Oneofthe8devilz@Posted: Tue Aug 17, 2010 6:59 pm :
Mars City Security: A Doom3 Next Generation COOP Mod

-==January 2013 Update==-

MCS Rideable Demons

Here we have an early and raw port of rideable/controllable demons for MCS. As usual getting this to work across the network will be a real treat :roll:

All credits for the code go to the "FFteam" (Ivan_the_B, Starfir3, Neurological) and their Fragging Free project.

Image

-==November 2012 Update==-

Hey folks,
a tiny video update on a feature we are currently still testing. The idea was sparked by the Doom 3 REVISED! Mod by OliveD
and found its way into an MCS testbuild. The ironsights and change of spread values definitely give the gameplay a more tactical touch.

Weapons and hand models are still subject to change in case we decide to implement these new mechanics into the final MCS release candidate...

Image

-==September 2012 Update==-

Credits to the Doom3 Community which makes MCS possible

Showcasing timewarped footage of a recently included community made MCS demonwars & custom campaign map with slowmotion and time lapse scenes combined. DemonWars gametype maps now also offer optional friendly AI support...

Image

-==October 2011 Progress==-

Thanks to Simulation|EMZ's relentless technical support this month we successfully implemented a fully multiplayer compatible time of day system for the MCS gametype "DemonWars". The Global Sunlight, Ambientlight, Fog and Skybox now dynamically change and influence each other as the players cooperatively fight monsters over the network/internet.

The first video shows a timelapsed tod cycle of the new DemonWars arena map "Mars Station" which was kindly contributed by jONNY=[ReWIRE]=.

Image

youtube video link

The second video features 3 minutes of cooperative gameplay showcasing some of the latest game changes on the new time of day enabled Omega Complex DemonWars Arena map.

Image

youtube gameplay video link

-==September 2011 Progress==-

The September 2011 MCS Build is showcased in this twelve minutes "Gameplay Walkthrough" video demonstrating the latest additions to the codebase. This video was recorded at 1080p clientside connected to a dedicated server. The showcased MCS group consists of two human players (the wife & me) and one friendly MCS AI player cooperatively fighting our way through a custom community made Doom3 map. One of the most important yet to implement features will be the change of Doom3's netcode from currently "forward predicted" to "running behind the server" method. As soon as the Doom3 Source Code will be released later this year, that change, along with an improved projectile code, will ensure that clientside latency will become a much less influentual factor of the player's multiplayer cooperative gameplay experience. In order to speed up this process and thereby move faster towards a public build release, we welcome every interested & experienced c++ game programmer to join us in achieving the targeted goals.

Interested people can drop us a mail at oneofthe8devilz@hotmail.com and we will be happy to provide you with all the tools and codebases required to get you started...

Image

youtube gameplay video link

-==May 2011 Progress==-

Amoung many other SP Campaign related updates the gametype "DemonWars" was added to MCS which offers a more action/combat focused way to play the game outside the SP Campaign fighting against the Legions of Hell on Earth being humanity's last line of defense.

Image

youtube gameplay video link

-==February 2011 Progress==-

Image

youtube gameplay video link

-==January 2011 Progress==-

After the long awaited Sikkmod 1.0 source release the new features are slowly but surely making it into MCS ;)
Here a shot of the freshly ported SSAO 8)


Image


-==December 2010 Progress==-

Image

youtube gameplay video link



Gzegzolka@Posted: Wed Aug 18, 2010 2:50 pm :
On video it look awesome as every game that could be played in coop :) . I like how You use all that new graphic modifications, but is there a way to turn them off and play this mod on not-so-new pc with someone who have all those eye candy on (I mean playing with friend same mod but on different graphic settings for each computer)? I like adding glow effect to player armor so now it is more easy to spot where Your friend is. Also You got big plus for adding female marine model, there is some work on her face and armor to do (or I didn't see her carefully).



Oneofthe8devilz@Posted: Wed Aug 18, 2010 3:35 pm :
Gzegzolka wrote:
...but is there a way to turn them off and play this mod on not-so-new pc with someone who have all those eye candy on (I mean playing with friend same mod but on different graphic settings for each computer)


Sure .. all settings are toggleable plus I will release perfomance cfg files along with the mod so ppl can quickly execute the cfg files that fits their system the best.




Gzegzolka@Posted: Wed Aug 18, 2010 7:10 pm :
Nice, now You only have to work on female models, as far as I remember there was nice coop mod for D3 where player can choose face from his model from many head models and there was bit poor coop mode where player can only choose color for his armor.



Tetzlaff@Posted: Thu Aug 19, 2010 2:18 pm :
Cool, finally some girls in Mars City :)



geX@Posted: Sun Aug 22, 2010 6:07 pm :
So this is just another coop mod? But with crappy bloom, wierd hdr, random ugly chick and third person camera? great!......

It's great that you keep working on mods for doom3, but shouldn't the bar be set a little higher than this?



shaviro@Posted: Sun Aug 22, 2010 6:13 pm :
Yeah, not to be rude, but how anyone can think that looks good and pleasing to the eye boggles my mind.
Check out how RAGE and the recent OverDose video use bloom. It's subtle, but good. Less is more and in this case it's much more :P

After all, there's a reason crysis doesn't look like this: http://www.tfuture.org/shaviro/crysis02.jpg



vertex007@Posted: Sun Aug 22, 2010 6:39 pm :
if he is using Sikkstuff, you can easily adjust/customize the bloom settings to fit your taste better, but I agree that in the video and the shot it is definitely overkill.



reko@Posted: Sun Aug 22, 2010 6:41 pm :
Yea, I'm sure is Sikkpin's HDR and other stuff, cause he also used it in Thievous (A thief-themed coop where you throw fireballs and fight demons :D)



Oneofthe8devilz@Posted: Sun Aug 22, 2010 7:18 pm :
8)



vertex007@Posted: Tue Aug 24, 2010 8:14 pm :
may I ask which particles enhancements are you using in that vid, very nice explosions sparks !

is it your custom stuff for the mod or can I find it somewhere on a already released mod ?

is it SDK bound or can be added without custom DLL ?

just curious ...



Oneofthe8devilz@Posted: Fri Nov 19, 2010 2:22 pm :
-==December 2010 Progress==-

Image

youtube gameplay video link: http://www.youtube.com/watch?v=Tue0a8SPjTY



Oneofthe8devilz@Posted: Fri Nov 19, 2010 2:25 pm :
vertex007 wrote:
may I ask which particles enhancements are you using in that vid, very nice explosions sparks !

is it your custom stuff for the mod or can I find it somewhere on a already released mod ?

is it SDK bound or can be added without custom DLL ?

just curious ...


The particle effects can already be witnessed in our Full Metal Jacket Mod and are partly SDK bound (making impacts on different materials cause different paticle & sound effects).



vertex007@Posted: Sat Nov 20, 2010 3:12 pm :
Oneofthe8devilz wrote:
The particle effects can already be witnessed in our Full Metal Jacket Mod and are partly SDK bound (making impacts on different materials cause different paticle & sound effects).


nice I see, I like the explosions sparks, thanks for the info.

nice new video too.

I saw people looking for a up-to-date D3 co-op mod on the D3 steam forums recently, I will point them at your mod.



Oneofthe8devilz@Posted: Mon Jan 24, 2011 12:08 pm :
After the long awaited Sikkmod 1.0 source release the new features are slowly but surely making it into MCS :)

Here a shot of the freshly ported SSAO 8)

Image



geX@Posted: Mon Jan 24, 2011 6:19 pm :
ME EYES! :cry:

Seriously dude. Tone the HDR etc down! :O



Oneofthe8devilz@Posted: Mon Jan 24, 2011 10:50 pm :
Seriously man, just put on a pair of these...

Image

... and everything will be fine :wink:8)



biff_debris@Posted: Tue Jan 25, 2011 1:58 am :
Lots of potential there. It'd be cool if you could have a slider menu like Sikkpin has in his latest (kudos to him on that, btw), and even better, a melee attack.



reko@Posted: Tue Jan 25, 2011 12:32 pm :
Oneofthe8devilz wrote:
Seriously man, just put on a pair of these...

Image

... and everything will be fine :wink:8)


Seriously man, that costs money, and most of us don't have them. 8)



Oneofthe8devilz@Posted: Tue Jan 25, 2011 2:23 pm :
cheap bastards :lol:

and besides that.... I am certain you know there has been an invention called "CVARS"... you know the cute little commands, that can be entered via the console, so that everybody can setup his Client the way he prefers it... ;)



Douglas Quaid@Posted: Fri Oct 05, 2012 6:49 am :
I'm really pleased with what I'm seeing here. Keep up the great work! :)



lukeman3000@Posted: Mon Oct 22, 2012 8:31 am :
So, basically, this is a Doom 3 "survival mode" type of mod?



Oneofthe8devilz@Posted: Mon Nov 26, 2012 11:58 pm :
Hey folks,
a tiny video update on a feature we are currently still testing. The idea was sparked by the Doom 3 REVISED! Mod by OliveD
and found its way into an MCS testbuild. The ironsights and change of spread values definitely give the gameplay a more tactical touch.

Weapons and hand models are still subject to change in case we decide to implement these new mechanics into the final MCS release candidate...

Image



Gzegzolka@Posted: Tue Nov 27, 2012 8:03 am :
New gear (gun and tracker) is awesome :)



BJA@Posted: Tue Nov 27, 2012 4:03 pm :
Really cool stuff :)



Oneofthe8devilz@Posted: Sun Jan 20, 2013 3:14 pm :
-==January 2013 Update==-

MCS Rideable Demons

Here we have an early and raw port of rideable/controllable demons for MCS. As usual getting this to work across the network will be a real treat :roll:

All credits for the code go to the "FFteam" (Ivan_the_B, Starfir3, Neurological) and their Fragging Free project.

Image



Oneofthe8devilz@Posted: Tue Aug 17, 2010 6:59 pm :
Mars City Security: A Doom3 Next Generation COOP Mod

-==January 2013 Update==-

MCS Rideable Demons

Here we have an early and raw port of rideable/controllable demons for MCS. As usual getting this to work across the network will be a real treat :roll:

All credits for the code go to the "FFteam" (Ivan_the_B, Starfir3, Neurological) and their Fragging Free project.

Image

-==November 2012 Update==-

Hey folks,
a tiny video update on a feature we are currently still testing. The idea was sparked by the Doom 3 REVISED! Mod by OliveD
and found its way into an MCS testbuild. The ironsights and change of spread values definitely give the gameplay a more tactical touch.

Weapons and hand models are still subject to change in case we decide to implement these new mechanics into the final MCS release candidate...

Image

-==September 2012 Update==-

Credits to the Doom3 Community which makes MCS possible

Showcasing timewarped footage of a recently included community made MCS demonwars & custom campaign map with slowmotion and time lapse scenes combined. DemonWars gametype maps now also offer optional friendly AI support...

Image

-==October 2011 Progress==-

Thanks to Simulation|EMZ's relentless technical support this month we successfully implemented a fully multiplayer compatible time of day system for the MCS gametype "DemonWars". The Global Sunlight, Ambientlight, Fog and Skybox now dynamically change and influence each other as the players cooperatively fight monsters over the network/internet.

The first video shows a timelapsed tod cycle of the new DemonWars arena map "Mars Station" which was kindly contributed by jONNY=[ReWIRE]=.

Image

youtube video link

The second video features 3 minutes of cooperative gameplay showcasing some of the latest game changes on the new time of day enabled Omega Complex DemonWars Arena map.

Image

youtube gameplay video link

-==September 2011 Progress==-

The September 2011 MCS Build is showcased in this twelve minutes "Gameplay Walkthrough" video demonstrating the latest additions to the codebase. This video was recorded at 1080p clientside connected to a dedicated server. The showcased MCS group consists of two human players (the wife & me) and one friendly MCS AI player cooperatively fighting our way through a custom community made Doom3 map. One of the most important yet to implement features will be the change of Doom3's netcode from currently "forward predicted" to "running behind the server" method. As soon as the Doom3 Source Code will be released later this year, that change, along with an improved projectile code, will ensure that clientside latency will become a much less influentual factor of the player's multiplayer cooperative gameplay experience. In order to speed up this process and thereby move faster towards a public build release, we welcome every interested & experienced c++ game programmer to join us in achieving the targeted goals.

Interested people can drop us a mail at oneofthe8devilz@hotmail.com and we will be happy to provide you with all the tools and codebases required to get you started...

Image

youtube gameplay video link

-==May 2011 Progress==-

Amoung many other SP Campaign related updates the gametype "DemonWars" was added to MCS which offers a more action/combat focused way to play the game outside the SP Campaign fighting against the Legions of Hell on Earth being humanity's last line of defense.

Image

youtube gameplay video link

-==February 2011 Progress==-

Image

youtube gameplay video link

-==January 2011 Progress==-

After the long awaited Sikkmod 1.0 source release the new features are slowly but surely making it into MCS ;)
Here a shot of the freshly ported SSAO 8)


Image


-==December 2010 Progress==-

Image

youtube gameplay video link



Gzegzolka@Posted: Wed Aug 18, 2010 2:50 pm :
On video it look awesome as every game that could be played in coop :) . I like how You use all that new graphic modifications, but is there a way to turn them off and play this mod on not-so-new pc with someone who have all those eye candy on (I mean playing with friend same mod but on different graphic settings for each computer)? I like adding glow effect to player armor so now it is more easy to spot where Your friend is. Also You got big plus for adding female marine model, there is some work on her face and armor to do (or I didn't see her carefully).



Oneofthe8devilz@Posted: Wed Aug 18, 2010 3:35 pm :
Gzegzolka wrote:
...but is there a way to turn them off and play this mod on not-so-new pc with someone who have all those eye candy on (I mean playing with friend same mod but on different graphic settings for each computer)


Sure .. all settings are toggleable plus I will release perfomance cfg files along with the mod so ppl can quickly execute the cfg files that fits their system the best.




Gzegzolka@Posted: Wed Aug 18, 2010 7:10 pm :
Nice, now You only have to work on female models, as far as I remember there was nice coop mod for D3 where player can choose face from his model from many head models and there was bit poor coop mode where player can only choose color for his armor.



Tetzlaff@Posted: Thu Aug 19, 2010 2:18 pm :
Cool, finally some girls in Mars City :)



geX@Posted: Sun Aug 22, 2010 6:07 pm :
So this is just another coop mod? But with crappy bloom, wierd hdr, random ugly chick and third person camera? great!......

It's great that you keep working on mods for doom3, but shouldn't the bar be set a little higher than this?



shaviro@Posted: Sun Aug 22, 2010 6:13 pm :
Yeah, not to be rude, but how anyone can think that looks good and pleasing to the eye boggles my mind.
Check out how RAGE and the recent OverDose video use bloom. It's subtle, but good. Less is more and in this case it's much more :P

After all, there's a reason crysis doesn't look like this: http://www.tfuture.org/shaviro/crysis02.jpg



vertex007@Posted: Sun Aug 22, 2010 6:39 pm :
if he is using Sikkstuff, you can easily adjust/customize the bloom settings to fit your taste better, but I agree that in the video and the shot it is definitely overkill.



reko@Posted: Sun Aug 22, 2010 6:41 pm :
Yea, I'm sure is Sikkpin's HDR and other stuff, cause he also used it in Thievous (A thief-themed coop where you throw fireballs and fight demons :D)



Oneofthe8devilz@Posted: Sun Aug 22, 2010 7:18 pm :
8)



vertex007@Posted: Tue Aug 24, 2010 8:14 pm :
may I ask which particles enhancements are you using in that vid, very nice explosions sparks !

is it your custom stuff for the mod or can I find it somewhere on a already released mod ?

is it SDK bound or can be added without custom DLL ?

just curious ...



Oneofthe8devilz@Posted: Fri Nov 19, 2010 2:22 pm :
-==December 2010 Progress==-

Image

youtube gameplay video link: http://www.youtube.com/watch?v=Tue0a8SPjTY



Oneofthe8devilz@Posted: Fri Nov 19, 2010 2:25 pm :
vertex007 wrote:
may I ask which particles enhancements are you using in that vid, very nice explosions sparks !

is it your custom stuff for the mod or can I find it somewhere on a already released mod ?

is it SDK bound or can be added without custom DLL ?

just curious ...


The particle effects can already be witnessed in our Full Metal Jacket Mod and are partly SDK bound (making impacts on different materials cause different paticle & sound effects).



vertex007@Posted: Sat Nov 20, 2010 3:12 pm :
Oneofthe8devilz wrote:
The particle effects can already be witnessed in our Full Metal Jacket Mod and are partly SDK bound (making impacts on different materials cause different paticle & sound effects).


nice I see, I like the explosions sparks, thanks for the info.

nice new video too.

I saw people looking for a up-to-date D3 co-op mod on the D3 steam forums recently, I will point them at your mod.



Oneofthe8devilz@Posted: Mon Jan 24, 2011 12:08 pm :
After the long awaited Sikkmod 1.0 source release the new features are slowly but surely making it into MCS :)

Here a shot of the freshly ported SSAO 8)

Image



geX@Posted: Mon Jan 24, 2011 6:19 pm :
ME EYES! :cry:

Seriously dude. Tone the HDR etc down! :O



Oneofthe8devilz@Posted: Mon Jan 24, 2011 10:50 pm :
Seriously man, just put on a pair of these...

Image

... and everything will be fine :wink:8)



biff_debris@Posted: Tue Jan 25, 2011 1:58 am :
Lots of potential there. It'd be cool if you could have a slider menu like Sikkpin has in his latest (kudos to him on that, btw), and even better, a melee attack.



reko@Posted: Tue Jan 25, 2011 12:32 pm :
Oneofthe8devilz wrote:
Seriously man, just put on a pair of these...

Image

... and everything will be fine :wink:8)


Seriously man, that costs money, and most of us don't have them. 8)



Oneofthe8devilz@Posted: Tue Jan 25, 2011 2:23 pm :
cheap bastards :lol:

and besides that.... I am certain you know there has been an invention called "CVARS"... you know the cute little commands, that can be entered via the console, so that everybody can setup his Client the way he prefers it... ;)



printz@Posted: Tue Jan 25, 2011 9:10 pm :
Can it be applied to any custom map or map pack?



Oneofthe8devilz@Posted: Wed Feb 16, 2011 8:13 pm :
printz wrote:
Can it be applied to any custom map or map pack?


Yes it can.

-==February 2011 Progress==-

Image

youtube gameplay video link: http://www.youtube.com/watch?v=JD8cIY7TfjQ



evilartist@Posted: Thu Feb 17, 2011 12:05 am :
Can the motion blur be adjusted? It needs to be toned down. Also, is it just my imagination, or does the motion blur in all directions rather than just the direction you're turning?

You should lay off the looping hellknight music. It's bad enough I already made that mistake.



Oneofthe8devilz@Posted: Thu May 05, 2011 1:08 pm :
-==May 2011 Progress==-

Amoung many other SP Campaign related updates the gametype "DemonWars" was added to MCS which offers a more action/combat focused way to play the game outside the SP Campaign fighting against the Legions of Hell on Earth being humanity's last line of defense.

Image

youtube gameplay video link: http://www.youtube.com/watch?v=qv__Ag2uqr8



Zombie13@Posted: Thu May 05, 2011 3:53 pm :
Couldn't see anything because it was so hot (brightness of lighting) and blury :)

I think you should create some variety in your level there, being open and shooting things from a range could get stale quickly.

Mixing in tight to medium spaces can play it up and down in terms of pace, and keeps it fresher than one type of playable space.



geX@Posted: Thu May 05, 2011 6:00 pm :
well from what I can see hes just using maps already released by others (I could be wrong though), so I dont think you'll see much variety there. Hes just slapping "new and awesome graphics" and gamemodes ontop of it.



Tron@Posted: Thu May 05, 2011 7:43 pm :
The graphical effects are a bit over the top at times, but this does look fun, can imagine spending some entertaining evenings with my housemate drinking beer and playing this.



Oneofthe8devilz@Posted: Mon Sep 05, 2011 4:37 pm :
-==September 2011 Progress==-

The September 2011 MCS Build is showcased in this twelve minutes "Gameplay Walkthrough" video demonstrating the latest additions to the codebase. This video was recorded at 1080p clientside connected to a dedicated server. The showcased MCS group consists of two human players (the wife & me) and one friendly MCS AI player cooperatively fighting our way through a custom community made Doom3 map. One of the most important yet to implement features will be the change of Doom3's netcode from currently "forward predicted" to "running behind the server" method. As soon as the Doom3 Source Code will be released later this year, that change, along with an improved projectile code, will ensure that clientside latency will become a much less influentual factor of the player's multiplayer cooperative gameplay experience. In order to speed up this process and thereby move faster towards a public build release, we welcome every interested & experienced c++ game programmer to join us in achieving the targeted goals.

Interested people can drop us a mail at oneofthe8devilz@hotmail.com and we will be happy to provide you with all the tools and codebases required to get you started...

Credits to the Doom3 Community

Image

youtube gameplay video link: http://www.youtube.com/watch?v=DdKgHWVQSUc&hd=1



Oneofthe8devilz@Posted: Tue Oct 18, 2011 8:32 pm :
-==October 2011 Progress==-

Thanks to Simulation|EMZ's relentless technical support this month we successfully implemented a fully multiplayer compatible time of day system for the MCS gametype "DemonWars". The Global Sunlight, Ambientlight, Fog and Skybox now dynamically change and influence each other as the players cooperatively fight monsters over the network/internet.

The first video shows a timelapsed tod cycle of the new DemonWars arena map "Mars Station" which was kindly contributed by jONNY=[ReWIRE]=.

Image

youtube video link

The second video features 3 minutes of cooperative gameplay showcasing some of the latest game changes on the new time of day enabled Omega Complex DemonWars Arena map.

Image

youtube gameplay video link



BNA!@Posted: Tue Oct 18, 2011 11:16 pm :
Keep it up - looks great!



rich_is_bored@Posted: Wed Oct 19, 2011 4:44 am :
Was that Predator music in the background? :)



Oneofthe8devilz@Posted: Wed Oct 19, 2011 9:21 am :
rich_is_bored wrote:
Was that Predator music in the background? :)


Yes it was :)



Oneofthe8devilz@Posted: Wed Sep 19, 2012 11:01 am :
-==September 2012 Update==-

Credits to the Doom3 Community which makes MCS possible

Showcasing timewarped footage of a recently included community made MCS demonwars & custom campaign map with slowmotion and time lapse scenes combined. DemonWars gametype maps now also offer optional friendly AI support...

Image



The Happy Friar@Posted: Wed Sep 19, 2012 1:20 pm :
very nice. :) Do you have a USA server for that atm?



Oneofthe8devilz@Posted: Wed Sep 19, 2012 1:36 pm :
The Happy Friar wrote:
very nice. :) Do you have a USA server for that atm?


Since we are still currently in internal beta development stage, there is just the dev-server which is located in Eastern Europe. There is a strong desire to release a first public multiplayer beta, but for this to happen several coop & netcode related issues would need to be fixed first, which is quite a tough thing to do, as being discussed over at the The Doom3 Open Source Coop Coding Thread and this MCS WIP Update over at moddb.

Once this substantial development goal has been achieved, it won't really matter where the server is located: ASIA, EUROPE, AMERICA

The quality of the clientside experience will be nearly identical regardless of where you connect from and to worldwide.



The Happy Friar@Posted: Wed Sep 19, 2012 5:56 pm :
Oneofthe8devilz wrote:
The quality of the clientside experience will be nearly identical regardless of where you connect from and to worldwide.


That's going to have to be one of those "see it to believe it" things for me. I've never seen a client or server prediction that didn't wig out either on the low or high ping cases in one major way or another.

So be sure to wow me! :)



bladeghost@Posted: Wed Sep 19, 2012 8:49 pm :
Co-op in a word is great fun, from my days on avp1 on mplayer with co-op matches to the games nowadays like mass effect3 this would be a welcomed addition to a great game. heck even doom 1 had co-op. I had two playstation ones, linked with a cable and two TV's and jammed co-op doom 1 with my neighbor on weekends. That was a blast! now with this new BFG edition of doom 3 coming out will there be a co-op from id? either way good to have , and I'll have some levels to play too that I've made for my mod I'm building. Great stuff! hope to see more!

8)
J



The Happy Friar@Posted: Thu Sep 20, 2012 2:16 am :
Doom Coop 4 player was the best. In Doom 2, one of the city maps had a cyber demon spawn out in the open. He's keep killing us until he wandered up to the spawn point, it was just BRUTAL. :)



afullo@Posted: Sat Sep 22, 2012 12:47 pm :
Great work, I wrote some lines there.

As I posted, there aren't simple times for id Software modding. Doom III and Quake IV have been released for years by now, while more recent games like the latest Wolfenstein and Rage have a very little modding community (if any). It's nice to see people still working on id Tech based games with the spirit that reminds of 2004/2005. :D



LDAsh@Posted: Sat Sep 22, 2012 4:10 pm :
Predictable giant framerate drops as her 2K-poly tits are fed into the renderer? This is usually what happens. :P The butt can often cause real suffering too.



Douglas Quaid@Posted: Fri Oct 05, 2012 6:49 am :
I'm really pleased with what I'm seeing here. Keep up the great work! :)



lukeman3000@Posted: Mon Oct 22, 2012 8:31 am :
So, basically, this is a Doom 3 "survival mode" type of mod?



Oneofthe8devilz@Posted: Mon Nov 26, 2012 11:58 pm :
Hey folks,
a tiny video update on a feature we are currently still testing. The idea was sparked by the Doom 3 REVISED! Mod by OliveD
and found its way into an MCS testbuild. The ironsights and change of spread values definitely give the gameplay a more tactical touch.

Weapons and hand models are still subject to change in case we decide to implement these new mechanics into the final MCS release candidate...

Image



Gzegzolka@Posted: Tue Nov 27, 2012 8:03 am :
New gear (gun and tracker) is awesome :)



BJA@Posted: Tue Nov 27, 2012 4:03 pm :
Really cool stuff :)



Oneofthe8devilz@Posted: Sun Jan 20, 2013 3:14 pm :
-==January 2013 Update==-

MCS Rideable Demons

Here we have an early and raw port of rideable/controllable demons for MCS. As usual getting this to work across the network will be a real treat :roll:

All credits for the code go to the "FFteam" (Ivan_the_B, Starfir3, Neurological) and their Fragging Free project.

Image



Oneofthe8devilz@Posted: Tue Aug 17, 2010 6:59 pm :
Mars City Security: A Doom3 Next Generation COOP Mod

-==January 2013 Update==-

MCS Rideable Demons

Here we have an early and raw port of rideable/controllable demons for MCS. As usual getting this to work across the network will be a real treat :roll:

All credits for the code go to the "FFteam" (Ivan_the_B, Starfir3, Neurological) and their Fragging Free project.

Image

-==November 2012 Update==-

Hey folks,
a tiny video update on a feature we are currently still testing. The idea was sparked by the Doom 3 REVISED! Mod by OliveD
and found its way into an MCS testbuild. The ironsights and change of spread values definitely give the gameplay a more tactical touch.

Weapons and hand models are still subject to change in case we decide to implement these new mechanics into the final MCS release candidate...

Image

-==September 2012 Update==-

Credits to the Doom3 Community which makes MCS possible

Showcasing timewarped footage of a recently included community made MCS demonwars & custom campaign map with slowmotion and time lapse scenes combined. DemonWars gametype maps now also offer optional friendly AI support...

Image

-==October 2011 Progress==-

Thanks to Simulation|EMZ's relentless technical support this month we successfully implemented a fully multiplayer compatible time of day system for the MCS gametype "DemonWars". The Global Sunlight, Ambientlight, Fog and Skybox now dynamically change and influence each other as the players cooperatively fight monsters over the network/internet.

The first video shows a timelapsed tod cycle of the new DemonWars arena map "Mars Station" which was kindly contributed by jONNY=[ReWIRE]=.

Image

youtube video link

The second video features 3 minutes of cooperative gameplay showcasing some of the latest game changes on the new time of day enabled Omega Complex DemonWars Arena map.

Image

youtube gameplay video link

-==September 2011 Progress==-

The September 2011 MCS Build is showcased in this twelve minutes "Gameplay Walkthrough" video demonstrating the latest additions to the codebase. This video was recorded at 1080p clientside connected to a dedicated server. The showcased MCS group consists of two human players (the wife & me) and one friendly MCS AI player cooperatively fighting our way through a custom community made Doom3 map. One of the most important yet to implement features will be the change of Doom3's netcode from currently "forward predicted" to "running behind the server" method. As soon as the Doom3 Source Code will be released later this year, that change, along with an improved projectile code, will ensure that clientside latency will become a much less influentual factor of the player's multiplayer cooperative gameplay experience. In order to speed up this process and thereby move faster towards a public build release, we welcome every interested & experienced c++ game programmer to join us in achieving the targeted goals.

Interested people can drop us a mail at oneofthe8devilz@hotmail.com and we will be happy to provide you with all the tools and codebases required to get you started...

Image

youtube gameplay video link

-==May 2011 Progress==-

Amoung many other SP Campaign related updates the gametype "DemonWars" was added to MCS which offers a more action/combat focused way to play the game outside the SP Campaign fighting against the Legions of Hell on Earth being humanity's last line of defense.

Image

youtube gameplay video link

-==February 2011 Progress==-

Image

youtube gameplay video link

-==January 2011 Progress==-

After the long awaited Sikkmod 1.0 source release the new features are slowly but surely making it into MCS ;)
Here a shot of the freshly ported SSAO 8)


Image


-==December 2010 Progress==-

Image

youtube gameplay video link



Gzegzolka@Posted: Wed Aug 18, 2010 2:50 pm :
On video it look awesome as every game that could be played in coop :) . I like how You use all that new graphic modifications, but is there a way to turn them off and play this mod on not-so-new pc with someone who have all those eye candy on (I mean playing with friend same mod but on different graphic settings for each computer)? I like adding glow effect to player armor so now it is more easy to spot where Your friend is. Also You got big plus for adding female marine model, there is some work on her face and armor to do (or I didn't see her carefully).



Oneofthe8devilz@Posted: Wed Aug 18, 2010 3:35 pm :
Gzegzolka wrote:
...but is there a way to turn them off and play this mod on not-so-new pc with someone who have all those eye candy on (I mean playing with friend same mod but on different graphic settings for each computer)


Sure .. all settings are toggleable plus I will release perfomance cfg files along with the mod so ppl can quickly execute the cfg files that fits their system the best.




Gzegzolka@Posted: Wed Aug 18, 2010 7:10 pm :
Nice, now You only have to work on female models, as far as I remember there was nice coop mod for D3 where player can choose face from his model from many head models and there was bit poor coop mode where player can only choose color for his armor.



Tetzlaff@Posted: Thu Aug 19, 2010 2:18 pm :
Cool, finally some girls in Mars City :)



geX@Posted: Sun Aug 22, 2010 6:07 pm :
So this is just another coop mod? But with crappy bloom, wierd hdr, random ugly chick and third person camera? great!......

It's great that you keep working on mods for doom3, but shouldn't the bar be set a little higher than this?



shaviro@Posted: Sun Aug 22, 2010 6:13 pm :
Yeah, not to be rude, but how anyone can think that looks good and pleasing to the eye boggles my mind.
Check out how RAGE and the recent OverDose video use bloom. It's subtle, but good. Less is more and in this case it's much more :P

After all, there's a reason crysis doesn't look like this: http://www.tfuture.org/shaviro/crysis02.jpg



vertex007@Posted: Sun Aug 22, 2010 6:39 pm :
if he is using Sikkstuff, you can easily adjust/customize the bloom settings to fit your taste better, but I agree that in the video and the shot it is definitely overkill.



reko@Posted: Sun Aug 22, 2010 6:41 pm :
Yea, I'm sure is Sikkpin's HDR and other stuff, cause he also used it in Thievous (A thief-themed coop where you throw fireballs and fight demons :D)



Oneofthe8devilz@Posted: Sun Aug 22, 2010 7:18 pm :
8)



vertex007@Posted: Tue Aug 24, 2010 8:14 pm :
may I ask which particles enhancements are you using in that vid, very nice explosions sparks !

is it your custom stuff for the mod or can I find it somewhere on a already released mod ?

is it SDK bound or can be added without custom DLL ?

just curious ...



Oneofthe8devilz@Posted: Fri Nov 19, 2010 2:22 pm :
-==December 2010 Progress==-

Image

youtube gameplay video link: http://www.youtube.com/watch?v=Tue0a8SPjTY



Oneofthe8devilz@Posted: Fri Nov 19, 2010 2:25 pm :
vertex007 wrote:
may I ask which particles enhancements are you using in that vid, very nice explosions sparks !

is it your custom stuff for the mod or can I find it somewhere on a already released mod ?

is it SDK bound or can be added without custom DLL ?

just curious ...


The particle effects can already be witnessed in our Full Metal Jacket Mod and are partly SDK bound (making impacts on different materials cause different paticle & sound effects).



vertex007@Posted: Sat Nov 20, 2010 3:12 pm :
Oneofthe8devilz wrote:
The particle effects can already be witnessed in our Full Metal Jacket Mod and are partly SDK bound (making impacts on different materials cause different paticle & sound effects).


nice I see, I like the explosions sparks, thanks for the info.

nice new video too.

I saw people looking for a up-to-date D3 co-op mod on the D3 steam forums recently, I will point them at your mod.



Oneofthe8devilz@Posted: Mon Jan 24, 2011 12:08 pm :
After the long awaited Sikkmod 1.0 source release the new features are slowly but surely making it into MCS :)

Here a shot of the freshly ported SSAO 8)

Image



geX@Posted: Mon Jan 24, 2011 6:19 pm :
ME EYES! :cry:

Seriously dude. Tone the HDR etc down! :O



Oneofthe8devilz@Posted: Mon Jan 24, 2011 10:50 pm :
Seriously man, just put on a pair of these...

Image

... and everything will be fine :wink:8)



biff_debris@Posted: Tue Jan 25, 2011 1:58 am :
Lots of potential there. It'd be cool if you could have a slider menu like Sikkpin has in his latest (kudos to him on that, btw), and even better, a melee attack.



reko@Posted: Tue Jan 25, 2011 12:32 pm :
Oneofthe8devilz wrote:
Seriously man, just put on a pair of these...

Image

... and everything will be fine :wink:8)


Seriously man, that costs money, and most of us don't have them. 8)



Oneofthe8devilz@Posted: Tue Jan 25, 2011 2:23 pm :
cheap bastards :lol:

and besides that.... I am certain you know there has been an invention called "CVARS"... you know the cute little commands, that can be entered via the console, so that everybody can setup his Client the way he prefers it... ;)



printz@Posted: Tue Jan 25, 2011 9:10 pm :
Can it be applied to any custom map or map pack?



Oneofthe8devilz@Posted: Wed Feb 16, 2011 8:13 pm :
printz wrote:
Can it be applied to any custom map or map pack?


Yes it can.

-==February 2011 Progress==-

Image

youtube gameplay video link: http://www.youtube.com/watch?v=JD8cIY7TfjQ



evilartist@Posted: Thu Feb 17, 2011 12:05 am :
Can the motion blur be adjusted? It needs to be toned down. Also, is it just my imagination, or does the motion blur in all directions rather than just the direction you're turning?

You should lay off the looping hellknight music. It's bad enough I already made that mistake.



Oneofthe8devilz@Posted: Thu May 05, 2011 1:08 pm :
-==May 2011 Progress==-

Amoung many other SP Campaign related updates the gametype "DemonWars" was added to MCS which offers a more action/combat focused way to play the game outside the SP Campaign fighting against the Legions of Hell on Earth being humanity's last line of defense.

Image

youtube gameplay video link: http://www.youtube.com/watch?v=qv__Ag2uqr8



Zombie13@Posted: Thu May 05, 2011 3:53 pm :
Couldn't see anything because it was so hot (brightness of lighting) and blury :)

I think you should create some variety in your level there, being open and shooting things from a range could get stale quickly.

Mixing in tight to medium spaces can play it up and down in terms of pace, and keeps it fresher than one type of playable space.



geX@Posted: Thu May 05, 2011 6:00 pm :
well from what I can see hes just using maps already released by others (I could be wrong though), so I dont think you'll see much variety there. Hes just slapping "new and awesome graphics" and gamemodes ontop of it.



Tron@Posted: Thu May 05, 2011 7:43 pm :
The graphical effects are a bit over the top at times, but this does look fun, can imagine spending some entertaining evenings with my housemate drinking beer and playing this.



Oneofthe8devilz@Posted: Mon Sep 05, 2011 4:37 pm :
-==September 2011 Progress==-

The September 2011 MCS Build is showcased in this twelve minutes "Gameplay Walkthrough" video demonstrating the latest additions to the codebase. This video was recorded at 1080p clientside connected to a dedicated server. The showcased MCS group consists of two human players (the wife & me) and one friendly MCS AI player cooperatively fighting our way through a custom community made Doom3 map. One of the most important yet to implement features will be the change of Doom3's netcode from currently "forward predicted" to "running behind the server" method. As soon as the Doom3 Source Code will be released later this year, that change, along with an improved projectile code, will ensure that clientside latency will become a much less influentual factor of the player's multiplayer cooperative gameplay experience. In order to speed up this process and thereby move faster towards a public build release, we welcome every interested & experienced c++ game programmer to join us in achieving the targeted goals.

Interested people can drop us a mail at oneofthe8devilz@hotmail.com and we will be happy to provide you with all the tools and codebases required to get you started...

Credits to the Doom3 Community

Image

youtube gameplay video link: http://www.youtube.com/watch?v=DdKgHWVQSUc&hd=1



Oneofthe8devilz@Posted: Tue Oct 18, 2011 8:32 pm :
-==October 2011 Progress==-

Thanks to Simulation|EMZ's relentless technical support this month we successfully implemented a fully multiplayer compatible time of day system for the MCS gametype "DemonWars". The Global Sunlight, Ambientlight, Fog and Skybox now dynamically change and influence each other as the players cooperatively fight monsters over the network/internet.

The first video shows a timelapsed tod cycle of the new DemonWars arena map "Mars Station" which was kindly contributed by jONNY=[ReWIRE]=.

Image

youtube video link

The second video features 3 minutes of cooperative gameplay showcasing some of the latest game changes on the new time of day enabled Omega Complex DemonWars Arena map.

Image

youtube gameplay video link



BNA!@Posted: Tue Oct 18, 2011 11:16 pm :
Keep it up - looks great!



rich_is_bored@Posted: Wed Oct 19, 2011 4:44 am :
Was that Predator music in the background? :)



Oneofthe8devilz@Posted: Wed Oct 19, 2011 9:21 am :
rich_is_bored wrote:
Was that Predator music in the background? :)


Yes it was :)



Oneofthe8devilz@Posted: Wed Sep 19, 2012 11:01 am :
-==September 2012 Update==-

Credits to the Doom3 Community which makes MCS possible

Showcasing timewarped footage of a recently included community made MCS demonwars & custom campaign map with slowmotion and time lapse scenes combined. DemonWars gametype maps now also offer optional friendly AI support...

Image



The Happy Friar@Posted: Wed Sep 19, 2012 1:20 pm :
very nice. :) Do you have a USA server for that atm?



Oneofthe8devilz@Posted: Wed Sep 19, 2012 1:36 pm :
The Happy Friar wrote:
very nice. :) Do you have a USA server for that atm?


Since we are still currently in internal beta development stage, there is just the dev-server which is located in Eastern Europe. There is a strong desire to release a first public multiplayer beta, but for this to happen several coop & netcode related issues would need to be fixed first, which is quite a tough thing to do, as being discussed over at the The Doom3 Open Source Coop Coding Thread and this MCS WIP Update over at moddb.

Once this substantial development goal has been achieved, it won't really matter where the server is located: ASIA, EUROPE, AMERICA

The quality of the clientside experience will be nearly identical regardless of where you connect from and to worldwide.



The Happy Friar@Posted: Wed Sep 19, 2012 5:56 pm :
Oneofthe8devilz wrote:
The quality of the clientside experience will be nearly identical regardless of where you connect from and to worldwide.


That's going to have to be one of those "see it to believe it" things for me. I've never seen a client or server prediction that didn't wig out either on the low or high ping cases in one major way or another.

So be sure to wow me! :)



bladeghost@Posted: Wed Sep 19, 2012 8:49 pm :
Co-op in a word is great fun, from my days on avp1 on mplayer with co-op matches to the games nowadays like mass effect3 this would be a welcomed addition to a great game. heck even doom 1 had co-op. I had two playstation ones, linked with a cable and two TV's and jammed co-op doom 1 with my neighbor on weekends. That was a blast! now with this new BFG edition of doom 3 coming out will there be a co-op from id? either way good to have , and I'll have some levels to play too that I've made for my mod I'm building. Great stuff! hope to see more!

8)
J



The Happy Friar@Posted: Thu Sep 20, 2012 2:16 am :
Doom Coop 4 player was the best. In Doom 2, one of the city maps had a cyber demon spawn out in the open. He's keep killing us until he wandered up to the spawn point, it was just BRUTAL. :)



afullo@Posted: Sat Sep 22, 2012 12:47 pm :
Great work, I wrote some lines there.

As I posted, there aren't simple times for id Software modding. Doom III and Quake IV have been released for years by now, while more recent games like the latest Wolfenstein and Rage have a very little modding community (if any). It's nice to see people still working on id Tech based games with the spirit that reminds of 2004/2005. :D



LDAsh@Posted: Sat Sep 22, 2012 4:10 pm :
Predictable giant framerate drops as her 2K-poly tits are fed into the renderer? This is usually what happens. :P The butt can often cause real suffering too.



Oneofthe8devilz@Posted: Tue Aug 17, 2010 6:59 pm :
Mars City Security: A Doom3 Next Generation COOP Mod

-==January 2013 Update==-

MCS Rideable Demons

Here we have an early and raw port of rideable/controllable demons for MCS. As usual getting this to work across the network will be a real treat :roll:

All credits for the code go to the "FFteam" (Ivan_the_B, Starfir3, Neurological) and their Fragging Free project.

Image

-==November 2012 Update==-

Hey folks,
a tiny video update on a feature we are currently still testing. The idea was sparked by the Doom 3 REVISED! Mod by OliveD
and found its way into an MCS testbuild. The ironsights and change of spread values definitely give the gameplay a more tactical touch.

Weapons and hand models are still subject to change in case we decide to implement these new mechanics into the final MCS release candidate...

Image

-==September 2012 Update==-

Credits to the Doom3 Community which makes MCS possible

Showcasing timewarped footage of a recently included community made MCS demonwars & custom campaign map with slowmotion and time lapse scenes combined. DemonWars gametype maps now also offer optional friendly AI support...

Image

-==October 2011 Progress==-

Thanks to Simulation|EMZ's relentless technical support this month we successfully implemented a fully multiplayer compatible time of day system for the MCS gametype "DemonWars". The Global Sunlight, Ambientlight, Fog and Skybox now dynamically change and influence each other as the players cooperatively fight monsters over the network/internet.

The first video shows a timelapsed tod cycle of the new DemonWars arena map "Mars Station" which was kindly contributed by jONNY=[ReWIRE]=.

Image

youtube video link

The second video features 3 minutes of cooperative gameplay showcasing some of the latest game changes on the new time of day enabled Omega Complex DemonWars Arena map.

Image

youtube gameplay video link

-==September 2011 Progress==-

The September 2011 MCS Build is showcased in this twelve minutes "Gameplay Walkthrough" video demonstrating the latest additions to the codebase. This video was recorded at 1080p clientside connected to a dedicated server. The showcased MCS group consists of two human players (the wife & me) and one friendly MCS AI player cooperatively fighting our way through a custom community made Doom3 map. One of the most important yet to implement features will be the change of Doom3's netcode from currently "forward predicted" to "running behind the server" method. As soon as the Doom3 Source Code will be released later this year, that change, along with an improved projectile code, will ensure that clientside latency will become a much less influentual factor of the player's multiplayer cooperative gameplay experience. In order to speed up this process and thereby move faster towards a public build release, we welcome every interested & experienced c++ game programmer to join us in achieving the targeted goals.

Interested people can drop us a mail at oneofthe8devilz@hotmail.com and we will be happy to provide you with all the tools and codebases required to get you started...

Image

youtube gameplay video link

-==May 2011 Progress==-

Amoung many other SP Campaign related updates the gametype "DemonWars" was added to MCS which offers a more action/combat focused way to play the game outside the SP Campaign fighting against the Legions of Hell on Earth being humanity's last line of defense.

Image

youtube gameplay video link

-==February 2011 Progress==-

Image

youtube gameplay video link

-==January 2011 Progress==-

After the long awaited Sikkmod 1.0 source release the new features are slowly but surely making it into MCS ;)
Here a shot of the freshly ported SSAO 8)


Image


-==December 2010 Progress==-

Image

youtube gameplay video link



Gzegzolka@Posted: Wed Aug 18, 2010 2:50 pm :
On video it look awesome as every game that could be played in coop :) . I like how You use all that new graphic modifications, but is there a way to turn them off and play this mod on not-so-new pc with someone who have all those eye candy on (I mean playing with friend same mod but on different graphic settings for each computer)? I like adding glow effect to player armor so now it is more easy to spot where Your friend is. Also You got big plus for adding female marine model, there is some work on her face and armor to do (or I didn't see her carefully).



Oneofthe8devilz@Posted: Wed Aug 18, 2010 3:35 pm :
Gzegzolka wrote:
...but is there a way to turn them off and play this mod on not-so-new pc with someone who have all those eye candy on (I mean playing with friend same mod but on different graphic settings for each computer)


Sure .. all settings are toggleable plus I will release perfomance cfg files along with the mod so ppl can quickly execute the cfg files that fits their system the best.




Gzegzolka@Posted: Wed Aug 18, 2010 7:10 pm :
Nice, now You only have to work on female models, as far as I remember there was nice coop mod for D3 where player can choose face from his model from many head models and there was bit poor coop mode where player can only choose color for his armor.



Tetzlaff@Posted: Thu Aug 19, 2010 2:18 pm :
Cool, finally some girls in Mars City :)



geX@Posted: Sun Aug 22, 2010 6:07 pm :
So this is just another coop mod? But with crappy bloom, wierd hdr, random ugly chick and third person camera? great!......

It's great that you keep working on mods for doom3, but shouldn't the bar be set a little higher than this?



shaviro@Posted: Sun Aug 22, 2010 6:13 pm :
Yeah, not to be rude, but how anyone can think that looks good and pleasing to the eye boggles my mind.
Check out how RAGE and the recent OverDose video use bloom. It's subtle, but good. Less is more and in this case it's much more :P

After all, there's a reason crysis doesn't look like this: http://www.tfuture.org/shaviro/crysis02.jpg



vertex007@Posted: Sun Aug 22, 2010 6:39 pm :
if he is using Sikkstuff, you can easily adjust/customize the bloom settings to fit your taste better, but I agree that in the video and the shot it is definitely overkill.



reko@Posted: Sun Aug 22, 2010 6:41 pm :
Yea, I'm sure is Sikkpin's HDR and other stuff, cause he also used it in Thievous (A thief-themed coop where you throw fireballs and fight demons :D)



Oneofthe8devilz@Posted: Sun Aug 22, 2010 7:18 pm :
8)



vertex007@Posted: Tue Aug 24, 2010 8:14 pm :
may I ask which particles enhancements are you using in that vid, very nice explosions sparks !

is it your custom stuff for the mod or can I find it somewhere on a already released mod ?

is it SDK bound or can be added without custom DLL ?

just curious ...



Oneofthe8devilz@Posted: Fri Nov 19, 2010 2:22 pm :
-==December 2010 Progress==-

Image

youtube gameplay video link: http://www.youtube.com/watch?v=Tue0a8SPjTY



Oneofthe8devilz@Posted: Fri Nov 19, 2010 2:25 pm :
vertex007 wrote:
may I ask which particles enhancements are you using in that vid, very nice explosions sparks !

is it your custom stuff for the mod or can I find it somewhere on a already released mod ?

is it SDK bound or can be added without custom DLL ?

just curious ...


The particle effects can already be witnessed in our Full Metal Jacket Mod and are partly SDK bound (making impacts on different materials cause different paticle & sound effects).



vertex007@Posted: Sat Nov 20, 2010 3:12 pm :
Oneofthe8devilz wrote:
The particle effects can already be witnessed in our Full Metal Jacket Mod and are partly SDK bound (making impacts on different materials cause different paticle & sound effects).


nice I see, I like the explosions sparks, thanks for the info.

nice new video too.

I saw people looking for a up-to-date D3 co-op mod on the D3 steam forums recently, I will point them at your mod.



Oneofthe8devilz@Posted: Mon Jan 24, 2011 12:08 pm :
After the long awaited Sikkmod 1.0 source release the new features are slowly but surely making it into MCS :)

Here a shot of the freshly ported SSAO 8)

Image



geX@Posted: Mon Jan 24, 2011 6:19 pm :
ME EYES! :cry:

Seriously dude. Tone the HDR etc down! :O



Oneofthe8devilz@Posted: Mon Jan 24, 2011 10:50 pm :
Seriously man, just put on a pair of these...

Image

... and everything will be fine :wink:8)



biff_debris@Posted: Tue Jan 25, 2011 1:58 am :
Lots of potential there. It'd be cool if you could have a slider menu like Sikkpin has in his latest (kudos to him on that, btw), and even better, a melee attack.



reko@Posted: Tue Jan 25, 2011 12:32 pm :
Oneofthe8devilz wrote:
Seriously man, just put on a pair of these...

Image

... and everything will be fine :wink:8)


Seriously man, that costs money, and most of us don't have them. 8)



Oneofthe8devilz@Posted: Tue Jan 25, 2011 2:23 pm :
cheap bastards :lol:

and besides that.... I am certain you know there has been an invention called "CVARS"... you know the cute little commands, that can be entered via the console, so that everybody can setup his Client the way he prefers it... ;)



printz@Posted: Tue Jan 25, 2011 9:10 pm :
Can it be applied to any custom map or map pack?



Oneofthe8devilz@Posted: Wed Feb 16, 2011 8:13 pm :
printz wrote:
Can it be applied to any custom map or map pack?


Yes it can.

-==February 2011 Progress==-

Image

youtube gameplay video link: http://www.youtube.com/watch?v=JD8cIY7TfjQ



evilartist@Posted: Thu Feb 17, 2011 12:05 am :
Can the motion blur be adjusted? It needs to be toned down. Also, is it just my imagination, or does the motion blur in all directions rather than just the direction you're turning?

You should lay off the looping hellknight music. It's bad enough I already made that mistake.



Oneofthe8devilz@Posted: Thu May 05, 2011 1:08 pm :
-==May 2011 Progress==-

Amoung many other SP Campaign related updates the gametype "DemonWars" was added to MCS which offers a more action/combat focused way to play the game outside the SP Campaign fighting against the Legions of Hell on Earth being humanity's last line of defense.

Image

youtube gameplay video link: http://www.youtube.com/watch?v=qv__Ag2uqr8



Zombie13@Posted: Thu May 05, 2011 3:53 pm :
Couldn't see anything because it was so hot (brightness of lighting) and blury :)

I think you should create some variety in your level there, being open and shooting things from a range could get stale quickly.

Mixing in tight to medium spaces can play it up and down in terms of pace, and keeps it fresher than one type of playable space.



geX@Posted: Thu May 05, 2011 6:00 pm :
well from what I can see hes just using maps already released by others (I could be wrong though), so I dont think you'll see much variety there. Hes just slapping "new and awesome graphics" and gamemodes ontop of it.



Tron@Posted: Thu May 05, 2011 7:43 pm :
The graphical effects are a bit over the top at times, but this does look fun, can imagine spending some entertaining evenings with my housemate drinking beer and playing this.



Oneofthe8devilz@Posted: Mon Sep 05, 2011 4:37 pm :
-==September 2011 Progress==-

The September 2011 MCS Build is showcased in this twelve minutes "Gameplay Walkthrough" video demonstrating the latest additions to the codebase. This video was recorded at 1080p clientside connected to a dedicated server. The showcased MCS group consists of two human players (the wife & me) and one friendly MCS AI player cooperatively fighting our way through a custom community made Doom3 map. One of the most important yet to implement features will be the change of Doom3's netcode from currently "forward predicted" to "running behind the server" method. As soon as the Doom3 Source Code will be released later this year, that change, along with an improved projectile code, will ensure that clientside latency will become a much less influentual factor of the player's multiplayer cooperative gameplay experience. In order to speed up this process and thereby move faster towards a public build release, we welcome every interested & experienced c++ game programmer to join us in achieving the targeted goals.

Interested people can drop us a mail at oneofthe8devilz@hotmail.com and we will be happy to provide you with all the tools and codebases required to get you started...

Credits to the Doom3 Community

Image

youtube gameplay video link: http://www.youtube.com/watch?v=DdKgHWVQSUc&hd=1



Oneofthe8devilz@Posted: Tue Oct 18, 2011 8:32 pm :
-==October 2011 Progress==-

Thanks to Simulation|EMZ's relentless technical support this month we successfully implemented a fully multiplayer compatible time of day system for the MCS gametype "DemonWars". The Global Sunlight, Ambientlight, Fog and Skybox now dynamically change and influence each other as the players cooperatively fight monsters over the network/internet.

The first video shows a timelapsed tod cycle of the new DemonWars arena map "Mars Station" which was kindly contributed by jONNY=[ReWIRE]=.

Image

youtube video link

The second video features 3 minutes of cooperative gameplay showcasing some of the latest game changes on the new time of day enabled Omega Complex DemonWars Arena map.

Image

youtube gameplay video link



BNA!@Posted: Tue Oct 18, 2011 11:16 pm :
Keep it up - looks great!



rich_is_bored@Posted: Wed Oct 19, 2011 4:44 am :
Was that Predator music in the background? :)



Oneofthe8devilz@Posted: Wed Oct 19, 2011 9:21 am :
rich_is_bored wrote:
Was that Predator music in the background? :)


Yes it was :)



Oneofthe8devilz@Posted: Wed Sep 19, 2012 11:01 am :
-==September 2012 Update==-

Credits to the Doom3 Community which makes MCS possible

Showcasing timewarped footage of a recently included community made MCS demonwars & custom campaign map with slowmotion and time lapse scenes combined. DemonWars gametype maps now also offer optional friendly AI support...

Image



The Happy Friar@Posted: Wed Sep 19, 2012 1:20 pm :
very nice. :) Do you have a USA server for that atm?



Oneofthe8devilz@Posted: Wed Sep 19, 2012 1:36 pm :
The Happy Friar wrote:
very nice. :) Do you have a USA server for that atm?


Since we are still currently in internal beta development stage, there is just the dev-server which is located in Eastern Europe. There is a strong desire to release a first public multiplayer beta, but for this to happen several coop & netcode related issues would need to be fixed first, which is quite a tough thing to do, as being discussed over at the The Doom3 Open Source Coop Coding Thread and this MCS WIP Update over at moddb.

Once this substantial development goal has been achieved, it won't really matter where the server is located: ASIA, EUROPE, AMERICA

The quality of the clientside experience will be nearly identical regardless of where you connect from and to worldwide.



The Happy Friar@Posted: Wed Sep 19, 2012 5:56 pm :
Oneofthe8devilz wrote:
The quality of the clientside experience will be nearly identical regardless of where you connect from and to worldwide.


That's going to have to be one of those "see it to believe it" things for me. I've never seen a client or server prediction that didn't wig out either on the low or high ping cases in one major way or another.

So be sure to wow me! :)



bladeghost@Posted: Wed Sep 19, 2012 8:49 pm :
Co-op in a word is great fun, from my days on avp1 on mplayer with co-op matches to the games nowadays like mass effect3 this would be a welcomed addition to a great game. heck even doom 1 had co-op. I had two playstation ones, linked with a cable and two TV's and jammed co-op doom 1 with my neighbor on weekends. That was a blast! now with this new BFG edition of doom 3 coming out will there be a co-op from id? either way good to have , and I'll have some levels to play too that I've made for my mod I'm building. Great stuff! hope to see more!

8)
J



The Happy Friar@Posted: Thu Sep 20, 2012 2:16 am :
Doom Coop 4 player was the best. In Doom 2, one of the city maps had a cyber demon spawn out in the open. He's keep killing us until he wandered up to the spawn point, it was just BRUTAL. :)



afullo@Posted: Sat Sep 22, 2012 12:47 pm :
Great work, I wrote some lines there.

As I posted, there aren't simple times for id Software modding. Doom III and Quake IV have been released for years by now, while more recent games like the latest Wolfenstein and Rage have a very little modding community (if any). It's nice to see people still working on id Tech based games with the spirit that reminds of 2004/2005. :D



LDAsh@Posted: Sat Sep 22, 2012 4:10 pm :
Predictable giant framerate drops as her 2K-poly tits are fed into the renderer? This is usually what happens. :P The butt can often cause real suffering too.



Douglas Quaid@Posted: Fri Oct 05, 2012 6:49 am :
I'm really pleased with what I'm seeing here. Keep up the great work! :)



lukeman3000@Posted: Mon Oct 22, 2012 8:31 am :
So, basically, this is a Doom 3 "survival mode" type of mod?



Oneofthe8devilz@Posted: Mon Nov 26, 2012 11:58 pm :
Hey folks,
a tiny video update on a feature we are currently still testing. The idea was sparked by the Doom 3 REVISED! Mod by OliveD
and found its way into an MCS testbuild. The ironsights and change of spread values definitely give the gameplay a more tactical touch.

Weapons and hand models are still subject to change in case we decide to implement these new mechanics into the final MCS release candidate...

Image



Gzegzolka@Posted: Tue Nov 27, 2012 8:03 am :
New gear (gun and tracker) is awesome :)



BJA@Posted: Tue Nov 27, 2012 4:03 pm :
Really cool stuff :)



Oneofthe8devilz@Posted: Sun Jan 20, 2013 3:14 pm :
-==January 2013 Update==-

MCS Rideable Demons

Here we have an early and raw port of rideable/controllable demons for MCS. As usual getting this to work across the network will be a real treat :roll:

All credits for the code go to the "FFteam" (Ivan_the_B, Starfir3, Neurological) and their Fragging Free project.

Image