Just a quick update for everyone, I've been studying alot lately on other things, which
should be useful for the project in the future,
3Ds Max, C++, UE4, UE4C++
And on top of that Japanese
cause I intend on going to Japan next year,
The reason i'm doing alot of studying is because I need more modern skills
and mostly I need a better job, I'm broke, i'm always broke and have been for years
i'm 28 and still living with my parents and relaying on them for help to even pay
for the car to get me too work.
I'm not giving up on the project but my studies will be coming first now rather than second,
Also remember Doom Reborn is a community project for the community and by the community,
we always can do with more help, I "Michael" am pretty much only a mapper but i've dabbled in pretty much every aspect of the project over the past 5-6years since I picked the project up again and continued at least where I left off with Map02.
Tea Monster is currently working on the monsters really for his other project but is trying to get a export into idTech4 for Doom Reborn & nbohr1more on ModDB from The Dark Mod team has pointed out that if you are working with Blender then you should
"Stop by The Dark Mod forums. We have a few modelers who've tangled with Blender issues. :)"
which should be helpful for quite a few people working with Blender for idTech4 since i've heard they don't mix too well. But if you'd like to help out leave comment here or at the Doom Reborn Forum :)
Just wanted to keep everyone updated on what's going on, and I hope you's are all keeping well
Doom Reborn Engine Source Code
Me and Jonny have now made the Engine source code available from github
if your a c++ programmer and would like to help out take a copy :)
Doom Reborn Pre-Beta Version 1.6 - ModDB Link
Doom Reborn Pre-Beta Version 1.6 - www.DoomWadStation.net Link
Dafama2k7's Pre-Beta Version 1.6 Unoffical Mod Patch
Join us at the forum if you want to leave some feedback :)
I recommend using Dafama2k7's Unoffical Mod Patch
it will correct the issue with the stats screen and health vials
as well as adding quite a few improvements
If you want to set a custom resolution like 1920X1080
Also use the command "r_aspectratio 1" for 16:9 (0 = 4:3 1 = 16:9 2 = 16:10)
New resolution options will be added to the main menu in a future release
John Romero's E1M8 Wad
John Romero's E1M4 Wad
John Romero's & Adrian Carmack's BLACKROOM
- Copy of Read Me
Doom Reborn Mod
Pre-Beta Version 1.6
Using the installer simply just select your Doom 3 folder and click next
Example "C:\Program files\Doom 3"
After the install has finished you'll have the option to place a shortcut to the "DoomReborn.exe" on your desktop
- Launching the Mod
Brent&Jonny have made many code fixes and changes that will only work with the new DoomReborn.exe
You should always use the DoomReborn.exe found in the Doom 3 folder
Example "C:\Program Files\Doom 3\"
DO NOT USE THE DOOM3.exe
To use saves you will need to use the provided patch, It will replace Brent's DoomReborn.exe & Gamex86.dll
Jonny is redoing some of Brent's earlier work and this is still work in progress, so for now this is a optional extra
- Known Issues When Using The Saves Patch (Jonny's New work in progress .exe&.dll)
Weapons don't carry over after completing a level
Stats screen music doesn't play
Doom 1 episode 2's stats screen is episode 1's screen
Doom 2's stat's screen is Doom 1's episode 1 screen
Music slider doesn't exist
Stat's screen counters don't calculate correctly
(If you's find other issues please report them to us)
- Known Issues With Pre-Beta Version 1.6 Non Saves Patch (Brent's Old .exe&.dll)
Using Brents old DoomReborn.exe&Gamex86.dll with Pre-Beta Version 1.6 will allow weapons carry over as normal after completing a level this is why i've provided it as default still but it has these issues now unfortunately
prevents stats screen displaying after completing a level,
will prevent the knockback\blob removal from working meaning it'll still be present
Health Vials will no longer work above 100health (They Will Work Properly Using The Saves Patch Jonny's .exe&.dll)
This may not be the case for everyone so please let us know
- What's New
New Levels E2M5, Map09, E1M4b
(To get to E1M4b you have to find the easter egg in E1M3 or cheat by entering "Map e1m4b" in the command console)
(To get to E1M8b you have to find the easter egg in E1M7 or cheat by entering "Map e1m8b" in the command console)
I've (>>GameHacKeR<<) added new textures for the new levels and have removed alot of unused textures and old duplicates, i've also created parallax maps for various other textures and duplicated a couple of reinchards for
other wall textures where they can be used, I've also scaled up various models to make them more noticeable.
Alot of performance&detail improvements have been made in many areas but further improvements will be made in future releases
Various gameplay improvements\tweaks.
Jonny has fixed saves for this release but in this early stage of development you can only use quick saves (F5 quick save | F9 quick load)
Jonny has also been redoing alot of the code and has also added the red flash for when you get hurt but this is also still work in progress
Kept some changes from Dafama's mod for Doom Reborn Pre Beta Version 1.5 I don't know who I need to credit for the Doom 1+2 sound pack but
I do need to open the ".sndshd" sound files I suspect the sample rate is off because there is reported errors in the command console and the sound for
picking up armor shards doesn't work at the moment.
you can toggle between dafama's shader and WolfenTexure pack shader by pressing "R" at any time.
I've done alot of work to earlier levels, i'm not going to list all of them here, but the changes consist of various
light, texture, structure, performance, Changes.
E1M5 had a couple of structure changes and I (>>GameHacKeR<<) simulated the light goggles, most other levels had a couple of light&performance improvements and various texture changes.
There's probably even more things i've forgotten to include.
New original Doom updated midi's from Koitsu7 for E1M9 & E2M1
Updated normal and specular maps on a couple of textures by Robert Mccallister (aka R.G.M)
Knockback&Blob when being hit removed when using Jonny's .exe&.dll (Saves patch)
- Enabling Parallax Occlusion Mapping
I've disabled Parallax Occlusion Mapping by default
To enable it again open the command console by pressing left "ctrl" left "alt" and "`" at the same time and type
"image_usecompression 0" and then press enter.
Then type "vid_restart" and then press enter.
The screen will go black then come back grey for a few seconds while it reloads, don't worry that's normal.
After the screen reloads (takes longer if you make the change mid level) that's you all done, press escape or "`"
to close the command line console.
To disable Parallax Occlusion Mapping again follow this same process except use this command instead "image_usecompression 1"
Michael Hanlon (>>GameHacKeR<<) - (Current Leader, Mapper,Texture Artist, Other Odd Jobs)
Brent de Carteret - (Project Founder\Co-Leader, Coder, Web design, Object modeler, Mapper)
Reinchard - (Creator of remade Doom Guy face in the hud and some of his remade textures and new menu buttons and skull face)
Jonny - (New coder has redone some of Brents older code and added alot of cool things, I can't thank him enough for his help)
Koitsu7 - Remixed midi tracks for e1m9 & e2m1
Dafama2k7 - (Creator of the Doom Reborn Pre-beta Version 1.5 mod which some of the changes have made it into Pre-beta version 1.6)
- Pre release testers
- Past Contributors
Apz Feak - ( Texture Artest, Map Object Modeler, Item modeler, Monster/weapon Skiner)
Pablo_messier - (Mapper)
Neurological_1 - (Music)
Lab_Rat - (Mapper)
Stine - (GFX Artest)
Gazz - (Managing Support)
Striderdm1 - (Tester) Old Member
Cristiano Salvati - (Music) E1M5 Sample
Disclaimer: You may not use this mod for your own designs with out permission from the Doom
Reborn dev team.
A look back at Alpha Version 0.80 I just came across this video today which I decided to share here
because it's quite nostalgic to see how far the project has come over the past 6 years since I picked up my place as a mapper after we all left the project behind at Alpha Version 0.80 a few people have contributed a couple of things here and there over the past 6 years i've been working on it again, it's still nice to see where it had gotten to then and where it has gotten to now.
Without the support of the community this project wouldn't be where it is today.
Thank you all so much :)
Playing using Dafama2k7's Pre-Beta Version 1.6 Mod Update (Using the Brents default .exe&.dll)
Includes a guide on how to setup and adjust settings, along with a quick review
1. setting I did leave out in my previous guide,
"r_aspectratio 0" 4:3
"r_aspectratio 1" 16:9
"r_aspectratio 2" 16:10
Groups You Should Check Out For Other Doom Related Stuff
Doom Italia Group Page (www.DoomItalia.it)
Also check out Medev's user page he shares alot of other cool mods
- Shenmue 3 PayPal Donations Final
I would also like to do a post about Shenmue 3
PayPal Donations are still on going, for an unknown period of time and i've backed it with $220 (£148 for 2 $100 pledges 1 for me and 1 for my nephew $10 each for postage)
To get a Physical copy for the playstation 4 and a trial version for the pc and our names in the credits
If you think you'd be interested in buying the game when it's finished why don't you at least buy the digital version through the pay pal donations it'll be cheaper than it would be when it's released and Your money that you'd spend will completely go to the developers and will help make the game better for all of us
So If you'd like to donate to help the project out click the link below
Promo of Riccardo Favara's remix's
Shenmue 3 Game Footage (27/02/2016)
Information about the Shenmue games and The Kickstarter