Some compilation packs
Hi all,
I'm posting this hoping to be helpful to somebody. I've compiled some rsource packages for jdoom/jheretic 1.9.0. All credits go to the respective authors, mine has only been a job of repackaging to have in few single packages all the best resources one can gather. So here it goes:
"jhrp+psy-20100928.pk3" [ http://www.filefront.com/17328700/jhrppsy-20100928.pk3/ ] is the latest jHeretic Resource Pack 1.01, with the addition of Cain's models and the latest Psychikon improvements: Gargoyle, Wand (ammo and HUD) and menu-skull. All credit to them
"jdep-all-slide-skyboxes-20100401.pk3" [ http://www.filefront.com/17328714/jdep-all-slide-skyboxes-20100401.pk3/ ] is basically a single package that contains all slide-skiboxes by DaniJ, KuriKai, Slide in one single pack. It matches the right ski-boxes with the respective games (Doom1/Doom2/FinalDoom), like it was with the original JDEP.
"jdui-20100928+statusbar+face11.pk3" [ http://www.filefront.com/17328745/jdui-20080614statusbarface11.pk3/ ] is based on JDoom User Interface Pack and includes the hi-res HUD face v1.1 by Mr.Rocket with cleanup work by Searinox. This version also fixes the status bar that didn't display correcly in jDoom 1.9.0.
"jdrp101+11a+fixes.pk3" [ http://www.filefront.com/17328814/jdrp10111afixes.pk3/ ] is a compilation of DaniJ's jDoom Resource Pack 1.01, and contains all new completed models by DaniJ's jDRP 1.1alpha, except these incomple packs: GUI, StatusBar, Font, LostSoul, Spectre, Deamon. In addition, the following changes have been applied: HUD-Chainsaw has skins from Abbs pack with yellow glove; HUD SuperShotgun from 1.1alpha has been fixed to implement shot flashes and gun lowering in the ded file; BFG and Chaingun pickups have skins from Abbs pack; FormerCommando has Chaingun skins from Abbs pack; Imp and Demon monsters have filtered skins in PNG, and Demon's md2 and ded are from 1.1alpha with transparency for the Spectre, so therefore the Spectre is not included; BFG and Plasma explosion effects from Abbs.
I hope not to hurt the sensitivity of the original authors, again all credits to them, I just wished to provide a "rational", easy-to-use compilation of the respective resource packs.
I'm posting this hoping to be helpful to somebody. I've compiled some rsource packages for jdoom/jheretic 1.9.0. All credits go to the respective authors, mine has only been a job of repackaging to have in few single packages all the best resources one can gather. So here it goes:
"jhrp+psy-20100928.pk3" [ http://www.filefront.com/17328700/jhrppsy-20100928.pk3/ ] is the latest jHeretic Resource Pack 1.01, with the addition of Cain's models and the latest Psychikon improvements: Gargoyle, Wand (ammo and HUD) and menu-skull. All credit to them
"jdep-all-slide-skyboxes-20100401.pk3" [ http://www.filefront.com/17328714/jdep-all-slide-skyboxes-20100401.pk3/ ] is basically a single package that contains all slide-skiboxes by DaniJ, KuriKai, Slide in one single pack. It matches the right ski-boxes with the respective games (Doom1/Doom2/FinalDoom), like it was with the original JDEP.
"jdui-20100928+statusbar+face11.pk3" [ http://www.filefront.com/17328745/jdui-20080614statusbarface11.pk3/ ] is based on JDoom User Interface Pack and includes the hi-res HUD face v1.1 by Mr.Rocket with cleanup work by Searinox. This version also fixes the status bar that didn't display correcly in jDoom 1.9.0.
"jdrp101+11a+fixes.pk3" [ http://www.filefront.com/17328814/jdrp10111afixes.pk3/ ] is a compilation of DaniJ's jDoom Resource Pack 1.01, and contains all new completed models by DaniJ's jDRP 1.1alpha, except these incomple packs: GUI, StatusBar, Font, LostSoul, Spectre, Deamon. In addition, the following changes have been applied: HUD-Chainsaw has skins from Abbs pack with yellow glove; HUD SuperShotgun from 1.1alpha has been fixed to implement shot flashes and gun lowering in the ded file; BFG and Chaingun pickups have skins from Abbs pack; FormerCommando has Chaingun skins from Abbs pack; Imp and Demon monsters have filtered skins in PNG, and Demon's md2 and ded are from 1.1alpha with transparency for the Spectre, so therefore the Spectre is not included; BFG and Plasma explosion effects from Abbs.
I hope not to hurt the sensitivity of the original authors, again all credits to them, I just wished to provide a "rational", easy-to-use compilation of the respective resource packs.
Comments
This may come relatively later... What is being worked on currently is items and effects at the moment. You can expect a release fairly soon, but it just depends!
I think this is the best package I managed to build for Doom64 Absolution. This pack comes with everything you need. You only have to add DOOM2.WAD in the "data\doom64" folder and run one of the included bat
Main features:
- the most up to date Doomsday engine (1.7.14 - see below for the explanation); - the most reacent Doom64.dll that comes witn the Outcast Levels; - the additional Outcast and Redemption-Denied levels; - the Doom64 HiRes Weapon Pack v2.0, by Hellbound Hillbilly; - the Doom64 Outcast HD stuff gathered by PimpUigi
Obviously all credits go to the respective authors.
_____________________________________________
The original and final Doom64 Absolution.exe engine had terrible chopping sound. Therefore I set out to find a more recent version of the Doomsday engine that worked with the Doom64 TC, but soon realized that the quest for upgrading the Doomsday.exe engine with the Doom64 TC was daunting to say the least.
Some versions, notably 1.7.8, 1.7.9, pop-up an error when loading: "The ordinal 238 could not be located in the dynamic link library". Other versions, 1.8.0, simply exit with a violation error. Yet, some other versions, 1.8.2, 1.8.6 seem to load fine but then during gameplay input keys fail to respond.
After many trials and error, the best and most recent version that works fine is the 1.7.14. The steps to make it work with the Doom64 TC were:
1- extract Doomsday 1.7.14; 2- extract in a differen t folder Doom64 Absolution; 3- copy Doom64.dll into the Bin folder of 1.7.14; 4- open Doom64.dll with a Hex editor and search the string "ABSOLUTION.EXE", replace it with the string "DOOMSDAY.EXE 0x00 0x00" (the two zeros are to pad the remaining characters).
"There was an error in the metadata entry of the addon jhrp+psy-20100928-pk3, in the file C:\DoomsdayBeta9\snowberry\addons\jhrp+psy-20100928.pk3."
Any idea why this is?
Yup, you are right. It was the Info file. I fixed it.
Thanks.
I'm sorry for the error in the Info, I've never checked that since I don't use snowberry. Can you post what needs to be modified so I can correct the mistake. Thanx
can you identify the source of the lag in map 32? Is it related to the torches? If so I could revert them to JDRP 1.01 instead of 1.1 alpha. I think you're referring to model "L-TallTorch" in "Decor" folder, right? or is it L-Candle, L-FireStick, L-MediumLamp, L-Small-Lamp, or all of the above?
Immediately after going through the first door there is a ceiling with many red lights on it. When you disable all textures you will be able to see those red lightsources clearly. There are simply too many of them, since there's one for every light lamp there can be some 50 in view at once. To fix this, you must disable decorations in Graphics -> Lights.
Searinox, do you think it's related to the 1.1 decor models or the same issue can be reproduced with standard JRDP 1.01? Thanx
The problem is that this particular ceiling tile simply has A LOT of lights on it. In view there's some 100 ceiling lights showing at once, and if every one of those is given its own glow it produces massive lag. So while adding light effects to decors painted on textures is indeed a good idea, doing that with this particular ceiling is not.
Then I reckon the problem might be fixed by changing something in the file "jDRP-DecorLights.ded" ? I'm not an expert, maybe DaniJ, who's the author of the 1.1 alpha models, has some insights onto this?
There are still some models that need done, but this is much better than it was. I hope the arch vile was improved. I looked at its maps in the folder but I can't tell if it was improved upon.
Edit: Ok, I redid it and created a new pack for myself that is just like the fixed jdrp pack except it is using Tea Monster's cacodemon instead of the fixed jdrp version of the caco.
http://www.mediafire.com/?jgu2nspae7d52an
Decoration glow effects can now be fully enjoyed without having to lag on M32. If you do not manage to archive this file before it expires, I will be making periodic visits here and re-uploading it.
I've just been recommended to try this and I have to say it rocks; thanks! It'd be great if we could be offered this as an alternative on the add-ons page. Thanks for your work in compiling it and, of course, the hard work of all of those model authors.
never had doom64 myself so i had no idea how cool it was. i had looked it up often before and read up about how different monsters were and such, but its a totally different game.
expected the levels would be the same but just with new monsters, so i was surprised to find new levels, which all look totally kick-ass, and its cool that the levels are more advanced build then the original doom levels for doom for pc, with all the props and seperate switched instead of being a wall texture and shooting wall-plates and such.
but the most kick-ass i find the true3d structures of the levels with the bridges and such
didnt know something like that was actually possible in a doom engine :-O
must say it the doom64 TC totally rocks, and big thanx for whoever compiled it, never had the original and this is as close as its gonna get to playing the actual doom64 for me
had looked doom64TCs up before but never found any which were so complete, or better, ones which i even managed to get working )
so huge thanx to the uploader for uploading his compiled doomsday with doom64 TC