Corrupted Marine Posted February 28, 2006 hello all, its CM here and im looking for help. You see the Technical Darkness project never really went underway. I am still currently working on bits of the project, but i really want to get the project going! And if all goes according to plan with the help of you guys, the project should be finished very soon! so anyways, here are the new updated features that you will find in this project: *High Resolution Weapon sprites *3d floors/ slopes *Breakable glass/ breakable MD2 objects *MD2 Support *Super Detailed Architexture - MD2 *New 3D level objects - MD2 *Realistic Dynamic Lighting *High Resolution Textures *Tons of GZDoom effects *In depth level scripting *lots of other stuff... what im aiming for is to create a very realistic modern day looking doom level. all it is going to be for the moment is 1 level. and if the project goes down good, then it will probably develop into a series. -------------------- im looking for: a very good coder - someone who can do decorate, and put a high resolution weapon sprite into the game, and do alot of other technical coding jobs. mostly working with XWE to do various tasks. a good mapper - someone who can make really detailed maps, and work with MD2 environment objects. a large portion of the map will be created using MD2 models that i create. -------------------- anyone else who thinks they can help is more than welcome to contact me! thanks. i will be posting some High Resolution weapon screens on here soon! 0 Share this post Link to post
SyntherAugustus Posted February 28, 2006 you know you can use md3's as well, which are easier to deal with. 0 Share this post Link to post
Corrupted Marine Posted February 28, 2006 really? in GZDoom? thats interesting. i didnt know that. thanks 0 Share this post Link to post
shotgunmasacre2 Posted February 28, 2006 So, do you mind if I give this project another go? Last time I was really out of place so I had to abandon the level. So what do you say? 0 Share this post Link to post
Corrupted Marine Posted February 28, 2006 sure, but i have to get all the level models and things finished before the level will be started. so it will probably be a lil while before i contact you. thanks for helping out! 0 Share this post Link to post
shotgunmasacre2 Posted February 28, 2006 Sure, that is fine, just pm me when you want me to start building the level. 0 Share this post Link to post
Nmn Posted February 28, 2006 I'm not sure if "super-detailed" architecture md3s will be good, without lod, you're bound to end up as another Gothic99. 0 Share this post Link to post
Serious Xenocide Posted February 28, 2006 Nmn said:I'm not sure if "super-detailed" architecture md3s will be good, without lod, you're bound to end up as another Gothic99. Doomsday has LOD function, but you told me MD2 format does not support LOD. Then what else than MD2 does Doomsday support? And what's MD3, anyway? 0 Share this post Link to post
Nmn Posted February 28, 2006 but you told me MD2 format does not support LOD Bollocks. Appearently I must swallow my words here, or you miserpreted something mate. LOD alone (Level of Detail) has nothing to do with neither MD2 or MD3 model formats, but the engine supporting (or not) this function. LOD, putting it bluntly, decreseases the level of detail in meshes placed far away from your point of view, by replacing them with lower polycount versions of them, until you get closer (or zoom on them). Back to discussion-AFAIK Gzdoom doesn't support LOD, so placing several 1000 poly meshes in a room will be equal to something along the lines of Grove. That said, keep in mind several people around here play Doom because it's an Old game (an old great game that is) and we (speaking in the name of those without machines capable of running Doom3) won't like to play a 13 year old game at 5 fps, not to mention, humongously detailed meshes in Doom will kinda look like butter with ketchup, i.e. out of place. In summary-UBER detail=bad. Interesting visual design=good. You really don't need super detail to make something interesting visually. Take hint from Little White Mouse's or Enjay's wads. Ofcourse, it's only my humble opinion. Last, but certainly not least. After obtaining knowledge on Corrupted Marine's several failed attempts at very ambitious projects I think it'd be wise to let the steam off a bit. You don't need a super-duper mod that pwns everything this community seen. Go on with something fun and innovative, i.e. let there be monsters and blasting, but a bit of imagination as well, so it's not a bore after 10 minutes. Also, attracting people to help you with your project should be supported by screenshots/already done material or at least some preview of what you have done so far. 0 Share this post Link to post
Bank Posted March 2, 2006 Ugh...GZdoom. I've been for this project since it's beginning, but putting it in GZdoom? Why? What does it add to the map? I think using GZdoom just for the hell of using GZdoom is a poor choice... 0 Share this post Link to post
SyntherAugustus Posted March 2, 2006 There's nothing wrong with gzdoom, it adds plenty of availibility to the levels. 0 Share this post Link to post
shotgunmasacre2 Posted March 2, 2006 Comiclez said:Ugh...GZdoom. Why? What does it add to the map? Well, there are a few things 1.3d floors 2.the flexibility of acs 3.The graphic rendering of open gl 4.All of the editing features of zdoom There are so many things to mention, but I dont have enough space lol 0 Share this post Link to post
kristus Posted March 2, 2006 shotgunmasacre2 said:There are so many things to mention, but I dont have enough space lol LOL! Yes, you do. The intarweb is big. 0 Share this post Link to post
Graf Zahl Posted March 2, 2006 Serious Xenocide said:Doomsday has LOD function, but you told me MD2 format does not support LOD. Then what else than MD2 does Doomsday support? And what's MD3, anyway? Doomsday uses its own model format, called DMD. MD2 doesn't indeed support LOD, unless you calculate the smaller levels yourself. MD3 is Quake3's model format. Its major advantage over MD2 is the higher precision for the vertex coordinates 0 Share this post Link to post
sausage Posted March 2, 2006 Why does it have to be gzdoom, If it was on a port without 3d models (Zdoom basically) i Would be joining in Guaranteed :( Oh well, Nothing for me here.... - sausage - 0 Share this post Link to post
Nmn Posted March 2, 2006 I also dislike models in Doom. Good for most modifications, such as ZooW, but certainly bad for Doom. 0 Share this post Link to post
shotgunmasacre2 Posted March 2, 2006 sausage said:Why does it have to be gzdoom, If it was on a port without 3d models (Zdoom basically) i Would be joining in Guaranteed :( Oh well, Nothing for me here.... - sausage - Why not sausage? Werent you going to be on the project anyways. And what is the big idea if there are 3d floors. Why dont you just work around this if you want to give it a go. 0 Share this post Link to post
Corrupted Marine Posted March 3, 2006 well im sorry for all of you who are apposed to my idea of the project. the whole idea of this project is to test the very boundries of doom, and what it can handle and what it cant. this project will have bunches of 3d models and the whole level will have all high resolution sprites and textures. so those of you with sorry computers will probably not be able to play it. but i am still asking for any help that you guys have to offer. I NEED A CODER ESPECIALLY! someone who can do DECORATE and put the high resolution weapon sprites into the game correctly. 0 Share this post Link to post
shotgunmasacre2 Posted March 3, 2006 Well corrupt, the only real thing that I know how to do is map levels, but I am sure that if someone builds all of the models and enemines that I will be able to build the levels to go with them. 0 Share this post Link to post
Bank Posted March 3, 2006 Corrupted Marine said:well im sorry for all of you who are apposed to my idea of the project. the whole idea of this project is to test the very boundries of doom, and what it can handle and what it cant. this project will have bunches of 3d models and the whole level will have all high resolution sprites and textures. so those of you with sorry computers will probably not be able to play it. but i am still asking for any help that you guys have to offer. I NEED A CODER ESPECIALLY! someone who can do DECORATE and put the high resolution weapon sprites into the game correctly. Well, I just think that you can look at it on two hands: One Hand- GZdoom and other modifications could make it a driving force towards new and original Doom mods, if it's ever made. Other Hand- Old fashioned Doom (most likely Zdoom) style, good fun, and with no gimicks like 3D floors and models could make it a driving force for good, well-made, and fun levels without all of the bells and whistles that newer sourceports entail, that is, if it's ever made. 0 Share this post Link to post
Khorus Posted March 3, 2006 the whole idea of this project is to test the very boundries of doom, and what it can handle and what it cant. This is to do with the port you choose, not DooM itself. Anyay, it seems you want too much with this thing, to push the boundires of doom yadda yadda, but you say you despertly need people? It sounds like you are biting of more than you can chew. 0 Share this post Link to post
shotgunmasacre2 Posted March 3, 2006 At Corrupt, Hey man, would you mind letting me start on level or something, I kinda feel bored not having something to work on. Please tell me that there is something that I can work on (other then trextures and sprites). BTW evilhomerdoom, I hope that you were wrong when you said that we look like we are biting off more then we can chew. That would suck :(! I want to have a good successfull project that can at least give me a chance to show if I can or cant make good doom levels. 0 Share this post Link to post
Corrupted Marine Posted March 4, 2006 well, if we can find the right help, then it is not more than we can chew. i can cover weapons and sprite design. i am also going to be doing the md2 or md3's whichever works right. and i am doing alot more stuff too, but right now, i just need a coder. but shotgun, you can work on a level if you want, and i can go back later and change it up a bit if necessary. 0 Share this post Link to post
shotgunmasacre2 Posted March 4, 2006 Well, if that is the case, then what kind of a level do you want me to work on, just so that I have something on which to design the level on. 0 Share this post Link to post
Corrupted Marine Posted March 4, 2006 it doesnt matter. the level that will be created for the project will just be a random level. i want you to come up with something. i want to see what you can do. 0 Share this post Link to post
KuriKai Posted March 5, 2006 Old fashioned Doom (most likely Zdoom) style, good fun, and with no gimicks like 3D floors and models could make it a driving force for good, well-made, and fun levels without all of the bells and whistles that newer sourceports entail, that is, if it's ever made. Why not make it for vanilla doom then? 0 Share this post Link to post
sausage Posted March 5, 2006 Does vanilla doom use ACS Scripts? i have never used vanilla doom - sausage - 0 Share this post Link to post
Khorus Posted March 5, 2006 sausage said:Does vanilla doom use ACS Scripts? i have never used vanilla doom - sausage - No, thats the hexen scripting language, and as such is only in the hexen format of Skulltag, ZDooM, GZDooM and in Hexen itself. 0 Share this post Link to post
sausage Posted March 5, 2006 thats a shame, i knew it was from hexen but i thought it may be inserted into more ports nowadays..... oh well. - sausage - 0 Share this post Link to post
DooMAD Posted March 5, 2006 Comiclez said:Old fashioned Doom (most likely Zdoom) style, good fun, and with no gimicks like 3D floors and models could make it a driving force for good, well-made, and fun levels without all of the bells and whistles that newer sourceports entail, that is, if it's ever made. Why are 3D floors "gimicks" and all the features ZDoom supports not? Slopes, ACS and Boom effects are useful features, but so are the features included in all the other ports. If the effects are done properly whilst still retaining good gameplay, it doesn't matter what port is needed to run it. 0 Share this post Link to post