View Full Version : jDoom Resource Pack (jDRP) 1.01
Slide
January 7th, 2004, 02:38 PM
Dani j666's superb resource pack is currently available from -Here- (http://doomsdayaddons.eduke32.com/index.php)
To install just unzip the .zip into the "/doomsday/snowberry/addons" folder
Technomancer
January 7th, 2004, 03:12 PM
Alright, we're back online! Someone should tell the admin to make a backup every now and again, script kiddies can be a real pain! I can't wait to see what Dani has up his proverbial sleeve!
ravenlot
January 7th, 2004, 04:00 PM
First, let me say that I'm very impressed and very gratefull for the work people have done on the engine, textures, models, skins, etc. I really like the new models in the jDRP beta. Together with the older jDoom Model Pack, I think every object is covered, right? Still, I do have a couple questions and suggestions.
Will there be a move to supplement the missing models in the jDRP with older ones from the jDoom Model Pack (or create new ones) and have each model separate and structured similarly to how the jDRP is structured? I've been trying to do a little bit of that myself so that I won't have any conflicts or redundant models but I've been having trouble with it since I'm still trying to figure out how to do certain things with DED files.
I think one of the problems I had stemmed from the fact that the jDoom Model Pack is structured a little differently than the jDRP. Names of models and the directories in which they lie vary a little. Because of this, it took a bit of time to figure out whether a few of the older models and skins were covered by the newer pack. I thought it might be nice if someone suggested a method of structuring the directory heirarchy of models as well as a suggested method for naming the directories and the files. Future work could follow those guidlines. That way when someone comes up with some new PAK that covers models, huds, etc. and structures it according to the suggested guidelines, it would be very easy to figure out exactly what's being replaced. I would think that it would be easier to figure out or prevent conflicts/redundancies.
Eventually, I figured out the bulk of which models and skins were redudant though I'm sure I made some mistakes. After running into problems when trying to pack the models separately, I tried something else. I made another copy of my Doomsday installation and simply deleted the redundant models and skins. Of course, the problem with that is there are still references to all those deleted files in the jDoom Model Pack DED files. It ended up working alright though I do feel that this is a crude solution. I also found some slowdowns as I ran doomsday. I'm not sure if that's because the new models are more complex or because I now have DEDs that reference nonexisting files now. Personally, I think it's because of the later because I did try using the jDRP by itself on a new Doomsday installation and it ran smoothly.
I like how the new models are now separated from one another with their own DED file. That should make picking and choosing models a bit easier unlike the earlier jDoom Model Pack. Having one pak containing few DEDs to handle all the models made installation very easy but the problem is that it makes it very difficult to mix and match different models from different sources. When the jDRP is finalized, it would be nice to keep all the models separated in their own PK3 files. For people who want to download all the models, you could just zip the whole thing up for one (or a few) easy downloads. Then, if someone comes up with a hot new model to use, they can easily replace the one they're using.
Anyway, I hope my comments don't suggest that I'm dissatisfied with the work that's been done. On the contrary, I'm just amazed and thankful with what people have done. I'm looking foward to helping developing DOOM in whatever way I can.
Slide
January 7th, 2004, 04:06 PM
Will there be a move to supplement the missing models in the jDRP with older ones from the jDoom Model Pack
Hopefully there will be soon, till then you can fix the soldiers with Chiv's addon pack -here- (http://www.stateoftheworld.eclipse.co.uk/doom/) (click the pic of soldiers 4th down in the side bar and download the jDRP compatible file).
Most problems can be relieved by deleting the file models.ded from you installation (or by doing a clean install without the old model pack - which will put the old sprites back instead of enemies, decorations and items being invisible).
DaniJ
January 7th, 2004, 04:32 PM
Thanks for all the kind words. It's taken a while but soon you'll be able to get your hands on the jDRP.
Some very good points there ravenlot.
the jDoom Model Pack is structured a little differently than the jDRP.
As you mentioned I think the new structure will be a LOT more flexible and should hopefully encourage more people into making models etc for jDoom (as it's easy to see what you need to change in your own model)
I have written up a set of docs that describes the folder structure and naming conventions used by the jDRP and they will be destributed along with it.
Tomorrow I'll post some more info and (if my little samsung mobile can cope) a few teaser pics. :)
Technomancer
January 7th, 2004, 06:33 PM
Yay! Teaser pics!!! I hope the new gore FX are included in there!
Sin4U
January 7th, 2004, 08:39 PM
DEAR GOD, HAVE OUR POST NO.'s BEEN RESET TOO? sorry, off topic... but another forum I was on was wiped too, not too long ago, and we kept the posts...
I think ravenlots post was the perfect summary of the old jDRP thread, actually. Ecxept he didnt have the benefit of reading the old thread (right?) For anyone else, the whole jDRP will be out soon, like a week. If you have problems, and dont want to dive into .ded files, just delete models.ded in Data/jDoom/Auto
DaniJ
January 8th, 2004, 02:34 PM
Ok as promised here are a few pics of some of the new models.
Please bare in mind that these arn't final and I'll continue to improve them once I get all of them to this standard. Also don't forget that they look much better in-game.
Enjoy :)
http://modelyard.newdoom.com/jDRP/jDRPpic1.png
http://modelyard.newdoom.com/jDRP/jDRPpic2.png
http://modelyard.newdoom.com/jDRP/jDRPpic3.png
I know they're small pics but I can almost see my lil mobile sweating :D
Weenuk
January 8th, 2004, 02:37 PM
Holy %*&*)(@#@. Very nice. Great skinning talent, as well as modeling. wow.
Just want to know this. Is the BFG in WIP. Because if it looks like those weapons.................................
Shakadi
January 8th, 2004, 02:48 PM
The rocket launcher... Dear god.. I've never seen such a destructive weapon be so... beautiful...
*jawdrop*
Vermil
January 8th, 2004, 02:51 PM
What Weenuk said. Nuff said.
DaniJ
January 8th, 2004, 02:54 PM
Thanks Weenuk glad you like em.
Just want to know this. Is the BFG in WIP. Because if it looks like those weapons.................................
*wink" It might even be finished in time for release day. :D
Gamedude
January 8th, 2004, 02:58 PM
I just hope this doesn't affect performance much...
Awesome work, though ;)
ddraigcymraeg
January 8th, 2004, 04:24 PM
I just hope this doesn't affect performance much...
..no worries for me..just bought a big rig :)
Great work! much appreciated.
Mr. Chris
January 8th, 2004, 05:00 PM
Holy crap, that's some impressive skinning (as always)!!!
Let be bet the 3 zombies have been completly redesigned and with proper high res body skins to go along with the heads.. :)
DaniJ
January 8th, 2004, 05:07 PM
No not yet Mr Chris, I haven't started fixing up any of the monsters yet.
Actually I'm lying I've done a little work on some (eg LostSoul) but not much.
Shakadi
January 8th, 2004, 05:46 PM
You liar. I'm going to have to assume you have some kind of worker doing all the models and that you are just his spokesman. Thats what you get for saying you have done no work on the monsters! :p
Slide
January 8th, 2004, 06:00 PM
What about that Manc head you were pimping a while back? I think you're holding out on us... ;)
DaniJ
January 8th, 2004, 06:13 PM
What about that Manc head you were pimping a while back? I think you're holding out on us...
That was simply just an art test. The model is near-final, the skin (to be honest) was crap and I still need to get to grips with all the physique (per vertex) animation tools, also I'll more than likely wait for skyjake to add support for seperate LOD models before I release any of the new monsters.
Considering the number of baddies you face at one time the polycount on the existing models is already too high...
So what I think I'll do is fix up the existing ones while working on the new ones behind the scenes.
Grimm
January 8th, 2004, 06:19 PM
New pics = God yes.
Slide
January 8th, 2004, 06:22 PM
To be honest I'd settle for everything in the jDRP to be out at version one for now - so we can finally lose the old model pack along with it's associated problems.
UglyBob
January 8th, 2004, 08:09 PM
So from what i understand, i will need the original model pack if i want all 3d models when the v1 jdrp is released, or will u have replacements for those??? Also awesome work man those look awesome, just awesome!!!
DaniJ
January 8th, 2004, 08:22 PM
So from what i understand, i will need the original model pack if i want all 3d models when the v1 jdrp is released, or will u have replacements for those???
No not at all UglyBob the v1 jDRP is COMPLETE, there isn't new models for everything (yet :D), where there isn't a new model I've used the old modelpack ones (btw there's only around a dozen or so new models ready atm).
So all you need is the jDRP.
Bozar
January 8th, 2004, 08:26 PM
Woo! That is purty pictures, yes!
Rejoice.
Technomancer
January 8th, 2004, 10:13 PM
*Drool* I can't wait to blow stuff up with that! :D How long must I wait and drool?
Lightning_Hunter
January 8th, 2004, 11:27 PM
Very nice pics Dani! I'm glad to see that the JDRP forum is so lively again. Maybe the "hacker" situation was good in the sense that it made the forums more active (I still prefer that it didn't happen of course). Keep up all the good work!
ravenlot
January 9th, 2004, 12:32 AM
It's good to hear that there will be a complete set released. Thanks Dani. I was having a hard time taking things out of the older jDoom Model Pack and repacking them into individual PK3 files. I was able to pull out Berzerk and the Radiation Suit but I haven't figured out how to light them. Oh well, I guess I for one won't be much help.
Anyway, all the new stuff looks great. When I first saw your list of new models, I thought how much better can it look? I downloaded the Imp and was amazed already. I love how the fireball now forms in his hand. I could go on and on but let's leave at that.
I just hope it runs just as well on my PC as the old pack did. Will we see a significant increase in requirements to run this pack over the last one?
DaniJ
January 9th, 2004, 12:46 AM
Thanks again guys. There's still much, much more work I can do, it's just gonna take time (unfortunetly I can't devote as much time to the jDRP as I'd like).
Will we see a significant increase in requirements to run this pack over the last one?
No I doubt there's any increase AT ALL. I could go into the boring stuff about how the pack now uses dmd for lod levels etc but you've heard it all before...
The only thing that's likely to impact on performance more than the last pack are some of the fancy new particle effects. These however can be tuned for best results via the Doomsday control panel.
Lightning_Hunter
January 9th, 2004, 02:37 AM
I bought a new computer with 2.8GHz, 512MB of Ram, and a Radeon 9800 Pro, so bring on all the fancy effects :D
Nephil
January 9th, 2004, 02:43 AM
Yeah, as long as the effects can be reduced, there's no problem in implementing anything you want!
UglyBob
January 9th, 2004, 05:36 AM
Awesome can't wait!!!
1000Dances
January 9th, 2004, 06:59 AM
Very, very nice screenshots.
Well done Dani
xZAOx
January 9th, 2004, 08:49 AM
this is great! i really appreciate the work cheb put into the models while he was here, but to be honest it felt a little stagnant in terms of improvements past a point. glad to see its getting an overhaul :)
Wicked Anime Kid
January 9th, 2004, 12:52 PM
That looks totally awesome dani:D
Grimm
January 9th, 2004, 02:27 PM
Hey, is the rocket launcher going to be shoulder mounted? Much more realistic that way . . .
Felix
January 9th, 2004, 05:30 PM
does this look like goldeneye to you? since when was doom realisitic?
DoomBlob
January 9th, 2004, 06:31 PM
EXCELLENT!!!! Most accurate rocket launcher model evar!!! Excellent skinning *faints*
and...
It looks like a monster crapped on the armor bonus. LOL!
UglyBob
January 9th, 2004, 06:51 PM
Yea the rocket launcher looks just like the original should be. I just can't wait to see what else u put into it...
Sin4U
January 9th, 2004, 09:36 PM
still missing the fins on the rl, but who cares? XD
KuriKai
January 9th, 2004, 10:20 PM
yeh choice of rocket launcher on the shoulder would be cool.
even the it is not where it is in doom:(
Felix
January 10th, 2004, 01:39 AM
thats because its not an in-game screenshot.. by the looks its a render to show more of it off
Azrael13
January 10th, 2004, 10:13 AM
Looks promising.
Speaking as Joe Average, and not an expert, I did a clean install in a seperate Doomsday folder with no Md2 folder or old model pack, and with all pk3's in the Auto folder, and I was getting sprites in several areas - soldiers, pillars, floor lamps, all decorations, some pick up items. Tried fixing the awful soldier sprite with chivelence soldier pk3, but only partially successful with head textures missing. Buggy as hell, but alot of nice surprises, like the impressive new megasphere, imps better than ever, new rocket launcher? etc. Shotgun missing. Radiation suit too.
I'm a huge fan of Dani's texturing and great work by everyone, so I look forward to the final version.
ravenlot
January 10th, 2004, 12:53 PM
Azrael, the jDRP hasn't been fully distributed. That's why there are models missing. Dani will release a full set soon. If I'm not mistaken, it will contain his new stuff and stuff from the old model pack formatted like the jDRP models, i.e. individual PK3 files for each model.
I think the older pack has models for everything but it's all one package and of course it doesn't have the new stuff. Because it's all one package with a few DED files covering everything, it can be difficult to replace older models with new or different ones. Having the old pack and the jDRP installed at the same time may cause conflicts. But with the new pack that will soon be released, it should be complete and a bit more flexible.
Azrael13
January 10th, 2004, 03:28 PM
Thanks, just over eager, I guess. I was confused by a few missing items for which there were pk3's, but it doesn't matter at this point. The more dumb questions I ask, the less dumb I get! :-)
Mr. Chris
January 13th, 2004, 05:12 PM
I guess the most complex (IE zombies) models will take the longest.
I hope there is a fix for the barrel conflict (can't use the high res normal barrel skins w/ new barrel, causes skin problems and probs w/ fire barrel too)
DaniJ
January 13th, 2004, 06:35 PM
thats because its not an in-game screenshot.. by the looks its a render to show more of it off
Nope that's just a viewport shot with 100% self illumination. Like Skyjake is doing with the FakeRadio, I'm using a process of radiosity lighting to make the skins look more real then I texture over the top.
I hope there is a fix for the barrel conflict (can't use the high res normal barrel skins w/ new barrel, causes skin problems and probs w/ fire barrel too)
Yeah that's fixed. I think I've fixed most of the bugs that were apparent in the beta jDRP. *rolleyes*
UglyBob
January 13th, 2004, 06:51 PM
thats so awesome. Is this release going to coincide with the fakeradio snapshot release or will it be released when its done???
DaniJ
January 14th, 2004, 12:49 PM
Is this release going to coincide with the fakeradio snapshot release or will it be released when its done???
Not unless Skyjake has been thrown out of uni for being a lowsy programmer - enabling him to get 1.8 Alpha out on Saturday :D .
I'm guessing I'll be able to release it on Saturday, though it could be sooner.
Just incase anyone was wondering:
The jDRP has and will only be tested using the latest full version of Doomsday. If it works with 1.8 Alpha (ATM no reason why it shouldn't) then great *cool*.
Obviously I've already started developing jDRP stuff based on the planned features of 1.8 (shaders, ded reader, md3??). And hopefully in future releases the pack will make much better use of the CURRENT features of Doomsday (lightmaps, blendmodes, particle models, worldtime animation etc).
As well as the jDRP you may or may not know that I've got a LOT of other projects/ideas that I'd like to spend some time on (I've not even touched my Soul Harvester map in over 2 months :( ). So you can expect me to take a little break from the jDRP after release (so long as there's no major bugs...) and once I've given TheModelYard (http://modelyard.newdoom.com/) a long overdue facelift.
SO - In order to make sure this release goes to plan I'll list all the known bugs in the current jDRP BETA, if you know of a bug and it isn't listed bellow - let me know and I'll attempt to fix it before Saturday.
[list=1]
All missing models are now included.
Monsters begin with pain skins - FIXED
Incorrect lighting on monster attack states - FIXED (maybe)
Barrel Conflict (nuke barrel stops flamecan from working) - FIXED
Chaingun appearing too low/hidden - Not yet fixed waiting on DDE bug fix
Obviously incorrect PARTICLE blood colours - (this is a tough one. It's not actually a bug with the jDRP, it's peoples videocards not supporting the required blending modes. This only effects a relatively small amount of people and untill doomsday 1.8 (new ded reader) is not easy to fix without breaking it for everyone else. If it does become more of an issue I'll create an alternate ded file set that doesn't use these exotic blending modes.
[/list=1]
Felix
January 14th, 2004, 02:08 PM
saturday (sunday for me) is suddenly looking a looong way away...
UglyBob
January 14th, 2004, 06:09 PM
awesomeness (if thats a word)
Grimm
January 15th, 2004, 06:05 AM
Damn there is something else I wanted to say, but I can't remember it. Oh well. As I said before (don't know if you saw it), an option to make the rocket launcher shoulder mounted would be really neat.
EDIT: Oh yeah. Could there also be an option to stop pickup weapons from spinning?
Darmuss
January 15th, 2004, 08:23 AM
write this in the console:
rend-model-spin-speed 0
rend-model-spin-speed 1
turns spinning on again.
Tyberious
January 15th, 2004, 09:42 AM
thanks for the tip darmuss. Also how goes the progress dani? I love those models! Maybe ill be making multipul installations of jdoom.
Weenuk
January 15th, 2004, 02:35 PM
Dani, when you make your models, are you making the entire gun or just the part we are going to see. Would be great because the option for having left or right facing models. The original design for the rocket launcher is not a shoulder fired weapon, unfortunately.
KuriKai
January 15th, 2004, 08:49 PM
someone will have to make one that can be placed on the shoulder then *book*
Sin4U
January 15th, 2004, 11:00 PM
Weenuk, the left/right flipping flips EVERYTHING, so the lefthanded pistol becomes a right handed pistol, and clipping unseen faces are still on the other side
Very few modelers clip the far side because that is done automaticly by your card, and by most engines (to reduce the time it takes to send the polys)
Heres a bit of fun! try these to see whats REALLY drawn:
rend-dev-wireframe 0
there's a bsp calculation disabling one too, that I cant remember.
Slide
January 16th, 2004, 12:47 AM
Isn't possible that if mankind could make a Plasma gun/BFG - there could also be non shoulder mouted Rocket launchers - besides the launchers you're thinking of are normally disposable - or at least can't fire at a rate of once per second.
Think I'd stick with Dani's new one.
Grimm
January 16th, 2004, 07:59 AM
Well, it wouldn't be centered like the original, that's for sure. :) In any event, shoulder-mounted would most definately be the optimal position.
xZAOx
January 16th, 2004, 08:06 AM
I like to think that he's carrying it to his side, in his armpit. Shoulder-mounted is too "Every other game out there" for me to want it ;-)
sLydE
January 16th, 2004, 08:40 AM
rend-dev-wireframe 0
dude, that was cool :)
Gamedude
January 16th, 2004, 11:04 AM
The BFG is meant to be held in front of you, there's even a handle on top to hold it up.
DaniJ
January 16th, 2004, 03:25 PM
SO - I take it there where no remaining BUGS in jDRP BETA then? :D
RE: Spinning models
As Darmus rightly says you can disable model spinning via the console. With DDE 1.8 the new ded reader will enable me to add options to the jDRP so that you can choose which groups of models you want spinning. So for instance I personally don't like spinning equipment models (map/radsuit etc) so I'd be able to deactivate spinning on just these models by editing a flag in jDRP.ded
Dani, when you make your models, are you making the entire gun or just the part we are going to see.
When I make the HUD models I take into consideration if when I add HUD animations (idle/weaponchange/secondary animations) if there will be any point in which you'll be able to see a certain part of a weapon. For instance with the new chainsaw everything forward of the camera is modeled EXCEPT the underside of the chainsaw body, while with the new rocket launcher I've modeled everything forward of the camera EXCEPT the inside of the gun barrel (obviously).
RE: Shoulder mounted rocket launcher
Hmmm, I must say I'm totally of the oppinion that the jDRP shouldn't mess with the design of Doom. The main aim is recreate and expand the Doom resources with hires artwork, more fluid animation, better fx etc.
HOWEVER, I do understand some people like the choice of being able to left/right hold weapons etc. I haven't yet made the new weapons so that this can be done but I will add it in the next release. As for being able to shoulder hold the rocket launcher it might be possible without having to modify the model... I'll look into it.
I've now got by internet back!!! - me does the happy dance
So now I'll definetly launch the jDRP tomorrow.
Hmm, I guess I'd better go download Slide's new jDUI pack...
Felix
January 16th, 2004, 04:57 PM
hooray!!!! the long dark wait is almost over guys!!
and geez get over the rocket launcher already.. Doom is not real life (although try and convince some of the guys in Rants & raves of that!) doom is not even close to being realistic.. if you want "uber-realistic-shoulder-mounted-rocket-launchers" go play something else for petes sake
UglyBob
January 16th, 2004, 05:42 PM
dude this is so awesome, this is going to be an awesome weekend.
Sin4U
January 16th, 2004, 07:29 PM
I've now got by internet back!!!
*twitch* *giggle* *spasm* HAAAAAAAAAAAAAAAAAA!!!!!!
So now I'll definetly launch the jDRP tomorrow.
*dies*
And if you like the wireframe veiw, you should see what you ACTUALLY see in any one frame, but since my computer is sodomising me atm, I cant open it to find out.
Grimm
January 16th, 2004, 07:48 PM
Yay. Heh heh, I'm expecting this up at the crack of dawn. :) Given what you've shown us, I doubt we'll be disappointed. :)
KuriKai
January 16th, 2004, 08:52 PM
well il only et it tommorow niht cause i be workin tommorow :(
sLydE
January 16th, 2004, 09:34 PM
ok, question, or feature request...how about being able to see what weapon the other guy is using in deathmatch?? and possibly what about being able to pick up ammo/guns after the person dies??
Atom235
January 17th, 2004, 01:38 AM
As a Doom purist I'll definitely say NO to shoulder mounted RL's or other weapons.
JDRP only one day away?
*drooooooooooool*
*crazy* *crazy* *crazy*
Slide
January 17th, 2004, 03:54 AM
ok, question, or feature request...how about being able to see what weapon the other guy is using in deathmatch?? and possibly what about being able to pick up ammo/guns after the person dies??
That's a change to the engine - try the main forum feature request thread.
Chilvence
January 17th, 2004, 04:46 AM
You can already see what weapon the other guy is using, at least if your using the right model pack. Dani's, Cheb's and even mine own have that.
UglyBob
January 17th, 2004, 06:14 AM
YES TODAY IS THE DAY!!!!
Deathgiver
January 17th, 2004, 06:45 AM
Ah man, UglyBob you had me thinking the new jDRP was up.
UglyBob
January 17th, 2004, 06:51 AM
lol, but it should be today!!!
DaniJ
January 17th, 2004, 07:09 AM
lol And indeed it will be.
I'm just adding some extra seasonings and baking till golden brown...
UglyBob
January 17th, 2004, 07:18 AM
hahaha, let me ask, what happens if im a vegitarian??? j/k
But on a more serious note, what happens if fakeradio isn't released today? I haven't seen anything on doomsday hq's site...
lord-noctrun
January 17th, 2004, 08:19 AM
hahaha, let me ask, what happens if im a vegitarian??? j/k
But on a more serious note, what happens if fakeradio isn't released today? I haven't seen anything on doomsday hq's site...
fakeratio is a feature of the doomsday 1.8 alpha version that skyjake plans to release in a week
UglyBob
January 17th, 2004, 09:14 AM
ahhh i see. Cool. AAGGGHHHHHH the anticipation is killing me. I am so bored and need something fresh to play. RELEASE!!!!!!!! hehe :D
DoomBlob
January 17th, 2004, 01:32 PM
So, is it like coming out today or what? I don't know anything...
UglyBob
January 17th, 2004, 01:37 PM
well he did say today. I just hope its soon. Nics boredom level continues to rise... :D
DaniJ
January 17th, 2004, 01:45 PM
Sorry for the wait guys...
I'm just trying to sort out some doggy smoothing groups on the rocket item model. It's a silly little thing to worry about so if I can't fix em in the next hour or so then I'm just gonna have to leave it till another time.
Aaaaand...
Unfortunetly theres been an unforseen problem with the new chainsaw model (I may have just inadvertantly deleted the final version!!! *angry*) so unless I can find it on one of my backups then it won't be released in ver 1 :(
Give me an hour or so and I'll have it uploaded and ready to go.
1000Dances
January 17th, 2004, 01:51 PM
Too bad. But we can wait one more hour now.
Pssst Dani, don't forget to sleep sometimes.
UglyBob
January 17th, 2004, 01:52 PM
sorry to hear about that dani, and take as much time as needed. I am so excited now!!!! Nic jumps for joy!!! :D
Wicked Anime Kid
January 17th, 2004, 02:09 PM
Patience is a virtue (as the great tyberious always says:D)
Eric_M
January 17th, 2004, 02:13 PM
It's 22.10 in the UK, today is running out :(
Sorry didn't see Dani's message before I posted.
Thanks Dani, I know you're doing great.
You're a star! :D
DaniJ
January 17th, 2004, 03:53 PM
Well I've done as much as I can for now...
I'm uploading it as I type this.
I'll update this post with a link shortly...
Wicked Anime Kid
January 17th, 2004, 04:26 PM
Cool dani, but how soon will soon be?
DaniJ
January 17th, 2004, 04:39 PM
All I can say is soon mate. It'd would've been a lot sooner if we hadn't ran out of space at the fourwinds ftp again *rolleyes*.
Nephil
January 17th, 2004, 04:40 PM
I just checked the ftp and found a file called "jdoom resource pack (jdrp) 1.exe" with today's date! Although it only has 544 KByte, this is a good sign that it can't last much longer! :)
EDIT: Now all files are gone. Looks like Danj's making space for the new files!
Chilvence
January 17th, 2004, 04:43 PM
I can TASTE it already :P
Nephil
January 17th, 2004, 04:44 PM
Someone can put up the music from "Jeopardy" while we're waiting? :D Would fit the situation perfectly, I think!
Nephil
January 17th, 2004, 04:46 PM
He's uploading!!! 1,81... 2,06... 2,21... The exe is being uploaded!
EDIT: Damn, double post again... sorry!
DaniJ
January 17th, 2004, 04:51 PM
Geez guys anyone would think you've been waiting for this or something... :D
(About halfway there now) lol
Nephil
January 17th, 2004, 04:52 PM
Waiting? Noone's waiting for anything here... *turns around whistling*
UglyBob
January 17th, 2004, 04:53 PM
hahahaha, waiting for what? Get this guys he thinks WE have been waiting... :D
wizzyness
January 17th, 2004, 04:54 PM
lol I am checking it all the time 14,2 14,4 14,6 14,8 15,0 15,1
Nephil
January 17th, 2004, 04:55 PM
Hey, Danj. Will the whole pack be this exe or will you release each model seperately, too?
wizzyness
January 17th, 2004, 04:55 PM
I have been waiting let say, about over a half year for this file, and now I hope its as good as expectations :)
UglyBob
January 17th, 2004, 04:56 PM
just a single exe, or last i heard it was
Slide
January 17th, 2004, 04:57 PM
How big is the final file - 30mb ish?
Edit:
I imagine given the space left on fourwinds there will only be a single pack version for now - perhaps if we beg grimlock :)
Nephil
January 17th, 2004, 04:58 PM
It's ready!!!
wizzyness
January 17th, 2004, 04:58 PM
no 19.5 mb.
Nephil
January 17th, 2004, 04:59 PM
Yup. Downloading already! :D
UglyBob
January 17th, 2004, 05:00 PM
ill wait for his link, cause i don't know where to get it from, lol
Nephil
January 17th, 2004, 05:01 PM
Just ask! :) You could try this link:
ftp://server1.thefourwinds.net/jdoom/models/jdrp/jdoom_resource_pack_1.exe
DaniJ
January 17th, 2004, 05:01 PM
Dont forget guys that ver 1 is only the begining ( mainly all the boring shuffling of definitions adding the new dynamic structure etc) there isn't THAT much new in this version...
The cool stuff will come with ver 1.1 :D
COME AND GET IT!!! jDRP v1 is up and ready for download.
jDRP v1 (ftp://jfiles@server1.thefourwinds.net/jdoom/models/jdrp/jdoom_resource_pack_1.exe)
Simply install it to your Doomsday folder then open KickStart and select jDRP under the addons tab *cool*.
THIS IS NOT COMPATIBLE WITH EITHER THE JDRP BETA OR THE MODELPACK
The best thing to do is create a new Doomsday install and JUST install the above pack.
I didn't even get the chance to announce it at TheModelYard...
Still it'll make a nice surprise for those who don't visit NewDoom.
Yes it's one exe. I will upload the seperate downloads once I've updated TheModelYard (oh yeah and sleep *rolleyes* ).
Chilvence
January 17th, 2004, 05:02 PM
My F5 broke.
BTW, doesnt the ftp require you to login as jfiles?
UglyBob
January 17th, 2004, 05:02 PM
The page cannot be displayed
Gamedude
January 17th, 2004, 05:03 PM
Countdown begins... 9 min remaining. (DAMN I'm glad I got that cable internet!)
Nephil
January 17th, 2004, 05:04 PM
The page cannot be displayed Just make sure you connect as user "jfiles" with a blank password.
UglyBob
January 17th, 2004, 05:05 PM
i just went to ftp://server1.thefourwinds.net/jdoom/models/jdrp/ and am copying it to my hard drive as we speak
wizzyness
January 17th, 2004, 05:06 PM
I guess I wont be so excited testing this then :( Been expecting too much..
Chilvence
January 17th, 2004, 05:06 PM
Judging by the stunned silence of the fourwinds server there must be quite a demand for this sort of thing..
[never mind I just had to be more patient with it]
UglyBob
January 17th, 2004, 05:06 PM
i am remembering a ketchup commercial, "anticipation"...
dbuske
January 17th, 2004, 05:09 PM
Finally got through with the jfiles user name. Downloading with DAC and getting it fast.
UglyBob
January 17th, 2004, 05:13 PM
i got a friend who d-loaded it faster to send it to me through msn so more people can get it from the server
Nephil
January 17th, 2004, 05:13 PM
DONE!!! Will install it immediately!
Gamedude
January 17th, 2004, 05:17 PM
3 minutes remaining...
UglyBob
January 17th, 2004, 05:18 PM
im jsut glad its in a single exe and not in multiple files like the beta. I remember checking the modelyard from my comp apps class every day that week looking for new content that was released. Good times, good times...
Atum Ra
January 17th, 2004, 05:19 PM
Where exactly do i enter the jfiles password?
EDIT- I mean username *crazy*
dbuske
January 17th, 2004, 05:24 PM
Is this a joke? I got all old pixelated models!
Chilvence
January 17th, 2004, 05:25 PM
Those fireballs are absolutely mint *eek*
Slide
January 17th, 2004, 05:28 PM
-Here's the direct link- (ftp://jfiles@server1.thefourwinds.net/jdoom/models/jdrp/jdoom_resource_pack_1.exe)
That's got the password and all.
Atum Ra
January 17th, 2004, 05:33 PM
Ta very muchly Slide...ill have it in a bit less than an hour thanx to my 56k modem :D
Gamedude
January 17th, 2004, 05:34 PM
Looks great! Just one problem... When you shoot the demon, it turns to the spectre, or at least an inverted-colors version of the demon... Also, what do I add to the DED to make the models spin, and where? I would like to make the armor and health pickups spin.
Nephil
January 17th, 2004, 05:38 PM
I just played some minutes, and until now I couldn't find a problem! Great work, Danj, as always! Thanks for the effort you put in this!!!
DaniJ
January 17th, 2004, 05:40 PM
When you shoot the demon, it turns to the spectre, or at least an inverted-colors version of the demon...
This was a bug in Doomsday but it's fixed in the current version. Either that or you have some other incompatible files installed...
Is this a joke? I got all old pixelated models!
Can you be more specific? You weren't expecting EVERYTHING to be in hires, models etc where you??
what do I add to the DED to make the models spin, and where?
Extract the SpiritualArmor.pk3 in jDRP.pk3 and put it into your data\auto folder. Next extract the ded file from this pk3 and put it in defs\jDoom. Now open this ded and look for the model definition (should be easy to find :D) look for where it says Flags = after the equals sign put spin |
What you do next is upto you, you can either repack it into the jDRP or leave them where they are and they'll still work.
(This should give you an idea as to how easy customising the pack is... :) )
I just played some minutes, and until now I couldn't find a problem! Great work, Danj, as always! Thanks for the effort you put in this!!!
Thanks I'm glad you like it.
I'm even happier now I can actually get started on the creative stuff :D
If you only KNEW how loooonnnng it's taken to get everything working so smoothly... I must be : *crazy*
UglyBob
January 17th, 2004, 05:55 PM
i found no problems, EXCEPT for the fact that if i shoot a rocket at an elevation, the smoke trail is not trailing behind it in the center but more at the top of the rocket. Other than that its so awesome. Also the fireballs are imo the best tihng of all...
DaniJ
January 17th, 2004, 05:59 PM
if i shoot a rocket at an elevation, the smoke trail is not trailing behind it in the center
Ah well, I knew it was too good to be true... lol
Sorry I must've forgotten about that little bug.
If there are many more bugs then I'll try to get an update out in a couple of weeks.
DaniJ
January 17th, 2004, 06:03 PM
I'll look forward to hearing everyones thoughts/comments and suggestions but now I MUST SLEEP *bug*
I'll update TheModelYard (http://modelyard.newdoom.com/) tomorrow...
Gish
January 17th, 2004, 06:13 PM
the weapon pickups are sprites in my game and the arch vile flame is back to the sprite version too...otherwise it looks good
Mr. Chris
January 17th, 2004, 06:23 PM
Well, which models had revamps? I know HUD plasmarifle, spiritual armor, keycards and chaingunner....
Gamedude
January 17th, 2004, 06:31 PM
I removed all the old model files and now I don't have any more problems with the demons. Thanks, Dani!
Cain
January 17th, 2004, 06:47 PM
Very incredible work Dani....you are a MASTER
Thanks...
Atum Ra
January 17th, 2004, 07:14 PM
I am having the same problem as Gish but also it seems to have disabled the highrez fonts, i know its the jDRP doing this because the fonts work when i disable the jDRP. I might download the jDUI to see if that makes a difference, at present i have all patches as their own pk3s which are in turn in a bigger pk3 which i call HiRezMisc.pk3 which i guess is really my own personally customised jDUI...
Cain
January 17th, 2004, 07:30 PM
I think..for all people having problem with last Dani's pack...
-Try to reinstal your Doomsday game...( the lastest snapshop )
with just this pack for models...and you can install the last "Jdep pack" and "jdui pack"...and ( i do know if is necessary ) install the last Kikstart....
-That work totaly good for me...
:)
Atum Ra
January 17th, 2004, 07:45 PM
Thanx Cain but i have solved my problem
I merely unzipped the HiRezMisc.pk3 and am using the smaller pk3s that were in it
The Pickup models are still sprites though
will try as you suggest Cain and reinstall Doomsday again
MoBro88
January 17th, 2004, 07:53 PM
this rox! :D
draconx
January 17th, 2004, 08:35 PM
Wow cool!
- Rocket Launcher HUD model is AMAZING
- Plasma gun HUD model - really good, although when it suddenly jumps over to the left when you stop shooting it seems kinda wierd.
- The rocket trail issue is kinda strange
- You need to use (i think it was deathmonkey7?) the high-res cacodemon skins.
- I'm sure the weapon-switch animation problems are known about (when they swing down, disappear, then come up from centre); as well as the chain gun muzzle flash after you stop firing.
Overall, great job Dani keep up the good work!
Edit: The caco skin can be found on deathmonkey's site: http://www.geocities.com/funnymonkey0/Downloads.html
DaniJ
January 17th, 2004, 09:14 PM
- I'm sure the weapon-switch animation problems are known about (when they swing down, disappear, then come up from centre)
Sounds like you need to set this in the console:
view-bob-weapon-switch-lower 0
There is still an issue with weapon switch animations (appearing off-screen) that has been logged as a bug in Doomsday.
RE Plasma Rifle HUD
Weird how? I know there is some minor banding going on due to texture compression. This'll be fixed in the next update.
RE DM7's HIRES Caco Skins
I must be honest and say that I'm not particularly keen on using them. They don't add anything to the appearence of the Cacodemon, they don't have any more detail than the 512x512 ones and IMO look worse because of the way he's smudged them far too much.
Also because they're so big people will quickly reach fillrate/VRAM limits unless you've got a monster of a videocard.
Samus13
January 17th, 2004, 10:51 PM
I've just noticed that when you shoot the arachnatron (covering it in blood) and then letting it attack you, the blood on its skin disappears. (and then if it stops shooting it comes back again.)
Atum Ra
January 17th, 2004, 11:24 PM
Cheers for this wonderful belated christmas prezzie Dani mate!!!
I have managed to iron all the problems i was having with it, the problems were very much on my end...i figured out that the no weapon pick up prob was caused, for me, by my patch pk3s and so i deleted them and downloaded the jDUI and and now everything works fine.
Gamedude
January 17th, 2004, 11:30 PM
OK, I found some problems with the jDRP. I get the same strange rocket trails as everyone else. Also, the lens flares for keycards and lamp posts are VERY large. I think the brightness for the lights is missing a decimal (i.e. 4 instead of .4 for brightness) Finally, I get a blue blood pool under the gore decorations, such as the twitching guy on the stick. For the monsters, I just changed the blending mode from blendrsub to blendimul, but there's nowhere to change the blending mode in D-BloodPool.ded. Also, could you reduce some of the particles from the rocket explosions? The latest ones cause pauses and framerate drops whenever a rocket explodes.
Oh BTW, next time you release the full pack again can you just put the whole "Data\jDoom\Models" directory in one PK3, or at least separate it by a few categories? Right now you have over 100 pk3s in one big pk3, that's one for every model. It took me forever to extract the files so I could mess around with it.
Other than these few problems, the jDTP is great! The new weapon models are excellent! *cool* Great work, Dani.
Deathgiver
January 18th, 2004, 12:29 AM
how come the jDRP disables the jDTP & jDUI? So far that's my one problem.
dbuske
January 18th, 2004, 12:45 AM
The models are the original sprites and I didn't load any. If this is the way you made them purposely I won't use the resource pack.
What I think happened is that Dani didn't include all the models and of course didn't say anything. I copied the models to the auto directory and I have the models now. I don't use kickstart, which I call kickstop.
Deathgiver
January 18th, 2004, 12:59 AM
dbuske, did you activate it in the "add-ons" tab?
Wicked Anime Kid
January 18th, 2004, 01:00 AM
This is absolutley amazing dani, besides some bugs..but it's perfectly playable:D
Thanks for doing these awesome things for the community:D
1000Dances
January 18th, 2004, 03:05 AM
Yes, really nice.
Just notice one thing : when you are using the pistol without the status bar, you can see the end of the model near the wrist.
Thanks again for the good work, Dani.
lechtansi
January 18th, 2004, 03:21 AM
hey dani, amazing work as usual. just want to point out that if you switch to the chaingun and start holding down the fire button before it gets done with its animation, the model dissapears until you let go then its fine. again, it was worth the wait and i wish i could give some kind of feedback that wasnt negative other than that, but im not a poet :P
thanks
madmatty
January 18th, 2004, 04:29 AM
the pack is great and doesnt interfier with the other J packs in any way. One slight niggle though and i dont know if its intended or not is the lights emitted from keys kind of makes the place look lile a disco hall as the light fills the room or nearly a corridore ;) kinda like the police lights effect in nfs:hot persuit ;)
Wicked Anime Kid
January 18th, 2004, 04:44 AM
Hey Dani, some of the weapon pickups don't work.
Chaingun is the only weapon pickup i have seen that works.
Is this done intentionally?
Deathgiver
January 18th, 2004, 04:48 AM
1000Dances, are you running jDoom @ 1280x1024 res? If that's the case it helps if you set your FOV to 84.4
draconx
January 18th, 2004, 05:24 AM
Sounds like you need to set this in the console:
view-bob-weapon-switch-lower 0 Okay i put that on and the weapon switch for plasma/chaingun is really nice! Unfortunately that seems to break the "simple" weapon switching on all the other weapons...
RE Plasma Rifle HUD
Weird how? I know there is some minor banding going on due to texture compression. This'll be fixed in the next update.
Not in the skin, in the animation. When doomguy swings the plasmagun to the side when you stop shooting, it appears to simply on frame 1 be in firing position, frame 2 be fully swung to the left. It makes the animation appear jerky to me...
Ton80
January 18th, 2004, 05:56 AM
All I can say is awesome. Well worth the wait. Really like what you did with the armour pieces - the helmet-looking ones. Makes them easier to find.
Thanks for sharing your skills. Dani J666.
Grimm
January 18th, 2004, 06:14 AM
Some nice stuff in there man. :) The chaingun zombie model if absolutely perfect. Excellent job there. Cyberdemon, arachnatron, archvile, and spider mastermind are good as well. However, the imp, baron of hell, and hell knight definately need to be fixed. The way they are hunched over like that--doesn't look good at all. Also, as I believe someone else said, the keycard flash areas are HUGE. Haven't looked through all of it yet, hopefully I'll be pleased with the rest.
Gamedude
January 18th, 2004, 06:24 AM
I fixed the keycards. I just added the missing decimal in front of the light definition. I figured it was strange for the light to have a brightness of 4, when 1 is almost too bright. I changed the light from 4 to .4, and from 2 to .2 and it works perfectly. I think the lamp posts have to be adjusted as well, since they are very bright.
Vermil
January 18th, 2004, 06:58 AM
It seems in the version of the JDRP I downloaded that both evrything installed by the installer and also the deds in the individual pk3's in the JDRP.pk3 are one folder up from where I'm guessing they should be.
My version of the JDRP installs to Defs/Jdoom and Data/Jdooom respectivly, while the deds in the indivisual pk3's are in the virtual folder Defs/Jdoom.
Or am I doing something wrong?
Gish
January 18th, 2004, 07:35 AM
the pickup models that are still sprites are the backpack, shotgun, double barrelled shotgun, plasma rifle, and rocket launcher...anyway to get these back to the model?
DaniJ
January 18th, 2004, 07:41 AM
Ok now that you've all had a chance to play with it, it sounds like the majority of people like it. I'm glad, as it's been a long time in development and now that I've got the pack built and structured the way it is, you should see more frequent and more quality updates.
Some people are having problems with the pack but just so you know:
THE JDRP DOESNT MESS WITH ANY OTHER PACK
On my system all I have installed is the jDRP, jDTP, jDUI and Sambo's Soundpack and they all work together perfectly.
If you are having any problems the best advice I can give is to create a fresh Doomsday install and then only install the above packs (they're all you really need now :) )
And now to answer a few questions (these will go into a FAQ at TheModelYard (http://modelyard.newdoom.com/) when I update the site today).
view-bob-weapon-switch-lower 0
Okay i put that on and the weapon switch for plasma/chaingun is really nice! Unfortunately that seems to break the "simple" weapon switching on all the other weapons...
Unfortunately yes this is a problem. The next jDRP will have at the very least simple weapon change animations to replace the lowering effect.
some of the weapon pickups/item models don't work.
They should work. They appear fine on my system and on the test machine I use. Maybe it's an incompatibility with some old files somewhere in your Doomsday?
I get a blue blood pool under the gore decorations, such as the twitching guy on the stick.
This is unfortunetly a problem for people with ATI videocards (I think), I need to speak with Skyjake about this one and see if there is anything he can do. For now you can edit them by going into the Twitcher pk3 pack or simply put up with it :p
when you are using the pistol without the status bar, you can see the end of the model near the wrist
It sounds like your using a none standard FOV, with the current models they arn't made to work at all FOV settings but the new models will. I may still need to tweak these for 1.1
if you switch to the chaingun and start holding down the fire button before it gets done with its animation, the model dissapears until you let go then its fine. again
This is a bug in Doomsday. Skyjake knows about it so hopefully we'll see a fix soon.
It seems the ded's in the individual PK3's in the the version of JDRP.pk3 I downloaded has all the deds in the "Defs/Jdoom" rather than "Defs/Jdoom/Auto"
This is of course by design ;) The jDRP.ksa will call jDRP.ded which then in turn calls all the individual deds. This gives us the opportunity to deactivate things on a per pack basis in jDRP.ded SO if you don't use kickstart the ONLY files you need to load are jDRP.ded and jDRP.pk3 from the associated XXX\jDoom folder.
the keycard flash areas are HUGE.
Heh, I knew this would cause some problems...
The reason they are so big is done for design reasons. A keycard is a very important item so I drastically increased the size of the lights to echo this importance. If you don't like em like this though as Gamedude says, they're very easy to adjust.
I think the lamp posts have to be adjusted as well, since they are very bright.
That's the point *rolleyes* you can now customise it how YOU want it... :)
So all in all, so far this has been a good release. I've got a list of about 8 minor bugs that will be fixed in 1.1 and there is about 4/5 bugs that are from Doomsday but other than that I think it's pretty complete.
Don't forget to checkout TheModelYard (http://modelyard.newdoom.com/) latter on today for details of what you can expect in the next pack and also what I had to leave out of ver 1 due to time constraints.
THANKS for all the positive motivating comments. I hope you enjoy using this new pack and hopefully it adds some new flavour to Doom.
Vermil
January 18th, 2004, 07:51 AM
Lol you beat me to it. I was just about to say ignore what I wrote earlier, I didn't read the instructions properly that said you have to turn them on under addons which was why I began looking for things like what I mentioned.
Very impressive, Doom looks a huge ammount better now, excellent work.
BTW does the Plasma rifle in all states when it's not reloading have a shiny skin? Just wondering as I believe my vid card screws them up in Doomsday making the texture under the shine completely white (i.e Undead warrior axes in Heretic) and on my comp the Plasma rifle is all white (Just want to be sure it's not something else in Doomsday my vid card doesn't like).
Player_of_Doom
January 18th, 2004, 07:53 AM
I'm gonna download the JDRP tonight and test it, 19mb for a dialup modem is gonna take a little while. ;)
DaniJ
January 18th, 2004, 07:55 AM
Have you tried changing whether multitexturing is used for shiny skins? In the Graphics tab of the control panel try toggling the shiny button.
Vermil
January 18th, 2004, 08:01 AM
Didn't seem to work in the past for the UD axes in Heretic which I thought was the same thing, but disabling "Shiny" works for the JDRP Plasma Rifle, Thanks for the info Dani :)
I like the way the light moves on the gun as you do, very nice.
SgtMagor
January 18th, 2004, 08:19 AM
downloaded Jdrp, all good stuff thx alot :D, oh i thought the added brightness for the keycards was kewl, and the lamposts verybright lights shining thru the fog has a very creepy effect.
UglyBob
January 18th, 2004, 08:30 AM
Dani, i was wondering, I have a 19" Flat CRT monitor and was wondering what u think i should have my FOV at when i use your pack. If i increase the fov, more of the plasma rifle is revealed but more and more of the rocket launcher and shotgun and double barrel shotgun is hidden (well the pistol too but u get the point). Oh also i found another bug, lol. Sometimes after playing a while, suddenly none of the explosions give off that cool particle like effect. Like the trails behind the barron of hell's green balls, and the imp fireballs and the rocket launcher explosion. Also the BFG explosion is a sprite and the fire from the archvile is also a sprite. Im not complaining, i am extreamly pleased with it as is i just found some stuff that i thought u should know about. :D
Cyb
January 18th, 2004, 08:48 AM
Great, but..
1)it is possible to include this effect officially (bam teleport)?
exemple:
1 (http://www.hectorheathcoat.freeserve.co.uk/jdoom/Teleporter1.jpg)-2 (http://www.hectorheathcoat.freeserve.co.uk/jdoom/Teleporter2.jpg)-3 (http://www.hectorheathcoat.freeserve.co.uk/jdoom/Teleporter3.jpg)-4 (http://www.hectorheathcoat.freeserve.co.uk/jdoom/Teleporter4.jpg)-B-T (http://www.hectorheathcoat.freeserve.co.uk/jdoom/BAM-Teleporters.ded)
2)it would be possible to make a file including more particle during bariles and characters explosions (green and red) like the old pack (+ short and long method)? exemple (old pack): { 1 (http://doomflash.free.fr/temp/jdoom/doom1-ultimate-001X.jpg)-2 (http://doomflash.free.fr/temp/jdoom/doom1-ultimate-006X.jpg)-3 (http://doomflash.free.fr/temp/jdoom/doom1-ultimate-007X.jpg)-4 (http://doomflash.free.fr/temp/jdoom/doom1-ultimate-009X.jpg)-5 (http://doomflash.free.fr/temp/jdoom/doom1-ultimate-010X.jpg) }
3) could this effect <low res (http://doomflash.free.fr/temp/jdoom/doom1-ultimate-001.jpg) > be replaced one day ?
excuse me for my bad english,
thanx for all.
Nephil
January 18th, 2004, 08:59 AM
Just make a pk3 (with the right paths) containing BAM's ded-file and put it in your data/jdoom/auto directory. That's what I did, and it works perfectly!
DaniJ
January 18th, 2004, 09:15 AM
Sometimes after playing a while, suddenly none of the explosions give off that cool particle like effect. Like the trails behind the barron of hell's green balls, and the imp fireballs and the rocket launcher explosion. Just thought u should know...
Don't worry this is something I had already anticipated (I posted it at SourceForge about a week ago and Skyjake says he'll fix it for the next snapshot). The reason is that the new particle effects use a lot more particle generators but a LOT less particles in general. ATM Doomsday has a limit of around 96 active generators at any one time, so what happens is that once this limit is reached Doomsday stops rendering particle generators till it has enough free space to start again.
UglyBob - It depends what res your running in but I think someone recomended a FOV of 84?
Bam's Teleport
Yes I do like those teleporter effects but on some maps there are HUGE sectors using these textures and they create massive slow downs as so many particles are rendered. There are RFE's I placed regarding wad effect conditions and wad interpretation conditions that cover these problems so maybe one day.
RE Remaing Sprites (bfg explosions, archvile flames etc)
In then next pack I plan to completely replace EVERY remaining sprite with either new models/particle fx etc.
UglyBob
January 18th, 2004, 09:18 AM
I am running my monitor at 1600x1200 at 75hz. And I can't wait till the next release cause i can tell taht the new effects will be so awesome based off of what u did with this release. BRAVO DANI!!! Oh also u said a few pages back about those screenies of the ammo box and rocket launcher that u were using a process like fakeradio, so am i to assume that when fakeradio is released in the snapshot that the models will be affected in a good way by it *aka* making them look more realistic than now (if thats possible, lol)?
Wicked Anime Kid
January 18th, 2004, 09:31 AM
Would be cool but from what i read Fakeradio is dynamicly generated on edges with textures and flats. I think that would need some serieus engine tweaking if you'd ask me.
Even if skyjake could manage to get them work on weapons they are dynamic so that could maybe result in a "weird" way of looking on the weapons.
Grimm
January 18th, 2004, 09:46 AM
I'm getting a bug with the enemy models. When I shoot them, sometimes a small tile (probably 32x32) of the floor gets colored red. Also, sometimes some of the effects just turn into nasty squares; i.e., Cyberdemon death blood thingie, shotgun guy gun flare.
DaniJ
January 18th, 2004, 10:35 AM
I think you might have misunderstood this FakeRadio stuff.
FakeRadio is dynamic runtime routine Skyjake has created in Doomsday to add the shadowing effects of a Radiosity lighting engine to all surfaces (walls+flats).
I use a technqiue that's based on the principals of radiosity when painting the model skins (hence they look better in Doomsday because I've drawn them with a similar style). The two arn't linked in any way.
I do think that if skyjake could get self-shadowing working on the models it could look great...
When I shoot them, sometimes a small tile (probably 32x32) of the floor gets colored red. Also, sometimes some of the effects just turn into nasty squares; i.e., Cyberdemon death blood thingie, shotgun guy gun flare.
That's very odd*confused* I've never encountered that error before so I've no idea what might be to blame... sorry.
Slide
January 18th, 2004, 10:41 AM
I saw that before getting a new graphics card - I think it's due to not having enough video RAM or underpowered GFX chipset.
UglyBob
January 18th, 2004, 10:42 AM
ok it all makes sense now about the lighting. So when the fakeradio thing is released it wont have any affect on the models or am i still partially retarded about the whole thing???
DaniJ
January 18th, 2004, 10:48 AM
when the fakeradio thing is released it wont have any affect on the models
bingo *thumbs* your not retarded.
UglyBob
January 18th, 2004, 10:53 AM
oh good, i was scared there for a second, lol.
Gamedude
January 18th, 2004, 11:37 AM
The Baron's vapor trail doesn't seem to work very well. When it starts to move its arm, you can barely notice the effect at all. For some reason the Hell Knight's effects worked fine, so I just copied them from the Hell Knight's DED and edited it a little to make it work with the Baron. Also, I noticed you didn't use those particle effects around the spheres. I prefer to have them on, so I copied them from the DED in the old model pack.
As for the blue blood pool, I used a blood image from the older pack to replace it and make it red again.
Now that I sorted out my problems, The jDRP is looking GREAT!
DaniJ
January 18th, 2004, 12:10 PM
TheModelYard
I'm currently working on a new site design and it's looking really good already IMO. It's gonna have a whole jDRP section of the site, with a work in progress section, feature page, downloads, FAQ etc.
What I need are some cool screenshots of Doomsday using the jDRP. Does anyone want to take any for me?
If you do simply post em in this thread.
(in the interests of page layout please post em as links)
ravenlot
January 18th, 2004, 12:18 PM
Let me just mention one thing I like about this pack (though there's a hell of a lot to like), it's a lot more modular than the last one. That one was great too but it was difficult to try different models and such.
I haven't tried messing with a lot of settings yet but so far I've replaced the hud plasma rifile with the beta version since that one moved a little more smoothly. It doesn't have the cool little plasma effect at the end of the weapon that appears after firing but I like the animation better. It's just nice to have these choices and tweak settings. You can't satisfy everyone but if you make it easier for them to tweak things, I think that's a great compromise. I also lowered the brightness of the keys/skulls and the tall torches (just decreased the radius of the effects in half for those; might have to tweak it more) since that's just my preference.
Come to think of it, I probably like tweaking this stuff almost as much as reliving this game classic.
Anyway, thanks Dani for sharing your work with us.
Evil Incarnate
January 18th, 2004, 01:20 PM
Great work Dani! I love it! :D
I was wondering though...is there any way to use Chilvence's shotgun with the jDRP?
Also, what about his Soldier models too?
ravenlot
January 18th, 2004, 01:31 PM
I have a question just to be sure everything's working right. You know how the Revenant raises the dead and there is some sort of fire effect? Mine's still a sprite. Should it be that way or was that changed in this model pack. If it was changed, how do I fix it. How about the flame effect on D2 Level 30 where the enemies are being launched at you? Before they appear, a flame sprite is displayed. Was that replaced or not?
Vermil
January 18th, 2004, 01:37 PM
You get sqaures with particles when Doomsday can't find it's texture, I think.
EDIT: BTW should the Cyberdemon not bleed when being shot?
Gamedude
January 18th, 2004, 02:11 PM
OK, I got some cool screenshots for you, Dani:
1 (http://www.angelfire.com/games5/gamedudesshots/shot1.jpg) | 2 (http://www.angelfire.com/games5/gamedudesshots/shot2.jpg) | 3 (http://www.angelfire.com/games5/gamedudesshots/shot3.jpg) | 4 (http://www.angelfire.com/games5/gamedudesshots/shot4.jpg) | 5 (http://www.angelfire.com/games5/gamedudesshots/shot5.jpg) | 6 (http://www.angelfire.com/games5/gamedudesshots/shot6.jpg) | 7 (http://www.angelfire.com/games5/gamedudesshots/shot7.jpg) | 8 (http://www.angelfire.com/games5/gamedudesshots/shot8.jpg)
Enjoy!
If you need them at a higher resolution or a different file format, just ask. I have the originals at 800x600 bitmaps.
UglyBob
January 18th, 2004, 02:21 PM
I can take some 1600x1200 shots for ya if u want... I know of some moments that are just awesome with the stuff u have done.
draconx
January 18th, 2004, 02:45 PM
Just a note, isnt there a flag to make particle effects only spawn when the model is shown? Because for things like torches and the lost soul, if you switch to sprite view you can see the particle flame over top of the sprite flame...
Not that i really care though, who wants sprites anymore :P
DaniJ
January 18th, 2004, 04:12 PM
Sorry Gamedude those links arn't working...
UglyBob - sure post as many as you want, the cooler the better :)
isnt there a flag to make particle effects only spawn when the model is shown?
Yep, but erm why would you bother loading the models if your then gonna disable them? *wacky*
draconx
January 18th, 2004, 05:02 PM
Yep that why i dont really care - just a point :P
I do have a key set to show sprites when i hold it down so i can be nitpicky about the models :P
MasterOfPuppets
January 18th, 2004, 07:11 PM
just checked out the jDRP. great work Dani! i really love it!
MasterOfPuppets
January 18th, 2004, 07:11 PM
just checked out the jDRP. great work Dani! i really love it!
MasterOfPuppets
January 18th, 2004, 07:11 PM
just checked out the jDRP. great work Dani! i really love it!
Deathgiver
January 18th, 2004, 07:38 PM
I think I figured out what my prob was. It seems that Doomsday can only use so many .PK3's even if more are loaded.
MR_ROCKET
January 18th, 2004, 07:46 PM
Holy kickass Dani !
I'm downloading now , I cant wait to see this ;)
I'll let ya know what I think , tis will be sweet!
--
ok , I checked it out , and I must say very impressive aswell as keeping the models looking close to the original , nicely done dani :)
I also like the look of the partical fx especially when the monsters shoot at you like the commando gunner and shotgun zombie as well as the glistening fx on the hud weapons, nice. heh, first thing i did was warp to map 30.
will the ssg hud have that also ?
Deathgiver , weird what's the limit with the amount pk3's?
Deathgiver
January 18th, 2004, 08:54 PM
Deathgiver , wierd whats the limit with the amount pk3's?
I don't know where it cuts off but it seems to be less than 120 PK3's
MR_ROCKET
January 18th, 2004, 08:58 PM
even with adding more memory ?
-maxzone 256 :P
i'm not sure when it applies the memory and if thats even the case , is it just poopin when trying to load them before or after game init?
Deathgiver
January 18th, 2004, 09:32 PM
even with adding more memory ?
I don't think it's a mem prob because as an experiment I unPacked all the PK3s inside jDRP.PK3 & now everything works great even tho' I also use Sambos soundpack, jDUI, jDTP, jDEP, Gamedudes Doomlights with some additional stuff that I am working on.
but if I leave jDRPs Sub-PK3s intact I end up with sprites in some places where they shouldn't be unless I don't load my other stuff.
That's why I think there is a limitation to how many PK3s Doomsday will load.
BTW: just incase you're wondering, Doomsday is allocated 256MB of Memory.
Mr. Chris
January 18th, 2004, 10:57 PM
I can't use all my RAM, it only uses 256, and I wanna use 640 (out of 1gb) *mad*
Deathgiver
January 18th, 2004, 11:39 PM
Yeah, I have a gig of ram as well. It would be nice to atleast be able to allocate 512MB but I have noticed this is the smoothest running modelpack I have ever used in jDoom It seems to be more playable even at lower framerates.
MasterOfPuppets
January 19th, 2004, 12:17 AM
while i'm thinking about it, the following models i think should be updated in the next release (yeah, thinking ahead;) )
HUD - fist
Revanant
Manc Fireball
Rev Rocket
BFG
but that's just me...
0815Jack
January 19th, 2004, 01:26 AM
since i have installed the pack i get strange graphic errors
http://people.freenet.de/0815Jack/doom2-001.jpg
blood, weapons fire are displayed with square effects ... any idea why and how to fix it?
SgtMagor
January 19th, 2004, 04:28 AM
since i have installed the pack i get strange graphic errors,
i sometimes have this problem if i dont do a reboot before playing doom, or i just restart the game.
Grimm
January 19th, 2004, 07:30 AM
Yep, that happens to me occasionally, 0815Jack.
Chilvence
January 19th, 2004, 07:55 AM
Dani, I noticed you didnt use the muzzleflash I set up for the cyber, I cant remember and of course I cant check the forums archives, but did I even post that one here?
Gamedude
January 19th, 2004, 08:03 AM
OK Angelfire deleted my images because of bandwidth, so I uploaded them to my ISP webspace. I can't keep them there forever though, so get em while you can, Dani.
1 (http://www.personainternet.com/gamedudesfiles/shot1.jpg) | 2 (http://www.personainternet.com/gamedudesfiles/shot2.jpg) | 3 (http://www.personainternet.com/gamedudesfiles/shot3.jpg) | 4 (http://www.personainternet.com/gamedudesfiles/shot4.jpg) | 5 (http://www.personainternet.com/gamedudesfiles/shot5.jpg) | 6 (http://www.personainternet.com/gamedudesfiles/shot6.jpg) | 7 (http://www.personainternet.com/gamedudesfiles/shot7.jpg) | 8 (http://www.personainternet.com/gamedudesfiles/shot8.jpg)
ravenlot
January 19th, 2004, 08:43 AM
Hey guys,
Are you supposed to get a flame sprite when the Revenant raises the dead or was it supposed to be replaced with special effects as well?
0815Jack
January 19th, 2004, 08:57 AM
@grimm
it didnt happen occasionally.....since i have the pack its there always
Darmuss
January 19th, 2004, 10:37 AM
Deathgiver , wierd whats the limit with the amount pk3's?
I don't know where it cuts off but it seems to be less than 120 PK3's
Yes, I posted about this some time ago. The limit was something between 110-120.:(
Chilvence
January 19th, 2004, 11:09 AM
Jack, I think your problem is coming from doomsday failing to load the particle textures. Open up the JDRP.pk3 with winzip or whatever, open up the particles.pk3 thats inside that, and then extract it into your doomsday folder (the actual particle tga files should end up in data/jdoom/textures, so put them there if they dont).
If that fixes it, then I have no idea why *grin*
MasterOfPuppets
January 19th, 2004, 12:31 PM
i got a 100% new install of Doomsday for jDRP, and now my patches won't work. the hi rez title screens, menu skull, logo graphics, hi rez hud gfx and bar, none of it is working.
Hexagon
January 20th, 2004, 04:55 AM
I've try it, it's very beautifull (especially the fake reflect effect on rocket launcher and chaingun) but i have a problem : some HUD weapons are mis-centered.I have reinstalled DooMsday but i still have this problem (i had this problem with didi's weapons too).....
If someone has fixed a problem of this type.......
Wicked Anime Kid
January 20th, 2004, 09:24 AM
That might be a problem with your doomsday because if some of didis weapons didn't work it could be a bug in your doomsday.
Hexagon
January 20th, 2004, 09:37 AM
I have the problem with Jdrp too : The chaingun is mis-aligned, i don't see the plasma gun, the trail of rockets is higher than the rocket herself.....
bref, i'm disapointed...:(
Wicked Anime Kid
January 20th, 2004, 09:42 AM
Hexagon, can you show some shots to tell the problem (chaingun shouldn't be in the middle tho so if it really is misaligned post up a shot:))
Hexagon
January 20th, 2004, 09:44 AM
That's a good idea, i'll make that...
Wicked Anime Kid
January 20th, 2004, 09:52 AM
Okay just let me know. I might be able to help you out fano...i mean...hexagon;)
yournamehere
January 20th, 2004, 10:56 AM
As my puny Radeon 7200 does not support reverse subtractive blending in any way, shape, or form, I was able to fix a lot of blood spatter errors by changing instances of "blendrsub" to "blendimul" in the DED files.
However, certain DED files (namely for the Specter and BloodPool) use a "revsubtract" flag rather than "blendrsub." What is the inverse multiplicative blending equivalent of the "revsubtract" flag?
0815Jack
January 20th, 2004, 11:35 AM
@ Chilvence
jeah this fixes the problem, but extracting the tga's cannot be fix forever....
even on a clean doomsday install the correct ectraction seems to fail
sLydE
January 20th, 2004, 03:39 PM
dani, nice job, it's too bad my computer slows to a crawl with this and the jDTP on board :)
DaniJ
January 20th, 2004, 06:06 PM
If you get a lot of slowdown try playing with the particle settings in the control panel. The main ones are near clip and near diffuse as large particles will slow the game down lots...
The other thing I find are the decor lights (I can't remember who's ded it was). They REALLY slow the game down... So much so I've made my own :D
Anyone got any screenshots for me yet?
ravenlot
January 20th, 2004, 08:18 PM
I find using jDEP with overly bright lights slow gameplay too. Try disabling fog and/or texture lights.
Also, I just tried Sambo9000's soundpack. Up until now, gameplay slowdowns for me weren't that bad. But when I tried the soundpack, I got some really big slowdowns. I tried decreasing maximum audio channels from the default 16 down to 8 and it helped a lot. I have it at 16 whenever I'm not using that pack.
ravenlot
January 20th, 2004, 08:20 PM
I find using jDEP with overly bright lights slow gameplay too. Try disabling fog and/or texture lights.
Also, I just tried Sambo9000's soundpack. Up until now, gameplay slowdowns for me weren't that bad. But when I tried the soundpack, I got some really big slowdowns. I tried decreasing maximum audio channels from the default 16 down to 8 and it helped a lot. I have it at 16 whenever I'm not using that pack.
One final thing that I think helped but am not 100% sure ... The torches in the pack were a little bright for my tastes. So, I opened up the pack and edited their DEDs. I just cut in 1/2 the radius of the particle effect section (if I remember correctly). That might have helped.
EDIT: Some sort of weird partial double post. Sorry about that.
Gamedude
January 20th, 2004, 08:53 PM
The arch-vile flame attack uses the sprites instead of particle effects. It has nothing to do with my Doomsday install, because I copied over the old model and it worked fine. there's no difference in this model anyways, so it doesn't really matter...
As for performance, my computer runs faster now than it did before, because I tweaked the jDRP a little. I reduced the resolution of some of the skins a bit, since some of them were really large. I didn't even notice the difference. Also, I edited some of the particle effect DEDs and cut the number of particles used in half without making any noticeable difference, except in framerate. Now it runs twice as fast and still looks just as good! Much more efficient.
Master Toddy
January 20th, 2004, 09:49 PM
I'm not getting any textures on the model for the plasma gun. When I'm just holding it, the model is white. When it reloads, it changes to its acutal texture. Any ideas what the problem could be? I have the most recent Doomsday, plsu the JDUI, the epsiode map screen patches, the JDTP, the music patches, and the sound pack installed.
Sin4U
January 20th, 2004, 11:12 PM
OOOOOOOOOOKAAAAAAAAY!
The Control panel is your freind.
White Skins, disable shiny textures.
Slow particles, reduce particle multiplier if they happen all the time, or near values if its only when you walk through them.
sprites, NOTHING TO DO WITH pk3 LOADING LIMITS! I am pretty sure, at least. Im fairly sure thats because of loading order, try putting all your packs in seperate folders in the Auto folder, and you can be sure Doomsday will load the seperate folders in alphabetacal order.
off-center, Im also fairly sure that Dani has PURPOSELY made these off-center, mostly to add some dimension to the models, otherwise they look like a bad sprite, which isnt what you want, beleive me.
too bright, either lower the light radius factor, or change the values yourself in the pk3's
FOV, technicly this should be the angle made between diagonal corners of the screen and your eyes, but thats too much to worry about, so just try a bigger value if you have a big screen and are close to it. UglyBob, try closing your weak eye, getting as close to the screen as you can, and try a value like 160. You'll FREAK!
soundpack slowdowns? thats a new one on me, unless you either have a slow processer (P2-3) or there is some incompatibility that spawns LOTS of generators.
squares, thats a result of no textures, either from the engine not loading it, or the card loosing it somehow. try flushing the textures, or making sure the jDRP is loaded after all other packs.
blue blood, sorry, get a new card, or replace all the instances of blendrsub. Although I think Dani did say before the release he would release a patch or something, but that makes it look bad again.
the weapon-changing animation bug, is the engine, not the pack, so pester SkyJake, not Dani.
Whew...
and only 4 hours to go... (I have Shareaza (www.shareaza.com) running, best program EVER!)
Lightning_Hunter
January 20th, 2004, 11:13 PM
Hey Dani, I noticed that the HeadsOnStick Model that I used in my old model pack was different looking than the one that you used in the newest jDRP. I like the older one much better, so I decided to update the defs and folders to your format and uploaded it for you:
http://www.geocities.com/l_hunter11/HeadsOnStick.zip
I changed the Light definition for it to be the same as yours.
Just replace the old zip file in the jDRP.pk3 and take a look at it. I can't remember where that model came from... I've been mixing and matching models from all over the place since Jdoom obtained MD2 model support.
I also noticed that the Candalebra has a shiny skin in my old model pack. In the new jDRP it has a plain skin.
DaniJ
January 21st, 2004, 02:20 AM
Just to reiterate - with jDRP ver 1 all that I had planned to do was convert the old modelpack into the new format of the jDRP. This was a mamoth undertaking and I doubt vey much if you'll find skyjake doing the same thing with the resource packs for Heretic/Hexen. The only way I was going to be able to work on such a huge project as the jDRP single handed was if I could get the pack into it's current form, thus enabling me to work on each part in a modular logical fashion.
I'm now setup with a everything I need to create even better stuff and soon enough you'll start to see the new features I have planned.
As Gamedude rightly says there is still a LOT of room left to optimize the pack. I've done a fair bit of optimizing but obviously there is still much to do. Some of the skins are a bit on the large size but in order to reduce thier size to an acceptable degree it means editing the textures so that they remain crisp. For example, some of the item pickups use 512x512 skins which although they look nice is totally unacceptable. There is no reason why some of them can't look just as good at 128x128 but just resizing them will ruin the sharpness of them. As Gamedude has done, you should be ok reducing them 50% but I want to reduce them by 75%.
I have converted some of the more poly heavy models into dmd so that they benefit from lod but this can't be done with a lot of other models due to how badly they have been made. And I do mean BADLY. Just about every mistake you can make on a model the SOG guys managed to do it on every model. *rolleyes*
As I mentioned in another thread I am working on jDRP v1.01 atm and this will address a lot of these issues (mainly tweaks, not much new stuff). Also I'll be able to include all the stuff that I pulled from v1 due to time restraints.
Sin4U > Heh, I think that clears eveything up nicely :)
KuriKai
January 21st, 2004, 02:45 AM
dani might you happen to have a dmd plugin for 3d max?
as i would like to make a sprite version of yor models
i know how u feel. its also quite a mamoth undertaking extracting all the models out of the jdrp into one directory *bug*
Grimm
January 21st, 2004, 08:25 AM
Dani check your PMs.
UglyBob
January 21st, 2004, 01:22 PM
can't wait for that release dani, question: will u be redoing the comander keen and john's head on a stick into models instead of sprites? Just curious...
Gamedude
January 21st, 2004, 02:24 PM
I agree with Dani that even though there's not a lot of new material, the pack is arranged MUCH better now and is much easier to work on. The only problem I have is that when you make a complete release with all models included, you should just put all the folders in 1 PK3. It took me over an hour just to extract the jDRP, so I could work on it and change things the way I wanted. I prefer to use it extracted into the Doomsday directory instead of PK3s. You should use separate PK3s for all of the small updates as before, but for each major release everything should be in one PK3, instead of 100 PK3s put into another main PK3.
BTW for the rocket launcher and plasma gun, is there any way to smoothen the movement so that it doesn't just "appear" into the reloading position? This is the only problem with these models. Other than that they're done really well.
Lightning_Hunter
January 21st, 2004, 02:50 PM
I just want to mention a few things that I noticed about the pack that should be tweaked...
1. The bugs that everyone else mentioned need to be fixed(the smoke bug for the rockets, the arch vile flame, some weapon pickups turning into sprites, etc.) I noticed that when weapon pickups turn into sprites, it occurs in custom made WADs. In the original Doom2 game, it appears as 3d models as it should. But when I made my own map and played it, all the shotguns and super shotguns turned into sprites.
2. I noticed that the lost souls lag up the game if there are more than a few of them, because of the new particle effects on them. In the last model pack, I got 85fps with lots of lost souls on the screen. Now, with about 6 of them on the screen, it drops down to about 40fps.
3. I know this has already been talked about, but the lamps, torches, etc. have a big impact on the fps. In a room full of about 6 or more of them, the fps will drop to around 35-40.
4. I'm not sure if you are still going to fix this or not, but the chaingun still goes crazy when you fire. The animation doesn't seem smooth like the last chaingun model. It jerks around when you fire. This looks really annoying sometimes.
5. I'm not sure if this has been mentioned already or if you have a reason for this, but the Cyberdemon's skin is the old crappy version! Whatever happened to your high res. version of the Cyberdemon? The Demon skin uses the high res. version that you made, but the Cyberdemon does not.
Also, did you take a look at that model that I uploaded? It should only take a second to get working. You just have to replace the old HeadOnStick PK3 file with the ZIP file that I uploaded.
That is all I can think of for now. Other than those few things, the model pack is great!
Gamedude
January 21st, 2004, 03:09 PM
Actually when I was taking screenshots of the jDRP, I had to take a few pictures of the chaingun to get a good shot of it. If you take a still shot of it at the right moment, you can see that the model appears to shrink and expand rather than just rotate. As for the torch and keycard lights, and the lost soul flames, I tweaked the DEDs and got them back to normal. I actually made the game run better than it did with the old pack. The new lost souls look great since the flames have a combination of red, orange, and black, instead of just orange particles. The smoke trail after the fire is a little long, and it slows the game down. If you look at a lost soul in a bright, high room you can see that the smoke goes right up to the ceiling, instead of just a little behind the flames. While this looks more realistic, it can slow the game down. The effect reminds me of burning plastic. You get a lot of black billowing smoke coming out of it...
Edit: BTW here's the chaingun effect I'm talking about:
http://www.personainternet.com/gamedudesfiles/chaingun.jpg
http://www.personainternet.com/gamedudesfiles/chaingun2.jpg
Notice how in the second image the chaingun appears smaller. If you flick between these two animations rapidly, you get the same shaky animation as the chaingun has.
Lightning_Hunter
January 21st, 2004, 03:15 PM
You should post your definition files here Gamedude... I will mess with mine myself if you don't, but I don't have much time to do it and would rather download someone elses =p
Gamedude
January 21st, 2004, 03:29 PM
Hmm... I guess I could, but you would only be able to easily replace them if you already have the jDRP extracted, like I do. I didn't use the PK3s, I extracted all 114 PK3s into my Doomsday directory so I could edit it. This is why I hope Dani puts all major releases into 1 PK3 from now on...
Chilvence
January 21st, 2004, 04:50 PM
Gamedude, if you extract the jdrp stuff to a folder, and open up a dos prompt to that folder, then type "ren *.pk3 *.zip", then depending on your zip program you should be able to just select them all, right click and extract the lot in one go. Im using winRAR and I just extracted the whole setup in about 20 seconds.
DaniJ
January 21st, 2004, 05:04 PM
the rocket launcher and plasma gun, is there any way to smoothen the movement so that it doesn't just "appear" into the reloading position
2. I noticed that the lost souls lag up the game if there are more than a few of them, because of the new particle effects on them. In the last model pack, I got 85fps with lots of lost souls on the screen. Now, with about 6 of them on the screen, it drops down to about 40fps.
3. I know this has already been talked about, but the lamps, torches, etc. have a big impact on the fps. In a room full of about 6 or more of them, the fps will drop to around 35-40.
These will be tweaked in 1.01 (estimated 3/4 weeks).
The reason they (HUD weapons) jerk into position is because they don't have animations for this yet.
5. I'm not sure if this has been mentioned already or if you have a reason for this, but the Cyberdemon's skin is the old crappy version! Whatever happened to your high res. version of the Cyberdemon? The Demon skin uses the high res. version that you made, but the Cyberdemon does not.
No I won't be using that skin. Simply because it looks nothing like the Cyberdemon should do.
I hope Dani puts all major releases into 1 PK3 from now on...
Sorry but I'm not gonna do this. The reason being that the majority of people who use it won't want to download an entire pack every time I release a new version. In it's current form you can simply download any packs that have been updated and then just drop them into the jDRP.pk3 and it'll work. You only have to extract everything ONCE. It's not much trouble and when we start to see alternative modelpacks being made it's much easier if you can just choose one pack over another.
RE Headonastick
Have you uploaded the right model? It looks the same to me...
I'm currently using abbs one (I think).
RE Keen & Romero
I think I'm gonna leave Keen as a sprite but I would like to model Romero's head, I've got a fun idea for the animation...
IMPORTANT:
Due to some rather strange things happening with some of the particle effects I decided to investigate the problem. Anyway I think I've tracked down a bug with one of the actual particle textures. I'm not sure which one it is but it could be causing some of the particle fx to not work for ATI users (most likely an incompatible tga quant type). As soon as I work out which one I'll upload a new particles.pk3 once I've fixed the problem.
Gamedude
January 21st, 2004, 05:06 PM
Yes, I used DOS to rename them all to .zip, but I only used XP's built-in zip support to extract them, so I had to double-click each one separately, highlight the files, and copy them into the Doomsday directory.
BTW if anyone is having problems with the Arch-Vile effects, I got a fixed DED made. it fixes the attack flames and resurrect effects. There wasn't much Dani's DED was missing. I just disabled the sprite effects and added a particle generator for FIRE1 and it worked perfectly. My DEDs are edited so the blood effects work properly on an ATi card, so I made 2 different versions. If you have an ATi card, use this (http://www.personainternet.com/gamedudesfiles/archvilefx.zip) one. If not, use this (http://www.personainternet.com/gamedudesfiles/archvilefxnoati.zip) one. Just replace the DED in the jDRP with it, or load it at the bottom of the DED list in Kickstart so it will replace the old one.
Edit: BTW Dani I didn't mean to make a download of each pk3 in one file ONLY, what I meant was that the jDRP now on your site is one PK3, but when you look inside this PK3 instead of seeing all the files like it should be, you have a hundred more PK3s to decompress first. I mean that you should make the separate downloads like before, but when you make another full release like the current one, just put the files directly into the pk3 instead of zipping them twice. When you look into jDRP.pk3 now, you see lots of pk3s instead of the files.
DaniJ
January 21st, 2004, 05:13 PM
RE ArchVile Fire attack
Heh, I left these out ON PURPOSE, lol...
People where complaining that they where causing major slow down and I didn't have time to tweak/replace them.
EDIT:
I mean that you should make the separate downloads like before, but when you make another full release like the current one, just put the files directly into the pk3 instead of zipping them twice. When you look into jDRP.pk3 now, you see lots of pk3s instead of the files.
I know, thats why the pack is like this. Say for instance you like everything apart from the Cyberdemon. All you have to do is open jDRP.pk3 and delete/remove the Cyberdemon.pk3.
There isn't many people who will want to tweak all the effects like you do Gamedude. The majority of people will either use it as is or change one or two things.
In the future you'll be able to tweak all the effects you want by simply editing jDRP.ded without having to work out ded syntax and without having to extract anything. This won't be possible till Doomsday 1.8 though (last I heard it was due around the end of June)
EDIT2:
MetalSonic - There is no dmd plugin for any 3d app. dmd(2) is a propriatory format that is only used by Doomsday (same as md2 but with lod support, and much improved vertex normals). You'll need to get a copy of md2tool.exe from DHQ.
Gamedude
January 21st, 2004, 05:18 PM
Ooohhhh... OK. Well, I'm working on tweaking them now, so I will post my DEDs when I get everything adjusted. My DEDs are also adjusted to fix the ATi problems.
Grimm
January 21st, 2004, 06:53 PM
Gamedude, check this program out. (http://www.zipgenius.it/). It handles PK3s, and all you have to do to extract something is right-click and drag to an empty space, then click on extract to here. So you can right-click drag the main PK3, then do the individual ones. Should help you out a lot. :)
Gamedude
January 21st, 2004, 08:13 PM
OK, you can get my DEDs here (http://www.personainternet.com/gamedudesfiles/jdrp-deds.zip). Just make a backup of your existing ones in case you don't like them, then replace the old ones with these. I changed the blood effects to work on ATi cards, I adjusted the lights on the lamp posts and keycards, and I added the arch-vile effects. I also decreased the number of particles used in some of the effects, to increase performance. Don't expect a big increase, though. I only got an increase of 5 FPS. What made a big difference for me was reducing the resolution of some of the skins. When you think about it 512x512 is a lot for an ammo box, considering Cheb's monster models, which are a lot larger than an ammo box, only used skins at 256x256. 512x512 is enough for monsters, and 256x256 or 128x128 is large enough for items. I just cut the resolution down using Photoshop.
BTW Dani, I noticed that when I decreased the number of particles used on the lost souls, it only seemed to take effect on most levels, but on some levels the lost soul looked like it did before. Do you have any idea what's causing this? Could it be that you're using DMD, which decreases the number of particles when you get too close?
DaniJ
January 21st, 2004, 10:05 PM
Very true Gamedude 512x512 is far too big for an ammo box. I've gone through all the skins and done a quick resize job. If I get time (before the 1.01 deadline) I'll see about sharpening them up again so I can make em even smaller.
BTW Dani, I noticed that when I decreased the number of particles used on the lost souls, it only seemed to take effect on most levels, but on some levels the lost soul looked like it did before. Do you have any idea what's causing this?
The way this works is that I've used a "mobj" based generator rather than a state based one. Basically the particles are shared between ALL Lost Souls on the level. The benefit is that no matter how many of them are on screen at once Doomsday always draws the same number of particles. So the more there are the less particles each one gets.
Mostly this works to our advantage but on some levels where there is only a couple of Lost Souls you end up with a particle overload where it trys to draw ALL of them on one or two models. *mad*
I've mentioned it to Skyjake but he explained that perhaps using a "mobj" generator on Lost Souls might not be the best option. If there was some way to set a maximum on the number of particles then that would solve the problem...
UPDATE:
I've now fixed all the bugs you guy's have mentioned, as well as some that are transparent to the user unless using the -verbose option (thanks to ton80 for pointing this out).
Also I've found the offending particle I mentioned above and it's fixed. However it wasn't causing too many problems with the current jDRPv1 as they are only really apparent in the new gore effects (unreleased).
Now, I have a problem. With the gore effects added to the jDRP I'm finding that Doomsday is constantly running out of available particle generators. This means that gibs are being culled almost as soon as they appear on very populated levels - NOT GOOD. Unfortunetly the generator limit is "hardcoded" into Doomsday. Currently only 96 generators can be active at any one time. Although this may sound a lot in practice it's very low (for instance a single Imp fireball uses 3 generators) but it hasn't been a problem before now because we could only have one generator per state...
So untill this is changed I'm very reluctant to release the gore fx...
Skyjake has added it to his todo list for 1.8 so if this feature is available in the upcoming 1.8 Alpha snapshot then I'll release the gib models as a seperate addon.
Ton80
January 21st, 2004, 11:28 PM
NP! Glad I could be of some help.
Actually the spawnextra error was showing up on no verbose, the rest on verbose. I editted the soul.ded and removed just the 'extra' from that flag. Was that the correct fix for that error? Or is that a new yet unimplemented flag?
DaniJ
January 22nd, 2004, 12:25 AM
Actually the spawnextra error was showing up on no verbose, the rest on verbose. I editted the soul.ded and removed just the 'extra' from that flag. Was that the correct fix for that error? Or is that a new yet unimplemented flag?
No, no new flag I'm affraid, I goofed *rolleyes*
It's supposed to be spawn | extra... I've got it fixed in the wip 1.01.
Ton80
January 22nd, 2004, 01:31 AM
I thought that it might be that after *book* the deddoc.
Gamedude
January 22nd, 2004, 03:51 AM
The way this works is that I've used a "mobj" based generator rather than a state based one. Basically the particles are shared between ALL Lost Souls on the level. The benefit is that no matter how many of them are on screen at once Doomsday always draws the same number of particles. So the more there are the less particles each one gets.
OK that explains a lot. that's why some levels were unaffected from my changes, because there weren't many lost souls in the level. I was wondering why the particle amount was so high on some of the effects.
I've mentioned it to Skyjake but he explained that perhaps using a "mobj" generator on Lost Souls might not be the best option. If there was some way to set a maximum on the number of particles then that would solve the problem...
You can set the maximum number of particles in the control panel, but it's for every model, not single models. If you set it too low effects start disappearing as soon as they appear, same as what happens when you run out of generators. If this will happen with the new gore FX, I think you should wait until the next version of Doomsday to add these. The current effects are pretty good anyways.
The Snugg Master
January 22nd, 2004, 04:00 PM
Someway or another, the hi-res Demon skin + the model were erased, and replaced by the old cartoon-ish squaretoothed one...neither are to be seen in JDRP either - and I can't get them from Dani's original server. Dani, do you still have those up somewhere?
DaniJ
January 23rd, 2004, 01:55 PM
Someway or another, the hi-res Demon skin + the model were erased, and replaced by the old cartoon-ish squaretoothed one...neither are to be seen in JDRP either - and I can't get them from Dani's original server. Dani, do you still have those up somewhere?
The model is the same but yes I think I have made the texture lower res. I did this because 1024x1024 textures are not good. Unfortunetly the UV's on a LOT of the models don't give importance to the correct areas on the models. For instance the demon should really have a seperate skin for the head...
Hmm, maybe I'll have a look at reworking the UV's for jDRP 1.01.
The only issue here is that peoples custom skins would become incompatible with the new UV's.
Have there been many custom skins created? I can't find any...
It would mean I'd be able to create much better quality skins with little to no extra overhead.
Should I do this or not?
Chilvence
January 23rd, 2004, 01:58 PM
I wouldnt worry about it too much, it seems a bit of a waste considering your plans to flat out replace the models in future.
Unless you decided to map your new models UV's to the same skins....that's what I'd do.
DaniJ
January 23rd, 2004, 02:06 PM
I wouldnt worry about it too much, it seems a bit of a waste considering your plans to flat out replace the models in future.
Unless you decided to map your new models UV's to the same skins....that's what I'd do.
Yeah I'd be able to rework any improved skins easily to cope with the new models. BTW I hope to have some of the new monsters ready in a couple of months.
Is this a good short-term sollution/improvement?
Incidently:
Chilvence:
Fancy a little contract work? :)
Some of the animation on the existing models could do with improving. And with my current workload I could do with some help on fixing up the animation... How are you fixed for giving me hand on this?
Chilvence
January 23rd, 2004, 02:14 PM
Well, I could try rigging the soldier from the pack to my soldiers skeleton, that would be a cheap start. Which ones do you think need the most improvement?
And yeah, re-cycling the skin sounds like a good way to capitalise on.... stuff.
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