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HeXeticOffline
Post subject: Into Cerberon 0.0.1 "Coal" RELEASED!  PostPosted: Jan 02, 2006 - 07:35 AM
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Joined: Oct 27, 2005
Posts: 1361
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And here's the official launch party. Click the image below to download.



Doom 3 version 1.3 is required to play; the expansion pack is not needed. Instructions are included in the ZIP file. Iceheart is presently running a server at 82.182.97.10, simply type "connect 82.182.97.10" in the console to join.



Be aware that this is a play-test release and barely qualifies even as an alpha version. There are tons of bugs and lots of stuff is unimplemented, but we thought everyone would enjoy having at least a little something to sink their teeth into for the holiday season (admittedly, the tail end thereof...).



Readme file wrote:

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


README for Version 0.0.1 "Coal", Released 2006/01/01
====================================================

Welcome to Into Cerberon version 0.0.1, code-named "Coal". This is a "playable test" version of the Into Cerberon mod which aims to bring the classic gameplay of the original 6-degrees-of-freedom game, Descent, into the high-powered realm of Doom³.

WHAT YOU CAN DO IN IC 0.0.1:
Fly around with functional 6DoF controls and shoot up walls and other players with lasers, quad lasers, the minigun, and missiles.

WHAT YOU CAN'T DO IN IC 0.0.1:
Pretty much anything else.

This is most definitely a "playable test" release, and not at a level of a beta or even an alpha. There is no HUD, there are few pickups, the sounds for the guns don't work, there are no crazy death animations, the list goes on...

However, the game *does* "basically" work. You CAN fly around and shoot stuff, by yourself or on a multiplayer server. We decided to release now because we felt comfortable doing so; our general strategy with IC will be to release as often as we feel we can - anytime we have several coherent, reasonably functional features ready to ship.

This release's "coherent, reasonably functional features" are:
- 6DoF controls, including roll
- "Pyro GX" ship model with simple black paint job
- Dual/Quad weapons firing from roughly the appropriate points on the ship model
- Concussion missiles firing from alternating left/right tubes.
- Minigun weapon (currently hit-scan)
- A couple of maps in various stages of completeness
- Headlights (currently do not illuminate the ship shining them)

There are many bugs or issues in this release that we are already aware of. Before reporting a bug, please check the topic called "0.0.1 (Coal) Released!" in the Into Cerberon general discussion forum at http://www.chmodoplusr.com/IntoCerberon/index.php?name=PNphpBB2&file=viewforum&f=2


INSTALLING THE MOD
==================

To install, simply extract this ZIP file into your Doom3 folder. A new folder called "IntoCerberon" should be created.


PLAYING THE MOD
===============

To play the mod, fire up Doom3 normally and then select "Into Cerberon 0.0.1 (Coal)" from the mods menu. When Doom3 restarts, be sure to set up your graphics, sound, and control options.

A default configuration file has been included with standard WASD controls. Please note that the configuration menu has not been updated to incorporate the new IC controls. If you wish to use a different keymap, in order to play this mod properly, you will need to bind three new commands:

"_button5" for left roll
"_button6" for right roll
"_impulse41" for headlights toggle

To bind a coommand, pull down the console (press "~" in multiplayer) and type:
bind X "_button5"
where X is the key you wish to bind the control to.

The standard WASD movement keymap included uses:
bind q "_button5"
bind e "_button6"
bind f "_impulse41"

Two maps have been included in this release; they are not present in the multiplayer menu. The maps are called "ic_pipeline", "ic_whatever". To change to one of them, type "map X" where X is the map you wish to switch to. The game will automatically cycle between these two maps when nextmap is called.

The available weapons are 1-6. Players start with all weapons (there are no pickups at this time). Weapons 1-4 are lasers level 1-4, with level 4 being quadded as well. Weapon 6 is the minigun, and Weapon 5 is rockets. Only one weapon can be selected and fired at a time.

Be advised that this release retains a squareish "bounding box" for the player, which means that if you are up against a wall, you may not be able to rotate. Back away from the wall to be able to turn.


CREDITS
=======
The principle contributors to this release are, in no particular order:

David "Spectre" Matera, modeller
Johan "iceheart" Strom, lead artist
Brian "NoMercy" H, artist & mapper
Tim "HeXetic" Gokcen, programmer
Chris Paine, "British Racing Green" music

The background music in "Pipeline" is "Paper Sailboat" (C) 2006 by British Racing Green.
"Pipeline" (ic_pipeline) was mapped by NoMercy
"Whatever" (ic_whatever) was mapped by iceheart
The Pyro GX was modelled by Spectre, unwrapped by iceheart, and painted by NoMercy

This mod incorporates the Bloom/Skyportal mod version 2.02 by Use_Less and SantaClaws. Shouts out to them for making Doom³ look awesome.

The "Shield Orb" image was created by Rake, rake@strategyplanet.com
The "Violent Days" skyportal image was created by Hipshot, hipshot@zfight.com

Thanks to the rest of the official IC Team Members, in no particular order:
David "W3bbo" Rees, miscellaneous
Ryan "Steppo" Steppalavich, miscellaneous art
Lee David "LDAsh" Ash, modelling


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
==========

A Macintosh version of IC 0.0.1 Will be available shortly. A German translation of this document is also in the pipeline.

Expect IC 0.0.2 with much, much, more to be released within two months. For updates on the objectives and status of the next release, check the Into Cerberon forums.


Cross posted at http://dbb.vonclan.net/viewtopic.php?t=9107 and http://www.doom3world.org/phpbb2/viewtopic.php?t=14126


Last edited by HeXetic on May 20, 2006 - 08:32 PM; edited 7 times in total
 
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HeXeticOffline
Post subject:   PostPosted: Jan 02, 2006 - 07:51 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Known issues so far:


  • Weapon sounds do not always play
  • Weapon sounds for other players are not heard
  • Headlights do not always turn on/off when the toggle key is pressed
  • Player model is not always oriented properly in multiplayer (weapons fire seems to come from the sides or rear of the model)
  • Main menu system borked, must use console commands and command-line arguments


Of course, the list of things that are actually "missing" is rather longer. This is just a list of things we tried to get right but obviously didn't.


Last edited by HeXetic on Jan 02, 2006 - 09:45 AM; edited 1 time in total
 
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HeXeticOffline
Post subject:   PostPosted: Jan 02, 2006 - 08:12 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Also, for live play-by-play as iceheart the low-ping bastard hoses me down with his assmissiles, join #intocerberon on irc.gamesurge.net
 
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iceheartOffline
Post subject:   PostPosted: Jan 02, 2006 - 08:13 AM
IC Team


Joined: Nov 07, 2005
Posts: 422
Location: The Edge of All
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This shit sucks, who wrote this crap anyways?

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=NoMercy=Offline
Post subject:   PostPosted: Jan 02, 2006 - 08:20 AM
IC Team


Joined: Nov 25, 2005
Posts: 64

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And who the hell made that map called "pipeline" its so easy to get lost...LAME, and ughhh what kind of map is called "whatever" c'mon, no joystick support, what the hell you trying to pull off? Very Happy Very Happy Very Happy

j/k hope you people love playing our mod!
 
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Guest
Post subject:   PostPosted: Jan 02, 2006 - 08:20 AM






Smile Smile Smile
 
   
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HeXeticOffline
Post subject:   PostPosted: Jan 02, 2006 - 08:43 AM
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Joined: Oct 27, 2005
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All I know is whoever wrote this laggy code needs to be beaten with a large lump of coal. And "Coal"? Who came up that name? A LOSER?
 
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NemeSiS-FactorOffline
Post subject:   PostPosted: Jan 02, 2006 - 09:40 AM
Wing Commander


Joined: Dec 07, 2005
Posts: 104
Location: Everett, WA
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I found one! When you spend all of your ammo, and then try to shoot, Doom 3 will crash or freeze.

Is it just me, or does the whole mod seem to run in slow motion?

Awsome pre-alpha alpha guys! The concs are my new flares!
 
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HeXeticOffline
Post subject:   PostPosted: Jan 02, 2006 - 09:46 AM
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I think I can rationalize that one by saying that if you run out of ammo, you're dead meat anyways, so Doom3 cheerfully helps you along the way to the grave.
 
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Guest
Post subject:   PostPosted: Jan 02, 2006 - 09:48 AM






Lasers and the minigun have a reload function in their weapon scripts, and it seems like they shouldn't.

Pipeline seems like it could use some generous clipping, I got stuck multiple times on the pipes that jut up. Would a clip at 45 degrees let the player slide off, providing a "punishment" for crashing into it but not bringing them to a dead stop?

-SnoopJeDi
 
   
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HeXeticOffline
Post subject:   PostPosted: Jan 02, 2006 - 09:50 AM
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For those struggling to find the console (~), a reminder that Doom 3's console is disabled by default. Either put "com_allowConsole 1" in an autoexec.cfg script in your IC folder, or start Doom 3 with "+com_allowConsole 1" tacked onto the end of the shortcut.
 
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=NoMercy=Offline
Post subject:   PostPosted: Jan 02, 2006 - 10:02 AM
IC Team


Joined: Nov 25, 2005
Posts: 64

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Or you can press Ctrl + Alt = ~ at the same time

EDIT:Snoop Jedi, are you this "Guest" this whole time? or is that another guy? anyways I created pipeline and im smacking myself in the head, I knew I forgot a few things, I was going to player clip the hallways and didn't do it, DOH You will not get stuck on walls next release, for now try flying strieght lol.
 
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iceheartOffline
Post subject:   PostPosted: Jan 02, 2006 - 12:11 PM
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Joined: Nov 07, 2005
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And you've got the wrong IP both here and on the front page hex! 182, damnit!

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DuperOffline
Post subject:   PostPosted: Jan 02, 2006 - 12:27 PM
Flyboy


Joined: Nov 24, 2005
Posts: 96
Location: Oregon, USA
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iceheart wrote:
And you've got the wrong IP both here and on the front page hex! 182, damnit!


HA!!!!!!!

So it WASN't MY fault!


[scene from a Fish called Wanda]REEVVVEENNNGGGGGGGGEEEEEEE! [/scene from a Fish called Wanda]

Mr. Green
 
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SpectreOffline
Post subject:   PostPosted: Jan 02, 2006 - 01:05 PM
IC Team


Joined: Oct 31, 2005
Posts: 348
Location: Ganimede
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192->182? Doom 3 (unmodded) fires up ad then says no synchronization Confused
Anyway, an excellent job so far!
 
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AusRED5Offline
Post subject:   PostPosted: Jan 02, 2006 - 01:59 PM
Cadet


Joined: Nov 07, 2005
Posts: 28
Location: South Australia
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Nicely done guys! Can't wait to play the "Next" build!

Keep up the good work. Wink
 
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Guest
Post subject:   PostPosted: Jan 02, 2006 - 03:50 PM






This is just great. Now I have to find a Doom3 game and install it.
 
   
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HeXeticOffline
Post subject:   PostPosted: Jan 02, 2006 - 04:24 PM
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Joined: Oct 27, 2005
Posts: 1361
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iceheart wrote:
And you've got the wrong IP both here and on the front page hex! 182, damnit!


Silence! I ALONE WILL DETERMINE YOUR IP!
 
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DuperOffline
Post subject:   PostPosted: Jan 02, 2006 - 07:38 PM
Flyboy


Joined: Nov 24, 2005
Posts: 96
Location: Oregon, USA
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lol btw Hex, the direct IP in the GUI does infact work with the mod. I was in error there.

happy new year everyone!
 
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Guest
14 Post subject:   PostPosted: Jan 02, 2006 - 11:26 PM






Looks great
 
   
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Shadowfury333Offline
Post subject:   PostPosted: Jan 03, 2006 - 01:32 AM
Cadet


Joined: Dec 10, 2005
Posts: 49

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Where will the Mac version be announced?

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Darkness called... but I was on the phone, so I missed him. I tried to *69 Darkness, but his machine picked up. I yelled "PICK UP THE PHONE, DARKNESS!!!" but he ignored me. Darkness must have been screening his calls. -Night Elf Demon Hunter
 
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HeXeticOffline
Post subject:   PostPosted: Jan 03, 2006 - 01:37 AM
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Where? On the front page and probably in this forum thread. I am going to contact our Mac compiler-guy tonight.
 
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vertigo-oneOffline
Post subject:   PostPosted: Jan 03, 2006 - 02:49 AM
CED Captain


Joined: Nov 27, 2005
Posts: 240
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Shocked


yay! Very Happy Very Happy
stupid dial up... takes so long to download.

44%

getting close

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Guest
Post subject:   PostPosted: Jan 03, 2006 - 02:54 AM






On map ic_whatever, I can't see the skyportal, it's just solid black.
 
   
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Guest
Post subject:   PostPosted: Jan 03, 2006 - 02:59 AM






Um im sure im stuck against a wall when i spanw so i can only move back wards and forwards, any tips ?
Also i cant get any of the new maps workin i tried map ic_pipeline and map ic_whatever but it just not givin me the map Sad
 
   
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