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 Post subject: DentonMod Revision 3
PostPosted: Wed Mar 05, 2008 8:08 pm 
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picked up the chaingun

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Posts: 191
Second post, first thread. Anyway, I'd like to take the time to publicly announce my new (well, not really, I've been working on it for a while) mod project.


As you may or may not have been aware, CloneJCDenton has had a lot on his plate in the real world and entrusted me with the mod source several months ago. Unfortunately, I also had a lot crop up for a period shortly after and was unable to continue development.

With most of that now out of the way, I've had the time to go and make a wide variety of changes and feature additions to Denton's already superlative work. Changes I've implemented and their descriptions area as follows: (you might recognize some features from the forums, that was one of the first places I went trolling around for ideas. If you see something of yours here, please let me know so I can add you to the credits. I'll try and assemble a list before I release the mod to fill in any blanks.)

COMPLETED/MOSTLY FUNCTIONAL
- console-variable-controlled alternate third-person perspective
Enabling the new variable pm_useOTSThirdPersonView modifies the third-person camera to use a slightly different method for determining focus location. Offsets are controllable with other cvars, with defaults very similar to Gears of War. This came from the forums.

- HUD visibility while in third person mode
Enabling ui_ThirdPersonHUD forces the HUD to show up in third-person mode. Considering making a slight change to have a secondary HUD for third-person mode, as some additional ideas of mine would look funny unless viewed in a first-person perspective.

- Modified/improved weapon effects
Made changes to some of the weapon particles to create heat hazes, etc. when firing weapons. Experimenting with materials for more realistic effect fading. There's also a bug in how Doom 3 handles rendering that causes the effect to look rather odd if displayed in front of glass. Working to fix, but this may be impossible, unfortunately.

- Procedural frost formation on visor when on Mars surface and subsequent melting when re-entering the base
Used materials, interpolators and some pre-existing player SDK code to create a rather cool, animated frost effect when wandering around on the surface of Mars. At time of writing, there are still a few issues-- effect stength and duration are uncustomizeable outside of SDK changes, but this is relatively easy to remedy and I am in the process of fixing this.

- Near-complete repair of the pm_modelView commands and D3 Alpha-style first-person death
It took a lot of fiddling, frustration and swearing, but I was finally able to change how the commands work in order to get them mostly functional. There are some mild clipping issues with first-person ragdoll death and a small bug that allows you to rotate the view around after you're dead. (not game-breaking, but rather funny to watch your crumpled body spin around like a top in third-person mode) no monster munchies, though, sorry.

- First-person viewable body
Basically a sub-feature of pm_modelView working again. There are some clipping issues and the IK can create some funny business when walking up steep stairways very quickly. For best results, set ui_showGun to 0.

- Fixes to projectile launching code that finally sends bullets in the direction the gun is actually pointing
An extension of the LaunchFromBarrel key in projectile definitions. Before bullets would be launched in the direction the camera was facing, which looked funny in combination with some other miscellaneous edits I made.

- Fixes to idStaticEntity class that would allow AI to see through it unintentionally
Edit of a few arguments in SDK spawn code for the class. This also came from the forums.

- Edits to bob values for more realistic camera movement
Your view height, pitch and roll now noticeably change. It looks really pleasing in motion. Thanks to Benzo for showing me how to do this.

- Halo/F.E.A.R.-style grenade usage
Press the left mouse button (configurable, it's actually just the grenade key) and toss a grenade! Working on variable-strength tosses, which aren't functioning correctly at time of writing. Based off of EasyGrenadeToss, mod author name eludes me at the moment.

- Chaingun barrel windup alternate fire
Use the weapon alternate-fire key to wind up the barrels in advance. Then just press fire and watch as your foes are reduced to fine red mist!

- HeadExplody(tm) system
Detects fatal headshots on idActors with attached heads and changes the head model to a user-configurable 'blown-off head' version. Effect can also be disabled with the use of the 'headExplody' spawn key. Also working on creating a custom particle effect and gib spawn.

- More custom texture work by me
Couple random edits here and there, notably a new machine gun heightmap for use in the relief mapping mod.

- Gib removal time hooked up to cvar
Gibs now are removed after a number of seconds equal to the g_gibStayTime cvar. Some bits fade according to old timings, but new ones don't at time of writing (issue #1 very fixable, I just need to make some edits to material definitions)

- More realistic gibbing effects
Humanoid characters (not demons) now spawn those dismembered body part bits upon gibbing in addition to the normal 'pork' things. Thanks to Tets for showing me how to do this.

- Weapon gib behavior fixes
Edited a lot of weapon defs to remove gibbing ability. Now only the super shotgun, rocket launcher, grenade, chainsaw and BFG gib bodies. Also removed the rather stupid blood spurt and decal effects from the flashlight and fists. Idea from forums, implementation my own.

- Env_ragdoll gib fixes
Changed SDK gib code to enforce consistent gibbing behavior between editor-placed ragdolls and dead actors. If a weapon can't gib actors, it can't gib env_ragdolls.

- Flaslight additions and weapon changes
Integrated NoMercy's flashlight mod with Denton's toggleable flashlights. Added machinegun light, also toggleable with alternate fire key, as shotgun. Meshes have been edited for correct effect placement.

Also edited ammo limits to more realistic amounts. You generally can't hold more than 5-ish clips for any given weapon, and I may reduce this even more. Finally, incorporated NoMercy's fist mod to allow for kicking.


- Doom 3 Alpha-style HUD
Basically took the Alpha HUD and plopped it into the retail version. I have some changes in mind for this to a more Metroid prime/Halo 3-esque version, so it looks like it's being projected onto the inside of Doomguy's helmet.

- Doom 3 Alpha door sounds
Edited door sound shaders to use Trent's awesome sounds. Doors are now kind of intimidating.

- Equipment jingling/moving around audibly while walking/moving or turning
Used some more of Trent's sounds and applied them to player movement. Pretty cool in action, and great for immersion.

- Footstep sounds whilst crouched
I found it kind of odd how you didn't hear any footfalls while crouching. I fixed this, although I may make a few edits to adjust volume or possibly even use different sounds.

- Weapon clip droppage on reload
Reload your machinegun, pistol, plasma gun or BFG and watch the spent clip clatter to the floor.

- Integration with ShinyBluds, GoW spatters and Chromatic Dispersion Special FX
Cube-mapped blood decals, Gears-style spatter on player damage, and chromatic aberration on refracted light, respectively. Also made some changes to blood particle materials for realism. No more glow-in-the-dark, opaque blood drops!

- Miscellaneous optimizations
Adjusted code placement, logic test order and additional conditional (hey, it rhymes!) statements for some mild speed boosts and overhead reduction.

PLANNED ADDITIONS
- Leaning
Not much to say about this. I did consider making it kind of 'blindfire-y' by only adjusting the weapon position and not the view. Might go either way depending on popular opinion, or might just make two different modes. The effect can be disabled on servers by changing the g_allowLeaning cvar.

- Red Orchestra-style first-person aiming
Hard to describe unless you've seen it. It's pretty much the near-complete detachment of aim location from view direction. There are videos of it on YouTube and it's pretty cool in action. The adjusted projectle launch system would makes this reasonably simple and mostly transparent.

- Nicer implementation of first-person body
There are issues with the pm_modelView version of this (namely the third-person weapon models look godawful in addition to some clipping) so I'd like to make a slightly different implementation for when you're not using the pm_modelView mode.

- Republic Commando/Metroid Prime-style helmet visibility while in first-person
See little bits of your helmet while in first-person mode. Pretty straightforward.

- Cinematic gun/muzzle smoke
Full fluid simulation is basically out of the question, but it would be kind of cool to fill the room with smoke after dumping a clip from your machine gun into that pesky Hellknight. A hack is somewhat possible using particle systems, though.

- External blood spatter on helmet/visor
Apparently planned for the final version of Doom 3, but cut for whatever reason. Get blood on your screen when chainsawing or shooting something at close range.

- Possible AI rewrite to use a planning system a la F.E.A.R.
Not *extremely* hard to do, and makes AI variations shitloads easier. Not to mention increased smart across the board. Would require some *big* changes to scripting behavior, though.

- Fullscreen motion blur
While doing everything fully object-based is pretty much impossible, (I can think of a way that might work, but it's really a horrendous hack) doing something when you turn around would be neat, like in Gears or Crysis (on lower settings)

- Screen-space ambient occlusion and indirect illumination
As seen in Crysis, with an additional step devised by myself to create decent fake GI effects. Far from physically correct, but looks the part, mostly.

- Depth of Field
Kind of goes hand-in-hand with some of the requirements for SSAO, a depth buffer. While it would be nice to just take the one Doom uses for pixel visibility tests, it ain't gonna happen. With some hack work, though, I can probably re-render everything, or, failing that, just edit the main interaction program to piggyback the alpha channel for scene depth. 8-bit precision would probably look like ass, but it's certainly better than nothing. I hope.

- Soft particles
With the use of custom shaders and access to a depth buffer, it would actually be *very* simple to get this working for smoke and similar. Just an additional subtraction operation along with a handful of adds or multiplies, really.

- Possible custom interaction program support
Using more hacks than I care to count. I can think of a possible workaround involving very liberal use of shaderparms and some additional helper functions SDK-side.

- Less shitty models
They need less fail. Normal maps != TEH UBAR FIX TO EVERYTHIGN!!!!11shift+eleven. Unfortunately, I'm not the greatest modeler.

- Other suggestions
Fire away.

NICE BUT IMPOSSIBLE STUFF
- Fixed GL fragment program parsing
Carmack made some real pants-on-head retarded moves when making the renderer that continue to baffle me to this day. One of the more classic is the tremendously broken method used to determine the end of a fragment program that renders (no pun intended) the use of 99% of the SM3.0 functionality exposed in OpenGL revisions totally useless. What's really agonizing is that the issue could be fixed in maybe 1 line of code. More likely the addition of ONE SINGLE CHARACTER to the particular line.

- Shadow map support
I R HAET SHADOW VOLUMES. THAT IS ALL.

- Less shitty decal/sprite handling
It's just really fucked up, no way around it.

Thoughts? Comments? Concerns? Help offers? Put 'em here.


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 Post subject: Re: DentonMod Revision 3
PostPosted: Thu Mar 06, 2008 12:13 am 
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Nice to hear that this excellent mod get´s a revision. It´s also quite cool that Denton allows you to continue his work, and that you take your time to do this.

TRSGM wrote:
- Other suggestions
Fire away.


An "always run" option for Single Player. Like every classic id FPS had from Doom1 to Q3A. I want to be agile while fighting, it feels awkward when I have to press an extra "sprint" button while running, shooting and jumping in the heat of a battle. I would rather press an extra "walk" button while exploring, and it would have the side-effect of saving stamina. Another nice addition would be that the foot step sounds would be muted when walking, so you could concentrate on enemy sounds while exploring (again, just like in the classic FPS control scheme).


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 Post subject: Re: DentonMod Revision 3
PostPosted: Thu Mar 06, 2008 1:05 am 
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picked up the chaingun

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Tetzlaff wrote:
Nice to hear that this excellent mod get´s a revision. It´s also quite cool that Denton allows you to continue his work, and that you take your time to do this.

TRSGM wrote:
- Other suggestions
Fire away.


An "always run" option for Single Player. Like every classic id FPS had from Doom1 to Q3A. I want to be agile while fighting, it feels awkward when I have to press an extra "sprint" button while running, shooting and jumping in the heat of a battle. I would rather press an extra "walk" button while exploring, and it would have the side-effect of saving stamina. Another nice addition would be that the foot step sounds would be muted when walking, so you could concentrate on enemy sounds while exploring (again, just like in the classic FPS control scheme).

I think there's an 'always run' entry somewhere in the options menu already, actually. Or did I misinterpret your request?


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 Post subject: Re: DentonMod Revision 3
PostPosted: Thu Mar 06, 2008 6:39 am 
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We've been using the last build for ruiner since october and it really improved the mod on many levels. Denton sent me the sdk a while back and we intergrated our stuff into it smoothly. Its been something people didn't notice till all the extra stuff it does isn't there and then doom3 just felt naked without it.

I really like allot of the stuff there and the new grenade system sounds great and really TFC like which was the only grenade system I felt made them useful. Having to switch to grenades in games was always too slow to make them practical.

Some other useful things:
I see you've activated the thirdperson hud, but is the crosshair acurate? We currently use devile's tp crosshairs, but having one that is gui based like d3 would be a plus.

thirdperson camera cvar to move the camera sideways to set up over the shoulder thirdperson cameras. Cvar to move it over or under the player as well. We got the first working pretty easy. This opens up the bag for a more variety of mods to made with it quite easy.

Being able to change the amount of damage the player can take via cvar as well was something we added and found help full. Its been usefull for forcefields around the player and blocking.

Denton also set the scripting line useammo to only apply to ammoclips when wanting to use additional ammo for a weapon. The problem there is, what if your weapon doesn't have a clip?

It also looked like he wanted to turn bloodrayne's gravity gun into one more hardcoded like ROE's. But he never got into it. That would be a cool addition as well.

Something else we implanted was the hudless gameplay. I seen most thirdperson games do it and some first. The hud is only seen when picking up stuff, taking damage, reloading and attacking. Otherwise it isn't seen. Helps give exploration a more cinematic feel.

We also a have done a doom3 thirdperson mod using denton's mod. While making ruiner, I tested stuff out in this more vanilla d3 environment and then port it over. After I no longer needed to do this, I kept tinkering with it and beefing it up into its own usable mod. The weapons all recieved sound changes, tweaks, some new models, etc. It works with denton's mod, but i don't know how usefull it is to you because its aimed at thirdperson gameplay with nothing done for first.

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 Post subject: Re: DentonMod Revision 3
PostPosted: Thu Mar 06, 2008 8:19 am 
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Nice work.

Although I'm a little concerned to hear that you're using the alpha HUD. I don't see a problem with adopting features from the alpha but blatantly ripping content from it and using it is a big red flag. It would be a shame if this mod got hosed over something that could be easily avoided.

If you need someone to craft up assets for you I'm sure people would be willing to lend a hand. What exactly is it about the alpha hud that makes it worth ripping? If the same could be accomplished with a third-party hud would you use it instead?

But back to the mod itself, how feasable is joystick support? That's a serious issue for those who might want to do something other than a FPS.

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 Post subject: Re: DentonMod Revision 3
PostPosted: Thu Mar 06, 2008 10:17 am 
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TRSGM wrote:
I think there's an 'always run' entry somewhere in the options menu already, actually. Or did I misinterpret your request?


The "always run" option is only for the Multi Player mode, but not for Single Player.

Or do you mean Denton´s mod already featured it for SP as well? Didn´t notice that.


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 Post subject: Re: DentonMod Revision 3
PostPosted: Thu Mar 06, 2008 11:26 am 
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Really cool things here, i was planning to use the Denton 2.0 SDK, so i PMed you about your great update. :D

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 Post subject: Re: DentonMod Revision 3
PostPosted: Fri Mar 07, 2008 1:47 am 
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Screenshots, screenshots, lots of lovely screenshots!

Back, ye foul creatures of Hell!
http://img516.imageshack.us/img516/3330 ... 029fj1.jpg

Oh noes! U R TEH CASUALTY!
http://img509.imageshack.us/img509/6527 ... 039br2.jpg
http://img530.imageshack.us/img530/2079 ... 040jb0.jpg

Hey! I'm not a floating pair of arms anymore! When did THAT happen?!
http://img530.imageshack.us/img530/8012 ... 051ss6.jpg

'Tis cold on the surface of Mars.
http://img530.imageshack.us/img530/1420 ... 080lm5.jpg

I'll get you for that one!
http://img509.imageshack.us/my.php?imag ... 102eq7.jpg


Enjoy! :) Comments? Concerns? Thoughts?


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 Post subject: Re: DentonMod Revision 3
PostPosted: Fri Mar 07, 2008 3:13 pm 
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Wow! You actually got rid of the lousy floating arms! And I believe that's a 3rd person over-teh-shoulder shot listed first?

As for what could be added... Would you consider tossing in physics-enabled water? I've been asking everywhere if someone could combine the source for Denton's Mod and this physics-based water shader I have together. All I know about it is that it was made by a guy named Lloyd and packaged with other mods by one DanteUK in 2005.

I'd really like to have the awesomeness of Denton's mod along with the water mod by Lloyd in my mod, ReQuake. But since both have their own .DLL changes (and thus, separate .DLLs), I can't combine them, as I'm no programmer.

The mod:(coded for version 1.3, water_physics is what I'm interested in)
http://homepages.nildram.co.uk/~danteuk/DanteUK.zip

If you're interested, I can send you the source. (It's version 1.3 as well)

Awesome work on Denton v3!

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 Post subject: Re: DentonMod Revision 3
PostPosted: Fri Mar 07, 2008 9:02 pm 
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I have a request :D I’ve been working on a mod for a while using the Carnage dll ( RattyRedeption is using it for his mod as well ). We can’t get hold of the author to update it to the 1.3.1 patch and also explain some of the finer points of the functions. It has an alternate ammoType for the weapons as well as weaponAttack2 bound to the right mouse button and its own projectile launch function. If you could incorporate these features into Dentons dll I know there’d be two very grateful people. 8)

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 Post subject: Re: DentonMod Revision 3
PostPosted: Fri Mar 07, 2008 10:25 pm 
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Joined: Wed Mar 05, 2008 6:43 pm
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wal wrote:
I have a request :D I’ve been working on a mod for a while using the Carnage dll ( RattyRedeption is using it for his mod as well ). We can’t get hold of the author to update it to the 1.3.1 patch and also explain some of the finer points of the functions. It has an alternate ammoType for the weapons as well as weaponAttack2 bound to the right mouse button and its own projectile launch function. If you could incorporate these features into Dentons dll I know there’d be two very grateful people. 8)

Dentonmod already has an alternate fire mode set up, if that's what you're getting at. Most of the examples he included with the mod involve a toggle function, but it wouldn't be very difficult at all to have a 'right click to fire green bullets' ability using a handful of other scripting intrinsics Denton already implemented, like a quick SetProjectileDef(), LaunchProjectiles() and another SetProjectileDef(). If you're really clever, you can probably come up with cycling projectile defs or something similar. Unsure on alternate ammo types and usage, although I believe that's already available too. I'll look into that one.


Dr.Prof.Jake_Turner wrote:
Wow! You actually got rid of the lousy floating arms! And I believe that's a 3rd person over-teh-shoulder shot listed first?

As for what could be added... Would you consider tossing in physics-enabled water? I've been asking everywhere if someone could combine the source for Denton's Mod and this physics-based water shader I have together. All I know about it is that it was made by a guy named Lloyd and packaged with other mods by one DanteUK in 2005.

I'd really like to have the awesomeness of Denton's mod along with the water mod by Lloyd in my mod, ReQuake. But since both have their own .DLL changes (and thus, separate .DLLs), I can't combine them, as I'm no programmer.

The mod:(coded for version 1.3, water_physics is what I'm interested in)
http://homepages.nildram.co.uk/~danteuk/DanteUK.zip

If you're interested, I can send you the source. (It's version 1.3 as well)

Awesome work on Denton v3!

Thanks, and yes. The third-person models are godawful-looking at close range but other than that and the clipping I mentioned earlier it actually works pretty well. The arms and weapon world models are really the primary offenders, though. Body and legs look just fine.

Also: source is good. I'd need some maps to debug everything, but I think the ones in that DanteUK thing should suffice for that purpose.


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 Post subject: Re: DentonMod Revision 3
PostPosted: Sat Mar 08, 2008 2:33 pm 
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The Dark Mod has side-to-side and forward leaning already coded in our mod. Perhaps you'd be interested in a swap? :)

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 Post subject: Re: DentonMod Revision 3
PostPosted: Sat Mar 08, 2008 4:14 pm 
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Hey, me and simulation managed to get Denton's last version he worked on, 2.0, ported to Linux (simulation more did it). I'm guessing you don't have access to any sort of Linux box to make sure Dentonmod v3 has a Linux version right?

If not, I suggest getting together with simulation and working together with him to ensure the sourcecode can compile on Linux. Linux's g++ compiler is more strict with things than Visual C++ is and is why I had so many hard times at first getting the code to compile, and I'm not C++ fluent.

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 Post subject: Re: DentonMod Revision 3
PostPosted: Sat Mar 08, 2008 10:29 pm 
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Springheel wrote:
The Dark Mod has side-to-side and forward leaning already coded in our mod. Perhaps you'd be interested in a swap? :)

Definitely. I'm getting a pretty big list of code to integrate so far, but what's one more operation on the stack? (pardon the bad computer science pun/joke)

Any other things you might be interested in? Sharing is caring :P

LinuxDoomer wrote:
Hey, me and simulation managed to get Denton's last version he worked on, 2.0, ported to Linux (simulation more did it). I'm guessing you don't have access to any sort of Linux box to make sure Dentonmod v3 has a Linux version right?

If not, I suggest getting together with simulation and working together with him to ensure the sourcecode can compile on Linux. Linux's g++ compiler is more strict with things than Visual C++ is and is why I had so many hard times at first getting the code to compile, and I'm not C++ fluent.

I'm building/developing with VS2005, (possibly even VS2008 in the near future) which is pretty standard-adherent, AFAIK. Especially in comparison to VS2003 and earlier. A large portion of what's been done already is also some clever use of pre-existing D3 stuff applied in new ways, so prospects are good there. But yes, you are correct in the assumption that I lack a Linux environment to compile on and test things. While I respect the open-source community and practice similar, well, practices, I never much bought into Linux use and all that. The tweaking is nice, but I generally prefer to do it when I *want* to, not necessarily when I *need* to.

The lack of standards is kinda killing it, IMHO.
EDIT: Ironically enough.


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 Post subject: Re: DentonMod Revision 3
PostPosted: Sat Mar 15, 2008 9:18 pm 
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Double post. So sue me.

Anyways, its PROGRESS UPDATE TIME! *echoes*

New additions:

Sound
-Shotgun fire, cock and reload sounds are confirmed capable of eating babies. Stereo, and sound like the one Doom 3 announcement vid thingy. The one with the green filter at the beginning and those dust clouds. You know what I'm talking about.

-Plasmagun fire sounds can also do that too.

-And fist impacts.

-Gibbing sounds improved a lot over the original 'slushification' messes. Actually sounds like the body is *exploding* now, as opposed to slurping.

-'Pork' gibs and identifiable body part thingies now have individual and very different impact sounds. Porks have this wet splat thing, ragdolls and body parts have a very realistic (to the point of evoking sympathy/phantom pains in my elbow) thunk sound. From, you guessed it, the Doom 3 alpha.

-Guns have their own, unique impact sounds.

-Spookies have been muddled with and have some additional content from the requisite Doom 3 alpha and F.E.A.R., attempting to remain as close to the spirit (no pun intended) of the originals as possible. I'd like to be able to make some 'alternates' for a couple of these so that one is randomly played from a selection inside the sound shader. Breaks some of the same-y-ness for possible additional playthroughs.

-Metal impacts are certified 136.2% badass. Pings, whizzes and zips abound.

-Bullet 'whiz-by' sound effects from HL2 have found their way into Doom. Combined with some of the other stuff, makes for very aurally cinematic gun battles.

-Most weapon fire sounds have shakes added to them. It's pretty cool as my headphones have a force-feedback unit tied to bass levels that syncs really well with the view shakes. (probably because said shakes are calculated from bass levels or something) Fire the machinegun and watch your head get jerked around a little bit from the recoil!

-New super shotgun sounds courtesy of the UBAR SHOTI mod.

-Changes to some weapon reload sounds to make them work a little bit like how CS:S handles things-- clip/magaine in, out, bolt going back, so on, so forth. New, tactical-type sounds there, too.

-Menu/title theme changed to "First-Person Shooter" by Clint Mansell. It's the piece that plays during the first-person sequence (hurrr) in the Doom movie. I rather like it.

-Ingame menu theme changed to Revility's thing from his monster pack. Might be in The Ruiner, but I've never played that so I couldn't tell you.

-Lots of other, subtle stuff that I can't remember off the top of my head. Generally tried to boost quality of everything.

Gameplay
I've generally tried to style actual gameplay ofter the Doom movie, specifically the FPS sequence. They really fucked up on the plot and all that (I didn't mind the movie as a whole, though) but they did a great job handling that little bit. Without further ado:

-Added very noticeable lag/delay to view weapon movements. Makes the game slightly (to the point of insignificance) more difficult due to the fact that you're no longer capable of whipping around 180 degrees and putting 22 shotgun pellets into the forehead of an approaching imp with perfect accuracy. After you get used to it there's actually quite a lot of tactical opportunity, such as limited blindfire and even some really badass moves like shooting some annoying door-camping zsec in the face without even bothering to look at him. Merely face the general direction at some point, walk through the door and fire within a reasonably short time. Instant headexplody! (just add water!)

-Speaking of headexplody, made a multitude of improvements to the system such as artist-specifiable gibs upon head explosion, complete with an arbitrary number of items. I have a little pre-made setup that spits out a brain and a couple of pork bits, but it can be changed. I'd also like to add particle system generation and custom sound support in the near future.

-Plasmagun, machinegun, and chaingun fire a little faster, faster and much faster, respectively. Chaingun now spits out what I can only describe as a 'chain of shell casings.' Damage is pretty ridiculous, but you burn through ammo so fast it kind of balances things out. Generally only practical for big targets, such as the Hellknight or Mancubus.

Visuals/Effects
-Adjusted bullet impact effects to include some CoD4-style sparks. Unrealistic, but cool none the less.

-Muzzle flashes look a little more CoD4-ish as well.

-Adjusted glass impact effects so that the pieces fall in the direction of the impacting body. Did id/Denton fail their physics class or something? GLASS GOES OUT WHEN YOU SMASH IT, NOT IN.

-Normal mapped various particles, notably bullet debris. Working on smoke.

-Implemented an iterative parallax mapping shader, then promptly threw it out when I realized it looked and performed much worse than relief mapping.

-Made some adjustments to the chromatic dispersion shader to make it more physically accurate. It's BGR, not RGB.

-Looking into upgrading the heat haze and chromatic dispersion shaders to take geometry surface normal into account so I can use a much more accurate method of determining refraction-- actually going through and using a full Snell's Law type deal with separate chromatic indices of refraction specified per-material. From there I just project into screen coordinates, and voila! Hell, I might even go with some Fresnel reflectance stuff, too. Maybe even a box blur or something.

-Additional, minor changes to particles and shaders.


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 Post subject: Re: DentonMod Revision 3
PostPosted: Sat Mar 15, 2008 9:45 pm 
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picked up a pistol

Joined: Wed Feb 13, 2008 10:28 pm
Posts: 58
Location: North Carolina, USA
Can I has? lol

This is sounding really good man, looks like a replay is in order for me, if/when you release this.

On a kinda-related note, I updated MAMEUI on my PC yesterday, and was pleased with the new mouse-as-lightgun option, because I could finally see what the lightgun games I downloaded were like. So today I went looking for PC lightguns, and was impressed by the TopGun LCD/Plasma lightgun.

So here's where it ties in... Any chance Doom 3 could be modded to incorporate the on-rails style of House of the Dead? Just a thought.

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 Post subject: Re: DentonMod Revision 3
PostPosted: Mon Mar 17, 2008 8:44 pm 
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picked up the chaingun

Joined: Wed Mar 05, 2008 6:43 pm
Posts: 191
In theory, it isn't hard. Could be done mostly using scripts, I think. If we want to use an actual light gun then things might be a wee bit more difficult.


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 Post subject: Re: DentonMod Revision 3
PostPosted: Mon Mar 17, 2008 10:43 pm 
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picked up a pistol

Joined: Wed Feb 13, 2008 10:28 pm
Posts: 58
Location: North Carolina, USA
Right, but the TopGun can act as a mouse, as can Wiimotes. So if it could be possible to have only a weapon move instead of the standard center-locked aim, that would look real nice.

Doom 3 on rails, played with a Wiimote, minus lousy Wii graphics. I'll need to look into scripted player movements. :D

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 Post subject: Re: DentonMod Revision 3
PostPosted: Wed Mar 19, 2008 10:34 am 
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picked up a pistol

Joined: Tue Jan 29, 2008 12:54 am
Posts: 73
Please make sure any and all motion blurring and depth of blurring can be turned OFF via cvar or something external.

Blur is the devil.


Also if you're going to have a helmet hud, you might wanna have a helmet model, (and a fix for the first stage and cinematics)


Last edited by Xhan on Wed Mar 19, 2008 9:56 pm, edited 1 time in total.

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 Post subject: Re: DentonMod Revision 3
PostPosted: Wed Mar 19, 2008 2:02 pm 
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Last man standing
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Joined: Mon Jun 19, 2006 10:04 pm
Posts: 1153
Location: USWest
When can I play...

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