September 2003
| Monday, September 29, 2003 |
Doomsday v1.7.13 Released
Speaking of the Doomsday Engine, skyJake has released version 1.7.13. Here are some of the most important fixes for what is described as a maintenance release, intended to fix some of the remaining issues in the 1.7 series:Several netgame glitches were fixed: player starting spot selection, clients getting stuck in objects and moving planes, clientside jump settings, clientside mobj Z coordinate problems (objects and enemies sinking into the floor). At least on Windows 98, there was a crash caused by the use of colormapped sprites. This was a source of instability in multiplayer games. In jDoom, the problem where bullet puffs were sometimes spawned in front of the player's face was fixed. Clientside handling of XG line and sector types was reviewed. Now clients shouldn't experience (so many) problems with XG types. Head to the Doomsday HQ site for the full list of changes, as well as the download.
jHeretic Resource Pack
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Category: Hosted_ClassicDoom_Editing|x|Hosted_ClassicDoom_SourcePorts |
Much like what has already been done for DOOM with the jDRP, there's now a Resource Pack for jHeretic in progress, with an RP for jHexen soon to follow! skyJake (of Doomsday Engine fame, of course) has just uploaded the jHeretic model pack for all to try out. Here's more info:The models are now available as PK3 files. You can either download the full jHRP.pk3, which includes everything, or you can get any combination of the H-*.pk3s. The files are available on the Fourwinds FTP Server. These new model PK3s can't be mixed with the old models. There shouldn't be any conflicts, though. The old models just won't be loaded if the new PK3s are used. You will also need the latest snapshot (1.7.13-3) or you might encounter some problems. New models: Corvus (from JJ), RidingDSparil, EnchantedShield, SilverShield, Map, Stalagmite (from Slyrr). Here's a direct link to the jHRP.zip. The jHexen models will be getting a similar treatment soon. Head to the jHeretic / jHexen section of the Doomsday HQ forums for more info!
| Saturday, September 27, 2003 |
The Bloody Dudeagram
Doom_Dude just finished work on a small Doom Legacy map called Blood Pentagram that includes some monster variations, 3D floor usage, as well as dehacked- and fraggle-scripting. Here's the description from Doom_Dude:It's a goth temple-ish map with brown stone textures, some red bits and a big olde pentagram. This is my first map release using Gherkin's Doom Builder editor. If you download this new map, make sure to have Legacy 1.40, because earlier versions of Doom Legacy will spawn items below 3d floors when they're supposed to be on top. You can see the screenshots and get the download on the Projects page at The Megawad.
| Friday, September 26, 2003 |
More DOOM 2 Textures Redux'd
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Category: ClassicDoom_Editing|x|ClassicDoom_SourcePorts |
The Doom2 Retexturing Project has been updated again, this time adding 120 new textures. As it says on the site, the goal of the project is to upgrade all DOOM 2 textures, to be used with a modern port, such as jDoom.
| Thursday, September 25, 2003 |
jDRP Uncompiled
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Category: Hosted_ClassicDoom_Editing|x|Hosted_ClassicDoom_SourcePorts |
Well, it looks like the long-awaited jDRP (actually, what will become the official resource compilation add-on for jDoom) has finally been released in uncompiled form. Here's a bit from the pack's author, Dani J:This BETA version will allow me opportunity to get vital feedback and to iron out any early problems before the final ver1 release. Please note, this is not the compiled jDRP, but actually separate .pk3 downloads for everyone to try out, until Dani's happy enough with everything, based on user feedback, to actually release it as one big file. Go to the jDRP page at The Modelyard for more info and download links, and to help Dani achieve perfection.
| Wednesday, September 24, 2003 |
New Pair Of DOOM 3 Shots
Activision issued us another pair of new singleplayer screenshots for DOOM 3 (the first-person shooter sequel being created by id Software, just in case you've been living under a rock - on the other side of the planet Neptune), and we've got them for you at our DOOM 3 Shots section!
| Tuesday, September 23, 2003 |
DOOM 3 News & Todd Hollenshead Interview
Hey have a look at this new DOOM 3 article that's full of interesting info, some awesome screenshots, plus an interview with id Software's CEO Todd Hollenshead! It's all on computerandvideogames.com!
| Monday, September 22, 2003 |
The Sarge Reviews Old Junk
Sarge Baldy updated with a review of some old junker called Fantastic Violence on his Hard Ass Doom Reviews.
NHFL Episode II Update
Just noticed a small update on Andy Leaver's Doom Projects concerning his No Hope For Life Episode II: F.A.T.E project that is being constructed for DOOM II.
PlanetQuake Interviews Tim Willits
There's a new and interesting Tim Willits QuakeCon Interview on PlanetQuake that reveals some info about the bosses, atmospehere, what's up with the hell levels and the tech behind DOOM 3.
| Sunday, September 21, 2003 |
PrBoom 2.3.0 (Experimental)!!
I just reported late last night, that PrBoom 2.2.4 is released and suddenly Florian Schulze has informed us that PrBoom 2.3.0 (experimental) is ready for download. Here is what Florian has to say about the release:This is an experimental version of PrBoom. It's in the making for two and a half years now but still isn't finished. There are many new things, both features and probably bugs. The documentation isn't up to date. Test it, comment it and if you can and want to, you are free to fix it (after telling us what you want to do, if it's something bigger). For the list of changes for this version, jump on over to PrBoom's site on Sourceforge. PrBoom's downloads are actually right here!
Metabolist Awakens
Metabolist sent in the news that he's getting back in gear after months of doing bugger-all. So, click yourself on over to Metabolist's Site and gaze upon his latest news. You'll find a review of Steven Clark's "Fragport", info about a 6-level set called "The Lost Week", which includes screenies, and some stuff about music.
PrBoom 2.2.4 Released!
We just got word today that PrBoom 2.2.4 was released. Here is a list of the changes since version 2.2.3:- fixed sky-over-sky HOM - add sound compatibility option - improve sound volume accuracy - shared texture palette isn't the default anymore - better invulnerabilty rendering for non paletted OpenGL - network game server can now read config files to set game options - fix latency problems in LAN games - small compilation fixed for OpenGL on some unix platforms - fix for dehacked files which change frames - fixed name clash when compiling for some unix platforms - flag counted items with different colour on the IDDT automap - fixed extra shot sound when chaingun runs out of ammo - fix some telefragging related desyncs - fixed offsets for flipped sprites - hopefully fix problems with network games on big-endian platforms Download the latest version at PrBoom's site on Sourceforge.
| Friday, September 19, 2003 |
jDRP Almost Here!
Dani posted another screenshot to The Modelyard showing off some of the new work-in-progress blood effects, along with this info:These blood fx will be that last big change I make in this version, as originaly I had planned to just get it working as a pk3 - but I got side tracked. So what's likely to be in release 1? New Models: Chaingun, Rocket Box, Rocket, Shells, MegaSphere, Cell + more New Particle FX: Blood FX, Bullet Impacts, Projectile FX Re-packaged as a pk3 archive containing seperate pk3's for easy maintainence. Version 1 will be released very soon now, and the first patch will probably follow a week or so later. Head to The Modelyard for the screenshot!
| Thursday, September 18, 2003 |
When Gamers Got Their .wad Files
The 14th greatest moment in gaming, according to Gamespy just happens to be when Gamers Get Their Files in a .wad. Here's a piece of the article:But id still saw untapped potential, so with its next project, DOOM, it set out to make the game even easier to modify. To accomplish this, id created a custom, extremely flexible file type called .wad, which could basically hold any and all assets that were to be seen in the game. Don't forget to check out the other 24 greatest moments in gaming right here as well.
John Carmack, Nvidia, ATI and DirectX 9
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Category: Doom_III|x|id_Software |
As reported on Blue's News, John Carmack recently responded to a quick question posted by BonusWeb.cx concerning DOOM 3, ATI vs. Nvidia cards using DirectX 9:Unfortunately, it will probably be representative of most DX9 games. Doom has a custom back end that uses the lower precisions on the GF-FX, but when you run it with standard fragment programs just like ATI, it is a lot slower. The precision doesn't really matter to Doom, but that won't be a reasonable option in future games designed around DX9 level hardware as a minimum spec. Succinct and sweet, but if it's spoken by John Carmack, it's of interest to us all here at NewDoom.com.
| Wednesday, September 17, 2003 |
ZD3K XP!
X-DOOM has some good news about the breathlessly long-awaited ZD3K:Since i've installed all software to my new computer (Intel Celeron 2.0 GHz, WindowsXP...), i can now start again to work on ZD3K, the game run far, maps are easier to edit and for the launcher, i dont need to wait 30 minutes to checks out if both maps and launcher are working fine.
I should have for the week some new screenshots of the work done. What this means is, now that he's sorted out his computer hardware issues, X-DOOM is back working feverishly on his beloved pet project. So we should be seeing a huge release sometime in the very near future. Head to xdoom.newdoom.com for more info!
Mouthfull Of Hell
The Heretic let us know the Project Hellmouth site has had a long overdue update, concerning progress on the latest maps and how this affects the demo target. The updated screenshot section shows more goodies, so check that out.
DOOM 3 Hands-on In PC Gamer
New Doom Forums member Deathgiver let us know that in the November issue of the PC Gamer print magazine, they have published some hands-on observations of the DOOM 3 MP demo, as well as some new info on the current state of the game's progress, such as:- The Doom Guy won't have a helmet, not even when he is outside.
- While DOOM 3 won't have any driveable vehicles, the functionality is there for modders to use.
- There will be the occasional "escort" mission, where a guy is leading the way with a torch through a maze of passages.
- John Carmack isn't totally satisfied with the monsters yet.
Says John Carmack:I've not got a true sense of evil from the monsters yet. They're not aliens..but demons from HELL...and they have issues with your soul. Included with this article is a new screenshot of the Revenent. We'll definitely try to bring this to you as soon as feasible. As usual, stand by for more info, and join the discussion in our DOOM 3 forums.
| Monday, September 15, 2003 |
Spork Reviews Sudden Death
Agent Spork updated his Doom Realm site with a review of Gherkin's recently released Deathmatch map, called Sudden Death.
Agent Spork sayeth:The gameplay of the map just rocks. Well, I didn't get to test the map out myself in a deathmatch, but I did however have a look and the map is pretty well done. There's also three screenshots that go along with the Sudden Death review, so that's a bonus...
| Sunday, September 14, 2003 |
DSV Out Of This World
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Category: Hosted_ClassicDoom_Editing|x|Hosted_ClassicDoom_SourcePorts|x|Hosted_ClassicDoom_WADS |
Kaiser has updated DSV Outworld with 5 new screenshots of DSV5 and updated his Downloads page with a new version of the Doom64 TC 2.1.8 and the 2.1.8 source code. Head to dsv.newdoom.com for all the goods!
| Monday, September 8, 2003 |
JR In The CZ
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Category: ClassicDoom|x|ClassicDoom_Editing|x|ClassicDoom_SourcePorts|x|Doom_III |
Adam 'Napalm' Konrád dropped us a line to let us know that doom3.cz has interviewed John Romero. Although the interview's not extremely lengthy, the comments from John are worth the reading. Here's a bit:What have been your favourite mods from past to present? JR: Well, starting with Star Wars DOOM as my first favorite, then Aliens DOOM, and now Counterstrike is the best, for sure.
What mod have you been most excited about? JR: Probably Tenebrae. It makes Quake 1 look just amazing. Head to doom3.cz for the rest of the interview.
| Sunday, September 7, 2003 |
jDRP Screenshot
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Category: Hosted_ClassicDoom_Editing|x|Hosted_ClassicDoom_SourcePorts |
Dani has made a quick update to The Modelyard with an early sneak-peek screenshot showing some of the new effects/models in the upcoming jDRP (the jDoom Resource Pack). Since Dani took this screenshot, a LOT more work has gone into the jDRP, so expect some more info on The Modelyard as early as tomorrow.
| Saturday, September 6, 2003 |
So DOOM It's Unreal
MAZter and the team at Doom Power have released their long-awaited Doom Master Demo: Renessaince. This DOOM mod uses the Unreal Tournament engine, and includes five maps and two monsters. You can download it from doom.rog.ru.
Mega Builder Dude
Doom_Dude updated The Megawad with news that he's bulding a new Legacy map with Doom Builder:The map has gotten bigger and will be the largest map I've ever designed. At first I was going to just make a map that would run on any port but I felt it needed some 3D areas to give it some depth so I turned it into a Legacy wad. The map is a large UAC style base / station with lots of computer panels and grey concrete texturing (with some custom textures and flats). Screenshots and info avaialble at The MegaWad.
| Wednesday, September 3, 2003 |
Resource Package Wait
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Category: Hosted_ClassicDoom_Editing|x|Hosted_ClassicDoom_SourcePorts |
What's going on with the jDoom Resource Pack? Dani posted a news brief on The Modelyard to let us know what the hold up is, as it were.It's the 11th hour, I've got a mere 10 mins before I leave for a few days so here's the lowdown: I REALLY wanted to have jDRP released today. But I've taken the decision to wait till I get back. The problem is that a couple of extremely horrible bugs have managed to work their way into some of the models. I've got a disapearing, reapearing pinky. A zombie soldier with no gun, and a couple of other problems with the new particle effects. Basically some really stupid problems, to which the solution evades me. No doubt due to me having worked all day to try and get it finished. Now, I was all set to release it anyway but then that would've been pointless, I'm not happy with it. I'm affraid your gonna have to wait just a little while longer. Good things come to those who wait, and I'm sure the jDRP will be no exception.
DOOM 3 For Xbox Developer Confirmed
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Category: Doom_III|x|id_Software |
id Software and Activision, Inc. have just officially confirmed that Vicarious Visions is developing DOOM 3 for the Xbox console. That's right, here's the official schpeil:The console version of id Software's highly-anticipated blockbuster title is indeed headed to the Xbox video game system from Microsoft. Built on id's revolutionary new 3D graphics engine, DOOM 3 draws players into the most terrifying and riveting 3D gaming experience ever created. So what's your preference? PC, Mac, or Xbox? Be sure to check into our DOOM 3 Forums and give your opinions.
ALDP's New URL
Andy Leaver's Doom Projects has moved to aldp.doomrepublic.com. There you'll find his Wad Collection and Programs sections, with Tutorials promised soon. Be sure to update your list of favorite DOOM sites.
Revisiting The Nexus
ReX updated his DOOM Nexus site to include 14 new screenshots of Phobos Revisited, his DOOM 1 Episode 1 replacement, and news of other stuff he's working on:During my trip to Texas I managed to make some progress on E1M3 of Phobos Revisited. In fact I'd estimate it's about 50% done. Meanwhile I've been mulling other projects, but feel sluggish about starting new stuff while I'm working on two longer-term projects. Moreover, I have two other commitments -- Map24 for the NewDooM Community Project, and some mapping for Plutonia II. Still, I can't resist doing a quick map, perhaps as part of the Wicked series. Time will tell. You can check out those screenshots here.
| Tuesday, September 2, 2003 |
Doomsday Links Shots
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Category: Hosted_ClassicDoom_Editing|x|Hosted_ClassicDoom_SourcePorts |
Fallen Man is planning to make a screenshot section for his Doomsday Links site, but he doesn't have time to actually make screenshots himself. Here's where you can help!Doomsday mod authors, this will, hopefully, make your creations look better (and my job easier) if you take screenshots of them yourself. If you cannot, then I shall do it. Some authors haven't been in the forums for a long time; in which case, I'll take those screenies. Screenshots should be 800 x 600 (or 1024 x 768, max); thumbnails should be 128 x 96. Let him know by posting in this forums thread when you have a screenshot ready.
DOOM Slipgate Virii
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Category: Hosted_ClassicDoom_Editing|x|Hosted_ClassicDoom_WADS |
As touched on earlier, Kaiser has added a new section to his DSV Outworld site, entitled Featured Project. This will have info and new screenshots of DSV5 in progress. As of now, there are only 5 pics, but there will be a new picture posted for every two maps completed. Kaiser also added a new wad to the Doom Wads section, including screenshots. This wad can be downloaded from the Downloads section.
Animating Static Things
Want to animate something that's not moving? Jaakko submitted a model animation for 1-state objects, which is intended to make it possible to animate objects that have only one state (such as scenery objects). Technically:Add a new df-flag for "world time animation". The Interpolate {} values will define an offset and the number of seconds for one Inter cycle (the time it takes for inter to slide from zero to one). Ah, that makes sense... More info on this to be found, possibly here.
Doom Power Items
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Category: ClassicDoom|x|ClassicDoom_Editing |
MAZter let us know about a couple items of interest:- New screenshots from the Russian Doom Master project, which is a DOOM mod using the Unreal Tournament engine.
- Another download mirror for Doomsday v1.7.12 can be found here.
- Some Latvians created a little 2D (platform version of) DOOM, called Doom 513 RF v 1.5.
You can find out more about those and other things here.
The Changes In Doomsday
Along with the release of version 1.7.12, Jaakko has articulated the significant new features and changes compared to the previous version:- Improvements to the renderer. Multitexturing is now being used for rendering dynamic lights, detail textures, smooth texture animation (e.g. water), lights on masked textures and shiny 3D model skins. Texture animations are defined using DED definitions. The sky and particle effects can be rendered using 3D models. Player weapon models can be mirrored for those who prefer left/righthandedness. Dynamic lights can use custom light map textures.
- Bug fixes in the renderer. Dynamic lights should no longer suffer from any stray pixels or light leaking through walls and closed sectors. Detail textures and object shadows are blended correctly with fog. Weapon model skins are properly precached, which reduces annoying pauses during game play.
- The OpenGL renderer takes advantage of more extensions and uses vertex arrays as the primary rendering method. If you experience strange rendering errors, try the -novtxar command line option.
- The Doomsday user interface theme has been redesigned. This makes using the control panel and multiplayer game setup screens a more pleasant experience. :-) The UI textures are loaded from the directory Data\Graphics and can be modified to an extent. UI colors can be modified at runtime using the uicolor command.
- DED file enhancements. A new syntax allows clearer definitions. Doomsday has now some DED files of its own, in the Defs directory.
- Even though this release does not address the currently known netgame problems, I've tweaked the code a little. It may or may not help.
- Limited cheating can now be allowed in multiplayer games. The cheat commands are god, noclip and give and they work only in the console. To allow cheating, set the cvar server-game-cheat to one on the server.
- The appearance of jDoom's menus can be greatly enhanced using high-resolution fonts and a new feature called Patch Replacement, which allows defining text strings that will be drawn instead of the original graphics. Patch Replacement is explained in the file Defs\jDoom\Values.ded.
- Basic light decorations for Doom II, Heretic and Hexen. Doom II uses many of the textures from Doom I. The ancient (from v1.0) static lights code has now been removed from jDoom. The decorations for Heretic and Hexen are based on Isegrim's light defs.
- InFine functionality has been enhanced. The title screen demo sequences are now defined using InFine scripts (see Finales.ded). Scripts can also be played during game play in overlay mode.
As usual, head to the Doomsday Forums for more info. And you can see the change log for a full listing of the changes.
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