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PostPosted: Mon Jun 27, 2005 6:16 am 
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Dante_uk has ported santaclaws bloom to v1.3 for his "omnibus" mod. Perhaps you could ask him to help you out there?

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PostPosted: Tue Jun 28, 2005 7:27 am 
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Mordenkainen wrote:
Dante_uk has ported santaclaws bloom to v1.3 for his "omnibus" mod. Perhaps you could ask him to help you out there?


I contacted Dante_uk and he felt sorry to tell me that he encountered the same problems porting the shader to version 1.3......

If this mod shall be released we will need to find a person capable of analyzing and correcting the problem with the code.... Basically we got everything to do so... (the source code, the compiler).....
I wonder why there are so few ppl on this planet experienced with writing in this assembly like language......

Another guy that might do the job is "Trevor Hogan".... I e-mailed and pmed him but unfortunately didn't get a response yet :cry:

***Update***

Maybe it would be useful to have a look around the 3d demo scene... I mean those guys are doing this for years....... So in case anyone here could establish some contacts I would be all ears..... I will start sending e-mails to various ppl of the scene in the meanwhile......

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PostPosted: Tue Jun 28, 2005 9:41 am 
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I remember reading some posts that Cryect made ages ago saying that there are some severe limitations Doom 3 has when dealing with gl programs.

I can't remember the details as gl programs are beyond my abilities.

Anyway, I'm pretty sure it's those limitations that are keeping the scene quiet.

I tried but I can't find the relevant thread.

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PostPosted: Tue Jun 28, 2005 9:57 am 
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Is it really necessary to put the entire mod on hold because you can't get a bloom shader working the way you want? Couldn't you simply leave it out in the initial release and then once you have it working, re-integrate it back into the mod with an update?


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PostPosted: Wed Jun 29, 2005 6:30 am 
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breakerfall wrote:
Is it really necessary to put the entire mod on hold because you can't get a bloom shader working the way you want? Couldn't you simply leave it out in the initial release and then once you have it working, re-integrate it back into the mod with an update?


Actually playing around with a bloom-shader got me making this mod... the reason why I insist on not releasing it without a bloom-shader is because it totally changes the style of the game.....It kinda removes the feeling that you are playing doom³ and instead are playing something completely different........

rich_is_bored wrote:
I remember reading some posts that Cryect made ages ago saying that there are some severe limitations Doom 3 has when dealing with gl programs.

I can't remember the details as gl programs are beyond my abilities.

Anyway, I'm pretty sure it's those limitations that are keeping the scene quiet.

I tried but I can't find the relevant thread.


This might be true, but in this particular case it is irrelevant since we already got the shader working .. it blurrs the scene, it adjust the contrast......the only problem is that in version 1.3 it does that only for the first frame (in version 1.1 it worked perfectly beeing excecuted every frame)....... All there is need to be done is to tell the renderer to excecute the code every frame......

I got a response from Brian Harris a while a go and chose to publish it here and in the mod coding thread......

Quote:
From Oneofthe8devilz (Chris) (oneofthe8devilz@hotmail.com)


Hello Brian,

I would like to ask for your assistence in this case:

http://www.doom3world.org/phpbb2/viewtopic.php?t=10823

Since I really need this to work in version 1.3, I would be very grateful if you could try to take a look at it and who knows ..... you might know what the problem could be.....

Thanks alot for a reply in advance

Sincerly

-Oneofthe8devilz (Chris)

P.S. Seems like noone else has an idea how to make it work


Quote:
Brian Harris <brian@idsoftware.com>

It's hard to say just by looking at it. Have you tried stepping through the code to see if it's actually running your code every frame? Place a breakpoint inside the function (F9) and start the game with F5 to launch the debugger.

- Brian


Maybe this might be useful to a coder.........

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 Post subject:
PostPosted: Sun Jul 03, 2005 2:16 pm 
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***UPDATE:***
To see and connect to other 556mmfmj servers make sure to setup the multiplayer gamebrowser correctly....

Set GAMETYPE to ANY and SERVERS to ALL
and then just look for the following map names
desert_plateau
desert_delta
desert_valley_night
ammo_docks

***RELEASE:***

FTP DOWNLOAD LINK :
ftp://ftp.planet-multiplayer.de/sites/d ... taller.rar (95.9 MB)

MIRRORS:
http://d3files.com/file/;44184

After 1 month of development hold I finally decided to take action and release the first public beta version (0.43)......

Of course I would have loved to release a 1.3 compatible version, but even my patience has limits and I just couldn't afford to wait any longer for a coder to come by and solve the issue....

So I sat down and worked a way out to get the mod running user-friendly especially for ppl that already have installed version 1.3.....

So this way ppl that updated to version 1.3 will also be able to play the mod without having to downgrade.... (an extra modified version 1.1 executable is run for 556mmfmj mod)

I think this is the best compromise since all your 1.3 stuff will not be touched and is still operationable plus you will be able to play the mod.....

This doesn't change the fact, that we are still working on getting it ported to version 1.3 (so all capable coders are still requested to contact us about that issue)



Quote:
5.56mm Full Metal Jacket (beta version 0.43)

AUTHOR: Oneofthe8devilz
E-mail: Oneofthe8devilz@hotmail.com
Homepage: http://doom3.planet-multiplayer.de/5.56FMJ/


IMPORTANT ISSUES:

1. WHEN YOU ARE ASKED TO UPDATE TO VERSION 1.3 CLICK NO !!! DO NOT CLICK YES !!!

2. When looking for 556mmfmj-servers make sure to set the game type you are looking for to "ANY", otherwise they
won't be displayed......

3. "client unkown to auth" error message when connecting to a 556mmfmj-server:

If you get such an error message on connect, simply delete your "doomkey" file located
in your "base" and "556mmfmj" folder, reconnect to the server and reenter your cd key on demand..... I don't know
why this happens but that procedure solves the problem......

4. Since this is a beta version please DO NOT change the graphic-settings since alot of dds file are missing, resulting
in a bad quality image when reducing the settings.....

5. To run a dedicated server simply type the following 2 commands in the console: "net_dedicatedserver 1" and
"servermaprestart"

=====================================

Thank you for downloading and installing the 5.56mm FMJ Mod ! I hope you will have as much fun playing this as
I had making and testing it.


If you encounter any problems while running this mod please send me an e-mail to Oneofthe8devilz@hotmail.com and I will
try to answer your issue.



You may only redistribute this file for free, NOT as a part of any commercial package. Contact me if you want to put
this file onto a cd-rom/dvd-rom or any other commercial distribution. This read me file must always be included with any
redistribution of this mod. You may put this on your website for download, but only if non-subscribers can also download it.
You may not make money with this in any way without contacting me first. You may NOT use any of the Mod's content for other
Mods unless you recieved a permission from me. If you have any doubts regarding these rules then contact me via my e-mail.



INSTALLATION

Once you downloaded the rar file, unrar it and run the file "556mmfmj_installer_beta_v043.msi". Make sure to install the mod
to your Doom³ Folder so point to it (Example C:\games\Doom³)..Once the installation is complete, a shortcut called "556mmfmj"
is created on your desktop......

Double click the shortcut and play..........

GAMEPLAY

"desert_plateau":

This map scenario takes place on a small mountain plateau where each side spawns inside an aged bunker. Make sure to not
let the enemy infiltrate your base.... oh and take a look at the top of the plateau... you might like what you finde there ;)
The huge trees give excellent cover in case you get ambushed from an unknown direction......

"desert_delta":

This map scenario takes place in a very hot and dry desert valley where each side spawns inside an abandoned desert village.
There are several ways to reach the enemy base and plenty of space for hot desert fights.... The desert trees are smaller
than the plateau trees but still server well for cover.... also the village itself leaves plenty of possibilities open to
ambush the enemy from a position he doesn't expect ;)

"desert_valley_night":

This map scenario is basically the same setup as the "desert_delta" but takes place during the night... so stealth tactics
get even more important since the enemy can see your gunfire from the far distance..... It is curious how the village and
landscape changes its flair while everything lights up almost surreal in the moonlight...... ;)

"ammo_docks":
This map scenario takes place in a huge military harbour where ships in the background are busy with loading and unloading
their cargo. Once in a while an F-16 Fighter Jet is flying over the whole scenario trying to recon the area for the reported
intruders.... This map offers execellent close combat fighting where almost everything in the harbour serves as cover from
the containers to the cargo boxes.....

Features

- 6 different weapons, 3 per side
- Realistic bullet-ballistic (real modelled projectiles are fired and react physically correct while getting dragged down
by gravity as they proceed flying through the landscape)
- Headshots that are deadly with any weapon from any distance
- Really huge outdoor environments that are lit with a global lighting system
- 6 players (3vs3) support (can be increased if necessary)
- A BloomShader which creates a breathtaking HDR like look and makes the Landscaps look more realistic

The Idea Behind it:

I always wanted to create a shooter that combines the awesome looking graphics of Doom³ with a more tactical game play.
I hope I will succeed in melting those two things together and enrich the Doom3Community with a Mod that hopefully will
find his lovers ;)



Credits:
--------------------------------------------------------------------------------------------------------------------------

wishmop (for joining my dev-team and contributing his maps and ideas to this mod)

id software (for keep creating breathtaking 3d engines and for deciding to release them modfriendly)

doom3world.org (for providing us with the world's greatest Doom³ related user, editor and coder exchange forum)

doom3maps.org (for keeping us updated about Doom³ and proving me with webspace and a news distribution option)

Der_Ton (for the inspiring time during the work on his md5 importer/exporter which made this mod possible)

sparhawk (for adding the team_spawn function to the code and testing it out with me)

santaclaws (for allowing me to use his aswesome bloomshader code)

placemat,headake,
the_tam,baxterianism,
gecko.....
and many others (for betatesting and giving us a good time)



Final words:

Damn it ...... it was a hell of a long way to get to where I am now and even though it wasn't always easy to work on such
a project as a single person it still proved one thing......One man can make a difference....
If there is a will there is a way ;)

-Oneofthe8devilz


So basically all there is left to say is ......HAPPY FRAGGING!!!!

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Check out our mods at
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Last edited by Oneofthe8devilz on Mon Jul 04, 2005 8:09 pm, edited 4 times in total.

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PostPosted: Sun Jul 03, 2005 4:01 pm 
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Hmmmm... the rar file appears to be buggered. Won't install :cry:


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PostPosted: Sun Jul 03, 2005 5:01 pm 
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contraband wrote:
Hmmmm... the rar file appears to be buggered. Won't install :cry:


Just downloaded from the ftp link and it installed fine on my computer.....

Just redownload it ..... maybe something went wrong during the transfer .....

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 Post subject:
PostPosted: Sun Jul 03, 2005 6:37 pm 
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is connecting to Doom3world.org

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Hi Oneofthe8devilz :)

I can`t run your Mod!

It installs fine, but if im trying to load it it says: "Could not Load Default.cfg".

Any ideas on this?

Edit: OK everything runs fine now! I just had to RTFM wich says put in in your doom3 folder!

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 Post subject:
PostPosted: Sun Jul 03, 2005 7:14 pm 
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Has a linux binary been compiled?


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 Post subject:
PostPosted: Sun Jul 03, 2005 7:55 pm 
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breakerfall wrote:
Has a linux binary been compiled?


Not Yet... I will work on a Linux port as soon as I got it running completely on version 1.3.....

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PostPosted: Sun Jul 03, 2005 8:58 pm 
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Oneofthe8devilz wrote:
You may put this on your website for download, but only if non-subscribers can also download it.


Thank you.

And congratulations on reaching beta status.

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PostPosted: Mon Jul 04, 2005 6:05 am 
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Several ppl reported an issue where some map sounds don't get played back when joining on a dedicated server..... I will try to investigate this problem altough it is a bit strange since that only happens on dedicated servers .... it doesn't seem to occur when joining to a non-dedicated server .....

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PostPosted: Mon Jul 04, 2005 1:56 pm 
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Looks like great work man. Is the link is broken? I can't connect.


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PostPosted: Mon Jul 04, 2005 2:40 pm 
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jizaboz wrote:
Looks like great work man. Is the link is broken? I can't connect.


Seems like there is more demand than bandwidth available .... I am building up mirrors as we speak.... so anyone who is able to host the file on a mirror please contact me........

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PostPosted: Mon Jul 04, 2005 3:55 pm 
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Oneofthe8devilz wrote:
jizaboz wrote:
Looks like great work man. Is the link is broken? I can't connect.


Seems like there is more demand than bandwidth available .... I am building up mirrors as we speak.... so anyone who is able to host the file on a mirror please contact me........


u could have send ur mod to filefront and planetdoom........

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PostPosted: Mon Jul 04, 2005 5:48 pm 
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Or use the Internet Explorer! There is a comment on doom3maps.org that is suggesting that. And it worked for me too!

Btw the hoster is working on this issue.


PS:. http://d3files.com/file/;44184

Edit: The original Host works now as well!
http://doom3.planet-multiplayer.de/down ... p?view.449

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 Post subject:
PostPosted: Tue Jul 05, 2005 11:34 pm 
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Uhm. Is it just me or are you not using visportals at all in your maps?'

Why?

Other than that, great mod, I'm happy you've got it going. Maybe the solution to your bloom woes doesn't involve this particular Bloom Shader. I'm sure there has to be another way to add it. Either that or you debug forever :?

Congrats.

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PostPosted: Wed Jul 06, 2005 1:01 am 
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This is a great mod but i think you should work on the smoothness of the terrain, (espessialy the tropical level) very edgy on the ground, i don't mind the mountains edgy but atleast have the ground smoother.


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 Post subject:
PostPosted: Fri Jul 08, 2005 5:53 pm 
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Grass-Showcase:

Wishmop (aka ClassicE) pasted me a nice grass shader and I setup a little showcase to demonstrate its power....

So far it doesn't hit fps dramatically......

But take a look for yourself ;)

Image

Image

Image

Image

Since the v0.43 beta is released I will take a little timeout..... but be sure that I will start working on the next version as soon as I get back from my timeout period with fresh new ideas...... In the meanwhile I wish you guys happy fragging ;)

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Check out our mods at
www.scared-pixel-studios.com


Last edited by Oneofthe8devilz on Fri Jul 08, 2005 6:51 pm, edited 1 time in total.

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