Into Cerberon

Internal Discussion - IC 0.0.3 Objectives List

HeXetic - May 23, 2006 - 05:29 PM
Post subject: IC 0.0.3 Objectives List
Target release date for 0.0.23 is July/August. Post progress here. iceheart, please edit this post to reflect assignments for art tasks.

Do NOT post general comments about IC in this thread. This thread is for IC team members only.

Code:


Weapons:


Pickups:


Sounds:


Misc Art-Related:


UI:


Maps:


Packaging:


Things to Consider:

Spectre - May 23, 2006 - 06:36 PM
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O-K
Suspending works onto the other map (you will remind that there's another big map in progrss)
Maybe a better mapper than me will complete it.
Now onto the sexy autocannon, taking inspiration from the Mechwarrior ones.
(a kind of super-loud small artillery piece that works like a semi-automatic rifle)
HeXetic - May 24, 2006 - 12:27 AM
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Yeah, it's very much like the Mechwarrior AC, firing in four-round bursts. BLAM-BLAM-BLAM-BLAM!
Narfig_Agar - May 24, 2006 - 12:34 AM
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Quote:
Fix firing sound replication (affects Minigun only?).


It does it with all sounds. The minigun you notice cause you only hear one shot (something that is rare in game). It's not retriggering the sounds as you hold the fire button down. Just to be inconsistent it will not trigger the first sound on occasion. The player hears his own sounds fine so it's the world that's not handling it correctly. Just to further confuse things, the server seems to trigger and hear all sounds.

Here are my layman thoughts.

Maybe we need to switch from only using the sound_weapon soundchannel to sound_any? The concussion missle uses any soundchannel but seems to suffer the same problem...

Do we need to do anything to precache those sounds on the client? They should already be cause the player hears it fine.

Is because we are calling nothing.def to fire the sounds?

Do I just need to loop the sounds? Yuck! Won't sync with animations.

Is the netcode sending one on/off fire request instead of each client firing?

Is it because there is no animation to sync to? It only plays the single frame once?

I really don't know, I guess I we should take a look at how Doom 3 handles the machine gun. Maybe that will provide some clues?
Narfig_Agar - May 24, 2006 - 12:50 AM
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Quote:
Yeah, it's very much like the Mechwarrior AC, firing in four-round bursts. BLAM-BLAM-BLAM-BLAM!


Can someone extract me this sound for refrence?
HeXetic - May 24, 2006 - 12:54 AM
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I think that definitely the first course of action is to look at how normal, unmodded, Doom 3 does it. iceheart probably knows this off the top of his head...
HeXetic - May 24, 2006 - 01:05 AM
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Do you have Halo? I was imagining it sounding like Halo's sniper rifle.
Narfig_Agar - May 24, 2006 - 01:10 AM
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HeXetic wrote:
Do you have Halo? I was imagining it sounding like Halo's sniper rifle.


Halo? Is that the one where you go throught the same room over and over and over? Those Red vs Blue guys? Wink
HeXetic - May 24, 2006 - 01:16 AM
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I thought it was a baking game, isn't the hero called Master Chef?
Spectre - May 24, 2006 - 04:20 PM
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Narfig_Agar wrote:
Quote:
Yeah, it's very much like the Mechwarrior AC, firing in four-round bursts. BLAM-BLAM-BLAM-BLAM!


Can someone extract me this sound for refrence?


Reinstalling mechwarrior 4 just to rip a sound is very frustrating... just imagine the sound (short and with very short echo) of a small field mortar, followed by a noisy reload process
Spectre - May 28, 2006 - 03:21 PM
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Quadder completed and uploaded to chmod
iceheart: you may choose to render to a larger texture because has a lot of details
Spectre - Jun 01, 2006 - 04:09 PM
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Autocannon on its way
Narfig_Agar - Jun 02, 2006 - 07:16 AM
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Nifty!

Should we add the Quad into 0.0.3?
W3bbo - Jun 21, 2006 - 03:47 AM
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Spectre wrote:
Quadder completed and uploaded to chmod
iceheart: you may choose to render to a larger texture because has a lot of details


The quad pickup model doesn't seem to emphasis the "quad" well, only the barrel muzzles are visible, I suggest exposing more of the barrels
vertigo-one - Jun 23, 2006 - 09:31 AM
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thats pretty sweet... so what exactly is the "autocannon" ?
a type of railgun or something?
W3bbo - Jun 23, 2006 - 05:05 PM
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vertigo-one wrote:
thats pretty sweet... so what exactly is the "autocannon" ?
a type of railgun or something?


It's what it says it is: An automatic-firing cannon (think oversized assault rifle that fires non-exploding slugs)

The Battlettech universe has loads of them, with different classifications, you've got the bog-standard AutoCannon, then the Ultra-Autocannon, then the LBX-AutoCannon (don't get near one of those suckers unless you've got 100% armor)
Spectre - Jun 23, 2006 - 11:24 PM
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So, I'm expecting to see at least quad implemented and shield sketch posted before...that? or am I wrong? Do I have to complete this autocannon?
HeXetic - Jun 24, 2006 - 12:30 AM
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I keep forgetting to post the shield orb I drew up. Someone remind me tonight when I show up in the chat room.

As for the AC, I like what you've done. It looks nice and beefy.
HeXetic - Jun 30, 2006 - 08:16 AM
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The main menu's done, and I've marked it as such. I've added a requirement to do the in-multiplayer-menu controls menu as well, that should be done tomorrow, and I'll start on the create-multiplayer-game mapslist; I think what needs to be done is define a new gametype and have our maps' def files declare them as only being for that gametype.
HeXetic - Jun 30, 2006 - 09:27 AM
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Updated list with a clarification that adding background music to ic_pipeline really means adding Chris' new papersailboat mix to it.
HeXetic - Jul 01, 2006 - 05:21 AM
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MP controls menu fixed. Moving along to the mapslist.
HeXetic - Jul 01, 2006 - 07:09 AM
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Mapslist fixed, and I also bumped the cap on maxplayers up to 8. That concludes our UI fixes for IC003; it feels a lot better now, and I'm glad I won't have to explain how to bind controls or start a server in the readme anymore (or at least, the explanation won't be nearly as long).

I might try painting the pyro, but seeing as how this is a long weekend (Canada Day) I'll probably do some coding instead with the extra time.
iceheart - Jul 01, 2006 - 07:10 AM
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Programmers doing art? I do not wholly embrace this idea!
HeXetic - Jul 01, 2006 - 07:17 AM
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You'd be surprised what gets called "code" these days. In games like Command & Conquer: Generals, where modders only have the ability to create maps, art, and script/def files, the people who edit the script/def files (that look even less like C++ code than Doom3's scripts/defs) get called "coders", and every time someone submits a newsitem saying a mod needs "coders" I feel an urge to shudder and usually replace it with "art definition editor" or something, because it IS NOT CODE YOU ASSHATS it's just this gay-ass little .ini file. If that's coding, then editing the Windows Registry is coding.
iceheart - Jul 01, 2006 - 07:19 AM
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I guess that's why I'm called "Art Lead" and not something cooler sounding like "Technical Director" Smile.
HeXetic - Jul 01, 2006 - 06:52 PM
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I added _impulse44 for launching flares, it'll call script "ic_launch_flare". I'll add it to the GUI controls setup when we actually have flares launching.
HeXetic - Jul 02, 2006 - 03:09 AM
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I've decoupled rotation from the collision model.

In layman's terms, that means no more sticking to walls. And no more "you can't rotate because you're too close to the wall".

It feels a lot better, I have to say. More more smooth. I'm going to build a new internal release tonight with my codefixes and GUI enhancements from the last couple of days in it.
vertigo-one - Jul 02, 2006 - 04:13 AM
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ahh, that'll be nice.. although doesnt that bring up problems with flying into .. for example, one of those small halways in ic_mine, and getting you're ass stuck and not being able to rotate on out?
HeXetic - Jul 02, 2006 - 04:18 AM
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No, you can rotate freely regardless of how close you are to a wall, so there's no more "I can't turn!".

But actually those small hallways are a bit of an issue because I increased the clip box to 400x400x400 so it's a little tricky to slot the pyro into those twin tubular conduits about the lava (but once you're in, you can shoot through no problem).
HeXetic - Jul 02, 2006 - 09:36 AM
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I'm wondering if the pickups' bounding boxes need to be resized now that the ship's bounding box has been resized. While I'd still like to see larger pickups, the bounding boxes on them relative to the sizes of their models may not need to change. It should be a lot easier to pick up shit with the 400u³ bounding box.
HeXetic - Jul 03, 2006 - 10:07 AM
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Scrape code is ready, and I've tested (with Print statements) that it seems to do a pretty decent job of detecting scrapes and such. Refer to the commit log for the new cvars:

http://www.chmodoplusr.com/IntoCerberon/index.php?name=PNphpBB2&file=viewtopic&p=2367#2367

I'll make a new codebuild after I do the crash/bang code tomorrow so that ice and Narfig can create the soundshaders and player scripts for the code to hook into.
HeXetic - Jul 05, 2006 - 05:18 AM
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Headlights on/off are in, I'll toss a new art/code build just to Narfig tonight so he can play with the headlight sounds until they sound good enough for ZE MOD FUHRER TO ACCEPTENMITDERWEINERSCHNITZEL!
HeXetic - Jul 07, 2006 - 06:55 AM
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Long-suffering iceheart can now take solace in the fact that the weapons-firing-from-just-above-the-gun-port problem was indeed a code problem -- and now it's fixed. I can personally attest that lasers look much nicer firing from inside the gun barrels instead of above them; missiles, you don't notice so much (they move too fast).
HeXetic - Jul 07, 2006 - 07:07 AM
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In order to get the player's shadows working 100% properly, I had to change the bounding box to 500x500x500, and that's too big for the player to fit through many of the tighter squeezes on ic_mine, including:

- The small port from the lava room to the "mini lava room"
- The twin tubes in the roof of the lava room
- The big two-piece door
- The dark, tight, rock tunnels above the map

Those areas need to be enlarged for IC 003, presumably by either Spectre or iceheart. I added a big red warning item to the list for this one, as it's rather important. Of course, whoever does it may want to wait for the next internal release which will have the updated box sizes for info_player_start etc. in the editor.
HeXetic - Jul 10, 2006 - 08:13 AM
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I am pleased to announce that Narfig is now playing with "thunk", "bang", and yes, maybe even "thwap" wall collision sounds. I will work out damage later this week, it'll probably be something like 1 point for a 'small' collision, 5 for a 'medium' collision, and 10 for a 'large' collision (large is only possible when trichording or getting smacked with a rocket or something).
Spectre - Jul 11, 2006 - 01:02 PM
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PICKUPS: energy, shield, autocannon are waiting in the "lwo" folder to be mapped etc.. Autocannon ammo is on the way, so you can turn them yellow. About the pickup/weapons enlarging, i think it's a duty of iceheart.
The autocannon now is as large as the miniugn, and the pickup will not be smaller than 1/2 of it

p.s. why don't we alter the code that make the pickups spin? to use our favourite spin speed and eventually pitch them up by 20° like the descent pickups... (I already know that the rotation for the pickups defined into the maps will be ignored once in mp)
HeXetic - Jul 11, 2006 - 05:22 PM
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I can deal with rotatoion, but I thought stuff rotated in doom 3 MP already, so I'm confused as to whether or not it would require coding.

As for enlarging the pickups, it seems unnecessary to me with the enlarged bounding box. I've had no trouble picking stuff up. Having stuff rotate and/or giving them brighter or more distinctive skins ought to do.
Spectre - Jul 11, 2006 - 11:17 PM
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in my post, 'rotation' means models positioned in a different way, while spinning means animated rotations. Actually, in MP (only in MP) pickups do spin but stay parallel to the ground, are not rotated like in descent
HeXetic - Jul 11, 2006 - 11:20 PM
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Oh, you mean angling the powerup at like 15 degrees. I'll look into it.
iceheart - Jul 13, 2006 - 10:15 PM
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In SP mode, the player model significantly lags behind the bounding box when turning, moving in a straight line doesn't cause the problem. In 002 this occurs when sticking to a wall only, with the latest IR it happens everywhere.

It doesn't happen in MP so it's not really a problem right now, except that this might be what's causing our headlight lag in MP.
Narfig_Agar - Aug 04, 2006 - 03:05 AM
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So what's left for .003? I think the big thing right now is the maps need to be "fixed" and pickups added.
HeXetic - Aug 04, 2006 - 04:30 PM
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The most important thing on my side is the headlights/turning. It's a long weekend here so I should have time to tackle it and we can have a playtest next weekend to test it.
Narfig_Agar - Aug 04, 2006 - 07:41 PM
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OK, can someone take ownership of fixing the maps? It's 2 things, enlarge the tight spaces and add pickups.

I guess this is just Narfig poking folks to get back to work Smile
Verk! Huuumanz Verk!!
HeXetic - Aug 29, 2006 - 06:43 AM
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Finally fixed the goddamn headlight/turning thing, so I'll make a new IR for a test this weekend for sure, see if we can't do some other stuff before then. *cough*ICEHEART*cough*.
HeXetic - Sep 01, 2006 - 05:42 AM
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Push flares to 004.
iceheart - Sep 01, 2006 - 06:01 AM
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"Enlarge pickups - SKIP - seems fine now with the bounding box fixed"

I thought we were doing this to make them easier to see? The shield orb and energy box are a good deal bigger than the other pickups now.
HeXetic - Sep 01, 2006 - 06:12 AM
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True... well, enlarge the guns and the ammo pickups a bit if you can, then.
Narfig_Agar - Sep 01, 2006 - 04:04 PM
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I thought we were just going to give them a glowy skin to make them stand out? I almost think the shield orb is too big right now.
HeXetic - Sep 03, 2006 - 05:42 AM
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I'd like us to fix any IC-generated warnings on startup before we release, especially:
Code:
WARNING: file particles/laser.prt, line 55: Type without definition at end of file
Code:
WARNING: Couldn't load model: 'models/weapons/autocannon/weapon_autocannon.lwo'
Code:
WARNING: file def/items.def, line 23: Unknown entityDef 'item_default' inherited by 'shield_orb'
Code:
WARNING: idFileSystem::OSPathToRelativePath failed on models/pyrogx_body
WARNING: idFileSystem::OSPathToRelativePath failed on models/pyrogx_bits
WARNING: idFileSystem::OSPathToRelativePath failed on models/pyrogx_wings
I'm guessing the last set is because we don't have the debris parts yet... where are they being referenced from, then? They only show up when starting ic_tumbler, so I'm guessing Jaspos was just preparing for some Pyro debris... in which case we can ignore them for now, though it would be nice to get the debris models ready even if the code/scripts for death animations aren't ready.
Jaspos - Sep 04, 2006 - 01:04 AM
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The pyro stuff is from some reference to pyro bits in 4 of my model ase files. I imported the pyro mesh into max for scale when I was building some stuff. I'll fix it today and upload the fixed ase files.
HeXetic - Sep 04, 2006 - 01:12 AM
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Cool, thanks.
iceheart - Sep 04, 2006 - 01:13 AM
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Nr 3 should already be fixed, nr 2 will be fixed when there is an actual AC model (soon) and the first one I'll have to take a look at.
HeXetic - Sep 05, 2006 - 07:37 AM
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Narfig, the new IR has the scrape shaders working fine now. Go nuts on ic_scrape and ic_scrape_end in player.sndshr.

set g_ic_scraping 1 to turn it on and g_ic_scraping_debug 1 for information on how it's thinking. We will have to determine optimal values for g_ic_scraping_sensitivity, g_ic_scraping_beginlength and g_ic_scraping_endlength. I think the beginLength needs to be more like 10 (it defaults to 3).

I will add the "SCRAPE" HUDbox tomorrow.
Narfig_Agar - Sep 05, 2006 - 05:14 PM
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Cool, I'll play with it tonight!
iceheart - Sep 06, 2006 - 05:31 AM
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r_aspectratio is currently set wrong, it's 2 (16:10) while the default resolution is a 4:3 resolution, so it should be set to 0.
HeXetic - Sep 22, 2006 - 06:34 AM
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The only two things I *really* want to see before we go live with 003 are:

- Fixing ic_mine for the enlarged bounding box
- Adding the Autocannon and AC ammo pickups

That puts the onus on iceheart for the powerups and either Tron, ice, or Jaspos for fixing the map, because although I could do it, I'd probably break the map and it would take me ten times longer than the time any of you ought to be able to do it in. Everything else, the sound bug, prettyfying the hud, even Tron's new map, is kinda secondary. I think we've got a real lot of improvement on top of IC 002 and I'd like to get it out ASAP. We can release Tron's map afterwards and then focus IC 004 on non-art-intensive tasks to give ice a break from the skinning / polyifying chores.
HeXetic - Sep 23, 2006 - 09:22 AM
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Narfig reports that the "missing hud bug" has strangely been fixed in the latest IR... can anyone else confirm? Since the bug was also in ic_mine, I don't think it was anything Jaspos did to ic_tumbler. Possibly it was some clean-up and general gutting of the HUD code, or possibly a player.def clean-up (unused soundshaders).
HeXetic - Oct 29, 2006 - 10:50 AM
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I just received an updated version of Minerva from vertigo-one... I'll build a new IR tomorrow with it and iceheart's energybox/autocannon update/addition and then if we could just dump a few AC pickups onto the maps that should do it for 003...

I think in particular the HUD, the two new maps, and the fixed menus - not to mention the new guns, trichord speed boost, and the less "sticky" movement - will be more than enough to make IC 003 a success.
iceheart - Nov 01, 2006 - 01:26 AM
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I updated this to reflect the latest IR, how are we on the last of the black items?
HeXetic - Nov 01, 2006 - 01:46 AM
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Most of 'em are just tiny fixes... I say forget them. I don't think we'll be able to fix sound replication until we have animated guns, but I'm not sure on that.

Can you point me to the new bloom code to merge in?
iceheart - Nov 01, 2006 - 02:36 AM
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It's on the ftp, bbloom something.
Spectre - Nov 01, 2006 - 08:33 PM
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I am curious to see how Ac and its pickup look ingame.

P.S. This time, let's get as more translators as we can. And, our new guis (not ingame only) include new strings. Are we going to translate them?
HeXetic - Nov 01, 2006 - 11:13 PM
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That's a good question... Right now all the strings are just in the GUI files, so I'd have to move them to the actual language resource pack in order to make them translatable.

In the original Descent, does it actually say "Plasma Cannon" in Italian or German or whatever, or are Descent players probably already used to the English names for stuff?
Spectre - Nov 02, 2006 - 08:33 PM
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d1 and 2 have never been localized (?). in d3, they just translated what refers to attributes etc. for instance : microwave cannon gets translated because it's just a cannon wich works using microwaves. Other guns are left as they are: "blackshark", "smart", "frag"...
HeXetic - Nov 02, 2006 - 08:51 PM
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Okay... I think we can put translated HUDs on tap for IC 004, but maybe leave it out for IC 003 if it won't be too big of a deal for our non-anglophone users.
HeXetic - Nov 07, 2006 - 08:31 AM
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Did the bloom re-merge (gah, my archive management skillz sucked last year) and updated the IC 003 features list with the current status of items. It seems we are basically holding on these production items:


Obviously, I also need to update the docs and also have the source code built for Mac (and build it for Linux myself -- if I remember how...), but I can do those anyways. iceheart has already given a firm "I suppose" to updating ic_whatever; vertigo-one and Narfig, could you comment on your assigned tasks? It would be sweet to have a final RC in our hands this weekend.
HeXetic - Nov 07, 2006 - 08:57 AM
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Source code sent to our friendly Mac builder. I will try to build the Linux library tomorrow at the office (we're sort of idleish -- but I can ssh in from home anyways if I don't have the time until the evening/weekend).
HeXetic - Nov 07, 2006 - 09:32 AM
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Strider, the Mac build guy, just let me know that he's all over the Mac build like Apple fanbois on Steve Jobs.
HeXetic - Nov 09, 2006 - 12:00 AM
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I've received the Mac build from Strider; all that's left is the Linux build and then the three art action items for IC 003.
vertigo-one - Nov 10, 2006 - 05:38 AM
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meh, no time what so ever for ic_mine, busy busy, school, work, swimming, homework. :-/
HeXetic - Nov 18, 2006 - 09:36 AM
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Everyone, please have a look at the README file and check-in that you agree with its contents (I hope I spelled everyones' names right):

Quote:
Into Cerberon: Descent into Doom³.
A total conversion mod for Doom³
http://www.chmodoplusr.com/IntoCerberon/

**IMPORTANT**: If you are installing 0.0.3 over a 0.0.1 or 0.0.2 release, please ensure that the mod folder name is all-LOWERCASE. As in "C:\Doom3\intocerberon", not "C:\Doom3\Intocerberon". This applies for Linux and Mac users as well! Failure to rename to all-lowercase could cause problems with multiplayer.


README for Version 0.0.3 "Quartz", Released 2006/11/18
======================================================

Welcome to Into Cerberon version 0.0.3, code-named "Quartz". This is our definitive "first *really* playable version", bringing on top of IC 002 working menus, a Descent-like HUD, a brand-new map, two new guns, new pickups, tri-chord speed boost, and more!

For those of you new to the mod, Into Cerberon aims to bring the classic gameplay of the original 6-degrees-of-freedom game, Descent, into the high-powered realm of Doom³.

Quick Improvements List
-----------------------
- Tri-chording
- "Catch-free" movement model
- Collisions & scraping
- Reworked HUD
- Fixed main menu
- New HDR bloom
- Weapon: Plasma Cannon
- Weapon: Autocannon
- Pickup: Shield Orb
- Pickup: Energy Box
- New map: ic_tumbler
- New map: ic_minerva

Detailed list of new items:
---------------------------
- Tri-chord speed boost is now implemented! The movement of the IC ship now accurately allows for the the classic "tri-chord" speed boost. When moving along a diagonal, you will notice your ship moving faster; this speed boost can be configured by the server operator.
- Changed ship model to no longer "catch" on scenery while rotating. Although we eventually want to be able to do this, the way it was in IC 002 sucked and was too difficult to play with. As a result, the bounding box is now much larger and ships can rotate freely. You *will* notice that some of the tight squeezes are a lot tighter in IC 003 than they were in IC 002.
- New HUD indicators and sound effects indicate when you've slammed your ship into a wall or are scraping along one. Be warned! Ramming your ship into walls *will* damage your craft! Note that at this time, ramming other players does not damage them. We will be adding this soon.
- A new graphical bloom system; this new version of bloom, from Marko Haka, aka "maha_x", has a pseudo-HDR effect that really makes the environment look a lot cooler
- The HUD has been complety reworked, with a new active-weapon indicator with ammunition counter, plus separate graphical shield and energy displays as well as indicators for headlights, collisions, wall-scraping, and low-shield alarm
- The main menu and other GUI elements have been reworked to remove unused buttons and add the ability to configure IC controls straight from the standard Doom 3 menu
- The mighty Plasma Cannon makes a return appearance, firing globs of green energy towards unwary foes. Ammunition is from standard energy.
- Our burst-firing Autocannon is in, bringing swift death to any who stray into the path of its bullets
- The Shield Orb is now available for recharging your shield reserves
- The Energy Box is now available for replenishing your energy stores (ammunition for laser & plasma cannons)
- New map: ic_tumbler. Brought to us by Jaspos, this magnificent map features the enclosed surface of an alien planet and the mining operation going on beneath
- New map: ic_minerva. A remake of the classic Descent multiplayer map by vertigo-one


INSTALLING & PLAYING "INTO CERBERON"
====================================

To install, simply extract this ZIP file into your Doom 3 folder. A new folder called "intocerberon" should be created with several pk4 files and this readme.

To play the mod, fire up Doom 3 normally and then select "Into Cerberon 0.0.3 (Quartz)" from the mods menu. When Doom 3 restarts, be sure to set up your graphics, sound, and control options. You can then either launch your own IC server or join an existing one through the standard Doom 3 multiplayer menu. *THERE IS NO SINGLEPLAYER CAMPAIGN* - Into Cerberon is currently a multiplayer-only mod.

A default configuration file has been included with standard WASDQEZX keyboard controls: use WASD to slide forward/backward/left/right, Q and E to roll left and right, and Z and X to slide up and down. You can change these controls in the normal Doom 3 configuration menu, which has been updated to include all new IC controls.

There are five weapons in IC 0.0.3: Lasers, Minigun, Plasma, Autocannon, and Concussion Missiles. Note that players start with full weapons loadouts; this will be removed in the next version. We felt it was best to keep full loadouts in until some other improvements have been added. Lasers are not yet upgradeable, and currently only one weapon can be selected and fired at a time.


HOSTING A SERVER
================

The easiest way to host a server is to use the multiplayer menu to start a "listen" server on the Internet. If you happen to have an extra computer and want to run a dedicated server, create a shortcut like the following:

C:\Doom3\DOOM3DED.exe +set fs_game intocerberon +set si_pure 0 +si_map ic_tumbler +set maxplayers 5 +set si_maxplayers 5 +spawnserver

This will start a dedicated 5-player server on ic_tumbler. You can then fire up Doom 3 and should be able to use the server browser to connect.


KNOWN DEFECTS
=============
The following issues are known to exist in IC 003:

- Sometimes, especially in ic_tumbler, the HUD will disappear and the headlights will not work until you enter a room with one of the modelled robots in it, at which point everything will return to normal. We're really not sure why this happens yet.
- Users with slower computers may experience slowdowns in ic_minerva due to unoptimized level geometry. Sorry; there just wasn't enough time before IC 003.
- ic_mine has several passageways that are actually too tight to navigate through, due to the ship bounding box increasing in size from IC 002 to IC 003.
- ic_mine's double doors don't work properly and are apt to crush the player


CONSOLE CVARS
=============
Into Cerberon has added a number of new console variables (cvars) available. Most of these are set by the server and cannot be changed by connected players, as that would constitute cheating. All of these variables have context help available; simply type the name of the cvar in the console for current value, default value, and description of purpose.

Controls & movement:
pm_ic_kbdRotMultiplier - keyboard rotation input multiplier
pm_ic_rotSpeed - maximum rotational speed (radians per tick)
pm_ic_rotAccel - rotationl acceleration (radians per square tick)
pm_ic_rotFriction - rotational co-efficient of friction
pm_ic_linScale - speed multiplier on top of doom 3 standard walk speed. This is before tri-chord boost is applied.
pm_ic_linAccel - linear acceleration of ship in any one direciton. Applied prior to tri-chord boost
pm_ic_linFriction - linear co-efficient of friction

Ship bob:
pm_ic_shipBob - enable/disable ship up/down bobbing or "wiggle"
pm_ic_shipBobDistance - intensity of ship bob
pm_ic_shipBobSpeed - bob cycle duration

Trichording:
g_ic_trichording - controls the intensity of the tri-chord speed boost. 1 is the standard Descent movement model. 0 is no tri-chord speed boost. Set to values in-between 0 and 1 for a moderate speed-boost, or values greater than one for insane movement.

Crashing:
g_ic_crashing - enable/disable crashing system
g_ic_crashing_damage - crash damage multiplier. set to 0 to disable crash damage
g_ic_crashing_sensitivity - speed at which collision counts
g_ic_crashing_debug - enable/disable spitting out of gobs of information regarding crash-detection system

Scraping:
g_ic_scraping - enable/disable scraping system
g_ic_scraping_beginLength - how long a scrape has to be detected for actual scrape noises & HUD indicator to start
g_ic_scraping_endLength - how long NO scrape has to be detected for scrape noises & HUD indicator to stop
g_ic_scraping_sensitivity - how far the ship needs to move to count as a scrape
g_ic_scraping_debug - enable/disable spitting out of gobs of information regarding scrape-detection system

HDR Bloom (these cvars can freely be set by clients):
z_bloom - enables/disables HDR bloom effect
z_bloomBufferSize - controls quality/precision of HDR bloom effect
z_bloomIterations - controls intensity of HDR bloom effect

CREDITS
=======

The principle contributors to this release are, in no particular order:
Ron "Narfig" Elliott, sound effects and music
David "Spectre" Matera, modeller & mapper
Johan "iceheart" Strom, lead artist
Jason "Jaspos" Poots, mapper
Kyle "vertigo-one" Feledy, mapper
Tim "HeXetic" Gokcen, programmer & team lead

The music at the main menu is "Descent Into Doom" (C) 2006 by Ron Elliott.

"Mine" (ic_mine) was mapped by Spectre
"Pipeline" (ic_pipeline) was mapped by NoMercy
"Whatever" (ic_whatever) was mapped by iceheart
"Tumbler" (ic_whatever) was mapped by Jaspos
"Minerva" (ic_minerva) was mapped by vertigo-one

The Pyro GX was modelled by Spectre, unwrapped by iceheart, and painted by NoMercy

This mod incorporates the skyportal backport by Use_Less & SantaClaws, as well as the Bloom/HDR mod by maha_x. Mad props to them for working hard to make Doom 3 look great.

The "Shield Orb" image used as part of the loading screen was created by Rake, rake@strategyplanet.com
The "Violent Days" skyportal image was created by Hipshot, hipshot@zfight.com
The "PTMC Logo" image used as a base for wall decals and the animated "broken PTMC computer screen" GUI was created by Sushi h.a., siska.reg@comcast.net

Thanks to the rest of the official IC Team Members, in no particular order:
Brian "NoMercy" H, artist & mapper
Ola "Lug00ber" Gundelsby, music
Lee David "LDAsh" Ash, modelling

Thanks to our cross-platform builders & testers:
Steve "Strider" - Mac Builder

Other thanks & shouts-out-tos for previous work done:
David "W3bbo" Rees, various
Chris "Mojo" Paine, music
Ryan "Steppo" Steppalavich, various
Mark "RedOmen" Stutzman - Linux builder & tester

If you would like to contribute to Into Cerberon, e-mail team lead HeXetic at hexetic@hotmail.com.


LEGAL
=====

"Into Cerberon" is copyright (c) 2006 the Into Cerberon team. The Into Cerberon team disclaims any responsibility for the use of this mod and gives no warranty for this modification. It didn't screw up OUR computers, so on that basis we're pretty sure it won't screw up YOUR computer, but if it does, we can not be held responsible.

DOOM 3 is copyright (C) 2004 id Software and was published by Activision. Neither id Software nor Activision are affiliated with or endorse Into Cerberon in any way.

DESCENT is copyright (C) 1996 Parallax Software and was published by Interplay. Neither Parallax Software nor Interplay are affiliated with or endorse Into Cerberon in any way, shape or form. The Into Cerberon team warrants that the work of this mod is entirely our own and no physical materials (models, sounds, graphics) in this mod were extracted from the DESCENT, DESCENT 2, or DESCENT 3 games themselves.


LINKS
=====

Into Cerberon site and forums
http://www.chmodoplusr.com/IntoCerberon

Moddb homepage (gallery, downloads)
http://mods.moddb.com/6094/

For direct inquiries, contact team lead Tim "HeXetic" Gokcen at HeXetic@hotmail.com


THE FUTURE
==========

Our main goal with IC 0.0.4 will be to add to the multiplayer experience, with new guns and missiles, dual-weapon wielding, selectable ship paint jobs, upgradeable lasers, and other enhancements. IC 004 will be our first release to not dole out free guns to everyone upon spawn.

iceheart - Nov 18, 2006 - 11:04 AM
Post subject:
Sounds great! I'll drop some powerups into ic_whatever before tonights playtest.
HeXetic - Nov 18, 2006 - 09:05 PM
Post subject:
I've added Tron to the readme credits list. Sorry about that omission, Tron.
Tron - Nov 20, 2006 - 03:42 AM
Post subject:
HeXetic wrote:
I've added Tron to the readme credits list. Sorry about that omission, Tron.


I don't have anything in this release anyway so wasn't expecting my name in it. Smile

On sorta related news, I'm in the new apartment, am mostly unpacked and have my pc set up. Yay!
vertigo-one - Nov 20, 2006 - 06:43 PM
Post subject:
"Tumbler" (ic_whatever) was mapped by Jaspos

hmm.. interesting Razz
HeXetic - Nov 20, 2006 - 06:48 PM
Post subject:
vertigo-one wrote:
"Tumbler" (ic_whatever) was mapped by Jaspos

hmm.. interesting Razz


Dammit.
vertigo-one - Nov 21, 2006 - 06:28 PM
Post subject:
haha. the see what happens when you rush things Razz
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