hope to improve upon it. The HUD SSG is very well modelled and all I have done to it is to replace the hands though I would like to ask your permission to work on the skin a bit. Don't put your work down mate.
Did the poor bugger lose his dentures ? :P
Yes, yes he did. He's since found them again though:)
has anyone noticed, that the potion bottles have bubbles in the water thats in them?
Thanks for reminding me, I still need to do that with the new health potion model.
Didn't you already start on the Baron a while back? I hope you didnt scrap it in a fit of vanity... I can do that, because my models often turn out shit, but you cant cos that Baron looked excellent
Yeah I did. I don't think he'll be ready in time though.
MasterOfPuppets
May 1st, 2004, 01:04 PM
just wondering here if any other monsters have new models in v1.1? looking at that imp it sorta hit me how much time it must take for you to make those, but you said once that you had some models of all the monsters if varried states of completion for HiRealism, so i'm wondering.
Mr. Chris
May 1st, 2004, 05:20 PM
I can't wait to download all this into my personalized jDRP file without overwriting everything else custom (high res demon and zombie face skins). I hope there will me replacement head skins for the zombies so the one are two that are yellowish and reddish are there. :)
I wonder if it's possible to implement random claw/bite animations for demon/imp/baron/hellknights and death anims for the humans, imp and other low/middle rank demons.
Excellent work Dani!!
MasterOfPuppets
May 1st, 2004, 06:07 PM
I wonder if it's possible to implement random claw/bite animations for demon/imp/baron/hellknights and death anims for the humans, imp and other low/middle rank demons.that is a great idea!
Tyberious
May 3rd, 2004, 05:05 PM
it might be possible through a ded file issuing random decals like the zombie head skins. The same idea can be applied to ambient noise as well as moderation of sounds so no same sound sounds alike but will have different pitches and tones.
hurleybird
May 3rd, 2004, 07:23 PM
Has the shotgun model been imroved yet? The current one looks drop dead gorgeous from the side when reloading, but when you are not reloding it looks, well, not too good.
aliceschain
May 3rd, 2004, 09:16 PM
Has the shotgun model been imroved yet? The current one looks drop dead gorgeous from the side when reloading, but when you are not reloding it looks, well, not too good.
I agree. I think the side looks cool but the front is just bland.
MasterOfPuppets
May 3rd, 2004, 10:44 PM
yes it is still the original shotgun, but the one in the jDRP uses Dani's high resolution skin.
wow, those were the days. everybody had their own versions of models skins and my doomsday folder was a complex web of edited .ded files...
DaniJ
May 4th, 2004, 01:33 AM
Heh. You should see my defs folder. I have close to 200 deds in there now, plus 4 different versions of the jDRP.*crazy*
I'm currently trying to sow it back together again because I have seperate deds for each animation sequence/effect to make it easier trying different combinations.
Wicked Anime Kid
May 4th, 2004, 04:48 AM
You should keep it like that, then sow them together to some deds and put it into a clean install of dday. Keep them both up-to-date wich allows you more flexibility in editing:D
MR_ROCKET
May 5th, 2004, 12:31 PM
well i think you should sow it back together again because you have seperate deds for each animation sequence/effect to make it easier trying different combinations.:)
or you could sow them together to some deds and put it into a clean install of dday. Keep them both up-to-date wich allows you more flexibility in editing.
hehe ok im done :D
Da_maniaC
May 7th, 2004, 04:39 AM
http://www.planetquake.com/tabun/pics/doom_items2.jpg
OMG look at that *eek*, the shotgun shells even have a price tag on them :p
[EDIT]
BTW!!! Look at this one!
http://www.planetquake.com/tabun/img/skin/weap/doomssg_shots.jpg
That looks so fucking nice! :D
Psychopath666
May 7th, 2004, 02:21 PM
Wow...the ammunition looks awsome! Thats a lot of deatil. I'm sure that once md3 support is implemented that we'll start seeing things like that!
Weenuk
May 7th, 2004, 02:29 PM
I'm glad to see a few people have started to notice those generations arena models. They are fairly good, though some of the weapons (PLASMA RIFLE, though it still looks awesome) are not like the original. The new Quake weapons really shine. Who would have thought that they could come with those ideas from those shitty old models. Same with Doom's sprites, gotta interpret and go your own way a little.
DaniJ
May 7th, 2004, 03:23 PM
Yeah they are nice. Tabun's done a great job with the skins.
I've done a lot of work on all the Item skins for 1.1 so hopefully you'll like em.
I'm looking forward to when I can use seperate models for LOD, the md3 support and shaders. Once they're all inplace I can really start to go nuts on the detail.
Generations has the luxury of not having to render 100's of monsters at the same time so they can pretty much use as many polys as they want really.
I'm much more impressed by Tabun's skinning than the modelling.
Personally I hate the wood effect on that db shotty. All the metal bits look good but the wood is *chuck*
The Undertaker
May 7th, 2004, 03:29 PM
If only we could put those 6 vertex shaders to work in the 6800/X800.
Tyberious
May 7th, 2004, 05:20 PM
I agree aobut the wood, I perfer your skins better (or any modder here in newdoom).
"I'm looking forward to when I can use seperate models for LOD, the md3 support and shaders. Once they're all inplace I can really start to go nuts on the detail." -Dani
that is shocking enough as your models are already damn good, the fact is that you make it sound like your jsut getting warmed up.
SgtMagor
May 8th, 2004, 04:49 AM
how about some screens using the new skins of the Baron, and Hellknight my 2 fav monsters :)...
Da_maniaC
May 8th, 2004, 05:13 AM
I've done a lot of work on all the Item skins for 1.1 so hopefully you'll like em.
Those are what i usually like the most! I already love most of the models. For example: armor bonus, shells, rocket crates and the Megasphere. :)
I love them because, they still look almost identical to the originals, but also real 3d at the same time. :)
Cant wait to see new ones.
Caden
May 10th, 2004, 12:54 AM
i downloaded a modeling program that i finaly liked and iv givein it a try and its hard to do. now i realy appriciate what your doin dani. what program do you use?
Lord Kaizen
May 16th, 2004, 12:06 AM
Dani,
I absolutely loved your spectre and cyberdemon skins located in the Doomsday Links site. How come they're not in the resource pack? I really miss them now that I'm unable to use them. :(
DaniJ
May 18th, 2004, 08:45 AM
Hey guys n gals, I'm back. Everything went ok in Brugge and as a result I've now got a LOT of work to do along with a few new jobs I picked up on spec. So I'm gonna be kept quite busy with Real Life for a few weeks.
I've just loaded up jDRP 1.1 to refresh what still needs doing and there is still a fair bit to be done.
Whats in the game so far? ALL the new item models + skins, about 30% of the decor models + skins are new (mainly just the hanging corpses + bigtree todo), the new Imp model and all the re-UVW'd monsters (there's still a lot of work to be done on the skins though). For the HUD the hands are now in and working (I still need to do the un-gloved skin though) and are used for the fists, shotguns, and with the new chainsaw. On the effects side; tracer effects, lightning bolts, far better explosions, model debris and of course the new gib models and gore fx.
Tyberious - I am just getting warmed up :) I've not been modeling long and once I've got 1.1 done I'm dying to start work on 1.2 which will include proper 3D death animations. I want to be able to see an Imps face explode outwards leaving a gaping hole revealing the brains and face tissue. Similarly I want to see the contents of the Barons stomach spill out onto the floor. That's the great thing about a mod, you can be as graphic as you want because theirs nobody censoring you.
SgtMagor -Sorry but the Baron is staying underwraps till release ;) though I'll think about posting some more pics soon.
Da_maniaC - All the items now look almost identical to the sprites from a distance. The only one I'm too happy with atm is the BFG item pickup.
Caden - Cheers, I use 3Dmax now. I started off with gmax( great program if anyone is interested in learning how to model ).
Lord Kaizen - Those skins have kinda fallen out of favour really (with me anyway). Although I quite like the Cyberdemon one. Basically they look nothing like the sprites so that's why they arn't in the jDRP. You can still use them (in 1.01) if you want to though, just open your Cyberdemon.pk3/Spectre.pk3 and drop them in.
Now I must sleep...
UglyBob
May 18th, 2004, 01:32 PM
sweetness, glad to hear that it will be very bloody and messy, thats what doom is all aobut hehe
Chilvence
May 18th, 2004, 04:07 PM
new chainsaw.
Ahhh, stress relief time.
SgtMagor
May 18th, 2004, 04:26 PM
thx for the info Dani..
Tyberious
May 18th, 2004, 09:25 PM
new chainsaw.
Ahhh, stress relief time.
I heard that! I also can't wait for the gore. Man the future already sounds sweet. I wonder how bad ass 2.0 will be.
Lord Kaizen
May 18th, 2004, 11:46 PM
I want to be able to see an Imps face explode outwards leaving a gaping hole revealing the brains and face tissue. Similarly I want to see the contents of the Barons stomach spill out onto the floor. That's the great thing about a mod, you can be as graphic as you want because theirs nobody censoring you.
Ooooooooooohhhh! *alien* NICE!
Would it be possible to have random death animations? I'm not talking about "ragdoll physics" or anything, just different death animations like in Quake 2. All the monsters die the same way all the time and the corpses all end up in the same poses. It would be nice if zombies, imps, ect. would ocasionly fall on their stomachs or sides, or die in a variety of dramatic, agonising or perhaps even amusing ways.
For instance: You blast one imp, and it just falls to the floor. You shoot a second imp, and it staggers around spwewing blood on the floor before curling up into fetal position and dies. You frag a third imp, and it falls down, crawls around on the floor, tries to stand up, then falls back down dead.
Tyberious
May 19th, 2004, 07:40 AM
that would require an engine upgrade I assume which would be a major overhaull, so far I doubt its supported.
J0han
May 19th, 2004, 02:56 PM
I'm sure it will be possible in a future with the md3 model support *alien*
MasterOfPuppets
May 19th, 2004, 03:29 PM
i'm sure doomsday could handle it. the only thing that's stopping anybody from doing it is the state based animation method that doom uses. well, that and the work load of it.
lord-noctrun
May 19th, 2004, 03:44 PM
I'm sure it will be possible in a future with the md3 model support *alien*
that has nothing to do with the model format, the problem is that afaik that you can't define more than one framesequence (it would also bring us to the question how to determin what sequence is to be used) for a state, so if the orginal sprite has only one death animation, you can only define one sequence of frames for it currently
aliceschain
May 19th, 2004, 09:47 PM
Can't wait for the new pack. Sounds great.
KuriKai
May 23rd, 2004, 12:33 AM
Request:
could you try and optimise the plasma balls as much as possible as they are a big framerate killer.
thanks
Tyberious
May 23rd, 2004, 03:27 PM
hopefully he can optimize them without killing quality. If he has to kill quality I hope he makes a lesser pack because it would suck if we all had to use the lower quality pack.
DaniJ
May 23rd, 2004, 03:49 PM
Do you mean the Plasma Ball or the shot?
If it's the Plasma Ball then you might want to try reducing the size of the light.
Random death animations can't be done till they are implemented within Doomsday. I need to do some decent ones before we start worrying about random ones.
doomer
May 23rd, 2004, 04:48 PM
Go for maximum effect with the plasma PLEASE - it can always be reduced individually with the near clip distance control.
I mentioned before that i use BAM-ExtraFX.ded - this gives great snow -like plasma bouncing everywhere - my fps suffered a little with it - but by increasing the near clip distance by only a fraction it made a big difference. I think Dani first told me about that one - thanks.
Shadow Wolf
May 25th, 2004, 08:32 PM
Hmm, how exactly could you get dismeberment and such into the Doomsday Engine? I don't think you can, even more modern games like CoD have very limited options for that so far, although it was cool to see a sniper shot blow my head to bits...
Caden
May 25th, 2004, 09:54 PM
3dMax huh? iv been useing g max because its easier than the reasy, but i cant find many tutorials for anything but the full version, and thats around $500:( I personaly liked the way abb's plasma rifle had that moving barrel, but i like the way you made the glow come out of yours.
Tyberious
May 26th, 2004, 05:41 AM
I personally perfer more realizm over originality. It makes for a mroe scary and more fun doom because the original monsters aren't scary to me and the cyberdemon isn't scary to me any more (unlike that last which seemed like an unfair fight).
Wicked Anime Kid
May 26th, 2004, 07:44 AM
Back in the days when i was 4 years old I played DooM alot and I really pissed my pants. These days the demons fear me*diablo*
Dani, you are doing a great job on getting DooM closer to modern standards when it comes to 3d models*thumbs*
Chilvence
May 26th, 2004, 08:16 AM
Some rare pics of the original doom models here : http://www.doomworld.com/vb/showthread.php?s=&threadid=23911
SgtMagor
May 26th, 2004, 09:21 AM
some of the pics i've seen before in magazines, and some interviews Jc made a while back.always kind of kewl to look at the models and pics that helped develope Doom. thx for the link :)...
Weenuk
May 26th, 2004, 09:39 AM
Ever play Soldier of Fortune 2? Quake 3 engine game where you can blow off whatever part of a guy's body you want. It's possible.
Tyberious
May 26th, 2004, 10:26 AM
that was the quake 3 engine? I am suprised if looks that good. I don't own the game but I played the demo a few times.
DaniJ
May 26th, 2004, 11:34 AM
Thanks for finding those pics Chilvence! They'll help a lot when creating the new monster skins.
I'm just about to start on the Archie and I was having trouble deciphering the sprites. I might do a new model for him though as the current one sucks big time.
Due to work suddenly picking up again I'm thinking jDRP 1.1 will be about another month away. It's been a long time coming (3 months so far) but it will be worth the wait I promise.
sLydE
May 26th, 2004, 11:51 AM
we're all behind you dani, take your time, i promise we'll be happy :)
Tyberious
May 26th, 2004, 01:18 PM
don't bash your work! I just played doom over multiplayer and its the most fun I ever had in a long time, heck it was a hell fo a lot better then using the sprites.
DaniJ
May 26th, 2004, 01:42 PM
I'm not bashing my work. The current Archie is nothing to do with me lol. I didn't even create the particle fx.
Speaking of which -
Chilvence : Did you ever get anywhere with those particle effects you were experimenting with for the Archie?
KuriKai
May 26th, 2004, 02:20 PM
I'm just about to start on the Archie and I was having trouble deciphering the sprites. I might do a new model for him though as the current one sucks big time.
i had the same trouble when making my s&k (sonic and knuckles) metal sonic model (he is the metal sonic to everyones left). the only pictures of him were his sprites from the game.
Chilvence
May 26th, 2004, 04:10 PM
Chilvence : Did you ever get anywhere with those particle effects you were experimenting with for the Archie?
No, I... er.. the dog ate them!
Sorry sir, it wont happen again ;)
MasterOfPuppets
May 26th, 2004, 04:32 PM
that was the quake 3 engine? I am suprised if looks that good. I don't own the game but I played the demo a few times. why do people say that the Q3 engine don't look good? they don't, they look great. sure the models in the actual quake 3 games had lower polycounts (its a multiplayer game, they had to be). but seriously the levels did, and still do look pretty damn good.
btw, Dani. the Archy sprite to me always looked like it had really prodominant cheek bones, but the curret model has almost no face definition. same for its boney chest.
Psychopath666
May 26th, 2004, 07:32 PM
People probably say that q3 engine doesnt look good because it wasnt used to its full potential in q3...and its getting mabey a little out-dated...actually, thats what they said on X-play on Tech TV while reviewing a Star Treck Game that used the engine! They said it was showing its age...and I guess compared to the DooM3 engine it is, but for those MORTAL game companies, q3 works great!:D
draconx
May 26th, 2004, 08:21 PM
I still think Q3 is one of the best looking games around.
Maybe just because it actually runs well on my computer ;)
David_OSU
May 27th, 2004, 07:39 AM
Yeah, the Q3 engine was well optimized for performance.
I still play Q3, and I still think its a great game. It looks fantastic at 1600x1200 with 4xAA/16xAF, and there's not many "modern" games that I can play at those settings AND get great framerates.
Tyberious
May 27th, 2004, 07:42 AM
who said i thought it looked like crap? Its not wise to put words in people's mouthes. I was simply suprised that they could get that much detail on a quake 3 engine.
Psychopath666
May 27th, 2004, 10:43 AM
Its not a bad engine...and its possible to push any engine a little furthur. There asre newer engines being created that do outclass the q3 engine, but it still looks and works very well.
Unfortunately I only have q3 on PS2...not the best occurance of that engine...oh well.
Does RTCW use the q3 engine? It has pretty good graphics.
With the right detail wads and textures...models and such, doomsday almost looks better, but it doesnt have the geometric capabilities of games like q3 and unreal or other newer games.
Da_maniaC
May 27th, 2004, 11:43 AM
4xAA/16xAF,
I've heard these things with the 2 A's before :P
They also had something to do with performance if i'm correct.
What do they mean? and how can i change this in doomsday? *bug* *book*
UglyBob
May 27th, 2004, 12:25 PM
the 2 a's mean anti aliasing and the af means anistrophic filtering. Basically the number means the amount of these things. They hit hard on performance but make a game look really good.
Midnight
May 27th, 2004, 12:53 PM
Does RTCW use the q3 engine? It has pretty good graphics.
both RTCW games got it, as dose SOFII, Elite Force 1, and two, the two recent JO, and JA run on it. MOH also runs on the Q3 engine as well.
Grimm
May 27th, 2004, 01:23 PM
It's thought (at least at Doomworld) that MARBFAC2 is actually the Archvile. The high-res texture has a lot of details, might wanna look at that. Also take note that the torso doesn't have total skin coverage; there's a slit at the breast bone that widens to the edge of the rib cage. After the rib cage it's just the spinal column 'til the legs, where there is skin all the way across the hips, but note that there's clear tear/rip marks there. There is skin on the back until the end of the rib cage, but the spinal clumn is quite visible all through. So uh, yeah :), make sure you get those details.
Wicked Anime Kid
May 27th, 2004, 01:55 PM
Does RTCW use the q3 engine? It has pretty good graphics.
both RTCW games got it, as dose SOFII, Elite Force 1, and two, the two recent JO, and JA run on it. MOH also runs on the Q3 engine as well.
Even CoD runs on the Q3 engine
Midnight
May 27th, 2004, 02:25 PM
Does RTCW use the q3 engine? It has pretty good graphics.
both RTCW games got it, as dose SOFII, Elite Force 1, and two, the two recent JO, and JA run on it. MOH also runs on the Q3 engine as well.
Even CoD runs on the Q3 engine
Ah... I knew I forgot a game... and a game I dun have.
MasterOfPuppets
May 27th, 2004, 04:24 PM
who said i thought it looked like crap? Its not wise to put words in people's mouthes. I was simply suprised that they could get that much detail on a quake 3 engine. point taken, pardon me.
wtf is CoD, btw?
Evil Incarnate
May 27th, 2004, 04:36 PM
wtf is CoD, btw?
That would be Call of Duty ;)
UglyBob
May 27th, 2004, 04:49 PM
it could be cash on delivery...
its a sweet game, try the demo
Psychopath666
May 27th, 2004, 04:57 PM
CoD rocks! I beat it in like 2 days tho:( I thought it might have been q3 engine, but wasnt sure if it used the q3 engine.
Tyberious
May 27th, 2004, 05:51 PM
point taken, pardon me.
wtf is CoD, btw?
no problem man :)
Lord Kaizen
May 27th, 2004, 09:16 PM
It's thought (at least at Doomworld) that MARBFAC2 is actually the Archvile.
Yes, I think it is. That was a Doom 1 texture though, but I think it's almost undeniably an Archvile.
The other two are the Baron of Hell and Baphomet.
Da_maniaC
May 28th, 2004, 04:25 AM
the 2 a's mean anti aliasing and the af means anistrophic filtering. Basically the number means the amount of these things. They hit hard on performance but make a game look really good.
And , is it possible to change these in Doomsday?
UglyBob
May 28th, 2004, 05:24 AM
not tht i know of. But u can go to display settings and then go to the settings tab and go to advanced. In there u can change those options through your drivers, thats if u have ati or nvida card.
David_OSU
May 28th, 2004, 08:23 AM
the 2 a's mean anti aliasing and the af means anistrophic filtering. Basically the number means the amount of these things. They hit hard on performance but make a game look really good.
And , is it possible to change these in Doomsday?
UglyBob is right, and his followup post provides instructions on how to do this.
Anti-aliasing and anisotropic filtering are really graphics hardware filters that can be applied as a sort of post-filtering of the image for any 3D image (D3D or OpenGL). Both nVidia and ATI drivers let you turn these on or off for any 3D application, although some (Halo in particular) are incompatible with these techniques. They can really improve the quality of the 3D image, and work well with Doomsday. Doomsday doesn't need to be aware of these settings at all -- they can be applied strictly from the graphics card driver.
Eek
May 28th, 2004, 08:47 AM
When I use the resource pack, the Imp model ice skates and doesn't fall after being killed. Anyone else experience this?
Nevermind, I'm an idiot. I just read the jDRP page and it recommends installing a new instance of Doomsday.
Psychopath666
May 28th, 2004, 10:06 AM
Thats all you have to do??? I had that problem with the beta version (back when you had to download each model individualy...). I thought it was something wrong with the beta version of the model...hmm (just goes to show that SOMETIMES the documentation can ACTUALLY HELP! NONSENSE!)
DaniJ
May 28th, 2004, 12:28 PM
Heh. Yeah it's quite common that people ignore that message enven though I've stated it quite clearly *rolleyes*.
Most peoples problems with the jDRP are due to installing it over the top of the old modelpack.
UglyBob
May 28th, 2004, 02:10 PM
so dani u wanna maybe show a screenie of something to wet our appitites, like something bloody and gorey or just pretty
Psychopath666
May 28th, 2004, 02:11 PM
Well removing thejdrp would have been difficult at best...until it was all put to a simple pk3! With the old, OLD model packs, I would NOT have wanted to have to dig through and remove all the files!:)
EDIT: Yeah, screenies would be nice!
MasterOfPuppets
May 28th, 2004, 04:00 PM
hey you could always put up that Mancubus head that you posted before the forums got buggered. i sorta miss it...
Technomancer
May 28th, 2004, 04:17 PM
Yeah, that Mancubus was sweet :D can't wait to kill it!
Tyberious
May 28th, 2004, 04:29 PM
oh yeah! I remember that one. I was so impressed, I wonder if you can implament the glowing eyes too.
Grimm
May 28th, 2004, 04:32 PM
Hmm, I never saw it so that means you HAVE to put the head up! :)
Tyberious
May 28th, 2004, 05:19 PM
if I had it I would post it but my computer has been reformatted atleast 3 times since then so there would be no trace of it on my computer. I wish I could help you guys out.
DaniJ
May 28th, 2004, 05:25 PM
Funny you should mention him. I was actually working on him today. He's now fully built and in the game :D
I still need to animate him properly and I need to do a skin for him.
SO 1.1 should see the debut of the new Mancubus, the new Imp AND the new Archvile.
Ok I'll take a few pics in a couple of days. There's something I want to finish first though ;)
Tyberious
May 28th, 2004, 06:50 PM
yeah but you just scratched the surface when you told us what is new. I am sure there is much more. I can't wait :D
DaniJ
May 28th, 2004, 07:40 PM
Of course Tyberious. I wouldn't make you guys wait this long for only 3 new models+skins.
UglyBob
May 28th, 2004, 08:02 PM
why is it that when u talk its like the prophits are talking to the bajorians from star trek ds9? Just kinda noticed that, lol
Da_maniaC
May 29th, 2004, 05:21 AM
lol, i cant wait to see the new models man ARRR.... going nuts in here.
Waiting for the Release of Doom Rampage Edittion (http://www.rampagedoom.com) as well :P
Psychopath666
May 29th, 2004, 08:39 AM
why is it that when u talk its like the prophits are talking to the bajorians from star trek ds9? Just kinda noticed that, lol
lol
DaniJ
May 29th, 2004, 12:42 PM
I don't have a clue what you mean, I don't watch any StarTrek.*rolleyes*
Technomancer
May 29th, 2004, 04:11 PM
Me either, I'm kinda lost there, got an explanation?
UglyBob
May 31st, 2004, 09:08 PM
sry just got back from a trip. if u dont watch star trek then, just forget it. hard to explain, lol.
DaniJ
June 1st, 2004, 10:56 AM
hmmm.... ok lol
Well I've now finished all the new models for ALL the items, weapon pickups, powerups etc. That's around 20 or so new models on top of the new item models from 1.0. I need to finish skinning some of them as the skins are still fairly basic and are lacking a lot of detail.
After word from Skyjake on Doomsday 1.8 RC1 I'm going to release jDRP 1.1 soon after the FULL release of 1.8. There's a little feature that I'm hoping Skyjake will have time to add that will allow for some extra fx (that I've already got working) to be included.
I haven't forgotten about some new pics. I'm putting some promo material together atm.
SgtMagor
June 1st, 2004, 11:31 AM
kewl, can't wait to see the new eye candy :)
UglyBob
June 1st, 2004, 12:08 PM
oooo like a trailer or something?!? that would be cool, lol. a screeny would suffice though
Vi3tSkl11
June 1st, 2004, 12:44 PM
Yes, it used a heavily modified Quake 3 engine.
The idea is that they thought that developers were focusing too much on the new tech, that nobody was working on refining the older tech, hence why they used an older engine.
Psychopath666
June 1st, 2004, 02:01 PM
After word from Skyjake on Doomsday 1.8 RC1 I'm going to release jDRP 1.1 soon after the FULL release of 1.8.
Thats going to be a while...and thats assuming skyjake doesnt go straight to 2.0
originaly posted by Skyjake
Then the bad news. Doomsday 1.8 will have to be postponed. The original plan was to have a beta out by the beginning of June, but due to me having a Real Life job this summer I won't be able to make that deadline. It's too early to tell how much time I can spend on Doomsday during the summer, but it will be much less than what is required to complete version 1.8.
This also means I will re-evaluate the need for having a version 1.8. I would really like to get rid of the idiosyncrasies of the old code base. For example, the rendering algorithms should be completely redesigned so that they can leverage the features of modern graphics cards (programmable pipelines, T&L). In all likelihood my spare time this summer will be spent on Doomsday 2.0 (dubbed "Hawthorn"), which will be written in object-oriented C++.
doomer
June 1st, 2004, 03:28 PM
I guess the guys from id have asked Danni and Skyjake to hold off until after Doom3 has been released- too much competition.
Tyberious
June 1st, 2004, 03:38 PM
lol yeah right, if ID were that afraid I think they would buy the engine from skyjake and market it themselves and maybe hire a few people working on the project if they are lucky.
I really don't think ID cares that we are refining one of their games.
Psychopath666
June 1st, 2004, 03:47 PM
Actualy, I read in an interview somewere (dont have a clue were tho), the person interviewing one of the id guys (probably jc, but i dunno) which source port of an old id game he liked best...he said tenebrae tho...:(
DaniJ
June 1st, 2004, 03:47 PM
Doomsday 1.8 RC1 is out now. I would imagine RC2 in around 4 weeks then 1.8 FULL around 2 weeks after that. But that's complettly just a guesstimation.
Heh. Well actually I said:
"Look here Tom, I don't care how much you beg, simple fact of the matter is that it's being released with or without the Doom3 addon pack" *casper*
Grimm
June 1st, 2004, 04:54 PM
Dani, I aciidently did a new install and now the jDRP don't work. Suggestions?
DaniJ
June 1st, 2004, 04:59 PM
Your gonna have to explain what you've done otherwise I can't really help.
All you should need to do for a fresh install is:
A) Download + install Doomsday
B) Download + install the jDRP pointing to your root Doomsday folder
C) Activate the jDRP in KickStart
Grimm
June 1st, 2004, 05:07 PM
Yeah, I guess that was kinda vague. I had Doomsday already installed, but when I installed this new thingamajigger, instead of clicking "update an existing installation" I clicked "new installation", or whatever. And now models don't show up.
MasterOfPuppets
June 1st, 2004, 05:13 PM
maybe the jDRP got over written then? check to see if it is stil in doomsday\data\jdoom. also look for the jdrp definition in doomsday\defs\jdoom.
eX_Do0mY
June 1st, 2004, 06:37 PM
I really don't think ID cares that we are refining one of their games.
Why else would they release the souce code for any USEFUL reason? For the people to refine it, improve it, modernize it, etc.
Tyberious
June 1st, 2004, 08:45 PM
id released the source code for doom? If so then I'd like to see it...
@ Dani:
so based off of your guess 1.8 full should arrive in a month at the soonest?
KuriKai
June 1st, 2004, 09:02 PM
id released the source code for doom? If so then I'd like to see it...
you can google for it
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