Doomsday addons/modding status

edited 2011 Aug 5 in DOOM
[I was going to put this in the Addons subcat, but its not really about an addon so much as its about jDoom specifically really... if you think it should be moved feel free to do so]

Well here's my current notes on the Addon situation for jDoom to try and get some background here. The doomer scene is more scattered than ever and I'd like to do my share to maybe do something to recover from recent troubles. The main point of this is to ask you guys if the Dengine files page ( http://files.dengine.net/ ) is current (or maintained), but also to start an open-ended talk if anyone knows of any progress I havn't referenced here. At the bottom of the post I have listed some sites I 'scouted' to get this info from (along with sorting through my harddisk crap) so let me know if there's some Doomsday-related mod/addon projects that I don't mention :thumb:

I think the aim here is to actually pave the way for the Doomsday Wiki page to get a bit more structure (the addons section obviously) so people can actually have a resource on chcking out updates for their Doomsday install.

Also I have to ask : Maybe it's worth doing a repack of all this stuff? I mean, the only thing I know of thats still maintained is the jDTP/DHTP, everything else seems to be dead, lost or floating, or still suffering from the shellshock of N*wdoom completely raping the Doom scene. I dunno... thoughts? Anyway here goes my rant...


jDRP: jDoom Resource Pack
- Wiki page is a blank entry
- http://files.dengine.net/ has direct download to jDRP v1.01 and jDRP v1.1 Alpha [Snowberry compatible]
- Apparently the original homepage was http://modelyard.n*wdoom.com/ but *that site* is up the sh!t as you all probably know, doesn't even work half the time for me...
- Web archive to save the day... most recent archive before going offline is at http://web.archive.org/web/200705210836 ... wdoom.com/ which has jDoom Resource Pack v1.01 dated as 17.02.2004
- Where did the alpha v1.1 come from (or rather, how did you guys even get it)? Any updates on it? Google has jack all.

jDUI: jDoom User Interface pack
- Wiki page doesn't exist
- http://files.dengine.net/ has direct download to filename jdui-all-20080614.pk3
- The only Google page worth mentioning is a n*wdoom thread that links directly to above Dengine files page
- OK i found something else, "slide" is the creator of this it seems (unless its a different one). His page WAS on n*wdoom, the assholes took it down of course so it's webarchive to save the day again... http://web.archive.org/web/200712131445 ... wdoom.com/
- Version 1 listed as "jDoom UI pack v1.07", jdui-install.exe @ 6.6mb, 29/10/03
- Version 2 listed as "jDoom UI pack 2 Preview v2.0b", jdui.pk3.zip @ 16.6mb, 07/06/04
* It's quite interesting to note that on the WebArchive page it says "you are given license to use these files only with the official Doomsday Engine by skyjake"... I think someone over at Risen3D has been violating that. Anywho...

jDTP: jDoom Texture Pack
- Wiki page doesn't exist
- Now known as DHTP, Wiki should be updated thusly
- "Homepage" is at http://doomtextures.freelanzer.com/, latest download is kept up-to-date at http://forums.yaa.dk/viewtopic.php?f=32&t=69
- What the heck is the jDTP at http://cainx.free.fr/Doom.htm - it's very old, but is that the same pack or is it different?

jDEP: jDoom Environment Pack
- Wiki page doesn't exist
- Download can be gotten at http://files.dengine.net/jdep-all-20080614.pk3
- http://web.archive.org/web/200712131445 ... wdoom.com/ lists jDEP v2.03 dated as 30/11/03, and the Final Doom addon is a seperate download; is the one on DEngine Files page inclusive of Final Doom extra's? Oh I can find that out myself don't worry :)

Detail Textures Pack
- I don't even know what this is, Google finds nothing on DETAIL texture pack for jDoom
- Is this actually the same thing as the Doomsday-special suppliment for the jDTP that has shinemaps and stuff? Specifically "dhtp-20090226.pk3" is the latest. If so, perhaps we should remove that list-point from the Wiki (and just list it on the jDTP page)
- Or is this the same as the "Daniel Norton's detailed textures" that is listed on Risen3D (but that one is repackaged for Risen3D)
- I found a "Details.pk3" on my hdd, it is indeed the same one from Daniel Norton - bundled readme says so, and it was packaged by skyjake.

Abbs Alternate Model's Pack
- Can't find any solid data at all on this one...

Sycrafts music site
- Link to his site is valid

Mr. Chris's jDoom Music Mix
- Links to http://www.furnation.com/chrisdragon/do ... dtrack.zip which is dead, I don't know of that one

Ashley Carr's Doom 1 Remixes + Ashley Carr's Doom 2 Remixes
- Links appear to be valid

Doom Depot Music Mixes (Including Console Doom)
- Link is dead, http://web.archive.org/web/200406040913 ... music.html works but no files are mirrored on the web archive :(
- These are just music files, does an addon made with any of these exist?

DeScriptor's Doom Soundtrack
- Link is dead but http://web.archive.org/web/200707060724 ... .narod.ru/ works
- These are also just music files to download, not really an addon... [no files kept on web archive as usual]



In regards to "repack" note up top, here's an example - something I made myself mainly for my own taste:
- High Quality Music Remixes pack by AshleyCarr and Lorcan (jdmu-unofficialremixes-various-01.pk3)
All extracted into one pack, removing duplicates [favouring AshleyCarr's awesome remakes]
Doom 1/Ultimate (jdmu-doom-remix-AshleyCarr.pk3)
Doom 2 (jdmu-doom2-remix-AshleyCarr.pk3)
Fixed to also not conflict with Plutonia
Doom TNT (tnt-remix-lorcan-20071225.pk3)
Doom Plutonia (Just a custom def file by JonusC, re-uses the tracks from these Doom1/2 packs just as the original Plutonia did)
Works as a .pk3 to go in the data\jdoom\auto folder, works well in all Dooms


-To Do-
- Cross-check my older local files with new online downloads and merge duplicates
- Do Hexen and Heretic



Summary of sites i've scouted so far:
http://files.dengine.net/
http://cainx.free.fr/Doom.htm
http://web.archive.org/web/200712131445 ... wdoom.com/
http://web.archive.org/web/200802061957 ... uke32.com/
...and some others I can't remember [if not listed above].

Alright, i'm done. Thanks for reading my novel. See ya's on Mars.
«1

Comments

  • A repck of most of the packs is still on my to-do list but I have been busy, and also don't know what needs to be done to fix the broken packs. And right now I'm on holida and don't have access to my pc until august^^
  • How would you guys feel if we set it up so that the addons could be uploaded to the wiki as attachments? That would then be the official place to distribute addons for Doomsday.

    We could also have the addons backed up automatically and a version history would be recorded in the wiki.

    The one issue is that MediaWiki allows directly uploading a couple of megabytes only (haven't checked what's our max), but there's the option of getting the file from any URL. So big addons would first need to be uploaded somewhere else, and then URL-uploaded to the wiki.
  • skyjake wrote:
    How would you guys feel if we set it up so that the addons could be uploaded to the wiki as attachments? That would then be the official place to distribute addons for Doomsday.

    We could also have the addons backed up automatically and a version history would be recorded in the wiki.

    The one issue is that MediaWiki allows directly uploading a couple of megabytes only (haven't checked what's our max), but there's the option of getting the file from any URL. So big addons would first need to be uploaded somewhere else, and then URL-uploaded to the wiki.

    That sounds good. If bandwidth is an issue, particularly for the larger files (e.g. the music packs - my all-in-one is 350MB) we could use MediaFire to upload? Its like Rapidshare but apparently they dont delete innactive download until months of no activity.

    I would also be happy to mirror them on my own website sometime in future. Right now its only on Shared hosting though, but I do plan to go to a dedicated server ASAP.
    KuriKai wrote:
    A repck of most of the packs is still on my to-do list but I have been busy, and also don't know what needs to be done to fix the broken packs.

    I'm happy to sort through them and make some working box's out of them, I was going to do it over the next few days for myself anyway. I also wanted to compile some of the classic Doom TC's and Mods/WADs into a Doomsday compatible format, hopefully to host them on the Wiki aswell. With the music addons, i'll probably seperate the addon boxes in a per-IWAD fashion (rather than an all-in-one like I have) - that makes the most sense I think.

    [Slightly off-topic] What are the chances of getting a new fileformat for addons apart from PK3? PK7 perhaps - a 7-zip compressed format? Or would that be too slow... [/Slightly off-topic]

    Anywho, i'll be crawling the web (and the archive) for all addons and enhancements I can over the next couple of days and see what I can build - i'll reply here and run it by you guys before doing anything drastic to the Wiki :) Luckily a lot of the stuff that seems to have disappeared from the web is still on my hard-drive, i've still got a Doomsday folder from about 2 years ago :P
  • skyjake wrote:
    How would you guys feel if we set it up so that the addons could be uploaded to the wiki as attachments? That would then be the official place to distribute addons for Doomsday.

    We could also have the addons backed up automatically and a version history would be recorded in the wiki.

    The one issue is that MediaWiki allows directly uploading a couple of megabytes only (haven't checked what's our max), but there's the option of getting the file from any URL. So big addons would first need to be uploaded somewhere else, and then URL-uploaded to the wiki.

    I think a wiki is not an easy place to find things. also you require people to request to be able to edit the wiki so that would put a lot of people off.

    Also I'm sure dani was planning to write up some code for the new site to let people upload stuff they make. which we test the pack before it becomes downloadable by others.
  • KuriKai wrote:
    I think a wiki is not an easy place to find things. also you require people to request to be able to edit the wiki so that would put a lot of people off.

    Also I'm sure dani was planning to write up some code for the new site to let people upload stuff they make. which we test the pack before it becomes downloadable by others.

    I thought he was talking about the "official" (for lack of a better word) addons for Doomsday being uploaded on the Wiki?

    Uh-oh I spotted the words "New Site" hope that wasn't supposed to be a secret :crazy: Well it'd be easy enough to have such a system if you used a CMS such as Joomla or Drupal :thumb: but regardless of how you guys do it it's not very hard to do :) its just the whole integration of Forums + Wiki + Main Site + Blog and whatnot.

    I'm personally not a huge fan of MediaWiki in general; but it does have that unique ability to allow many people collaborating on a knowledge base... alas whichever one of you guys set that up did a pretty damn good job of it, too often i've seen Wiki's that are hard to navigate and illogically structured so kudos on that :party:

    EDIT: I've been trying to make sense of the addons I have, specifically the jDRP 1.01, 1.1 alpha and the jDUI pack. There seems to be a lot of duplicates across the three, from quick investigation it seems some (if not neatly all) of the jDUI pack was integrated with the jDRP 1.1 alpha.

    But i'm having difficulty getting my head around the management of my folder structure and file layout to even make any firm notes on it. I'm actually interested in building a mod (probably a standalone game, in retrospect/comparison of scale to the Action Doom 2 ZDoom-engine game) and as such I think there's a lot of learning and working I need to do for myself first.

    I'll be starting on building a series of scripts/plugins and a general "project workspace" for a File Manager such as Total Commander or Konquerer or etcetera (still researching) so I can view DMD's on the fly, browse PK3's, compare and merge DED's on the fly; that sort of thing. I like to be organised so yeah...

    Anyway, my point to starting this thread was probably wishful thinking - to try and get some sort of perspective on the whole addon progress in whole, with a timeline of what happened and what needs doing and stuff, but i've realized that's too much for any one person to know!

    Regardless, I'll keep at it - and i'll be around ;)
  • KuriKai wrote:
    I think a wiki is not an easy place to find things.
    Yeah a wiki isn't the ideal medium for file distribution, but being flexible it can be made to work. And it's not the wiki's problem that one can't find thing -- with proper categorization and page structure it should be quite good.
    KuriKai wrote:
    also you require people to request to be able to edit the wiki so that would put a lot of people off.
    Perhaps. On the other hand, they could also post screenshots and other helpful info about the addon to the wiki.
    KuriKai wrote:
    Also I'm sure dani was planning to write up some code for the new site to let people upload stuff they make. which we test the pack before it becomes downloadable by others.
    That would be a great interface as it would solve the upload issue. I would still put the addons to the wiki as well, though. Whoever tests the addon could do it quite easily. We need a central repository of knowledge about all things Doomsday, and the wiki is our best bet at the moment.
    JonusC wrote:
    Well it'd be easy enough to have such a system if you used a CMS such as Joomla or Drupal
    That's what I'd prefer as well. Actually, I would like to see the "front page" (http://dengine.net/) running on a CMS at some point.
    JonusC wrote:
    I'm personally not a huge fan of MediaWiki in general; but it does have that unique ability to allow many people collaborating on a knowledge base... alas whichever one of you guys set that up did a pretty damn good job of it, too often i've seen Wiki's that are hard to navigate and illogically structured so kudos on that
    Thank you, it was mostly me setting up the structure. :) Now that the wiki visual theme is also up to date I would say the wiki is quite fertile ground for future knowledge accumulation. (In my experience, MediaWiki is one of the better wiki systems.)
  • skyjake wrote:
    We need a central repository of knowledge about all things Doomsday, and the wiki is our best bet at the moment.
    Indeed. There might be more suitable systems (addons?) for file management, but Wiki's are a great documentation framework.
    skyjake wrote:
    That's what I'd prefer as well. Actually, I would like to see the "front page" (http://dengine.net/) running on a CMS at some point.
    Well if you end up using Joomla, feel free to ask me any questions - i've built a few sites with it and learnt my way in and out of it with my own core modifications even ;) it's very flexible CMS with a massive amount of extensions, but Drupal is better at some things even though i've never used it [out-of-box localization and multi-categorization of articles are the main two I can think of].
    skyjake wrote:
    Now that the wiki visual theme is also up to date I would say the wiki is quite fertile ground for future knowledge accumulation. (In my experience, MediaWiki is one of the better wiki systems.)
    I thought MediaWiki was the only Wiki platform [worth using] :crazy:


    I dug up some old threads about yours (or maybe DaniJ's) example of using 3D Models as map objects for slopes and 3d-floors - I didn't even know Doomsday could do that yet! While I learn to make maps and mods I hope to learn more about Doomsday scripting and Doom Builder to further contribute to the Wiki :)

    BTW, if you don't mind me asking, what sort of software do you guys use for managing all your general assets (in regards to addon creation/editing)? I've tried out DOpus and Total Commander and with the latters' plugin/script ability it seems like a pretty capable workspace. But if you guys use Windows (or software that has Windows ports), i'm curious to know what you regard as 'essential' tools :D
  • skyjake wrote:
    JonusC wrote:
    Well it'd be easy enough to have such a system if you used a CMS such as Joomla or Drupal
    That's what I'd prefer as well. Actually, I would like to see the "front page" (http://dengine.net/) running on a CMS at some point.

    The current site is running on a CMS that I created(it could not be updated at all cause phoebus never let me have access to the ftp on newdoom). The new site won't but on a CMS
  • You created your own CMS!?!? Or you created your own template?

    Well If you guys don't plan on having a CMS framework behind the dengine.net homepage that's your decision of course :) I can see a lot of reason behind it though. The main reasons for a CMS I think are, for starters to allow multiple users to administer and contribute to the site (you have the forums and the Wiki for that) and secondly to provide a dynamic portal for updated news, content and knowledge/data base entries (and you have the Wiki and DevBlog for that).

    Nonetheless, I can't wait for the new releases! I thought the next one would be out by now...
    If it's not out in 24 hours i'm going to donate again *shakes fist*
  • I created my own CMS
  • JonusC wrote:
    Nonetheless, I can't wait for the new releases! I thought the next one would be out by now...
    Beta 6.5 was released a few days ago. The next version should be released near the end of this month, as per the monthly release cycle.

    viewtopic.php?f=4&t=89
  • Beta 6.5 was released a few days ago.

    Oh thanks mate I missed that update! And so we draw closer to Deng2... :D
  • How do you make an all-in-one music pack for Shareware Doom/Ultimate Doom/Doom II/Plutonia Experiment? Does any one have a skeleton code for the .ded file? Note that I use different music set for Shareware Doom and Ultimate Doom.
  • Hi folks,

    a few days ago i downloaded Doomsday 1.9 Beta 6 from your site. I had a break for a couple of years, i think 5-6 years without playing any Doom (how could that be!!! ;)), see also my thread in the technic section.

    First i thought the project does not exists any more, but after a little bit research and using Google i found you. It is very cool to read, that some of you guys keep this alive and i like your plans for your project! First i stranded on a forum called "newdoom.com", payed some bucks and didn
  • MPD Psycho wrote:
    How do you make an all-in-one music pack for Shareware Doom/Ultimate Doom/Doom II/Plutonia Experiment? Does any one have a skeleton code for the .ded file? Note that I use different music set for Shareware Doom and Ultimate Doom.

    http://dengine.net/dew

    EDIT: Here's the DED's from an all-in-one music pack I made a while ago you can use as an example/reference. AFAIK it's all 100% but I havn't tested every single level yet. Although I don't use Doom1 shareware at all so I don't know about that, I suppose you'd have a new DED and at the beginning insert "skipif not doom1-share" or something like that, not sure if it's doom1-share or doom1-shareware or... yeah. You'll have to find that out.

    TR2N wrote:
    I would also love to update/patching the resource packs. If somebody could post some hints and basics or can point me where to find it, i would be ready to go!

    http://dengine.net/dew
  • a little off topic but I was just wondering, with people making their own music packs and texture packs and maybe even model packs, if and when multiplayer gets working again, will it matter? I mean will everyone have to have the same packs to play?
  • PostFatal wrote:
    a little off topic but I was just wondering, with people making their own music packs and texture packs and maybe even model packs, if and when multiplayer gets working again, will it matter? I mean will everyone have to have the same packs to play?
    It stands to reason that any cosmetic changes won't matter, but core changes that would affect the gameplay. New or altered states, objects, levels, etc. However, 3D models merely superimposed on the existing states, GUI graphics applied onto the existed mainframe, etc - all these could/should be optional. The models can be deceptive, though, because I know I have modified a state and added another in the wand pk3 for instance, since otherwise the lowering animation will loop improperly.
  • exactly as Psych said. Its like other modern games, Supreme Commander for example has UI mods that can work in mutliplayer games without having to enable these mods on the server or other participating clients.

    It would definately come down to to the syntax level in doomsday on a per-instruction basis. That is, some ded commands will adjust the server, others adjust the client. A new model for an existing monster is a clientside mod as it's only visual and does not alter server mechanics. If the ded for the model, however, adjusted the hitboxes or movement speed of the monster aswell; then it becomes a server change, making the link non-pure.
  • PostFatal wrote:
    a little off topic but I was just wondering, with people making their own music packs and texture packs and maybe even model packs, if and when multiplayer gets working again, will it matter? I mean will everyone have to have the same packs to play?
    It depends entirely on the individual addon as to whether it must be present server-side, client-side or both.

    Take for example, a mod such as Batman TC which includes a DEH patch that (extensively) modifies the behaviour of nearly all game objects. Game object behaviour is handled (mostly) server side but because this mod also changes the player (albeit slightly), the files of this mod must be present on both the server and all clients. Note that you'd want to load it client-side anyway or else you'd end up with a whole bunch of audio/visual issues because this mod features new textures, sprites, sounds, etc, etc...

    A mod such as the DHRP only affects which textures are used and as this is a purely client-side concern, it is not necessary to have this mod installed server-side. In addition, this means that the use of such an addon is a per-client decision, so two users on the same server are free to use entirely different texture sets.

    Presently there is a usability issue with the way this is currently handled:
    Say you are browsing the master server from within Doomsday and you see a game you'd like to join - except you can't because the server has loaded a bunch of addons you didn't load before starting Doomsday. So, what do you do? The only thing you can do; quit Doomsday, locate and enable the addons required (and install them if you haven't already) then restart Doomsday to join the server.

    Not to mention that you can only browse servers for the currently loaded game.

    In the 2.0 Doomsday architecture we plan to address both of these issues:
    We plan to allow changing games on the fly, without having to restart Doomsday. This means that upon starting Doomsday, if multiple games are installed the user will be presented with an interface asking them which game they want to play. Fundamentally, this interface will basically work like Snowberry allowing you to manage addons, choose which game to play etc, etc... In addition, the net game browser will be available but unlike previous releases you'll be able to see servers for all Doomsday games (note that servers for games which the user has not configured to play with Doomsday will most likely be hidden, at least by default).

    Once all addon management is handled by the engine itself it is then a relatively small step to implement the downloading of addons from servers dynamically (and even transparently if the user desires), like most modern games do.
  • DaniJ wrote:
    Once all addon management is handled by the engine itself it is then a relatively small step to implement the downloading of addons from servers dynamically (and even transparently if the user desires), like most modern games do.

    Out of curiosity, how do you guys plan on distinguishing what exactly needs to be transferred? i.e. How does the client know what to grab or what is needed when the server it connects to is not "pure"? Will it be a simple unique-ID assignment per-addon, or MD5 calculation...? In regards to DED's I suppose that isn't hard, it's only text and could be synced from the server with every client connection if needed. But what I mean is, say if the client already has a bunch of PNG textures in their assets folder that the server is running (and hence required), how will the client know that this particular data doesn't need to be downloaded because it's already present...? MD5 comparison?

    Sorry if that's a silly question.
  • JonusC wrote:
    jDTP: jDoom Texture Pack
    - Wiki page doesn't exist
    - Now known as DHTP, Wiki should be updated thusly
    - "Homepage" is at http://doomtextures.freelanzer.com/, latest download is kept up-to-date at http://forums.yaa.dk/viewtopic.php?f=32&t=69
    - What the heck is the jDTP at http://cainx.free.fr/Doom.htm - it's very old, but is that the same pack or is it different?


    Hi all,

    it might be a good thing to link the first project by Doom2texturing (mirror here, 242MB) even though the textures aren't as nice as kurikan's, this pack appears to me as the most complete currently. Speaking of which, how many textures are missing in the current JDTP ?
    Maybe we should complete the missing textures in the new packs with those from the Doom2Retexturing project until we replace each them one by one with better ones, this will permit to offer a complete pack that will get better as time passes by.

    Thank you all for your efforts.

    Sorry for my english.

    --
    Jets
    Emu-France.com
  • Jonus, seems like you're doing the same thing I was doing for a long time for myself only, thinking that it's not an interest for anyone except myself - collecting everything Doom-Heretic-Hexen and getting the best out of it.

    I was mixing texture packs, models from 1.01 and 1.1 alpha, creating music addons. Though, unfortunately, I don't get a thing about .def's etc, and because of that result was not always excellent. That's why I never didn't dare to release it to web.

    I beleieve that I have a lot of music for Doom that is hard to find nowadays. Music from PSX version, Doom 64 etc. Maybe it may come useful? Though I am not sure if everything of it is legal to be widely used.

    And maybe I could help somehow in sorting things out - I am good in it.

    Let me know if I could help, cause now I have a lot of free time I'd be happy to spend on something useful for community.
  • Mancubus wrote:
    Jonus, seems like you're doing the same thing I was doing for a long time for myself only, thinking that it's not an interest for anyone except myself - collecting everything Doom-Heretic-Hexen and getting the best out of it. I was mixing texture packs, models from 1.01 and 1.1 alpha, creating music addons.
    Pretty much the only thing (in regards to Doom at least) that needs a cleanup right now is the DRP. However, loading the 1.1 Alpha on top of the 1.01 is enough to play (to my eye at least, I havnt individually checked everything) and we still need to fix the infinate/massive particle generator on the Mancubus Fireball in 1.01. Textures are fine, the DHTP has 90% of textures as far as I can see (with the exception of the mysterious post before yours, I havn't checked that out yet).
    Mancubus wrote:
    Though, unfortunately, I don't get a thing about .def's etc, and because of that result was not always excellent. That's why I never didn't dare to release it to web.
    I have a history of scripting (AREXX, BASIC, Batch, AWK, Perl, JavaScript, etc) since i was a kid and a very fundamental understanding of most object-orientated programming languages (though I don't excel in any) so the only thing about DED's I can't grasp is the syntax and specific commands, but the Wiki already covers a huge reference - enough for me to feel comfortable playing and exploring. And anything I release, If I do, would go right here in this forum - nay, in regards to the Doomsday addons; in this thread, for testing purposes and ultimately to review. I was working on the Environment Pack, but DaniJ beat me to that :P Regardless I did learn from it.
    Mancubus wrote:
    I beleieve that I have a lot of music for Doom that is hard to find nowadays. Music from PSX version, Doom 64 etc. Maybe it may come useful? Though I am not sure if everything of it is legal to be widely used.
    Since I figured out how to get the Timidity++ MIDI driver working 100% on my Windows 7 x64 install, I don't see the point in messing with music packs when I have this kickass A340 SoundFont ;)

    Mancubus wrote:
    And maybe I could help somehow in sorting things out - I am good in it.

    Let me know if I could help, cause now I have a lot of free time I'd be happy to spend on something useful for community.
    No worries, i've seen you around the forums and this is the only Doom place I hang out - so yeah, when I have anything you'll see it here and only here :D
  • None of the download links work anymore.
  • http://www.dengine.net/blog/?p=357

    The Deng Team are in the middle of a server upgrade. It's all in the News sub-forum.
  • You did check the dates on those posts in the news forum didn't you.

    The site was transferred to a new server at the start of December. It was that new server's bandwidth allowance that was used up in the middle of December.
  • Vermil wrote:
    You did check the dates on those posts in the news forum didn't you.

    The site was transferred to a new server at the start of December. It was that new server's bandwidth allowance that was used up in the middle of December.

    If you actually checked files.dengine.net you'd see the situation hasn't changed, so no I did not check the dates.
  • Abbs Alternate Model's Pack
    - Can't find any solid data at all on this one...
    .

    abbspack can be downloaded here

    http://abbs.jbserver.com/downloads/abbspack/AbbsPack_5.05_SE.zip

    I am not gonna say how long it took me to find this.
  • Hmm, thanks for that Kingswift!

    I've been away for a while now, I don't think I will get involved in this again at least until we get near-close to Deng 2.0... working on some other things ATM... but I'm still around ;)
  • This might be a little off topic:

    I was thinking of something. It seems like when megawads contain new monsters, they often replace the originals or some of the originals with new sprites, and maybe in the future, models. Isn't it possible to have a megawad that has all the original Doom II monsters and extra monsters (for example, 10 new ones) without replacing any of the original 16 or 18 monsters, making around 28 that appear in a megawad? Then those 10 news monsters would be truly new monsters instead of covering up an original one, using it as a placeholder. I have yet to see any megawad that has done that and has truly new monsters in addition to all the old ones and also a truly new final boss like Doom 64 did, let alone do so without reducing the types of monsters. But Doom 64 was poor detailed with no models and reduced monsters, but at least had an all new final boss.

    Also, what's up with always using the silly Demon spitter as the final boss of every megawad that has a final boss, including the Final Doom wads? That boss isn't fun unless it only appears at the end of Doom II one time. It is over-used, and that isn't creative. That's another thing that should change. It should also be a new final boss without using the old one as a place holder. The bosses should be the generals of hell that wads like Eternal talk about (but for some reason you never encounter) or something like that. Doom 64 did it, but it was not a model, unfotunately.
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