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Tzar Sectus
May 19th, 2004, 07:11 PM
This is a mod I worked during November/December but temporarily put on hold because I lost motivation working on it. But I thought I'd try to give the mod out to the public and see what the response would be, if I get enough good feedback I might considering finishing the mod.

But to do that I need someone to host the mod for me. The size of the mod is around 11mb, and I'd appreciate it someone could host it for me, or has any suggestions where I might get it hosted.

-Remi
(yes, I know the name of the mod sucks, but the name of it was nothing I ever cared about, I just used rDoom as a working title, and it stuck)

Tzar Sectus
May 19th, 2004, 07:49 PM
I might as well explain what the mod is all about. It started way back in 2000 when I started fooling around in the source code of Doom Legacy and started adding a few things in there for fun. I added two new weapons, new enemies, and some new death animations. But I stopped working on it, mainly because I didn't have a clear goal of what final the outcome of the mod should be and I didn't like working in the Doom Legacy source code. So 3 years later I start to play a bit of Doom again, and I get a good deal of ideas of what I'd personally like to see added in Doom. So this time around I start working with jDoom since it's my favourite Doom source port, only this time around I focus on features which are added through source modifcation alone (I never was that happy working with graphics, sounds and such). Basically, you could see this as something what I would have done if I had made a patch for Doom. It's mostly minor stuff, some experimental stuff, but I think it should be fun to fool around with.

Here's a list of some of the changes:
Major:
-Rifle
-Visual recoil
-New death animations (four for player, one for demon)
-Change weapon while reloading or raising one
-One new monster which can randomly replace zombiemen ("RifleZombieman")
-Score system implemented
Minor:
-Death messages includes monsters killing players
-Light amplification goggles adds a little overbright effect to the screen
-HUD setting to make the counters change colour depending on the amount (hud-dyncolors or menu, default on)
-Health and armor limit increased to 300
-HUD player face can be toggled to appear in fullscreen mode (hud-face or menu - default on)
-Green and blue blood for Barons, Hell Knights and Cacodemons
-Option to make blood last *very* long (particles-longblood - default off)
-Weapons info can be toggled for fullscreen hud (hud-weapons or menu - default on)
-You can doubleclick a weaponcycle key to get weapon number 2 on that key right away (for instance doubleclicking 3 to get shotgun) (ctl-dclickwcycle - default on)
-Statusbar can be toggled on/off for automap mode (am-statusbar - default off)
-Player face now shows the ouch frame is he's hurt by 60 or more points
-Dropped items retain their owner's angle (this fixes the static angle for dropped items when using 3d models)
-Dropped items actually falls down instead of being spawed at floor level
-New cheat console command (freeze) which freezes everything except the player, very useful for testing and fun to mess around with as well.
-Bullet impact sounds

I know most of these aren't explained very well in the list, it's just the list I worked with while adding stuff. I'll explain some of the stuff listed there. The new weapon is a bolt-action rifle using graphics from an old alpha of Doom, if you poke in the wad files for my mod you'll also notice graphics for another work-in-progress weapon.

Weapon recoil is a pure visual effect, it doesn't mess up the player's aim or kick him back. It's just an effect where you see the weapon be kicked back in your viewport.

There's a score system for those really oldschool players, you get a specific amount of points for each monster, and a decrease in score if you die (only matters in coop).

I'd like to note that insane Doom purists will probably dislike my mod. I've done some changes which alter some things in Doom which some people might not like.

Here's a few screenshots: (these are old shots, and shows only one new feature, and that's the additions to the fullscreen HUD)
http://img10.imageshack.us/img10/7255/doom2-000.jpg
http://img10.imageshack.us/img10/7094/doom2-002.jpg
http://img10.imageshack.us/img10/9417/doom2-003.jpg


So, anyone there who can host? Please please please?

KuriKai
May 19th, 2004, 08:49 PM
i would host if i had dsl but i dont :(

sine you an do stuff with the source code how bout trying to make a dll file for jdoom so we can have 3d sectors like in legacy :D

Wicked Anime Kid
May 20th, 2004, 03:11 AM
This sounds bloody interesting, go to www.d-nation.org and look at the hosting information at the forum, i might host you;)

sLydE
May 20th, 2004, 09:48 AM
make sure if you get hosted, post it here, cause i'm certainly interested in this.

Hexagon
May 20th, 2004, 11:21 AM
Interesting, very interesting :D
I think i'll like this...

Tyberious
May 20th, 2004, 11:49 AM
me too! I suggest getting maybe a temperary site like web1000 or some site to upload it from there (hopefully its not that big) and then see if someone can help, maybe wak can help He has cable at a speed of 1536Kbps which is a lot more then I can do. My DSL is too weak to host it, there would be too many problems and I would have to force everyone to download first come first serve like fileplanets file-queing which si\ucks anyway.

Hopefully there will be models for some of these because I always wanted to use a rifle, maybe even one with a scope (via .DED file hack with something having to do with magnifying or zoom in levels).

Vermil
May 20th, 2004, 11:52 AM
I concur. Some of that stuff would be good to have in the main Jdoom dll.

Tyberious
May 20th, 2004, 11:55 AM
oh, I didn't see that. I agree with that totally, what I don't knwo is if skyjake includes a compiler on his site (or can any compiler work?)

DaniJ
May 20th, 2004, 12:31 PM
This does sound interesting. Tzar, where is it you've implemented these new features? By the sounds of it you've made them in the jDoom.dll

I would like to see these changes myself. Especially the changes you've made to the score system, HUD and the drop item angle, I'd like to see these in the main jDoom.

Can you take a shot of the overbright effect on the Lightamp goggles?

Tzar Sectus
May 20th, 2004, 12:42 PM
Thanks for all the replies, I think I'll get some kind of basic hosting working for this. It's speeds won't be great, but it'll work. If someone else can help me out, then let me know.

This sounds bloody interesting, go to www.d-nation.org and look at the hosting information at the forum, i might host you
Thanks for the offer, but I'm not looking for hosting a full site (at least not yet), just this one release.

his does sound interesting. Tzar, where is it you've implemented these new features? By the sounds of it you've made them in the jDoom.dll

I would like to see these changes myself. Especially the changes you've made to the HUD and the drop item angle, I'd like to see these in the main jDoom.

Can you take a shot of the overbright effect on the Lightamp goggles?
Yes, all the changes I've done has been in the jDoom.dll's source code.

I can't take the screenshot right away because of the computer I'm on right now don't have a 3d card, but I'll see if I can take any more screenshots later. (the overbright effect is very simple though, it just brightens everything on the screen with the same value)

Tyberious
May 20th, 2004, 01:05 PM
did you use the 1.7.15 series? I hope you did because I want to see fake radio in there with all of your great features.

Hopefully with mods we cna expect much more monsters, more weapons more features etc. Hopefully even a mod loader (via a plugin into kickstart) to load all the different mods.

Tzar Sectus
May 20th, 2004, 01:32 PM
did you use the 1.7.15 series? I hope you did because I want to see fake radio in there with all of your great features.

Hopefully with mods we cna expect much more monsters, more weapons more features etc. Hopefully even a mod loader (via a plugin into kickstart) to load all the different mods.
Well, no. I made this back in November when we only had 1.7.14, but it shouldn't be hard to port it over to 1.7.15. Speaking of which, anyone know of a good program where I can perform a diff operation between two text files and see the difference?

Well, there's one stupid thing about my mod is that I've modified the main dll, which means that you can't install it like a normal mod. I guess I'll be able to make it like with Doom64 though, that it has it's own Kickstart loader thingy.

Tyberious
May 20th, 2004, 01:40 PM
all you would have to do is rename the dll file right? If oyu had the original and the modded? You can make a little ded file with a discription for the mod loader. That is just my idea or you can just keep renaming it and replace it with which ever you want. I wish I could make some weapons like the following:

Desert eagle.
machine pistol (pistol that fires like a machine gun, the baretta 93R is a good example with its 15 Round clip and can be modded for automatic/cycalic fire.)
shotgun with explosive shells.
grenade launcher.

and I am sure the list can go ona nd on but I don't have the skills to code in programming languages (the most I can do is script) and I have no experience with ded files nor modifying anything with JDooM.

Hexagon
May 20th, 2004, 01:42 PM
Thanks for the offer, but I'm not looking for hosting a full site (at least not yet), just this one release.

He has a download area if just need some space, i think he'll be glad to add that in the doomsday related downloads... ;)

Tzar Sectus
May 20th, 2004, 01:45 PM
Well, I haven't really looked into that all that much. Hopefully there'll be an easy solution for it to co-exist with normal Doomsday and other mods.

I have a good deal of ideas for new monsters and weapons, but the main problem isn't the programming. It's the graphics. Implementing a new weapon into the game isn't very hard, but finding or making graphics for a new weapon in the same visual style as the other Doom weapons, now *that* is difficult. I'm lucky that I've seen no one use the graphics for stuff from the Doom alphas, and they're all in the same visual style. (I had to do some manual work though, for instance giving the Rifle a rather shabby looking reload animation).

Tzar Sectus
May 20th, 2004, 01:49 PM
He has a download area if just need some space, i think he'll be glad to add that in the doomsday related downloads... ;)
Well, if that is so, then that would be awesome. I'm always available through email or ICQ (see my profile) if anyone wants to help me out here.

DaniJ
May 20th, 2004, 02:01 PM
All you should need to do Tzar is recompile it under another name (rdoom.dll) and specify the rdoom.dll in a ksa (KickStart) profile.

What IDE and compiler are you using btw?

Tzar Sectus
May 20th, 2004, 02:03 PM
All you should need to do Tzar is recompile it under another name (rdoom.dll) and specify the rdoom.dll in a ksa (KickStart) profile.

What IDE and compiler are you using btw?
IDE, eh? I may be stupid or something, but I'm not sure what you mean by IDE. And I'm using Visual Studio 6.0 as compiler.

I almost forgot to mention, I just sent you an email a little while ago. So, check it!

DaniJ
May 20th, 2004, 02:29 PM
IDE = Intergrated Development Enviroment.
In your case Visual Studio 6.0 so I'm guessing your using msoft's C/C++ compiler.

What options do you have to specify when compiling the dll? I'm only asking because I've had problems trying to compile a jDoom.dll myself.

Tzar Sectus
May 20th, 2004, 02:33 PM
IDE = Intergrated Development Enviroment.
In your case Visual Studio 6.0 so I'm guessing your using msoft's C/C++ compiler.

What options do you have to specify when compiling the dll? I'm only asking because I've had problems trying to compile a jDoom.dll myself.
I'm sorry but I can't help you. I don't have Visual Studio installed right now, this computer has been formatted since I've done any coding. I can't remember having to specify any specific options when compiling the dll though, Doomsday comes with a Visual Studio workfile so I just had to load that and that was basically all I had to do for a compile. (there's lots of extra work involved with compiling the actual doomsday.exe though)

Tzar Sectus
May 20th, 2004, 02:38 PM
IDE = Intergrated Development Enviroment.
In your case Visual Studio 6.0 so I'm guessing your using msoft's C/C++ compiler.

What options do you have to specify when compiling the dll? I'm only asking because I've had problems trying to compile a jDoom.dll myself.
I just checked around, and I think one of these IDE's should work fine for compiling the dll:
http://msdn.microsoft.com/visualc/vctoolkit2003/
http://www.bloodshed.net/download.html

Both can can load .dsw workspace files, and they should be easy enough to set up.

DaniJ
May 20th, 2004, 03:02 PM
No worries.

Funny thing is I've managed to compile Doomsday.exe without any problems. I think it might be an option I'm just forgeting to click somewhere when compiling a dll in Dev C++

Tyberious
May 20th, 2004, 08:59 PM
any decompilers that I can find? I am looking for different decompilers for different programming languages. There is an old game that I want to work on for fun but the company is stingy on releasing its source code.

Wicked Anime Kid
May 21st, 2004, 08:44 AM
Tzar, if you want me to upload a file for you, I can do that easily since i have a download section dedicated to doomsday stuff:D

Tzar Sectus
May 21st, 2004, 12:24 PM
Yeah, that would be really great. I've added you to my AIM buddy list, perhaps we can work this out.

draconx
May 21st, 2004, 10:48 PM
Tyberious, there is no such thing as a "decompiler". Once it's converted to machine code... it's just that. You can dissassemble it to get it in assembly language... maybe some interpreting languages it would be possible to get the original source, but other than that you're stuck

sLydE
May 22nd, 2004, 07:34 AM
there are such things as decompilers, i've seen one in action. basically it takes the machine code, and creates the simplist c code (or whatever language) that would be able to perform the same functions. the problem most of the time is, the c code may be far from optomised, and you may just get a whole mess of code.

Hexagon
May 23rd, 2004, 07:46 AM
Never seen a decompiler in action but i don't think it would give a god result on complete programs.
Disassembling a program is one thing, re-assembling it correctly after is another one...
Anyway, modifying a program without source code looks more like cracking than every else... ...it should be 100 times easier to rewrite the whole program from scratch....

Abrax
May 24th, 2004, 10:50 AM
I'm lucky that I've seen no one use the graphics for stuff from the Doom alphas, and they're all in the same visual style.

I am, for my TC, but thats ok, its all there for anybody to use. I am just wondering, is it particularily hard to modify the Doomsday Source Code?

DaniJ
May 24th, 2004, 11:15 AM
It's not hard to modify it but if you don't know what your doing or you don't understand how it works you'll end up with all kinds of problems.

Modifying the dll's is a totally different prospect to the engine though. Is that what you meant?

Tzar Sectus
May 24th, 2004, 07:23 PM
I am, for my TC, but thats ok, its all there for anybody to use. I am just wondering, is it particularily hard to modify the Doomsday Source Code?
That depends on how good you're at programming. The source is pretty well laid out, so I don't think it's any hard to get used to. Although, if you have little or no programming knowledge, then it is hard no matter what.

To get back on topic, I just lost my main harddrive on the computer I use for programming so any release of this mod will be delayed. Fortunately, I had backup of all my important stuff and I don't think I lost anything related to the mod.

Wicked Anime Kid
May 25th, 2004, 12:14 PM
Whoooooooooops.....

Tzar, check your private message box, u got my wrong aim adress (me updates)

Abrax
May 26th, 2004, 04:20 PM
It's not hard to modify it but if you don't know what your doing or you don't understand how it works you'll end up with all kinds of problems.

Modifying the dll's is a totally different prospect to the engine though. Is that what you meant?


I am, for my TC, but thats ok, its all there for anybody to use. I am just wondering, is it particularily hard to modify the Doomsday Source Code?

That depends on how good you're at programming. The source is pretty well laid out, so I don't think it's any hard to get used to. Although, if you have little or no programming knowledge, then it is hard no matter what.

To get back on topic, I just lost my main harddrive on the computer I use for programming so any release of this mod will be delayed. Fortunately, I had backup of all my important stuff and I don't think I lost anything related to the mod.

Dani, I don't really know what I meant, for my TC atm, I'm doing some .ded scripting, and some XG scripts, but modifying the .dll may be required to achieve the results that I require in the final release of my TC. Think not of my TC as an actual TC, it will feature all the same old Doom stuff, but there will be some new additions to the Doom cast etc.

Tzar, I have absolutely no experience in the programming field, but I'm pretty bright, and am willing to learn, hell, I'm pretty much self-taught at mapping, save for a few things that WAK told me that I never knew. I am still pretty much a n00b here, but I know what I'm talking about, almost alll the time ;)

Tzar Sectus
May 28th, 2004, 12:52 AM
Some more bad news. My *other* harddrive on the computer I use for programming just died as well. Now then, I do have a backup of my rDoom files, but that's on a computer which was sent to repair yesterday. So I won't be able to do anything related to this project before 2-3 weeks.

DaniJ
May 30th, 2004, 11:50 AM
It's good to hear you haven't lost it completely.

Keep on it, I'm anxious to see it in action.

Tyberious
June 8th, 2004, 04:24 PM
in the meantime jsut write down some stuff you plan on doing on a pen and paper, write dwon every thought and then check over them, add more, cross some out. It works for me anyway.

Tzar Sectus
June 8th, 2004, 06:40 PM
I'm already pretty crazy at writing a ton of (too much) notes and design documents. I've been writing in this text file with random ideas for another mod I may make (that's for another game though, not Doom) and that text file is about 80kb. The problem is that half of that text file is just wasted, since there's so many contradicting ideas and ideas I've later decided isn't good at all. I've decided not to write down any more ideas for my jDoom mod (well, unless I get a nice idea which would be really easy to implement) since I want to focus on finishing the ideas I have and finish the project.

Right now though I'm just going mad of not being able to use my new computer which is at repair.