Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

Everything posted by Arno

  1. Arno

    Catacombs 3D

    Coincidentally, inferion_ from the ZDoom forums had the same idea. Just three weeks ago he published a full Catacomb Abyss total conversion for GZDoom.
  2. Yes, until now I didn't need an "IWAD" selection menu, since Abyss is the only game that works. But my plan is indeed to have a single .exe for all games, so some sort of game selection menu seems the way to go. Thanks! All the way at the bottom of the OP is a line that says "Reveal hidden contents". You have to click it to view the screenshots. I've put the screenshots between spoiler tags, as the OP became a bit long.
  3. I always had an interest in doing a source port of my own. However, I figured that creating a Doom source port would prove to be too time-consuming for me. That's why I secretly started developing a source port for The Catacomb Abyss in late 2015. There is of course already the excellent Reflection Keen source port, which supports all Catacomb 3D games. But rather then aiming for a Chocolate-style experience, I decided to go for a source port that offers improved visuals, based on OpenGL. So CatacombGL it is. At this point in time the source port is still under development. Some functionality has yet to be implemented and existing functionality was only tested on a very limited set of test systems. However, with this first playable version it is possible to play through the entire Catacomb Abyss, as all levels, monsters and bonus items are present and functional. Download CatacombGL v0.1.0 Alpha (GitHub) Main features: * Runs native on Windows 7/8/10. * Hardware accelerated 3D rendering via OpenGL, supporting widescreen resolutions, a customizable field of view and an uncapped frame rate. * Player, projectile and monster movement with floating point precision. * Supports The Catacomb Abyss version 1.13 (shareware) and version 1.24 (as included in the Catacombs Pack from gog.com). * Supports WASD and mouselook. Current limitations as of version 0.1.0: * Only windowed mode supported, although it is possible to cover the whole desktop by maximizing the window. * No support for game controllers. * No backwards compatibility with saved games from the original DOS game. * Only Adlib sound card emulation; no PC speaker emulation. * No "demo" functionality (preview slideshow of Catacomb Armageddon and Apocalypse in shareware version). * No help pages. * No fade-in effect when entering a level. How to install: CatacombGL does not run standalone, but requires the original The Catacomb Abyss game data (levels, pictures, sounds, etc) to be present on the system. The game data can be obtained legitimately and free-of-charge by downloading the 1.13 shareware version of The Catacomb Abyss. Various websites offer the shareware version for download, see for example https://archive.org/details/TheCatacombAbyss. Alternatively, the game data can also be obtained by buying the Catacombs Pack from gog.com, see https://www.gog.com/game/catacombs_pack. The differences between the shareware and commercial versions are purely cosmetic. In case The Catacombs Pack was installed via the GOG installer, simply run CatacombGL.exe from any location and the game data will be auto-detected. In case the shareware version is installed, put the CatacombGL files in the same folder as the game data and run CatacombGL.exe. If anyone experiences any issues or if there are suggestions for improvement, please let me know! Screenshots
  4. I agree that the ability to manually browse to the game folder would be a good improvement. I'll put it on the todo list. I have thought about the potential for allowing custom music, textures, monsters, levels, etc. A source port like ECWolf demonstrates that there are many possibilities in that area. But first I'm gonna focus on supporting the other games.
  5. Thanks! I'm glad that you got it working. Adding support for the other Catacomb 3D games is definitly listed high on my todo list. Especially Armageddon, with its haunted forest level. It will still take me quite some time, though. I agree with respect to the graphics in the Catacomb Abyss. I believe the artwork shows that the developers really tried to get the most out of the 16 color palette.
  6. Hm..., maybe I broke something there. The intention is that the software looks in the Windows registry for the path where the Catacombs Pack is installed. If for some reason that fails, it checks if the game files can be found in the same folder as where CatacombGL.exe was placed. For a typical Catacombs Pack installation, that means the CatacombGL.exe has to be run from C:\GOG Games\Catacombs Pack\Abyss\. The other individual games (Armageddon, etc.) won't work, I haven't built in support for them yet. If that fails as well, I suppose you could try to put the v1.13 shareware game files in the same folder as CatacombGL.exe. If that works, you won't miss out on anything. The levels in the shareware and the commercial version are identical. It takes about two hours to play through the entire game. Personally, I find the wider field of view quite helpful when navigating through the levels.
  7. To celebrate the 25th anniversary, an early beta of Bio Menace was made available. Apparently it took quite some effort to get it in shape for a public release, as the file that contains the compressed EGA graphics turned out to be corrupted. For anyone with an interest in hardcore reverse engineering, there is a thread on duke4.net where @NY00123 explains in detail how he managed to restore the EGA graphics with some homemade tooling: https://forums.duke4.net/topic/10127-bio-menace-beta-released/
  8. I think it was around 1996 when I bought the Doom Hacker's Guide. I installed DEU from the attached CD and followed the mapping tutorials from the book. So in my case it started with Doom.
  9. Arno

    Doom 3: Phobos

    I'm impressed by the overall quality and level of detail that is demonstrated in that gameplay trailer. Amazing that the developers could pull this off in their spare time!
  10. I have to say that I very much enjoyed going your twitter history. Step by step it details out how you went from basically an empty, black OpenGL window, through rendering vertices in an empty space, through the first wall textures, etc, until you got to the point where everything comes together to resemble a scene from Doom. I'm impressed by the progress you made in just a couple of months. With that said, I can imagine that at some point you will hit the limits of what is currently documented about the Doom internals. You may have to peek in the source code to get for example the AI routines right.
  11. Arno

    Project Warlock

    Just to be clear: I'm not part of the dev team. Just like you, I'm very interested in this game and I'm following the progress the team makes. Good questions, though.
  12. Arno

    Project Warlock

    This week a new promotional video was released of Project Warlock. In the video the lead developer gives a short recap on the history of the game and then shows some of the features. He's quite young, but apparently inspired by his dad to work on a game with a '90's theme. Nice!
  13. Arno

    Any Heretic/Hexen fans here?

    If you're interested in playing Hexen with Doom 3 era tech, I can recommend the Hexen: Edge of Chaos mod for Doom 3. http://hexenmod.net/downloads/ There's only a "demo" available, but it still contains a decent amount of quality maps, all packed with custom models, textures and sounds.
  14. dobu gabu maru started this interesting thread in the Classic Doom section, where idealistic projects that eventually had to be abandoned are discussed. It inspired me to share some info on an overly ambitious project of my own, which I unfortunately had to abandon. But since it concerns a Doom 3 project, I thought it would be more appropriate to start a new thread in this section. Modding and mapping in Doom 3 has its own distinct set of challenges and hurdles. Maybe other people might be able to share some examples as well of the struggles they faced while attempting to realize their vision into Doom 3. Amsterdam I've worked on a single Doom 3 map off and on between 2005 and 2010. I intended the map to depict the very moment the demons started to invade Earth, so just prior to the events in Doom 2. But rather than the more abstract locations in Doom 2, I wanted to show an actual city with some landmark buildings being covered in fire, smoke and debris. As if the map was designed by Roland Emmerich. The map starts with the player arriving by train in Amsterdam. He has to fight his way through a zombie-infested Central Station. When he goes outside, bigger monsters are awaiting him on the streets. The map uses custom textures, scripts and decoration models. There are working escalators. The toilets can be flushed and the toilet seats can be moved up and down. Early on in the project I also had the optimistic intention of adding a second map. In this boss map the player would be confronted with a Cyberdemon on Dam Square. Cars, trams and debris from buildings could be used for cover. But I found out that it was way out of my league to create all the required custom assets for such a scene. So I decided to limit the scope to just a single map, based on the Central Station. However, I still quite underestimated the enormous effort required to finish that single map. Eventually I had the layout in place, but it was lacking the level of detail that the stock Doom 3 maps have. There were many, many loose ends, such as empty corridors, textures without bump maps, a total absence of secret areas, etc. The worst part was that the map was really short: it only contained about ten minutes of gameplay. Since at that time general interest in Doom 3 was diminishing, while I was still looking at months of work to polish the map, I decided to abandon the project. It was unfortunate that I couldn't get the project into a release-worthy end state, but in the process I did learn a few lessons about better planning my work and making sure that I take big challenges carefully step by step. Screenshots:
  15. Arno

    Your "dream" project that you've abandoned

    It's very nice to see the screenshots and other fun details of some of the interesting ideas and concepts that had to be abandoned. It reminded me of a Doom 3 project that I once upon a time had to abandon, so I took the liberty of creating a similar thread in the Doom 3 section.
  16. Arno

    WindowCaster: The Shadowcaster Source Port

    Nice to see the world of Shadowcaster coming alive bit by bit. With a crispier image than ever before, due to the higher screen resolution.
  17. Arno

    WindowCaster: The Shadowcaster Source Port

    Great, thanks! I fully understand that in this early stage window resizing is not a must-have among the dozens and dozens of other functionality/features that could be added. It's just that on my laptop screen the game window has roughly the size of a postcard, which triggered the question. I'm looking forward to seeing more of this source port in the future. Good luck!
  18. Arno

    WindowCaster: The Shadowcaster Source Port

    Thanks for offering an eary peek at your source port. I just gave it a try and walked around the two maps for a while. Without sprites and sounds, there is obviously hardly any gameplay going on. Nevertheless, I think it is still quite an accomplishment to be able to render these maps natively under Windows without having any access to the original source code. I didn't find an option to resize the window or to go full screen. Is such a feature in the plans?
  19. Arno

    Shadowcaster modding 3: Disassembly

    Very nice! Apparently you decided to take your documentation efforts one step further, to what seems to be a first working build of an engine recreation. So are there any specific features you are planning to work on next?
  20. Arno

    Has anybody read the "The making of Doom 3" book?

    I also bought a physical copy years ago. The many spectacular full color images are indeed a big plus. Text wise you shouldn't expect something on the level of "Masters of Doom", but it is still interesting to read.
  21. Arno

    Project Warlock

    According to their Facebook page, the art of the game is stored in a 4 bit palette (yes, 16 colors), which is then rendered on screen into 32 bit colors with the visual effects of the Unity 3D engine. I think it's an interesting design choice and I'm looking forward to seeing more of this game.
  22. Arno

    KBDoom Questions

    Interesting! Thanks, I now have a much better understanding of how you're trying to implement the scripting system with both flexibility and performance in mind. Another advantage of such an approach is that you could easily implement it gradually. A first release could start with only a small subset of the modifiable function pointers. Later on more functions can be exposed without any backward compatibility issues.
  23. Arno

    KBDoom Questions

    So your end goal would be to have the game logic clearly separated from the game engine, while still running as fast as native code. Have you considered the approach as seen in the Quake II engine, where the game logic is written in plain C, compiled by the mod developer into a separate gamex86.dll, which is then loaded runtime by the quake2.exe?
  24. Arno

    2018 Goals

    Find out what the dev team of Doom 3: Phobos meant with "2018 will be a big year". Unveil my secret little project. Preferably in some playable form.
  25. I really appreciate the photos of your pilgrimage to the lake house and the early Id Software offices. I've read "Masters of Doom" twice, and only now I actually have an impression of how the locations from the book look like. Very interesting!