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Comment History
hellborg
hellborg - - 24 comments @ DungeonDoom

It's been a while since I updated this site. The newest version of the mod is 8.2 and only that version is compatible with the current Doom3 1.3.1 - the previous version 8.1.3 only worked with Doom3 1.3

The homepage link is also updated.

Good karma+1 vote
hellborg
hellborg - - 24 comments @ Rotoscope Cartoon Shader

Rotoscope looks so good in Doom3 (and also in Quake and Prey of course - see homepage link) because the starting material in Doom3 is highly detailed. The nice normal maps combined with slightly artificial look of Doom3 engine games is actually a plus, as it increases the contrast etc.

As for HL2, yes, I tried, but the terribly complex implementation of post-processing shaders laft me with instructions for an obsolete version of HL2 at the time I tried. I have the shader in HLSL though, so if anyone knows how to implement it, I would be happy to provide it. HL2 might not look as nice though because of the reduced contrast/specular light etc.

I got rotoscope running in Roboblitz (i.e. Unreal engine 3). It was a bit of a hack, but it should be possible to get it into any Unreal Engine 3 game with a similar method. I'll be happy to make rotoscoped Unreal Tournament 3, once it get out!

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hellborg
hellborg - - 24 comments @ Commander Doom

Handshakes:

Thanks for this comment! Please spread the word that Doom3 modding is much easier than anything else around, so that huge modifications in the gameplay mechanics such as in Commander Doom, Ninja Tournament and DungeonDoom can be made within a short time. I finished the first version of this mod in about two weeks! And during these two weeks I did not put that much time into it! I took a quick look at HL2 modding at some time, but I did not had the patience to get anything done! For example, I tried to implement the Rotoscope Shader in HL2. I gave up after going through various tutorials for full screen postprocess implementation that presented lengthy procedures that were already outdated and did not work anymore. It took me half a day to get the rotoscope Shader into the UT3 engine in roboblitz, which does not have much documentation available at all...

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hellborg
hellborg - - 24 comments @ Commander Doom

You need to make sure ,that the doom3 version you use is the same as the version the mod was made in. Commander Doom V1.1 is available in two versions: one for Doom 1.3 and another one for doom 1.3.1 - you can find out which version you have by checking out the readme file. You will find in the requirements, which version of doom you need. I also posted an updated version of commander doom here:

Doom3.gamefront.com

it features a flying fatty zombie... THe newest version requires the newest doom 3 version 1.3.1, which is available here:

Doom3.gamefront.com

Have fun!

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hellborg
hellborg - - 24 comments @ DungeonDoom

The download links on this site were outdated. The newest versions with automatic installer are:

for Vanilla Doom3:

Doom3.gamefront.com

and for Resurrection of Evil:

Doom3.gamefront.com

There are also patches for these version available:

Doom3.gamefront.com
Doom3.gamefront.com

Unfortunately the patches do not have an automatic installer, but installing them is really simple.

For the older versions, the instructions are in a readme file in the zip file and all versions are installed into the Doom3 base directory (usually C:/Doom3).

have fun,

Hellborg

Good karma+1 vote
hellborg
hellborg - - 24 comments @ DungeonDoom

I released a trailer featuring gameplay of DungeonDoom I and screenshots from DungeonDoom II:

Moddb.com

The gameplay footage is courtesy of www.gamestar.de,, where it was featured in a Video Review.

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hellborg
hellborg - - 24 comments @ DungeonDoom

DungeonDoom II will have a different story, which will make this version more appealing to anybody who played previous versions. It also means that some stuff from DungeonDoom 8 will actually be removed. However, most of the gameplay mechanics will make a comback in some form and there will be a lot of additional content/features. There will be no DungeonDoom 9. There might be something like DungeonDoom 8.1.4 if any bugs are reported. I don't want to say too much for now, but unlike the original DungeonDoom, I want to have a genuinely interesting story in DungeonDoom II.

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hellborg
hellborg - - 24 comments @ DungeonDoom

There should be a teleporter in level 4, which leads back to the city - and there you can go to the shop. I think, that in practice, the first dungeonlevel is 0, so including level 0, it might be a total of 5 levels for the first shop. You will also encounter the first boss in a special room, before you can proceed to level 4.

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hellborg
hellborg - - 24 comments @ Rotoscope: A Doom 3 Cartoon Shader

I am happy to see that many of you like this mod! I just made a little website (http://dungeondoom.d3files.com/rotoscope/), which so far does not contain much though. I would really like to release a video, but I do not have the capabilities to record one on my machine. It is simply not powerful enough to run the game and to screencapture at high resolution and high framerates - and making a low res or slideshow-like video would not really give it justice. So, if any of you guys can make a video, I would be very happy to post it.

Concerning the shader itself, it is not an engine modification, but simply an image postprocess running on the graphics card. It is not illegal at all. I tried some variations of it, such as smoother transitions between the brighter and darker parts, but the result was basically a less cartoonish/artistic and more technical look-and-feel, which I did not like so much. Anyways, these details, as well as the question, if Doom3's environments should be lightened up compared to the original are mostly a matter of taste. But anyways, keep posting your comments, but if you have a suggestion to improve the effect, try to be as specific as possible!

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hellborg
hellborg - - 24 comments @ Ninja Tournament

You could increase the mouse sensitivity, then you might not need to use the whole desk. However, when I was doing my hardcore game testing sessions in "The Pit", I shook my little computer desk so wildly, that I dumped all the stuff on it on the ground! Also, as I mentioned in the readme, some mice are better suited for the sowrd control than others. A good, fast gamer mouse is probably most useful.

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hellborg
hellborg - - 24 comments @ DungeonDoom

DungeonDoom certainly need a computer powerful enough to run Doom3 and maybe slightly better, because the number of enemies on the scene is often higher. The mod also includes several additions that require more working memory than standard Doom3, so running any additional software in the background might kill performance. I do not know what requirements WoW has, so I do not know how poerful your machine is. It should run smoothly on most current PCs. With my relatively old PC (AMD 2.4Ghz, Radeon 9800 PRO, 2GB system memory) , I only noticed lags right at the start of a game (it usually took a few minutes to show the player, and the game kept lagging for the first 10-20seconds) and there are a few (about 1 every 5-7 minutes) periodic lags in arena mode, while the engine is loading the next wave of monsters. While some previous beta versions had pathological lag problems I did not experience anything unusual about this version, yet. Can you tell me exactly under which situation (system config, which gamemode in which situation) you experienced these lags? Also, you mentioned that a previous version worked fine for you. Do you remember which version that was?

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hellborg
hellborg - - 24 comments @ DungeonDoom

General_Hoohah: sure, I am happy to check out this book! After all, I don't want to make a mod that is not realistic!

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hellborg
hellborg - - 24 comments @ DungeonDoom

General_Hoohah:

Thanks for the comments! And it's nice to read that you liked the mod overall.

First of: Although I get a lot of help from betatesters and included stuff from others, this mod is basically made by a single person, so be patient about improvements.

1: the key combos are only used by the ninja, so if you don't like them, you can execute similar skills with other characters. I got some complaints about difficulty from others, so I made the keystrokes easier to execute at "easy" difficulty setting. I will make them even easier, if you think that they are too hard to pull off.

2: the wilderness is a little gimick that I added in the newest version. And indeed, in my current working builds, I added different elevations that make the wilderness look more varied. keep in mind that the wilderness is also randomly generated and dynamically building itself during gameplay, so I have to keep it's complexity at a reasonable level. But yes, expect more to come - especially now that I learned how to do 3d modeling, I am trying to make the trees and other stuff more interesting.

3: The experience does not usually count backwards. There are certain monsters that drain experience and if you reached level 15 you cannot reach higher levels and due to a simple bug that I never corrected the amount of experience need to level up is shown as a negative number. However, you can fnish the game without reaching levels higher than 15 - most of the time I finished the game at around level 10 or 11.

4: I made the ninja character because it was easy to make a distinct skin for it and because I wanted to include an interesting sword fighter character. I do not claim accuracy and intensionally allowed anime style heavy swords. The sword-fighting animations are stock doom3 (flashlight hit animation), but now that I learned how to animate the player, I might be able to make these more varied at one point of time. In my opinion, complete stealth based gamplay does not fit very well to the concept of dungeondoom and it would require rewriting all the Doom3 AI scripts etc. to implement. But yes, some of your suggestions might be possible to pull off.

5: As I said before, the wilderness is new, so there are not many quests associated with it yet.

6: If you find an item in a dungeon you would not nessesarily know if it is magical or not before you identified it. This is implemented in classical Rogue like fashion.

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hellborg
hellborg - - 24 comments @ Rotoscope Cartoon Shader

I actually thought that it looks like EGA as well, however, the color reduction is much more specific and actually all color tones of the original game are still preserved. The only thing that is reduced to few sharp steps is the brightness.

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hellborg
hellborg - - 24 comments @ Ninja Tournament

Crispy: I think that individual writen opinions are more useful than votes. The comments on this page relate to the earlier version 1.0 and this current version includes some significant improvements. I also think that it is worth to have doom3 installed, because there are other interesting mods out there.

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hellborg
hellborg - - 24 comments @ Ninja Tournament

It works for me - just tested again. I heard reports about problems before, but in my experience it worked 99% of the times I tired.

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hellborg
hellborg - - 24 comments @ Dungeon Doom

the most recent versions are available here:

Version 8.0.1 for Doom3 with Resurrection of Evil on Windows PC:
Doom3.gamefront.com

Version 8.0.1 for Doom3 with Resurrection of Evil on Linux PC:
Doom3.gamefront.com

Version 5.2 for standard Doom3 on Windows, Linux PC or MacOSX
Doom3.gamefront.com

Version 5.2 has far less features compared to 8.0.1 and is also less polished

Thanks for nice comments!

Good karma+1 vote
hellborg
hellborg - - 24 comments @ Ninja Tournament

I played around with some alternative controls. The next version will use the keyboard for pure forward/backwards and sideways strafing and mouse movements for turning unless button 1 is pressed down. If this button is pressed down, mouse movements are transfered to sword movements. I also added a blocking feature that can block frontal damage, if the sword is held at a specific upright position. Movement modifiers (more damage if you add your body weight into the slash by jumping at your enemies!) are also in, though these do not currently take into acount, if you move towards the enemy or away from the enemy - anyways, if you move away from the enemy you will not make significant damage anyways, so it does not really matter.

The next version will also offer the possibility to play the vanilla doom3 maps with the ninja. THis feature will not be really perfect and there might be some dead ends along the way. Also, the Doom3 maps were not made with thirdperson view in mind. Although I added a dynamic camera, it is difficult to avoid camera clipping with the level, which then in turn slows down the engine quite a bit.

Any suggestions are welcome!

Good karma+1 vote
hellborg
hellborg - - 24 comments @ Magic: The Elemental Wars

Sounds great! I loved the original Z game by the bitmap brothers, which used a control point based resource gathering mechanism. The game maps were relatively small and the action was furious, so if you did not conquer and protect enough control points right in the beginning, you did not have a chance to survive your enemies attack. This mod might have similar qualities. I am just wondering: In Magic the Gathering, one key aspect of being competetive is to have the right balance of resource types and units that can utilize these resources. Will this mod include this aspect? You write that the colors of magic correspond to different teams? Does this mean that you will need to choose in the beginning, which type of resources you will need to get and which types of units you will be able to produce? Will is be possible to go after multiple resources and control multiple races at the same time? How does competition about resources play into the game? If a pure red team fights a pure green team, is there any competition for the resources?

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hellborg
hellborg - - 24 comments @ Ninja Tournament - A craptastic swordfighting simulation!

do you mean you hated DBTS or do you hate Ninja Tournament?

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hellborg
hellborg - - 24 comments @ DungeonDoom 8.0XP released

Alright, I increased the gamma and the screenshots look slightly better on my hardware as well. Thanks for the comments.

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hellborg
hellborg - - 24 comments @ DungeonDoom 8.0XP released

The level of brightness in Doom3 is certainly a matter of taste. That's why I included user selectable four levels of brightness + optional ambient light for the mod. I personally like the gloomy atmosphere depicted in the screenshots and they look fine on my standard monitor.

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hellborg
hellborg - - 24 comments @ DungeonDoom

Seriously, I was thinking about adding a summoner class, and then turn this whole thing into a real-time strategy game. I am not sure exactly how I would like to tune the gameplay mechanics to keep the game challanging. Maybe, limiting the number of monsters that can be spawned per level would be cool. combined with a pretty weak character who really relies on the summoned monsters for protection and some indirect gameplay control - for example by 'shooting' powerup spells at the summoned monsters to keep them alive... Any thoughts about this or alternative pitches on real time strategy elements are greatly appreciated!

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hellborg
hellborg - - 24 comments @ DungeonDoom

how about summoning a wizard, who can summon a wizard, who can summon a wizard, who can summon a wizard, who can summon a wizard, who can summon a wizard, who can summon a wizard... hey, the game would be really easy then!

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