View Full Version : A question about Risen3D...
Nemesis
October 14th, 2004, 05:29 PM
I apoligize if this seems like a stupid question, but here it is...since Risen3D has full Boom and MBF support, what kind of levels can I play on it? For example, is it possible to run wads for other source ports that use Boom and MBF capabilities, like Legacy, ZDoom, Eternity, etc.?
Again...I apoligize if I'm asking a stupid question. I'm just curious as to what kind of wads are compatible with Risen3D. :)
Catsy
October 14th, 2004, 07:07 PM
I apoligize if this seems like a stupid question, but here it is...since Risen3D has full Boom and MBF support, what kind of levels can I play on it? For example, is it possible to run wads for other source ports that use Boom and MBF capabilities, like Legacy, ZDoom, Eternity, etc.?
It depends on what kind of functionality they use. Risen3D supports fake sectors to simulate swimmable water and other effects, Boom/MBF linetypes, and a whole host of other things that I wouldn't be able to provide an exhaustive list of. You can get an idea about this by reading the boomref.txt file that comes with R3D.
Now, if the level uses anything specific to Legacy or ZDoom (like Legacy 3D floors, ZDoom slopes, etc) then the level won't play properly. But I think anything from Boom/MBF that these ports have implemented unchanged should probably work.
The only way to find out for sure is to try. And if you find some aspect of Boom compatibility that doesn't work right, that's a bug to be fixed. :)
psyren
October 30th, 2004, 06:30 PM
What files do I need if I am completely ignorant of DOS and want to get Risen3D Working?
deepteam
October 30th, 2004, 10:01 PM
http://risen3d.newdoom.com/downloads.htm
Download the RISEN3D zip file. Then unzip the file into a directory: For example c:\RISEN3D. All the files you need for the game are there, except for the launcher.
Download and install the launcher as a separate step. When you download the upgrade, use SAVEAS and call it R3Dlauncher-v30.4.exe otherwise you'll get a conflict in names when you run it.
You don't have to use that launcher, but it might be the easiest for most. Set up the IWAD locations and off you go. IOW the IWADs do not have to be copied, just set them up in the launcher.
CtrlKeyEmAll
November 4th, 2004, 10:46 AM
I got the Risen3D port just yesterday and so far I've played "Alien Vendetta", "DOOM32", and "The Darkening" PWADS with no problem. I love seeing the splashing in the slime when I run through it and shoot in it. I am using the launcher and I find it makes it much easier to tweak and load PWADS I think. Now if only Doom Connector would support Risen3D we'd be off and runnin'.
Oh and I suggest you download all the models too...really nice. I wonder if we can use high quality tunes in Risen3D like you can in Doomsday? Hmm... *squint*
I find that the colors are very rich looking in Risen3D, here is a shot of [Map 1] from the "DOOM32" PWAD.
http://img115.exs.cx/img115/9811/DOOM32.jpg
CtrlKeyEmAll
November 5th, 2004, 06:39 PM
Here is a shot of DOOM32 - Map 10. The high quality textures make it look so sureal in Risen3D.
http://img122.exs.cx/img122/8477/DOOM32-Map10.jpg
Catsy
November 5th, 2004, 07:49 PM
I like the splashing effects too--in particular, I really like the lava "splashes", which are reminiscent of Heretic. I tend to play with hi-res textures off, though--most of the texture packs out there aren't designed in a way that works well with very detailed work, particularly flat sectoring.
If you find yourself wanting to play something designed for R3D, try this: http://ayashi.net/doom/wads/mfc.zip
hawkwind2
November 5th, 2004, 08:44 PM
... shameless plug ... :D well worth the download :)
CtrlKeyEmAll
November 5th, 2004, 08:48 PM
I'm not sure what you mean, I've tried many PWADS on Risen3D and they all looked ok. I understand that the textures are for Doom, Doom2 and Final which would make a certain PWAD like say...The Darkening 2 not look like the creator intended but it plays flawlessly for me. Thanks for the link *shades* .
Correction...lol hmm nope that works good too.
http://img117.exs.cx/img117/9692/TheDarkening2.jpg
CtrlKeyEmAll
November 5th, 2004, 09:48 PM
Catsy...I like "Mainframe Complex"...very good. People who like Risen3D can also get the "3D Demo Wad" from the Risen3D site if you wanna see all the good stuff this port can do. For me "Mainframe Complex" is a little too dark for my failing eyesight but nice work. *winky*
Catsy
November 6th, 2004, 12:23 AM
Shameless plug--guilty as charged. ;) As for it being dark, admittedly I'd just finished playing a whole bunch of Doom 3, so I wanted to do something different with the dynamic lighting that you don't usually see in Doom 2. Next time I do a wad in that style (I'm working on some maps for Congestion 1024 right now, which are vanilla Doom 2, but I really want to do another R3D wad) it won't be quite so dark.
hawkwind2
November 6th, 2004, 03:04 AM
For me "Mainframe Complex" is a little too dark for my failing eyesight but nice work. *winky*
If you find any level too dark for you, you can do one of two things..
1. Under Control Panel\ Lights, adjust Ambient Light level or
2. Bring down the console with the tilde key and type lc 1 - 140. (lc = light compression).
deepteam
November 6th, 2004, 09:57 AM
That helps a little, but won't fix MFC. I've been using this as a test level for some mods I'm doing and find that on the low levels have to be bumped from 64 to 128 light in the level. This simple change makes it look much better. Here's where a seeing by doing it it is worth 1000 words Really brings out the incredible detail in this wad.
Catsy: I humbly suggest that this be done to have people see more clearly the great job you did on this PWAD. Some areas can be left low but any larger area should probably be at least 128.
hawkwind2
November 6th, 2004, 08:45 PM
That helps a little, but won't fix MFC.
... works for me...
Catsy
November 6th, 2004, 09:34 PM
I wonder if this is a question of monitor brightness or gamma--that can vary so much. I tried setting the base light level in MFC to 128, and it completely ruined the dynamic lighting effects and the mood of the level--it was like daylight inside, with the lighting only slightly noticeable.
Setting it to 96, however, did markedly improve the look of some areas, particularly the "main" room, pump room, and the room where you flood the slime pit. I think when I'm done with my current projects I'll go back and revisit the light levels in MFC, not to mention fix a few things. :)
deepteam
November 7th, 2004, 02:07 PM
I run with no increase in gamma and no brightness changes of any kind. That's the only way to evaluate a level. (1,1,0)
My monitor is about the brightest there is naturally (Sony). My older (also Sony) monitors really look dark. The 128 is just a rough idea - some should be darker and some brighter of course, but some are fine at 128. Just be sure you test with no corrections of any kind - including not cranking up your monitor to be overly bright.
This is a very difficult area to discuss by typing stuff. I can tell you though by observing posted screen shots that way too many people crank up the gamma and create totally washed out pictures. But they have to otherwise they can't see a thing :)
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