View Full Version : jDUI Beta Testers wanted
Slide
January 13th, 2004, 08:26 AM
Just like the title says - I want some beta testers for an early build of the new pack. Hopefully I can get rid of annoying errors before final release this time :)
Post if you think you're up to it.
Besli
January 13th, 2004, 09:10 AM
I will test the User Interface for you! You can recruit me as beta tester, if you want! ;)
Andrew
January 13th, 2004, 11:29 AM
go on then :D
Tyberious
January 13th, 2004, 12:18 PM
maybe I cna help, just tell me what to do, what you need, when where etc and I hopefully cna be of service, hopefully I can help the jdoom project somehow.
Wicked Anime Kid
January 13th, 2004, 01:15 PM
Ohh yeah slide i'd love to test it:D
DaniJ
January 13th, 2004, 01:16 PM
Sure thing Slide count me in.
I'll have my dsl back by the weekend so let me know where to get it and I'll download it then.
Vermil
January 13th, 2004, 01:24 PM
I can test if nesscerrry (never could spell that :()
Slide
January 13th, 2004, 02:58 PM
Okay I've PM'd everyone now with the new pack address and details - this build just has minor patches (quite a few for Doom 1). But the modifications to the HUD are probably the most noticable - let me know what you think.
A new build is almost ready and hopefully will be ready tomorrow (or more likely the day after - though this depends on the feedback).
Thanks for your efforts everyone
Vermil
January 13th, 2004, 04:07 PM
Perfectly fine patches, I see nothing wrong with them other than the "ENDx" looks a little streched vertically.
Though I noctice that while the Doom 1 title pic is in the root patches folder and hence will work with all versions of Doom 1, several other Doom 1 specific patches are in a "Doom1" folder which is the folder where all patches specifcally for the three episode version of Doom 1 go.
Hence they don't work with the Ultimate Doom or Shareware versions of Doom 1. Prehaps they should be moved into the root folder as well?
Wicked Anime Kid
January 14th, 2004, 05:56 AM
http://members.lycos.nl/projectsofdamnation/i/jdui1.gif
Look at the red box...is this supposed to be like this?
Slide
January 14th, 2004, 09:59 AM
WAK - the image appears to be dead.
Vermil - the doom1 folder has a reason for it - testing at my end - that's why I said most testing at this stage should be with Doom 1. The stretching issue is worrying - I see it on mine, is that all of them? and does anyone else get this?
Wicked Anime Kid
January 14th, 2004, 11:21 AM
Slide,
it's weird that the image is dead because it shows the image fine to me*confused*
Try this:
http://members.lycos.nl/projectsofdamnation/i/jdui1.gif
Vermil
January 14th, 2004, 11:28 AM
I don't get the bug that WAK is getting.
I do get a bug where the hud med pack graphics replace the Stimpick item graphics on the ground. Is the Hud in the JDUI Dani's hi-res one? Because I had the same bug when I used to use Dani's hud, when it was around as a seperate PK3.
Slide
January 14th, 2004, 11:57 AM
Yes it's based on dani's hud pack - it isn't really a bug but comes from Doom using some patches as sprites.
WAK - on a different machine now and I can see it - no idea what caused that.
As to the graphic - I was trying out a few different styles -that one isn't finished but do you like the two tone style?
Looking at that picture reminds me - remember to test the full hud as well as the minimal one as it has been updated.
Wicked Anime Kid
January 14th, 2004, 12:56 PM
Okay, so maybe it's just my computer. Anyone who has this problem please report in so Slide can look at the nature of the problem.
Other than that it works fine for me Slide.
Besli
January 14th, 2004, 03:31 PM
I get the same bug that WAK get!! Interface works fine, HUD looks good, but i have a little bug. (Sent pics to Slide)
Slide
January 14th, 2004, 04:36 PM
Got those pics - I think you must have another patch set installed - can you check that? perhaps clear your auto directory apart from the beta stuff and see if it changes?
WAK - I was talking about your picture - the slide bar needs fixing up - but the style is sorta how I was gonna keep it (with stoppers at the ends). Maybe I'll go back to a plain bar - more in keeping with the original.
A new build will be up tomorrow - I'm afraid it's quite big though 17mb-ish.
Tyberious
January 14th, 2004, 08:17 PM
I haven't had a chance to test it due to the bullsh*t with my college..... I hope to be able to test it tomarrow or somthing because I left the file at my parents work server.
Slide
January 15th, 2004, 01:34 AM
The new build is up same location.
Vermil
January 15th, 2004, 11:56 AM
I've nocticed the hi-res episode maps don't appear with the latest build of the JDUI. It might be because of their location in the pk3?
Slide
January 15th, 2004, 12:35 PM
Ok, I'll have a look.
Besli
January 15th, 2004, 03:09 PM
I've nocticed the hi-res episode maps don't appear with the latest build of the JDUI. It might be because of their location in the pk3?
I noticed the same!! It is because they are in a folder called pk3, it's no real pk3-file! Send a E-Mail to you Slide!! ;)
Slide
January 15th, 2004, 03:29 PM
Okay I think I put the wrong internal pk3's in - either that or it's that old pk3 within pk3 bug - I'll just flatten the pack - little messier but that's life *rolleyes*
Next build either tomorrow or monday - but this will be only fixes not new patches.
Edit:
Hang on I just reread that - did I copy the build folders instead of the actual files?! - d'oh!
Slide
January 16th, 2004, 12:37 AM
Ok I've rebuilt and uploaded the file - it should work now (maybe :) )
Wicked Anime Kid
January 16th, 2004, 08:53 AM
Yup they work now Slide, THX:D
(still getting that bug with the slide boxes for hud options and stuff)
DaniJ
January 16th, 2004, 03:35 PM
Just a note top say I've just got the beta, I'll report back latter with feedback...
lord-noctrun
January 17th, 2004, 05:19 AM
I just hope this (or something similar) get's included, it'll cut down the size and give you propperly blended font color in the classic hud
# jDoom: HUD Font Patch Replacements by lord-noctrun
Values {
Patch Replacement {
STYSNUM0 = "{fonta; y=1; R=1; G=1; B=0; scale=0.5;}0";
STYSNUM1 = "{fonta; y=1; R=1; G=1; B=0; scale=0.5;}1";
STYSNUM2 = "{fonta; y=1; R=1; G=1; B=0; scale=0.5;}2";
STYSNUM3 = "{fonta; y=1; R=1; G=1; B=0; scale=0.5;}3";
STYSNUM4 = "{fonta; y=1; R=1; G=1; B=0; scale=0.5;}4";
STYSNUM5 = "{fonta; y=1; R=1; G=1; B=0; scale=0.5;}5";
STYSNUM6 = "{fonta; y=1; R=1; G=1; B=0; scale=0.5;}6";
STYSNUM7 = "{fonta; y=1; R=1; G=1; B=0; scale=0.5;}7";
STYSNUM8 = "{fonta; y=1; R=1; G=1; B=0; scale=0.5;}8";
STYSNUM9 = "{fonta; y=1; R=1; G=1; B=0; scale=0.5;}9";
STGNUM0 = "{fonta; y=1; R=1; G=1; B=1; scale=0.5;}0";
STGNUM1 = "{fonta; y=1; R=1; G=1; B=1; scale=0.5;}1";
STGNUM2 = "{fonta; y=1; R=1; G=1; B=1; scale=0.5;}2";
STGNUM3 = "{fonta; y=1; R=1; G=1; B=1; scale=0.5;}3";
STGNUM4 = "{fonta; y=1; R=1; G=1; B=1; scale=0.5;}4";
STGNUM5 = "{fonta; y=1; R=1; G=1; B=1; scale=0.5;}5";
STGNUM6 = "{fonta; y=1; R=1; G=1; B=1; scale=0.5;}6";
STGNUM7 = "{fonta; y=1; R=1; G=1; B=1; scale=0.5;}7";
STGNUM8 = "{fonta; y=1; R=1; G=1; B=1; scale=0.5;}8";
STGNUM9 = "{fonta; y=1; R=1; G=1; B=1; scale=0.5;}9";
STTNUM0 = "{fontb; y=2; scale=1.1;}0";
STTNUM1 = "{fontb; y=2; scale=1.1;}1";
STTNUM2 = "{fontb; y=2; scale=1.1;}2";
STTNUM3 = "{fontb; y=2; scale=1.1;}3";
STTNUM4 = "{fontb; y=2; scale=1.1;}4";
STTNUM5 = "{fontb; y=2; scale=1.1;}5";
STTNUM6 = "{fontb; y=2; scale=1.1;}6";
STTNUM7 = "{fontb; y=2; scale=1.1;}7";
STTNUM8 = "{fontb; y=2; scale=1.1;}8";
STTNUM9 = "{fontb; y=2; scale=1.1;}9";
STTMINUS = "{fontb; y=2; scale=1.1;}-";
STTPRCNT = "{fontb; y=2; scale=1.1;}%";
};
}
Slide
January 17th, 2004, 06:32 AM
Excellent - I was going to do it myself but that's much easier -thanks. It'll be in the next build (maybe Monday?)
DaniJ
January 17th, 2004, 07:14 AM
Excellent work so far Slide no bugs to report other than what's already been mentioned here.
Feature Request:
I know this is trivial but can you add the glow effect to menu text type in? (like in jHexen/Heretic) - I think skyjake refers to them as text sparkles???
Also I think it would look nice if the main font had an alpha drop shadow, what do you think?
Chilvence
January 17th, 2004, 07:39 AM
If anyone wants to rework the font in general, Ive still got the original, huge hi-res files on hand.It would probably be easier to work on the single image version than the seperate letters on by one.
Slide
January 17th, 2004, 08:55 AM
Could you put the file up or email me (Slide at- new doom dot C0Mnospam - I'm getting paranoid about spambots :) ).
Should be easy enough to add an alpha channel given the original.
Chilvence
January 17th, 2004, 02:16 PM
Im putting them up at http://www.stateoftheworld.eclipse.co.uk/doom/fontage .
There's three different versions of the font with varying levels of decay, I used one of the cleaner ones for the small font because it was more readable. The plain white one I didnt use, but its there if you want to do anything with it.
I dont know how well photoshop handles corel files, so I seperated the mask and put it there just incase you need it.
Oh yeah, no one download it unless you're going to actually use them, cos my ISP might bite me *uhh* . Theyre not much use to anyone without alot of patience to crop and seperate them anyway.
Tyberious
January 17th, 2004, 03:56 PM
hey, welcome back chiv
Chilvence
January 17th, 2004, 04:38 PM
Thanks, I guess I sort of disappeared suddenly for a while... er month or two...
I never get tired of Doom, but I also dont seem to tire of Baldur's Gate and its offshoots, which are drastically more time consuming for the average play through *grin* A good mod caught my eye, and y'know, any excuse will do to drench the Sword Coast in blood one more time.
Slide
January 17th, 2004, 04:52 PM
hey, welcome back chiv
I second that.
By the way chiv, any chance of the original Corel file - I have Corel as well and while you're right that it won't go into Photoshop directly - it will work via Illustrator.
Chilvence
January 17th, 2004, 05:00 PM
Those are the only ones I've got, I didnt use any layers (that I can remember), just alot of different masks, heh.
Wicked Anime Kid
January 18th, 2004, 02:12 AM
Hey Slide, the intermission doom1 maps don;t work for me and the splat and you are here signs don;t work either....guess we go back to stonage low res;)
Slide
January 18th, 2004, 03:22 AM
WAK - are you using Doom 1 or Shareware/ultimate - it doesn't work for those yet. I just checked it myself and it seems to work - but using a slightly different build. Anyone else have these problems
BTW WAK - have you cleared you'r PM folder I trid replying to your PMs yesterday but I couldn't get through because the folder was full.
Wicked Anime Kid
January 18th, 2004, 04:27 AM
I cleaned my pm box Slide.
They should work because you placed the pk3's in the auto folder....weird*bug*
Vermil
January 18th, 2004, 06:33 AM
Slide placed some Doom1 patches in a folder called Doom1 in the JDUI.pk3 Each version of Doom1 has a different folder name in patches:
Doom1-shareware = Shareware Doom
Doom1 = Normal Doom
Doom1-Ultimate = Ultimate Doom
Though moving said patches into the patches folder wouldn't cause any conflicts with anything.
Also the Doom2 intermission pic being in the patches folder is also being used as Ultimate Doom's one. Both patches are called "INTERPIC". Though I see no problem with using the same hi-res patch for both seeing as theres no grey version around.
Andrew
January 18th, 2004, 06:58 AM
The only problems i see so far (using ultimate doom, i dont have a proper dooom1.wad) are..
Certain pickups are being replacfed with HUD graphics (small medpack and certain frames of both the armour pickups) This is obviously only a problem if you are using sprites which i am at the moment in a new Doom install to test this out.. im gonna slap the new jdrp on in a tick.
The "you are here" and gunshot graphics arent working on the intermission maps.
On another note, can those intermission maps be optimised at all? they actually cause a loading delay on my machine from when you press the end level button.
Vermil
January 18th, 2004, 07:07 AM
The pickups problem is to do with Doom using sprite frames for some of the Hud graphics. Another strange descision by ID I guess.
Also read my previous post about the Intermission graphics.
Wicked Anime Kid
January 18th, 2004, 07:55 AM
Slide placed some Doom1 patches in a folder called Doom1 in the JDUI.pk3 Each version of Doom1 has a different folder name in patches:
Doom1-shareware = Shareware Doom
Doom1 = Normal Doom
Doom1-Ultimate = Ultimate Doom
Though moving said patches into the patches folder wouldn't cause any conflicts with anything.
Also the Doom2 intermission pic being in the patches folder is also being used as Ultimate Doom's one. Both patches are called "INTERPIC". Though I see no problem with using the same hi-res patch for both seeing as theres no grey version around.
Vermil i just peaked into the pk3 and see that there are three pk3's for the intermission maps. I unpacked the episode one intermission map and the files where in the general Patches folder and not hidden in one of the sub-folders that are game specific. Still they don't work:(
Slide
January 18th, 2004, 09:49 AM
The intermission maps are optimised over the original files - little more can be done.
As I said use Doom 1/2 with the pack for now not ultimate.
The interpics are currently used for both - mainly because the only difference is a colour shift.
If you have problems with the Intermissions make sure you have the latest build (Datestamp 16 Jan 2004, 02:33)
As i mentioned before the sprites for some pickups are shared with the HUD - there is nothing I can do about this - perhaps Skyjake can think of a way round this hardcoded issue.
Slide
January 19th, 2004, 12:59 AM
A new build of the pack is now available
ravenlot
January 20th, 2004, 01:53 PM
Hey Slide,
Can I get in on this too or do you have all the testers you want?
Slide
January 20th, 2004, 02:36 PM
No the more the better really - I'll PM you.
Slide
January 20th, 2004, 03:20 PM
I've just realised I haven't rebuilt the master folder (thanks for heads up Vermil) which in english means the episode maps are broken again.
I'll fix it tomorrow
Andrew
January 20th, 2004, 05:01 PM
I've just realised I haven't rebuilt the master folder (thanks for heads up Vermil) which in english means the episode maps are broken again.
I'll fix it tomorrow
this was the only bug i was going to report too.. lol..
the "you are here" and gunshot thingies work now tho
ravenlot
January 20th, 2004, 11:22 PM
Hey Slide,
It looks pretty good so far. I see you added the interpics by Rightfield, right? I had those installed on mine already. It adds a nice touch. I haven't run into any real problems that you don't already know about but I did think of a few ideas that I'll share. They're just things I thought of briefly not requested features so don't feel you have to address why you wouldn't implement them into your pack.
Though I personally don't really care too much how big the file size is, perhaps some people would have problems downloading it or using up the HD space for a user interface. If you're concerned about that, you might consider dividing the pack into multiple parts so that people have the option of selecting features separately. So if people don't care about the intermission pics, they don't have to have it installed.
Also, I noticed that this works best if you have a model pack installed and high resolution textures. As you said, the pics of certain items in the hud are also used as items during gameplay. I think most people who go out of their way to download and install your pack will likely get and install a model pack as well. But those who don't bother with the model pack either because they don't want it or because it runs too choppy on their system will likely drop the jDUI as well. If you want to keep these folks, you could as I already mentioned, separate the features. In this case, have the hud item pics in a separate optional pack. Those who don't use models could download the basepack without any glitches during gameplay due to varying item pics.
If you don't have high resolution textures installed, I noticed that you won't get a high resolution tiled background when you complete a part of the game and a message is displayed, e.g. end of Doom 1 - 8. That's no big deal to me since I do have hi-rez textures. But on a fresh install with just the jDUI added, you get high resolution backgrounds images just about everywhere else but there. Since this probably affects only few (if that) people, it's probably not a big deal.
I noticed you haven't been able to get intermission pics for Plutonia and TNT. I haven't checked but I suspect you probably weren't able to get a high resolution image of the victory image of Doom where the hero finds his dead rabbit on a stick. Hopefully, in the future, we can get a good artist to work on those images. It would be a nice touch to add to your pack.
Oh, I just thought of one feature you might actually consider. You might think about creating a kickstart add-on profile for the jDUI, rather than just having the PK3 installed to the AUTO folder. I did that to your current stable release of the jDUI so that I could disable it within kickstart easily. I did that because I wanted to be able to run Doom in a classic way from time to time. So I made a kickstart profile for your jDUI and created a separate profile for each of the Doom games that run without any added features. Having the jDUI as an add-on makes it easier. But if you think people would rather just stick it in the AUTO directory, go with that; I can tweak it on my own if need be.
Anyway, I've rambled on long enough. Thanks for letting me try your pack in advance.
lechtansi
January 21st, 2004, 12:09 AM
Ravenloft:
if you want quick on/off pk3s, just add them to the "wads" section of kickstart 2.10, they come with a little checkbox for easy on/off. I have all of the pk3's in there except the jDRP, because it has its own kickstart profile.
Now, IF slide wanted to do this, it would be great because then he could have a little readme pop up when you click on it, but other than that it doesnt really serve much purpose (although you could configure the kickstart profile to not allow other packs that have profiles, so if you wanted you could make the jDEP exclusive, so you couldnt run it with any other packs. I couldnt figure out how to disable this feature in the jDRP profile, so i dropped making them for all the jD* packs, I couldnt find any documentation)
Slide
January 21st, 2004, 01:12 AM
The reason there is no KSA is because I don't use them myself - but since lechtansi has done one I'll consider adding it to the installation.
If you're concerned about that, you might consider dividing the pack into multiple parts so that people have the option of selecting features separately.
I already have a play on this.
I noticed you haven't been able to get intermission pics for Plutonia and TNT. I haven't checked but I suspect you probably weren't able to get a high resolution image of the victory image of Doom where the hero finds his dead rabbit on a stick. Hopefully, in the future, we can get a good artist to work on those images. It would be a nice touch to add to your pack.
You didn't like my Victory2 for Doom 1 then? *rolleyes* - I'm working on adding the other intermission screens now and the endpics for Doom 1/ulitmate and the doombacks for Doom 2 + final doom. They should be ready next week for the final stage of the beta.
The tiled background idea - is interesting - but there is then the danger I will overwrite someones high res texture thus ruining their texture set.
The only way to get round the high res hud items being used as sprites is either to modify the engine or make the hud icons flat (not isometric) so they fit in better.
BTW - the new fixed build is up
lechtansi
January 21st, 2004, 01:23 AM
slide: the only reason you would want to use is so you could put the .ded and the resource .pk3 into seperate folders, because otherwise you could just add the .pk3 to the wads part of KS and get the same select on/off functionality. Dani did it with the jDRP because getting to and editing the .ded is important for the end user, for the jDUI it might not be as important. up to you.
Slide
January 21st, 2004, 06:19 AM
I would do it by having the DED still in the pk3 and having a another DED that could be placed in Auto to automatically run the pack (without kickstart).
Like I say this isn't for me I don't use kickstart at all.
Andrew
January 21st, 2004, 07:22 AM
Ravenloft:
if you want quick on/off pk3s, just add them to the "wads" section of kickstart 2.10, they come with a little checkbox for easy on/off. I have all of the pk3's in there except the jDRP, because it has its own kickstart profile.
Now, IF slide wanted to do this, it would be great because then he could have a little readme pop up when you click on it, but other than that it doesnt really serve much purpose (although you could configure the kickstart profile to not allow other packs that have profiles, so if you wanted you could make the jDEP exclusive, so you couldnt run it with any other packs. I couldnt figure out how to disable this feature in the jDRP profile, so i dropped making them for all the jD* packs, I couldnt find any documentation)
Kickstart Documentation is here:
http://modelyard.newdoom.com/ksdoc.shtml :)
lechtansi
January 21st, 2004, 08:29 AM
yeah i got it (notice my thread in the forums :) )
ravenlot
January 21st, 2004, 10:14 PM
lechtansi,
I know about loading PK3s in the Wad section. I just like kickstart profiles more since you can do more with them. I know to do that stuff myself, I was just throwing out ideas just in case any of them would help Slide in achieving what he wants with his jDUI project.
ravenlot
January 21st, 2004, 10:41 PM
Slide,
Where does the pic VICTORY2 of the jDUI supposed to show up? I can't seem to find it in the game.
Slide
January 22nd, 2004, 12:19 AM
After completing Episode two of Doom 1
Andrew
January 23rd, 2004, 09:45 AM
on the Doom2 intermission screen, while its loading map 3 it says
Entering: "The Gantlet" instead of "The Gauntlet"
DaniJ
January 23rd, 2004, 11:23 AM
Yeah though this is an error in Doomsday's values.ded (I think) one day I'll mention this to Skyjake *rolleyes* .
Chilvence
January 23rd, 2004, 01:54 PM
Thats actually how its always been even from the original. It seems odd, but dictionary.com says its a valid (mis)spelling:
http://dictionary.reference.com/search?q=gantlet
Or maybe gauntlet isnt even the correct spelling. I vote it be changed to gantelope*alien*
Andrew
January 23rd, 2004, 05:24 PM
LOL so it is.
Well in that case, when "The Gantlet" loads, it says "The Gauntlet" when the level starts (and on the automap).
Although turning off the UI pack (i love ksa files! :D) shows that its a problem with the game itself.. sorry bout that.
MasterOfPuppets
January 24th, 2004, 09:51 AM
Well in that case, when "The Gantlet" loads, it says "The Gauntlet" when the level starts (and on the automap).American/British spelling difference? kinda like color and colour?
Slide
January 24th, 2004, 10:38 AM
Nope Gauntlet here - it's just an alternate spelling from what I can tell.
Wicked Anime Kid
January 25th, 2004, 12:39 AM
hey Slide with the new build you provided the you are here lumps and splats don't work. (high res mission maps do)
EDIT: Oh and Slide, i just noticed that you put a link to the resurrection page on your site. Thank you for that:D
Andrew
January 25th, 2004, 01:48 AM
Well in that case, when "The Gantlet" loads, it says "The Gauntlet" when the level starts (and on the automap).American/British spelling difference? kinda like color and colour?
Well on the Intermission screen it says "Gantlet" at the start of the actual level & the automap it says Gauntlet, so theres an error somewhere.
on Original Doom 2 (not running through doomsday) it says Gantlet for both.
iori
January 25th, 2004, 01:54 AM
I always thought of it as 'The Gantlet'. I couldnt cope with a name change! NOOOOOOO!O!!
Slide
February 5th, 2004, 01:34 PM
The beta has now been publically released thanks for all your help and encouragement - I've done a preview of some of the new graphics I'm still working on for the jDUI I'll pass the link to beta testers soon (it'll take a while to get through you all).
1000Dances
February 17th, 2004, 09:46 AM
Now the beta has been publically released, where can I get it please. I can't see it on the slidespace. Thanks.
Slide
February 17th, 2004, 01:20 PM
it's in the jDUI thread - though I should really update slidespace with it too
1000Dances
February 17th, 2004, 01:28 PM
Slide,
Thanks for your help. I get it now.
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