revility@Posted: Sun Dec 19, 2010 7:29 am :
Thanks for testing out the linux build. I'll put a post and a proper readme install guide up on the mod db soon.

We've also released the new hell texture pack for doom3. This was used in Ruiner for most of the levels. Its a collection of textures ment to further expand the Hell texture set.

http://www.moddb.com/mods/ruiner/addons/new-hell-texture-pack-for-doom-3



Baal@Posted: Sun Dec 19, 2010 3:48 pm :
I just got feedback from someone testing the linux build. He reported an issue with the zombies. Their heads are displayed a distance besides their bodies (stretching their necks).

There's also no way to choose a widescreen resolution from the menu (you have to do it via doomconfig.cfg). The aspect ratio option doesn't effect the list of screen resolutions.



revility@Posted: Fri Nov 19, 2010 9:20 pm :
The build includes 5 levels and around 1 to 1 ½ hours of game play. The mod is compatible with the PC retail or PC Steam install of Doom 3 with the 1.3.1 patch. Make sure you check the README file inside the documents sub folder for information on how to install the mod, it's advanced controls and new system options.

We would like to thank everybody for their support over the years. Feel free to post any constructive comments, bug reports, and general feedback on our ModDB site or here.


website and download links:
http://ruiner.atomicarmadillo.com/
http://www.moddb.com/mods/ruiner

External ReadMe file Link:
http://www.moddb.com/mods/ruiner/featur ... ad-me-file

YouTube trailer link:
http://www.youtube.com/watch?v=pIT9UqxC8Sg

Cheers!



BloodRayne@Posted: Fri Nov 19, 2010 9:50 pm :
Very cool, congratulations!

Downloading now. :)



solarsplace@Posted: Fri Nov 19, 2010 9:56 pm :
Hi

Fantastic & congratulations.

Already downloaded :)

Just waiting for the kids to go to bed so I can try it.

Thanks again

Regards



Douglas Quaid@Posted: Fri Nov 19, 2010 9:58 pm :
Nice, all the Doom 3 mods are finally coming out it seems :). Congrats!



LDAsh@Posted: Fri Nov 19, 2010 10:49 pm :
I hope this project will find itself a decent mirror soon. None of the ModDB ones can be resumed and I'd really like to check this out because it sounds like a lot of actual fun. ;)



Deadite4@Posted: Sat Nov 20, 2010 1:46 am :
I'm at level 2 of the mod. So far, in general some pretty nice work. It shows you spent a lot of time on this. The 3rd person view is pretty fun.

Congrats on the release! I'm having fun playing it!

I can post up some bugs and criticism when I finish if you'd like. I had a crash and so far 1 moment of almost freezing I was able to catch console dumps of if they have worthy information. I didn't really check, I just immediately condumped and continued playing.



Gzegzolka@Posted: Sat Nov 20, 2010 1:50 am :
Wow, it is very good news :)



Douglas Quaid@Posted: Sat Nov 20, 2010 3:04 am :
I gotta go to bed now but I'm really impressed with this mod so far. The ghosts in level 3 are cool but I keep dying in an explosive manner when I fight them. :)



printz@Posted: Sat Nov 20, 2010 11:01 am :
Very cool and appears well-balanced for raw typical Doomish combat :) I like how the sword can actually chop through meleers, not expose you to their slaps. Also Warcraft 1 and 2 sounds for hitting metal :lol:

Here are the issues I've considered mentioning:

- Third person by default is OFF, despite the mod being designed with TP in mind. I had to type pm_thirdperson 1 at the console, and not most people might know about it.
- Dropping a weapon (by default with Q) won't make it pickable again. This makes it very dangerous and actually fatal when you could use that weapon.
- Maybe ammo balance? On my first try, I ran out of ammo against the first boss, until I became more conservative the second attempt.
- Why 3 skill levels and not 4? I tried the third skill from the menu (dunno its console value), but I started to hear the dreaded "I'm sorry" sound Doom 3 makes in Nightmare mode, so I assumed it's the insane difficulty mode. The mod was made with second skill in mind?



swordbreaker@Posted: Sat Nov 20, 2010 1:34 pm :
congrats!

I'm downloading right now.



Ivan_the_B@Posted: Sat Nov 20, 2010 1:54 pm :
printz wrote:
Very cool and appears well-balanced for raw typical Doomish combat :) I like how the sword can actually chop through meleers, not expose you to their slaps. Also Warcraft 1 and 2 sounds for hitting metal :lol:

Here are the issues I've considered mentioning:

- Third person by default is OFF, despite the mod being designed with TP in mind. I had to type pm_thirdperson 1 at the console, and not most people might know about it.
- Dropping a weapon (by default with Q) won't make it pickable again. This makes it very dangerous and actually fatal when you could use that weapon.
- Maybe ammo balance? On my first try, I ran out of ammo against the first boss, until I became more conservative the second attempt.
- Why 3 skill levels and not 4? I tried the third skill from the menu (dunno its console value), but I started to hear the dreaded "I'm sorry" sound Doom 3 makes in Nightmare mode, so I assumed it's the insane difficulty mode. The mod was made with second skill in mind?


Hi printz and thaks for the feedback!

Btw third person camera should be on by default!
May be you have an autoexec.cfg file in the base folder turning it off?
That's strange.

You can pickup dropped weapons. You have to use the interact button (default: E).



NX-317@Posted: Sat Nov 20, 2010 1:55 pm :
At last, long years of waiting are over.

This is exactly what I expected from Atomic Armadillo - well made levels, original design, new and fun gameplay, fantastic sounds and music, especially light.ogg from first level.

I see you redesigned the mod few times to achieve the perfect look. You achieved it.

It is very nice to have so many combat moves. And it's very fun to accidentally send a monster to fly in the sky or freeze him.

And there is a good replay value - to learn and use moves that I missed before.

Two things that bothered me - in the town some voice constantly repeats "Help me, help me" all the time. It's annoying to hear the same thing so many times. And I think it would be better to have a menu option to display advanced controls list instead of having to quit the game to look at it.

Once again you proved your ability to turn Doom3 into a different great game.

LDAsh wrote:
I hope this project will find itself a decent mirror soon. None of the ModDB ones can be resumed and I'd really like to check this out because it sounds like a lot of actual fun. ;)

Actually, it is possible to resume them, you just need to change URL to a new one in the download properties before resuming it. I use Free Download Manager for downloading and FlashGot to get a new URL.



Ivan_the_B@Posted: Sat Nov 20, 2010 2:05 pm :
Hi NX-317 and thanks for the feedback!
NX-317 wrote:
And I think it would be better to have a menu option to display advanced controls list instead of having to quit the game to look at it.

There is an in-game menu list!
Sadly, I just realized there is no default binding for it in the current release.
You can still bind it to whatever you want in the "controls" menu. :)



NX-317@Posted: Sat Nov 20, 2010 2:20 pm :
Hi Ivan_the_B, thanks for the hint, I see it.

Some things I forgot about: there is a "journal" key in the controls menu, bound to tab by default, but when I press it, nothing happens. And during some finishing moves the sound of sword hitting something plays even if I actually don't hit anything.



vertex007@Posted: Sat Nov 20, 2010 3:19 pm :
looks really nice by the vids, I will surely try it out, when I finally fucking find some extra time again, I am very short of it atm. :cry:



revility@Posted: Sat Nov 20, 2010 8:28 pm :
looks like I didn't put the right version of the default.cfg file in the final build. There is a double bind in there for the F1 key. You can still set this in the menu options.

If your running out of ammo too often, try using levitation more often. You can grab and throw objects, projectiles and small enemies just like in ROE with it. When your fighting the shock knight or Barons of Hell, throwing the explosive barrels or their own projectiles will make short work of them.

Learning the special moves and finishing moves for the Ruin Blade is very useful. Its the best way to take out small time enemies like zombies, maggots and imps. Great way to conserve ammo.

The Journal key is for the PDA replacement. However it was never finished. Nothing happens because the player is never given one in the game.

If anyone wants to tinker with some of the new settings, here are the console commands:

pm_thirdperson_sidescale
This will move the camera from left to right or center it.

r_hdr_*
Tinkering around with the various HDR settings can improve performance, or the general look of the game.



BNA!@Posted: Sat Nov 20, 2010 10:12 pm :
Congratulations!



Douglas Quaid@Posted: Mon Nov 22, 2010 12:26 am :
I really enjoyed the beta. Overall the gameplay is cool and I have to say that some parts are excellently done. I'm looking forward to the final release. :D



LDAsh@Posted: Mon Nov 22, 2010 1:14 am :
Quote:
Actually, it is possible to resume them, you just need to change URL to a new one
That may be my only choice, but if I get through downloading 500MB and end up with a corrupt ZIP I will be utterly devastated.



revility@Posted: Mon Nov 22, 2010 7:13 am :
Here is another mirror to try:
http://www.filefront.com/17535423/ruiner2010beta.zip



revility@Posted: Sun Dec 19, 2010 7:29 am :
Thanks for testing out the linux build. I'll put a post and a proper readme install guide up on the mod db soon.

We've also released the new hell texture pack for doom3. This was used in Ruiner for most of the levels. Its a collection of textures ment to further expand the Hell texture set.

http://www.moddb.com/mods/ruiner/addons/new-hell-texture-pack-for-doom-3



Baal@Posted: Sun Dec 19, 2010 3:48 pm :
I just got feedback from someone testing the linux build. He reported an issue with the zombies. Their heads are displayed a distance besides their bodies (stretching their necks).

There's also no way to choose a widescreen resolution from the menu (you have to do it via doomconfig.cfg). The aspect ratio option doesn't effect the list of screen resolutions.



revility@Posted: Fri Nov 19, 2010 9:20 pm :
The build includes 5 levels and around 1 to 1 ½ hours of game play. The mod is compatible with the PC retail or PC Steam install of Doom 3 with the 1.3.1 patch. Make sure you check the README file inside the documents sub folder for information on how to install the mod, it's advanced controls and new system options.

We would like to thank everybody for their support over the years. Feel free to post any constructive comments, bug reports, and general feedback on our ModDB site or here.


website and download links:
http://ruiner.atomicarmadillo.com/
http://www.moddb.com/mods/ruiner

External ReadMe file Link:
http://www.moddb.com/mods/ruiner/featur ... ad-me-file

YouTube trailer link:
http://www.youtube.com/watch?v=pIT9UqxC8Sg

Cheers!



BloodRayne@Posted: Fri Nov 19, 2010 9:50 pm :
Very cool, congratulations!

Downloading now. :)



solarsplace@Posted: Fri Nov 19, 2010 9:56 pm :
Hi

Fantastic & congratulations.

Already downloaded :)

Just waiting for the kids to go to bed so I can try it.

Thanks again

Regards



Douglas Quaid@Posted: Fri Nov 19, 2010 9:58 pm :
Nice, all the Doom 3 mods are finally coming out it seems :). Congrats!



LDAsh@Posted: Fri Nov 19, 2010 10:49 pm :
I hope this project will find itself a decent mirror soon. None of the ModDB ones can be resumed and I'd really like to check this out because it sounds like a lot of actual fun. ;)



Deadite4@Posted: Sat Nov 20, 2010 1:46 am :
I'm at level 2 of the mod. So far, in general some pretty nice work. It shows you spent a lot of time on this. The 3rd person view is pretty fun.

Congrats on the release! I'm having fun playing it!

I can post up some bugs and criticism when I finish if you'd like. I had a crash and so far 1 moment of almost freezing I was able to catch console dumps of if they have worthy information. I didn't really check, I just immediately condumped and continued playing.



Gzegzolka@Posted: Sat Nov 20, 2010 1:50 am :
Wow, it is very good news :)



Douglas Quaid@Posted: Sat Nov 20, 2010 3:04 am :
I gotta go to bed now but I'm really impressed with this mod so far. The ghosts in level 3 are cool but I keep dying in an explosive manner when I fight them. :)



printz@Posted: Sat Nov 20, 2010 11:01 am :
Very cool and appears well-balanced for raw typical Doomish combat :) I like how the sword can actually chop through meleers, not expose you to their slaps. Also Warcraft 1 and 2 sounds for hitting metal :lol:

Here are the issues I've considered mentioning:

- Third person by default is OFF, despite the mod being designed with TP in mind. I had to type pm_thirdperson 1 at the console, and not most people might know about it.
- Dropping a weapon (by default with Q) won't make it pickable again. This makes it very dangerous and actually fatal when you could use that weapon.
- Maybe ammo balance? On my first try, I ran out of ammo against the first boss, until I became more conservative the second attempt.
- Why 3 skill levels and not 4? I tried the third skill from the menu (dunno its console value), but I started to hear the dreaded "I'm sorry" sound Doom 3 makes in Nightmare mode, so I assumed it's the insane difficulty mode. The mod was made with second skill in mind?



swordbreaker@Posted: Sat Nov 20, 2010 1:34 pm :
congrats!

I'm downloading right now.



Ivan_the_B@Posted: Sat Nov 20, 2010 1:54 pm :
printz wrote:
Very cool and appears well-balanced for raw typical Doomish combat :) I like how the sword can actually chop through meleers, not expose you to their slaps. Also Warcraft 1 and 2 sounds for hitting metal :lol:

Here are the issues I've considered mentioning:

- Third person by default is OFF, despite the mod being designed with TP in mind. I had to type pm_thirdperson 1 at the console, and not most people might know about it.
- Dropping a weapon (by default with Q) won't make it pickable again. This makes it very dangerous and actually fatal when you could use that weapon.
- Maybe ammo balance? On my first try, I ran out of ammo against the first boss, until I became more conservative the second attempt.
- Why 3 skill levels and not 4? I tried the third skill from the menu (dunno its console value), but I started to hear the dreaded "I'm sorry" sound Doom 3 makes in Nightmare mode, so I assumed it's the insane difficulty mode. The mod was made with second skill in mind?


Hi printz and thaks for the feedback!

Btw third person camera should be on by default!
May be you have an autoexec.cfg file in the base folder turning it off?
That's strange.

You can pickup dropped weapons. You have to use the interact button (default: E).



NX-317@Posted: Sat Nov 20, 2010 1:55 pm :
At last, long years of waiting are over.

This is exactly what I expected from Atomic Armadillo - well made levels, original design, new and fun gameplay, fantastic sounds and music, especially light.ogg from first level.

I see you redesigned the mod few times to achieve the perfect look. You achieved it.

It is very nice to have so many combat moves. And it's very fun to accidentally send a monster to fly in the sky or freeze him.

And there is a good replay value - to learn and use moves that I missed before.

Two things that bothered me - in the town some voice constantly repeats "Help me, help me" all the time. It's annoying to hear the same thing so many times. And I think it would be better to have a menu option to display advanced controls list instead of having to quit the game to look at it.

Once again you proved your ability to turn Doom3 into a different great game.

LDAsh wrote:
I hope this project will find itself a decent mirror soon. None of the ModDB ones can be resumed and I'd really like to check this out because it sounds like a lot of actual fun. ;)

Actually, it is possible to resume them, you just need to change URL to a new one in the download properties before resuming it. I use Free Download Manager for downloading and FlashGot to get a new URL.



Ivan_the_B@Posted: Sat Nov 20, 2010 2:05 pm :
Hi NX-317 and thanks for the feedback!
NX-317 wrote:
And I think it would be better to have a menu option to display advanced controls list instead of having to quit the game to look at it.

There is an in-game menu list!
Sadly, I just realized there is no default binding for it in the current release.
You can still bind it to whatever you want in the "controls" menu. :)



NX-317@Posted: Sat Nov 20, 2010 2:20 pm :
Hi Ivan_the_B, thanks for the hint, I see it.

Some things I forgot about: there is a "journal" key in the controls menu, bound to tab by default, but when I press it, nothing happens. And during some finishing moves the sound of sword hitting something plays even if I actually don't hit anything.



vertex007@Posted: Sat Nov 20, 2010 3:19 pm :
looks really nice by the vids, I will surely try it out, when I finally fucking find some extra time again, I am very short of it atm. :cry:



revility@Posted: Sat Nov 20, 2010 8:28 pm :
looks like I didn't put the right version of the default.cfg file in the final build. There is a double bind in there for the F1 key. You can still set this in the menu options.

If your running out of ammo too often, try using levitation more often. You can grab and throw objects, projectiles and small enemies just like in ROE with it. When your fighting the shock knight or Barons of Hell, throwing the explosive barrels or their own projectiles will make short work of them.

Learning the special moves and finishing moves for the Ruin Blade is very useful. Its the best way to take out small time enemies like zombies, maggots and imps. Great way to conserve ammo.

The Journal key is for the PDA replacement. However it was never finished. Nothing happens because the player is never given one in the game.

If anyone wants to tinker with some of the new settings, here are the console commands:

pm_thirdperson_sidescale
This will move the camera from left to right or center it.

r_hdr_*
Tinkering around with the various HDR settings can improve performance, or the general look of the game.



BNA!@Posted: Sat Nov 20, 2010 10:12 pm :
Congratulations!



Douglas Quaid@Posted: Mon Nov 22, 2010 12:26 am :
I really enjoyed the beta. Overall the gameplay is cool and I have to say that some parts are excellently done. I'm looking forward to the final release. :D



LDAsh@Posted: Mon Nov 22, 2010 1:14 am :
Quote:
Actually, it is possible to resume them, you just need to change URL to a new one
That may be my only choice, but if I get through downloading 500MB and end up with a corrupt ZIP I will be utterly devastated.



revility@Posted: Mon Nov 22, 2010 7:13 am :
Here is another mirror to try:
http://www.filefront.com/17535423/ruiner2010beta.zip



Hexen Terzo@Posted: Mon Nov 22, 2010 4:59 pm :
nice mod! :D



Baal@Posted: Mon Nov 22, 2010 9:54 pm :
Congratulations on the release. :)

I would like to try the mod but I'm running Linux. There's a Linux/Mac section in the readme contained in the zip file but no binaries other than the Windows dll.
Are you planning to release a Linux version?



gb_remake@Posted: Tue Nov 23, 2010 1:24 am :
I second the request for a Linux gamex86.so.

I would even volunteer to compile it if you have no Linux box.



revility@Posted: Tue Nov 23, 2010 8:22 am :
the linux part was left in the Read me by accident. I used my old template from the HardQore 2 Readme for it.

Would greatly apreciate the help porting it to linux.



printz@Posted: Tue Nov 23, 2010 10:53 am :
Is this a demo? That is, will there be more than 5 levels? I'm already at level 4 (if you count level 2 as stand-alone).

Some comments/reports (it's a beta):

- locked doors still make the vanilla Doom 3 computer beep when approached, though they're made of rock
- the shuriken thrower makes the Doom 3 SMG sound when readied. Is it intended?
- are the two first bosses really meant to be so close in time?
- There's that flaming sword standing vertically in level 4. When I approach it, the game suggests me to press "interact". Doing so, it replaced the shotgun I was having, with the bow. When I tried to interact again, it didn't give me back the shotgun.
- Indeed that stock Doom 3 "help me" is played too much. At first, I thought it's ominous (you know that demon expansion pack and that monster in it that looks like a caco, right?). But probably not. It was playing more frequently when inside, making me think it's an intensity meter, that something inside was expecting me. Oh well. If it's only an ambient sound, shouldn't it be improved?
- Level 4 has those two identical (cloned?) archvile+2maggots rooms. No plan to differentiate them for the final release? :)

- generally, I learned not to count on the sword combos too much, but rather on my mobility. If I tried doing a spin attack, those slim zombies could pull a very rapid attack that would take out about 15% of the health. The monsters are still as dangerous as ever... I was also skeptical of poltergeists' (that's what they are?) balance, until I found out they're mostly harmless at melee. I'd say there's a reason the vagary was made a boss by Id, that levitation attack is quite hard to evade.



gb_remake@Posted: Tue Nov 23, 2010 5:21 pm :
I just compiled the D3 gamex86.so on my linux box, just PM me if you wish me to do a test compile of Ruiner.



printz@Posted: Wed Nov 24, 2010 12:15 pm :
Why isn't this thread in the Doom 3 Modifications subforum?



BNA!@Posted: Wed Nov 24, 2010 1:20 pm :
printz wrote:
Why isn't this thread in the Doom 3 Modifications subforum?


Because the author thought it might get more attention in here?



BJA@Posted: Thu Nov 25, 2010 5:55 pm :
printz wrote:
Why isn't this thread in the Doom 3 Modifications subforum?

Question is, why this isn`t on the news frontpage...it`s not like a d3 mod gets released every day ;)

congrats to the beta release btw! :)



BNA!@Posted: Fri Nov 26, 2010 12:24 am :
BJA wrote:
printz wrote:
Why isn't this thread in the Doom 3 Modifications subforum?

Question is, why this isn`t on the news frontpage...it`s not like a d3 mod gets released every day ;)

congrats to the beta release btw! :)


True - why isn't it!



mnemjc@Posted: Mon Nov 29, 2010 6:44 pm :
played trough it just now and overall its quite fun, while not being exactly my setting, so good job so far... however there were a few things i didnt like:

1. You just get dropped into "your world" without much help/explanations, this might be due the demo not including the real first level?
2. Some bosses/enemys seem to be too strong, but this might be because i didn't exactly knew how to pull all these nifty combos off, i just pressed the movement keys randomly while klicking mouse1/mouse2

3. a few mapping related issues:

Image
Sorry for the crappy shot. You can get stuck on those skeletons in the second (i think its the second level, shortly before the maledict boss) level, causing you to fly/hang in midair, pressing the move keys lets you "slide" trough, though.

Image
The bar which should hold the corpse is a little too short.

Image
The whole window is zfighting. Probably being copied twice by accident.

Image
Those lightbeams seem to be a bit wrong, this way you would imagine that there is a lightsource behind the window which emits the light to the outside. Should only be the other way round.

Image
Material should be twosided.

Image
When jumping into the "firepit" you can get stuck easily, i managed to get out by using the dodge move, though.

Image
The Door opened like usual, i went trough and after i turned around i noticed that the half of the door is gone, and the visportal inside the door closed off, creating a pitch black area, going trough it just rendered the other area pitchblack, but did not fix the issue.

Hope its the type of feedback you've hoped for :)



revility@Posted: Wed Dec 01, 2010 8:26 am :
Thanks for posting the map related bugs. These could be fixed in a possible patch.

the only major mapping bug I can't fix is the teleporting doors in the first level because of the amount of entities and brushes that need to moved and rotated. the game not starting in thirdperson can also be fixed.



revility@Posted: Tue Dec 07, 2010 9:47 pm :
If there is anybody interested in testing the linux build, let me know. After it gets tested a bit, it will up for download.



printz@Posted: Wed Dec 15, 2010 3:02 pm :
revility wrote:
Thanks for posting the map related bugs. These could be fixed in a possible patch.

the only major mapping bug I can't fix is the teleporting doors in the first level because of the amount of entities and brushes that need to moved and rotated.

Does the current topology allow you to make those doors openable and create small rooms beyond them, that contain the same teleporters?



revility@Posted: Fri Dec 17, 2010 9:02 am :
Yes it could be done to make the transitions to other areas better. You could build new rooms to connect the areas. Looking at how the map was set up; that would be quite a bit of new content.

Here is a link to the linux build. Sorry about the delay uploading this. let me know if it works. I currently can not test it out myself. Big thanks to Baal for compiling this.

linux test



gb_remake@Posted: Fri Dec 17, 2010 2:37 pm :
terminate called after throwing an instance of 'idCompileError'


This is what happens when I try to run the linux version.

Quote:
------ Initializing File System ------
Loaded pk4 /home/jonas/doom3/base/game01.pk4 with checksum 0x51c6981f
Loaded pk4 /home/jonas/doom3/base/game02.pk4 with checksum 0xf3ec6f7
Loaded pk4 /home/jonas/doom3/base/game03.pk4 with checksum 0x5d4230ea
Loaded pk4 /home/jonas/doom3/base/pak000.pk4 with checksum 0x28d208f1
Loaded pk4 /home/jonas/doom3/base/pak001.pk4 with checksum 0x40244be0
Loaded pk4 /home/jonas/doom3/base/pak002.pk4 with checksum 0xc51ecdcd
Loaded pk4 /home/jonas/doom3/base/pak003.pk4 with checksum 0xcd79d028
Loaded pk4 /home/jonas/doom3/base/pak004.pk4 with checksum 0x765e4f8b
Loaded pk4 /home/jonas/doom3/base/pak005.pk4 with checksum 0x8ffc3621
Loaded pk4 /home/jonas/doom3/base/pak006.pk4 with checksum 0x95b65ab
Loaded pk4 /home/jonas/doom3/base/pak007.pk4 with checksum 0x666bdb3c
Loaded pk4 /home/jonas/doom3/base/pak008.pk4 with checksum 0x23ae5993
Loaded pk4 /home/jonas/doom3/ruiner/game667.pk4 with checksum 0xf7805fbd
Current search path:
/home/jonas/.doom3/ruiner
/home/jonas/doom3/ruiner
/home/jonas/doom3/ruiner/game667.pk4 (2 files)
/home/jonas/.doom3/base
/home/jonas/doom3/base
/home/jonas/doom3/base/pak008.pk4 (3 files)
/home/jonas/doom3/base/pak007.pk4 (38 files)
/home/jonas/doom3/base/pak006.pk4 (48 files)
/home/jonas/doom3/base/pak005.pk4 (63 files)
/home/jonas/doom3/base/pak004.pk4 (5137 files)
/home/jonas/doom3/base/pak003.pk4 (4676 files)
/home/jonas/doom3/base/pak002.pk4 (6120 files)
/home/jonas/doom3/base/pak001.pk4 (8972 files)
/home/jonas/doom3/base/pak000.pk4 (2698 files)
/home/jonas/doom3/base/game03.pk4 (2 files)
/home/jonas/doom3/base/game02.pk4 (2 files)
/home/jonas/doom3/base/game01.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
Addon pk4s:
file system initialized.
--------------------------------------
background thread already running
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
renderSystem initialized.
--------------------------------------
5206 strings read from strings/english.lang
Couldn't open journal files
execing editor.cfg
execing default.cfg
execing DoomConfig.cfg
couldn't exec autoexec.cfg
5206 strings read from strings/english.lang
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
----- R_InitOpenGL -----
Setup X display connection
dlopen(libGL.so.1)
Initializing OpenGL display
Using XFree86-VidModeExtension Version 2.2
DGA DirectVideo Mouse (Version 2.0) initialized
Free86-VidModeExtension Activated at 1280x1024
Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
GL_RENDERER: GeForce 6600 GT/AGP/SSE2
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum

------- Input Initialization -------
XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK
XKB extension present on server ( 0x1:0x0 )
------------------------------------
------ OSS Sound Initialization ------
opened sound device '/dev/dsp'
ioctl SNDCTL_SYSINFO failed: Invalid argument
this ioctl is only available in OSS/Linux implementation. If you run OSS/Free, don't bother./dev/dsp - bit rate: 16, channels: 2, frequency: 44100
allocated a mix buffer of 16384 bytes
--------------------------------------
...using GL_ARB_multitexture
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_env_dot3
...using GL_ARB_texture_env_add
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
...using GL_1.4_texture_lod_bias
X..GL_EXT_shared_texture_palette not found
...using GL_EXT_texture3D
...using GL_EXT_stencil_wrap
...using GL_NV_register_combiners
...using GL_EXT_stencil_two_side
X..GL_ATI_fragment_shader not found
X..GL_ATI_text_fragment_shader not found
...using GL_ARB_vertex_buffer_object
...using GL_ARB_vertex_program
...using GL_ARB_fragment_program
...using EXT_depth_bounds_test
---------- R_NV20_Init ----------
---------------------------------
----------- R200_Init -----------
Not available.
---------- R_ARB2_Init ----------
Available.
---------------------------------
----- R_ReloadARBPrograms -----
glprogs/test.vfp
glprogs/test.vfp
glprogs/interaction.vfp
glprogs/interaction.vfp
glprogs/bumpyEnvironment.vfp
glprogs/bumpyEnvironment.vfp
glprogs/ambientLight.vfp
glprogs/ambientLight.vfp
glprogs/shadow.vp
glprogs/R200_interaction.vp
glprogs/nv20_bumpAndLight.vp
glprogs/nv20_diffuseColor.vp
glprogs/nv20_specularColor.vp
glprogs/nv20_diffuseAndSpecularColor.vp
glprogs/environment.vfp
glprogs/environment.vfp
glprogs/arbVP_glasswarp.txt: File not found
glprogs/arbFP_glasswarp.txt: File not found
-------------------------------
using ARB_vertex_buffer_object memory
using ARB2 renderSystem
found DLL in pak file: /home/jonas/doom3/ruiner/game667.pk4/gamex86.so
copy gamex86.so to /home/jonas/.doom3/ruiner/gamex86.so
WARNING: CVar 'pm_thirdPerson' declared multiple times with different initial value
WARNING: CVar 'pm_thirdPersonRange' declared multiple times with different initial value
WARNING: CVar 'pm_staminarate' declared multiple times with different initial value
WARNING: CVar 'pm_staminathreshold' declared multiple times with different initial value
WARNING: CVar 'pm_stamina' declared multiple times with different initial value
WARNING: CVar 'pm_runspeed' declared multiple times with different initial value
WARNING: CVar 'pm_walkspeed' declared multiple times with different initial value
WARNING: CVar 'pm_jumpheight' declared multiple times with different initial value
WARNING: CVar 'g_nightmare' declared multiple times with different initial value
WARNING: CVar 'ui_showGun' declared multiple times with different initial value
WARNING: CVar 'gamedate' declared multiple times with different initial value
WARNING: CVar 'g_version' declared multiple times with different initial value
--------- Initializing Game ----------
gamename: baseDOOM-1
gamedate: Dec 1 2010
Initializing event system
...560 event definitions
Initializing class hierarchy
...157 classes, 497280 bytes for event callbacks
execing default.cfg
Initializing scripts
terminate called after throwing an instance of 'idCompileError'
signal caught: Aborted
si_code -6
Trying to exit gracefully..
--------- Game Map Shutdown ----------
--------------------------------------
Shutting down sound hardware
------ OSS Sound Shutdown ------
close sound device
--------------------------------
idRenderSystem::Shutdown()
------------ Game Shutdown -----------
--------- Game Map Shutdown ----------
--------------------------------------
Shutdown event system
--------------------------------------



simulation@Posted: Fri Dec 17, 2010 5:05 pm :
@gb_remake - have you got all the other ruiner PK4 files in the ruiner folder. From your output it looks like you only have the new Linux gamecode PK4 and none of the others.



gb_remake@Posted: Fri Dec 17, 2010 7:59 pm :
Yeah, that was the problem. It works now. I'll play it for a bit and post feedback later.



simulation@Posted: Fri Dec 17, 2010 8:26 pm :
revility wrote:
Yes it could be done to make the transitions to other areas better. You could build new rooms to connect the areas. Looking at how the map was set up; that would be quite a bit of new content.

Here is a link to the linux build. Sorry about the delay uploading this. let me know if it works. I currently can not test it out myself. Big thanks to Baal for compiling this.

linux test

If you need it, I should be able to build you a Mac OS X version too. If the code compiles OK on Linux then OS X is usually a breeze.



Baal@Posted: Sat Dec 18, 2010 2:19 pm :
gb_remake wrote:
Yeah, that was the problem. It works now. I'll play it for a bit and post feedback later.
The linux-pk4 only contains the game code library. You need the whole Ruiner package in your doom3 directory and put the pk4 in there. Like on windows there should be a folder named "ruiner" in "home/username/.doom3" or in whatever directory the game is installed. If you find a file "game666.pk4" there you know you have the correct location.



revility@Posted: Sun Dec 19, 2010 7:29 am :
Thanks for testing out the linux build. I'll put a post and a proper readme install guide up on the mod db soon.

We've also released the new hell texture pack for doom3. This was used in Ruiner for most of the levels. Its a collection of textures ment to further expand the Hell texture set.

http://www.moddb.com/mods/ruiner/addons/new-hell-texture-pack-for-doom-3



Baal@Posted: Sun Dec 19, 2010 3:48 pm :
I just got feedback from someone testing the linux build. He reported an issue with the zombies. Their heads are displayed a distance besides their bodies (stretching their necks).

There's also no way to choose a widescreen resolution from the menu (you have to do it via doomconfig.cfg). The aspect ratio option doesn't effect the list of screen resolutions.



revility@Posted: Fri Nov 19, 2010 9:20 pm :
The build includes 5 levels and around 1 to 1 ½ hours of game play. The mod is compatible with the PC retail or PC Steam install of Doom 3 with the 1.3.1 patch. Make sure you check the README file inside the documents sub folder for information on how to install the mod, it's advanced controls and new system options.

We would like to thank everybody for their support over the years. Feel free to post any constructive comments, bug reports, and general feedback on our ModDB site or here.


website and download links:
http://ruiner.atomicarmadillo.com/
http://www.moddb.com/mods/ruiner

External ReadMe file Link:
http://www.moddb.com/mods/ruiner/featur ... ad-me-file

YouTube trailer link:
http://www.youtube.com/watch?v=pIT9UqxC8Sg

Cheers!



BloodRayne@Posted: Fri Nov 19, 2010 9:50 pm :
Very cool, congratulations!

Downloading now. :)



solarsplace@Posted: Fri Nov 19, 2010 9:56 pm :
Hi

Fantastic & congratulations.

Already downloaded :)

Just waiting for the kids to go to bed so I can try it.

Thanks again

Regards



Douglas Quaid@Posted: Fri Nov 19, 2010 9:58 pm :
Nice, all the Doom 3 mods are finally coming out it seems :). Congrats!



LDAsh@Posted: Fri Nov 19, 2010 10:49 pm :
I hope this project will find itself a decent mirror soon. None of the ModDB ones can be resumed and I'd really like to check this out because it sounds like a lot of actual fun. ;)



Deadite4@Posted: Sat Nov 20, 2010 1:46 am :
I'm at level 2 of the mod. So far, in general some pretty nice work. It shows you spent a lot of time on this. The 3rd person view is pretty fun.

Congrats on the release! I'm having fun playing it!

I can post up some bugs and criticism when I finish if you'd like. I had a crash and so far 1 moment of almost freezing I was able to catch console dumps of if they have worthy information. I didn't really check, I just immediately condumped and continued playing.



Gzegzolka@Posted: Sat Nov 20, 2010 1:50 am :
Wow, it is very good news :)



Douglas Quaid@Posted: Sat Nov 20, 2010 3:04 am :
I gotta go to bed now but I'm really impressed with this mod so far. The ghosts in level 3 are cool but I keep dying in an explosive manner when I fight them. :)



printz@Posted: Sat Nov 20, 2010 11:01 am :
Very cool and appears well-balanced for raw typical Doomish combat :) I like how the sword can actually chop through meleers, not expose you to their slaps. Also Warcraft 1 and 2 sounds for hitting metal :lol:

Here are the issues I've considered mentioning:

- Third person by default is OFF, despite the mod being designed with TP in mind. I had to type pm_thirdperson 1 at the console, and not most people might know about it.
- Dropping a weapon (by default with Q) won't make it pickable again. This makes it very dangerous and actually fatal when you could use that weapon.
- Maybe ammo balance? On my first try, I ran out of ammo against the first boss, until I became more conservative the second attempt.
- Why 3 skill levels and not 4? I tried the third skill from the menu (dunno its console value), but I started to hear the dreaded "I'm sorry" sound Doom 3 makes in Nightmare mode, so I assumed it's the insane difficulty mode. The mod was made with second skill in mind?



swordbreaker@Posted: Sat Nov 20, 2010 1:34 pm :
congrats!

I'm downloading right now.



Ivan_the_B@Posted: Sat Nov 20, 2010 1:54 pm :
printz wrote:
Very cool and appears well-balanced for raw typical Doomish combat :) I like how the sword can actually chop through meleers, not expose you to their slaps. Also Warcraft 1 and 2 sounds for hitting metal :lol:

Here are the issues I've considered mentioning:

- Third person by default is OFF, despite the mod being designed with TP in mind. I had to type pm_thirdperson 1 at the console, and not most people might know about it.
- Dropping a weapon (by default with Q) won't make it pickable again. This makes it very dangerous and actually fatal when you could use that weapon.
- Maybe ammo balance? On my first try, I ran out of ammo against the first boss, until I became more conservative the second attempt.
- Why 3 skill levels and not 4? I tried the third skill from the menu (dunno its console value), but I started to hear the dreaded "I'm sorry" sound Doom 3 makes in Nightmare mode, so I assumed it's the insane difficulty mode. The mod was made with second skill in mind?


Hi printz and thaks for the feedback!

Btw third person camera should be on by default!
May be you have an autoexec.cfg file in the base folder turning it off?
That's strange.

You can pickup dropped weapons. You have to use the interact button (default: E).



NX-317@Posted: Sat Nov 20, 2010 1:55 pm :
At last, long years of waiting are over.

This is exactly what I expected from Atomic Armadillo - well made levels, original design, new and fun gameplay, fantastic sounds and music, especially light.ogg from first level.

I see you redesigned the mod few times to achieve the perfect look. You achieved it.

It is very nice to have so many combat moves. And it's very fun to accidentally send a monster to fly in the sky or freeze him.

And there is a good replay value - to learn and use moves that I missed before.

Two things that bothered me - in the town some voice constantly repeats "Help me, help me" all the time. It's annoying to hear the same thing so many times. And I think it would be better to have a menu option to display advanced controls list instead of having to quit the game to look at it.

Once again you proved your ability to turn Doom3 into a different great game.

LDAsh wrote:
I hope this project will find itself a decent mirror soon. None of the ModDB ones can be resumed and I'd really like to check this out because it sounds like a lot of actual fun. ;)

Actually, it is possible to resume them, you just need to change URL to a new one in the download properties before resuming it. I use Free Download Manager for downloading and FlashGot to get a new URL.



Ivan_the_B@Posted: Sat Nov 20, 2010 2:05 pm :
Hi NX-317 and thanks for the feedback!
NX-317 wrote:
And I think it would be better to have a menu option to display advanced controls list instead of having to quit the game to look at it.

There is an in-game menu list!
Sadly, I just realized there is no default binding for it in the current release.
You can still bind it to whatever you want in the "controls" menu. :)



NX-317@Posted: Sat Nov 20, 2010 2:20 pm :
Hi Ivan_the_B, thanks for the hint, I see it.

Some things I forgot about: there is a "journal" key in the controls menu, bound to tab by default, but when I press it, nothing happens. And during some finishing moves the sound of sword hitting something plays even if I actually don't hit anything.



vertex007@Posted: Sat Nov 20, 2010 3:19 pm :
looks really nice by the vids, I will surely try it out, when I finally fucking find some extra time again, I am very short of it atm. :cry:



revility@Posted: Sat Nov 20, 2010 8:28 pm :
looks like I didn't put the right version of the default.cfg file in the final build. There is a double bind in there for the F1 key. You can still set this in the menu options.

If your running out of ammo too often, try using levitation more often. You can grab and throw objects, projectiles and small enemies just like in ROE with it. When your fighting the shock knight or Barons of Hell, throwing the explosive barrels or their own projectiles will make short work of them.

Learning the special moves and finishing moves for the Ruin Blade is very useful. Its the best way to take out small time enemies like zombies, maggots and imps. Great way to conserve ammo.

The Journal key is for the PDA replacement. However it was never finished. Nothing happens because the player is never given one in the game.

If anyone wants to tinker with some of the new settings, here are the console commands:

pm_thirdperson_sidescale
This will move the camera from left to right or center it.

r_hdr_*
Tinkering around with the various HDR settings can improve performance, or the general look of the game.



BNA!@Posted: Sat Nov 20, 2010 10:12 pm :
Congratulations!



Douglas Quaid@Posted: Mon Nov 22, 2010 12:26 am :
I really enjoyed the beta. Overall the gameplay is cool and I have to say that some parts are excellently done. I'm looking forward to the final release. :D



LDAsh@Posted: Mon Nov 22, 2010 1:14 am :
Quote:
Actually, it is possible to resume them, you just need to change URL to a new one
That may be my only choice, but if I get through downloading 500MB and end up with a corrupt ZIP I will be utterly devastated.



revility@Posted: Mon Nov 22, 2010 7:13 am :
Here is another mirror to try:
http://www.filefront.com/17535423/ruiner2010beta.zip



Hexen Terzo@Posted: Mon Nov 22, 2010 4:59 pm :
nice mod! :D



Baal@Posted: Mon Nov 22, 2010 9:54 pm :
Congratulations on the release. :)

I would like to try the mod but I'm running Linux. There's a Linux/Mac section in the readme contained in the zip file but no binaries other than the Windows dll.
Are you planning to release a Linux version?



gb_remake@Posted: Tue Nov 23, 2010 1:24 am :
I second the request for a Linux gamex86.so.

I would even volunteer to compile it if you have no Linux box.



revility@Posted: Tue Nov 23, 2010 8:22 am :
the linux part was left in the Read me by accident. I used my old template from the HardQore 2 Readme for it.

Would greatly apreciate the help porting it to linux.



printz@Posted: Tue Nov 23, 2010 10:53 am :
Is this a demo? That is, will there be more than 5 levels? I'm already at level 4 (if you count level 2 as stand-alone).

Some comments/reports (it's a beta):

- locked doors still make the vanilla Doom 3 computer beep when approached, though they're made of rock
- the shuriken thrower makes the Doom 3 SMG sound when readied. Is it intended?
- are the two first bosses really meant to be so close in time?
- There's that flaming sword standing vertically in level 4. When I approach it, the game suggests me to press "interact". Doing so, it replaced the shotgun I was having, with the bow. When I tried to interact again, it didn't give me back the shotgun.
- Indeed that stock Doom 3 "help me" is played too much. At first, I thought it's ominous (you know that demon expansion pack and that monster in it that looks like a caco, right?). But probably not. It was playing more frequently when inside, making me think it's an intensity meter, that something inside was expecting me. Oh well. If it's only an ambient sound, shouldn't it be improved?
- Level 4 has those two identical (cloned?) archvile+2maggots rooms. No plan to differentiate them for the final release? :)

- generally, I learned not to count on the sword combos too much, but rather on my mobility. If I tried doing a spin attack, those slim zombies could pull a very rapid attack that would take out about 15% of the health. The monsters are still as dangerous as ever... I was also skeptical of poltergeists' (that's what they are?) balance, until I found out they're mostly harmless at melee. I'd say there's a reason the vagary was made a boss by Id, that levitation attack is quite hard to evade.



gb_remake@Posted: Tue Nov 23, 2010 5:21 pm :
I just compiled the D3 gamex86.so on my linux box, just PM me if you wish me to do a test compile of Ruiner.



printz@Posted: Wed Nov 24, 2010 12:15 pm :
Why isn't this thread in the Doom 3 Modifications subforum?



BNA!@Posted: Wed Nov 24, 2010 1:20 pm :
printz wrote:
Why isn't this thread in the Doom 3 Modifications subforum?


Because the author thought it might get more attention in here?



BJA@Posted: Thu Nov 25, 2010 5:55 pm :
printz wrote:
Why isn't this thread in the Doom 3 Modifications subforum?

Question is, why this isn`t on the news frontpage...it`s not like a d3 mod gets released every day ;)

congrats to the beta release btw! :)



BNA!@Posted: Fri Nov 26, 2010 12:24 am :
BJA wrote:
printz wrote:
Why isn't this thread in the Doom 3 Modifications subforum?

Question is, why this isn`t on the news frontpage...it`s not like a d3 mod gets released every day ;)

congrats to the beta release btw! :)


True - why isn't it!



mnemjc@Posted: Mon Nov 29, 2010 6:44 pm :
played trough it just now and overall its quite fun, while not being exactly my setting, so good job so far... however there were a few things i didnt like:

1. You just get dropped into "your world" without much help/explanations, this might be due the demo not including the real first level?
2. Some bosses/enemys seem to be too strong, but this might be because i didn't exactly knew how to pull all these nifty combos off, i just pressed the movement keys randomly while klicking mouse1/mouse2

3. a few mapping related issues:

Image
Sorry for the crappy shot. You can get stuck on those skeletons in the second (i think its the second level, shortly before the maledict boss) level, causing you to fly/hang in midair, pressing the move keys lets you "slide" trough, though.

Image
The bar which should hold the corpse is a little too short.

Image
The whole window is zfighting. Probably being copied twice by accident.

Image
Those lightbeams seem to be a bit wrong, this way you would imagine that there is a lightsource behind the window which emits the light to the outside. Should only be the other way round.

Image
Material should be twosided.

Image
When jumping into the "firepit" you can get stuck easily, i managed to get out by using the dodge move, though.

Image
The Door opened like usual, i went trough and after i turned around i noticed that the half of the door is gone, and the visportal inside the door closed off, creating a pitch black area, going trough it just rendered the other area pitchblack, but did not fix the issue.

Hope its the type of feedback you've hoped for :)



revility@Posted: Wed Dec 01, 2010 8:26 am :
Thanks for posting the map related bugs. These could be fixed in a possible patch.

the only major mapping bug I can't fix is the teleporting doors in the first level because of the amount of entities and brushes that need to moved and rotated. the game not starting in thirdperson can also be fixed.



revility@Posted: Tue Dec 07, 2010 9:47 pm :
If there is anybody interested in testing the linux build, let me know. After it gets tested a bit, it will up for download.



printz@Posted: Wed Dec 15, 2010 3:02 pm :
revility wrote:
Thanks for posting the map related bugs. These could be fixed in a possible patch.

the only major mapping bug I can't fix is the teleporting doors in the first level because of the amount of entities and brushes that need to moved and rotated.

Does the current topology allow you to make those doors openable and create small rooms beyond them, that contain the same teleporters?



revility@Posted: Fri Dec 17, 2010 9:02 am :
Yes it could be done to make the transitions to other areas better. You could build new rooms to connect the areas. Looking at how the map was set up; that would be quite a bit of new content.

Here is a link to the linux build. Sorry about the delay uploading this. let me know if it works. I currently can not test it out myself. Big thanks to Baal for compiling this.

linux test



gb_remake@Posted: Fri Dec 17, 2010 2:37 pm :
terminate called after throwing an instance of 'idCompileError'


This is what happens when I try to run the linux version.

Quote:
------ Initializing File System ------
Loaded pk4 /home/jonas/doom3/base/game01.pk4 with checksum 0x51c6981f
Loaded pk4 /home/jonas/doom3/base/game02.pk4 with checksum 0xf3ec6f7
Loaded pk4 /home/jonas/doom3/base/game03.pk4 with checksum 0x5d4230ea
Loaded pk4 /home/jonas/doom3/base/pak000.pk4 with checksum 0x28d208f1
Loaded pk4 /home/jonas/doom3/base/pak001.pk4 with checksum 0x40244be0
Loaded pk4 /home/jonas/doom3/base/pak002.pk4 with checksum 0xc51ecdcd
Loaded pk4 /home/jonas/doom3/base/pak003.pk4 with checksum 0xcd79d028
Loaded pk4 /home/jonas/doom3/base/pak004.pk4 with checksum 0x765e4f8b
Loaded pk4 /home/jonas/doom3/base/pak005.pk4 with checksum 0x8ffc3621
Loaded pk4 /home/jonas/doom3/base/pak006.pk4 with checksum 0x95b65ab
Loaded pk4 /home/jonas/doom3/base/pak007.pk4 with checksum 0x666bdb3c
Loaded pk4 /home/jonas/doom3/base/pak008.pk4 with checksum 0x23ae5993
Loaded pk4 /home/jonas/doom3/ruiner/game667.pk4 with checksum 0xf7805fbd
Current search path:
/home/jonas/.doom3/ruiner
/home/jonas/doom3/ruiner
/home/jonas/doom3/ruiner/game667.pk4 (2 files)
/home/jonas/.doom3/base
/home/jonas/doom3/base
/home/jonas/doom3/base/pak008.pk4 (3 files)
/home/jonas/doom3/base/pak007.pk4 (38 files)
/home/jonas/doom3/base/pak006.pk4 (48 files)
/home/jonas/doom3/base/pak005.pk4 (63 files)
/home/jonas/doom3/base/pak004.pk4 (5137 files)
/home/jonas/doom3/base/pak003.pk4 (4676 files)
/home/jonas/doom3/base/pak002.pk4 (6120 files)
/home/jonas/doom3/base/pak001.pk4 (8972 files)
/home/jonas/doom3/base/pak000.pk4 (2698 files)
/home/jonas/doom3/base/game03.pk4 (2 files)
/home/jonas/doom3/base/game02.pk4 (2 files)
/home/jonas/doom3/base/game01.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
Addon pk4s:
file system initialized.
--------------------------------------
background thread already running
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
renderSystem initialized.
--------------------------------------
5206 strings read from strings/english.lang
Couldn't open journal files
execing editor.cfg
execing default.cfg
execing DoomConfig.cfg
couldn't exec autoexec.cfg
5206 strings read from strings/english.lang
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
----- R_InitOpenGL -----
Setup X display connection
dlopen(libGL.so.1)
Initializing OpenGL display
Using XFree86-VidModeExtension Version 2.2
DGA DirectVideo Mouse (Version 2.0) initialized
Free86-VidModeExtension Activated at 1280x1024
Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
GL_RENDERER: GeForce 6600 GT/AGP/SSE2
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum

------- Input Initialization -------
XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK
XKB extension present on server ( 0x1:0x0 )
------------------------------------
------ OSS Sound Initialization ------
opened sound device '/dev/dsp'
ioctl SNDCTL_SYSINFO failed: Invalid argument
this ioctl is only available in OSS/Linux implementation. If you run OSS/Free, don't bother./dev/dsp - bit rate: 16, channels: 2, frequency: 44100
allocated a mix buffer of 16384 bytes
--------------------------------------
...using GL_ARB_multitexture
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_env_dot3
...using GL_ARB_texture_env_add
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
...using GL_1.4_texture_lod_bias
X..GL_EXT_shared_texture_palette not found
...using GL_EXT_texture3D
...using GL_EXT_stencil_wrap
...using GL_NV_register_combiners
...using GL_EXT_stencil_two_side
X..GL_ATI_fragment_shader not found
X..GL_ATI_text_fragment_shader not found
...using GL_ARB_vertex_buffer_object
...using GL_ARB_vertex_program
...using GL_ARB_fragment_program
...using EXT_depth_bounds_test
---------- R_NV20_Init ----------
---------------------------------
----------- R200_Init -----------
Not available.
---------- R_ARB2_Init ----------
Available.
---------------------------------
----- R_ReloadARBPrograms -----
glprogs/test.vfp
glprogs/test.vfp
glprogs/interaction.vfp
glprogs/interaction.vfp
glprogs/bumpyEnvironment.vfp
glprogs/bumpyEnvironment.vfp
glprogs/ambientLight.vfp
glprogs/ambientLight.vfp
glprogs/shadow.vp
glprogs/R200_interaction.vp
glprogs/nv20_bumpAndLight.vp
glprogs/nv20_diffuseColor.vp
glprogs/nv20_specularColor.vp
glprogs/nv20_diffuseAndSpecularColor.vp
glprogs/environment.vfp
glprogs/environment.vfp
glprogs/arbVP_glasswarp.txt: File not found
glprogs/arbFP_glasswarp.txt: File not found
-------------------------------
using ARB_vertex_buffer_object memory
using ARB2 renderSystem
found DLL in pak file: /home/jonas/doom3/ruiner/game667.pk4/gamex86.so
copy gamex86.so to /home/jonas/.doom3/ruiner/gamex86.so
WARNING: CVar 'pm_thirdPerson' declared multiple times with different initial value
WARNING: CVar 'pm_thirdPersonRange' declared multiple times with different initial value
WARNING: CVar 'pm_staminarate' declared multiple times with different initial value
WARNING: CVar 'pm_staminathreshold' declared multiple times with different initial value
WARNING: CVar 'pm_stamina' declared multiple times with different initial value
WARNING: CVar 'pm_runspeed' declared multiple times with different initial value
WARNING: CVar 'pm_walkspeed' declared multiple times with different initial value
WARNING: CVar 'pm_jumpheight' declared multiple times with different initial value
WARNING: CVar 'g_nightmare' declared multiple times with different initial value
WARNING: CVar 'ui_showGun' declared multiple times with different initial value
WARNING: CVar 'gamedate' declared multiple times with different initial value
WARNING: CVar 'g_version' declared multiple times with different initial value
--------- Initializing Game ----------
gamename: baseDOOM-1
gamedate: Dec 1 2010
Initializing event system
...560 event definitions
Initializing class hierarchy
...157 classes, 497280 bytes for event callbacks
execing default.cfg
Initializing scripts
terminate called after throwing an instance of 'idCompileError'
signal caught: Aborted
si_code -6
Trying to exit gracefully..
--------- Game Map Shutdown ----------
--------------------------------------
Shutting down sound hardware
------ OSS Sound Shutdown ------
close sound device
--------------------------------
idRenderSystem::Shutdown()
------------ Game Shutdown -----------
--------- Game Map Shutdown ----------
--------------------------------------
Shutdown event system
--------------------------------------



simulation@Posted: Fri Dec 17, 2010 5:05 pm :
@gb_remake - have you got all the other ruiner PK4 files in the ruiner folder. From your output it looks like you only have the new Linux gamecode PK4 and none of the others.



gb_remake@Posted: Fri Dec 17, 2010 7:59 pm :
Yeah, that was the problem. It works now. I'll play it for a bit and post feedback later.



simulation@Posted: Fri Dec 17, 2010 8:26 pm :
revility wrote:
Yes it could be done to make the transitions to other areas better. You could build new rooms to connect the areas. Looking at how the map was set up; that would be quite a bit of new content.

Here is a link to the linux build. Sorry about the delay uploading this. let me know if it works. I currently can not test it out myself. Big thanks to Baal for compiling this.

linux test

If you need it, I should be able to build you a Mac OS X version too. If the code compiles OK on Linux then OS X is usually a breeze.



Baal@Posted: Sat Dec 18, 2010 2:19 pm :
gb_remake wrote:
Yeah, that was the problem. It works now. I'll play it for a bit and post feedback later.
The linux-pk4 only contains the game code library. You need the whole Ruiner package in your doom3 directory and put the pk4 in there. Like on windows there should be a folder named "ruiner" in "home/username/.doom3" or in whatever directory the game is installed. If you find a file "game666.pk4" there you know you have the correct location.



revility@Posted: Sun Dec 19, 2010 7:29 am :
Thanks for testing out the linux build. I'll put a post and a proper readme install guide up on the mod db soon.

We've also released the new hell texture pack for doom3. This was used in Ruiner for most of the levels. Its a collection of textures ment to further expand the Hell texture set.

http://www.moddb.com/mods/ruiner/addons/new-hell-texture-pack-for-doom-3



Baal@Posted: Sun Dec 19, 2010 3:48 pm :
I just got feedback from someone testing the linux build. He reported an issue with the zombies. Their heads are displayed a distance besides their bodies (stretching their necks).

There's also no way to choose a widescreen resolution from the menu (you have to do it via doomconfig.cfg). The aspect ratio option doesn't effect the list of screen resolutions.



revility@Posted: Fri Nov 19, 2010 9:20 pm :
The build includes 5 levels and around 1 to 1 ½ hours of game play. The mod is compatible with the PC retail or PC Steam install of Doom 3 with the 1.3.1 patch. Make sure you check the README file inside the documents sub folder for information on how to install the mod, it's advanced controls and new system options.

We would like to thank everybody for their support over the years. Feel free to post any constructive comments, bug reports, and general feedback on our ModDB site or here.


website and download links:
http://ruiner.atomicarmadillo.com/
http://www.moddb.com/mods/ruiner

External ReadMe file Link:
http://www.moddb.com/mods/ruiner/featur ... ad-me-file

YouTube trailer link:
http://www.youtube.com/watch?v=pIT9UqxC8Sg

Cheers!



BloodRayne@Posted: Fri Nov 19, 2010 9:50 pm :
Very cool, congratulations!

Downloading now. :)



solarsplace@Posted: Fri Nov 19, 2010 9:56 pm :
Hi

Fantastic & congratulations.

Already downloaded :)

Just waiting for the kids to go to bed so I can try it.

Thanks again

Regards



Douglas Quaid@Posted: Fri Nov 19, 2010 9:58 pm :
Nice, all the Doom 3 mods are finally coming out it seems :). Congrats!



LDAsh@Posted: Fri Nov 19, 2010 10:49 pm :
I hope this project will find itself a decent mirror soon. None of the ModDB ones can be resumed and I'd really like to check this out because it sounds like a lot of actual fun. ;)



Deadite4@Posted: Sat Nov 20, 2010 1:46 am :
I'm at level 2 of the mod. So far, in general some pretty nice work. It shows you spent a lot of time on this. The 3rd person view is pretty fun.

Congrats on the release! I'm having fun playing it!

I can post up some bugs and criticism when I finish if you'd like. I had a crash and so far 1 moment of almost freezing I was able to catch console dumps of if they have worthy information. I didn't really check, I just immediately condumped and continued playing.



Gzegzolka@Posted: Sat Nov 20, 2010 1:50 am :
Wow, it is very good news :)



Douglas Quaid@Posted: Sat Nov 20, 2010 3:04 am :
I gotta go to bed now but I'm really impressed with this mod so far. The ghosts in level 3 are cool but I keep dying in an explosive manner when I fight them. :)



printz@Posted: Sat Nov 20, 2010 11:01 am :
Very cool and appears well-balanced for raw typical Doomish combat :) I like how the sword can actually chop through meleers, not expose you to their slaps. Also Warcraft 1 and 2 sounds for hitting metal :lol:

Here are the issues I've considered mentioning:

- Third person by default is OFF, despite the mod being designed with TP in mind. I had to type pm_thirdperson 1 at the console, and not most people might know about it.
- Dropping a weapon (by default with Q) won't make it pickable again. This makes it very dangerous and actually fatal when you could use that weapon.
- Maybe ammo balance? On my first try, I ran out of ammo against the first boss, until I became more conservative the second attempt.
- Why 3 skill levels and not 4? I tried the third skill from the menu (dunno its console value), but I started to hear the dreaded "I'm sorry" sound Doom 3 makes in Nightmare mode, so I assumed it's the insane difficulty mode. The mod was made with second skill in mind?



swordbreaker@Posted: Sat Nov 20, 2010 1:34 pm :
congrats!

I'm downloading right now.



Ivan_the_B@Posted: Sat Nov 20, 2010 1:54 pm :
printz wrote:
Very cool and appears well-balanced for raw typical Doomish combat :) I like how the sword can actually chop through meleers, not expose you to their slaps. Also Warcraft 1 and 2 sounds for hitting metal :lol:

Here are the issues I've considered mentioning:

- Third person by default is OFF, despite the mod being designed with TP in mind. I had to type pm_thirdperson 1 at the console, and not most people might know about it.
- Dropping a weapon (by default with Q) won't make it pickable again. This makes it very dangerous and actually fatal when you could use that weapon.
- Maybe ammo balance? On my first try, I ran out of ammo against the first boss, until I became more conservative the second attempt.
- Why 3 skill levels and not 4? I tried the third skill from the menu (dunno its console value), but I started to hear the dreaded "I'm sorry" sound Doom 3 makes in Nightmare mode, so I assumed it's the insane difficulty mode. The mod was made with second skill in mind?


Hi printz and thaks for the feedback!

Btw third person camera should be on by default!
May be you have an autoexec.cfg file in the base folder turning it off?
That's strange.

You can pickup dropped weapons. You have to use the interact button (default: E).



NX-317@Posted: Sat Nov 20, 2010 1:55 pm :
At last, long years of waiting are over.

This is exactly what I expected from Atomic Armadillo - well made levels, original design, new and fun gameplay, fantastic sounds and music, especially light.ogg from first level.

I see you redesigned the mod few times to achieve the perfect look. You achieved it.

It is very nice to have so many combat moves. And it's very fun to accidentally send a monster to fly in the sky or freeze him.

And there is a good replay value - to learn and use moves that I missed before.

Two things that bothered me - in the town some voice constantly repeats "Help me, help me" all the time. It's annoying to hear the same thing so many times. And I think it would be better to have a menu option to display advanced controls list instead of having to quit the game to look at it.

Once again you proved your ability to turn Doom3 into a different great game.

LDAsh wrote:
I hope this project will find itself a decent mirror soon. None of the ModDB ones can be resumed and I'd really like to check this out because it sounds like a lot of actual fun. ;)

Actually, it is possible to resume them, you just need to change URL to a new one in the download properties before resuming it. I use Free Download Manager for downloading and FlashGot to get a new URL.



Ivan_the_B@Posted: Sat Nov 20, 2010 2:05 pm :
Hi NX-317 and thanks for the feedback!
NX-317 wrote:
And I think it would be better to have a menu option to display advanced controls list instead of having to quit the game to look at it.

There is an in-game menu list!
Sadly, I just realized there is no default binding for it in the current release.
You can still bind it to whatever you want in the "controls" menu. :)



NX-317@Posted: Sat Nov 20, 2010 2:20 pm :
Hi Ivan_the_B, thanks for the hint, I see it.

Some things I forgot about: there is a "journal" key in the controls menu, bound to tab by default, but when I press it, nothing happens. And during some finishing moves the sound of sword hitting something plays even if I actually don't hit anything.



vertex007@Posted: Sat Nov 20, 2010 3:19 pm :
looks really nice by the vids, I will surely try it out, when I finally fucking find some extra time again, I am very short of it atm. :cry:



revility@Posted: Sat Nov 20, 2010 8:28 pm :
looks like I didn't put the right version of the default.cfg file in the final build. There is a double bind in there for the F1 key. You can still set this in the menu options.

If your running out of ammo too often, try using levitation more often. You can grab and throw objects, projectiles and small enemies just like in ROE with it. When your fighting the shock knight or Barons of Hell, throwing the explosive barrels or their own projectiles will make short work of them.

Learning the special moves and finishing moves for the Ruin Blade is very useful. Its the best way to take out small time enemies like zombies, maggots and imps. Great way to conserve ammo.

The Journal key is for the PDA replacement. However it was never finished. Nothing happens because the player is never given one in the game.

If anyone wants to tinker with some of the new settings, here are the console commands:

pm_thirdperson_sidescale
This will move the camera from left to right or center it.

r_hdr_*
Tinkering around with the various HDR settings can improve performance, or the general look of the game.



BNA!@Posted: Sat Nov 20, 2010 10:12 pm :
Congratulations!



Douglas Quaid@Posted: Mon Nov 22, 2010 12:26 am :
I really enjoyed the beta. Overall the gameplay is cool and I have to say that some parts are excellently done. I'm looking forward to the final release. :D



LDAsh@Posted: Mon Nov 22, 2010 1:14 am :
Quote:
Actually, it is possible to resume them, you just need to change URL to a new one
That may be my only choice, but if I get through downloading 500MB and end up with a corrupt ZIP I will be utterly devastated.



revility@Posted: Mon Nov 22, 2010 7:13 am :
Here is another mirror to try:
http://www.filefront.com/17535423/ruiner2010beta.zip



Hexen Terzo@Posted: Mon Nov 22, 2010 4:59 pm :
nice mod! :D



Baal@Posted: Mon Nov 22, 2010 9:54 pm :
Congratulations on the release. :)

I would like to try the mod but I'm running Linux. There's a Linux/Mac section in the readme contained in the zip file but no binaries other than the Windows dll.
Are you planning to release a Linux version?



gb_remake@Posted: Tue Nov 23, 2010 1:24 am :
I second the request for a Linux gamex86.so.

I would even volunteer to compile it if you have no Linux box.



revility@Posted: Tue Nov 23, 2010 8:22 am :
the linux part was left in the Read me by accident. I used my old template from the HardQore 2 Readme for it.

Would greatly apreciate the help porting it to linux.



printz@Posted: Tue Nov 23, 2010 10:53 am :
Is this a demo? That is, will there be more than 5 levels? I'm already at level 4 (if you count level 2 as stand-alone).

Some comments/reports (it's a beta):

- locked doors still make the vanilla Doom 3 computer beep when approached, though they're made of rock
- the shuriken thrower makes the Doom 3 SMG sound when readied. Is it intended?
- are the two first bosses really meant to be so close in time?
- There's that flaming sword standing vertically in level 4. When I approach it, the game suggests me to press "interact". Doing so, it replaced the shotgun I was having, with the bow. When I tried to interact again, it didn't give me back the shotgun.
- Indeed that stock Doom 3 "help me" is played too much. At first, I thought it's ominous (you know that demon expansion pack and that monster in it that looks like a caco, right?). But probably not. It was playing more frequently when inside, making me think it's an intensity meter, that something inside was expecting me. Oh well. If it's only an ambient sound, shouldn't it be improved?
- Level 4 has those two identical (cloned?) archvile+2maggots rooms. No plan to differentiate them for the final release? :)

- generally, I learned not to count on the sword combos too much, but rather on my mobility. If I tried doing a spin attack, those slim zombies could pull a very rapid attack that would take out about 15% of the health. The monsters are still as dangerous as ever... I was also skeptical of poltergeists' (that's what they are?) balance, until I found out they're mostly harmless at melee. I'd say there's a reason the vagary was made a boss by Id, that levitation attack is quite hard to evade.



gb_remake@Posted: Tue Nov 23, 2010 5:21 pm :
I just compiled the D3 gamex86.so on my linux box, just PM me if you wish me to do a test compile of Ruiner.



printz@Posted: Wed Nov 24, 2010 12:15 pm :
Why isn't this thread in the Doom 3 Modifications subforum?



BNA!@Posted: Wed Nov 24, 2010 1:20 pm :
printz wrote:
Why isn't this thread in the Doom 3 Modifications subforum?


Because the author thought it might get more attention in here?



BJA@Posted: Thu Nov 25, 2010 5:55 pm :
printz wrote:
Why isn't this thread in the Doom 3 Modifications subforum?

Question is, why this isn`t on the news frontpage...it`s not like a d3 mod gets released every day ;)

congrats to the beta release btw! :)



BNA!@Posted: Fri Nov 26, 2010 12:24 am :
BJA wrote:
printz wrote:
Why isn't this thread in the Doom 3 Modifications subforum?

Question is, why this isn`t on the news frontpage...it`s not like a d3 mod gets released every day ;)

congrats to the beta release btw! :)


True - why isn't it!



mnemjc@Posted: Mon Nov 29, 2010 6:44 pm :
played trough it just now and overall its quite fun, while not being exactly my setting, so good job so far... however there were a few things i didnt like:

1. You just get dropped into "your world" without much help/explanations, this might be due the demo not including the real first level?
2. Some bosses/enemys seem to be too strong, but this might be because i didn't exactly knew how to pull all these nifty combos off, i just pressed the movement keys randomly while klicking mouse1/mouse2

3. a few mapping related issues:

Image
Sorry for the crappy shot. You can get stuck on those skeletons in the second (i think its the second level, shortly before the maledict boss) level, causing you to fly/hang in midair, pressing the move keys lets you "slide" trough, though.

Image
The bar which should hold the corpse is a little too short.

Image
The whole window is zfighting. Probably being copied twice by accident.

Image
Those lightbeams seem to be a bit wrong, this way you would imagine that there is a lightsource behind the window which emits the light to the outside. Should only be the other way round.

Image
Material should be twosided.

Image
When jumping into the "firepit" you can get stuck easily, i managed to get out by using the dodge move, though.

Image
The Door opened like usual, i went trough and after i turned around i noticed that the half of the door is gone, and the visportal inside the door closed off, creating a pitch black area, going trough it just rendered the other area pitchblack, but did not fix the issue.

Hope its the type of feedback you've hoped for :)



revility@Posted: Wed Dec 01, 2010 8:26 am :
Thanks for posting the map related bugs. These could be fixed in a possible patch.

the only major mapping bug I can't fix is the teleporting doors in the first level because of the amount of entities and brushes that need to moved and rotated. the game not starting in thirdperson can also be fixed.



revility@Posted: Tue Dec 07, 2010 9:47 pm :
If there is anybody interested in testing the linux build, let me know. After it gets tested a bit, it will up for download.



printz@Posted: Wed Dec 15, 2010 3:02 pm :
revility wrote:
Thanks for posting the map related bugs. These could be fixed in a possible patch.

the only major mapping bug I can't fix is the teleporting doors in the first level because of the amount of entities and brushes that need to moved and rotated.

Does the current topology allow you to make those doors openable and create small rooms beyond them, that contain the same teleporters?



revility@Posted: Fri Dec 17, 2010 9:02 am :
Yes it could be done to make the transitions to other areas better. You could build new rooms to connect the areas. Looking at how the map was set up; that would be quite a bit of new content.

Here is a link to the linux build. Sorry about the delay uploading this. let me know if it works. I currently can not test it out myself. Big thanks to Baal for compiling this.

linux test



gb_remake@Posted: Fri Dec 17, 2010 2:37 pm :
terminate called after throwing an instance of 'idCompileError'


This is what happens when I try to run the linux version.

Quote:
------ Initializing File System ------
Loaded pk4 /home/jonas/doom3/base/game01.pk4 with checksum 0x51c6981f
Loaded pk4 /home/jonas/doom3/base/game02.pk4 with checksum 0xf3ec6f7
Loaded pk4 /home/jonas/doom3/base/game03.pk4 with checksum 0x5d4230ea
Loaded pk4 /home/jonas/doom3/base/pak000.pk4 with checksum 0x28d208f1
Loaded pk4 /home/jonas/doom3/base/pak001.pk4 with checksum 0x40244be0
Loaded pk4 /home/jonas/doom3/base/pak002.pk4 with checksum 0xc51ecdcd
Loaded pk4 /home/jonas/doom3/base/pak003.pk4 with checksum 0xcd79d028
Loaded pk4 /home/jonas/doom3/base/pak004.pk4 with checksum 0x765e4f8b
Loaded pk4 /home/jonas/doom3/base/pak005.pk4 with checksum 0x8ffc3621
Loaded pk4 /home/jonas/doom3/base/pak006.pk4 with checksum 0x95b65ab
Loaded pk4 /home/jonas/doom3/base/pak007.pk4 with checksum 0x666bdb3c
Loaded pk4 /home/jonas/doom3/base/pak008.pk4 with checksum 0x23ae5993
Loaded pk4 /home/jonas/doom3/ruiner/game667.pk4 with checksum 0xf7805fbd
Current search path:
/home/jonas/.doom3/ruiner
/home/jonas/doom3/ruiner
/home/jonas/doom3/ruiner/game667.pk4 (2 files)
/home/jonas/.doom3/base
/home/jonas/doom3/base
/home/jonas/doom3/base/pak008.pk4 (3 files)
/home/jonas/doom3/base/pak007.pk4 (38 files)
/home/jonas/doom3/base/pak006.pk4 (48 files)
/home/jonas/doom3/base/pak005.pk4 (63 files)
/home/jonas/doom3/base/pak004.pk4 (5137 files)
/home/jonas/doom3/base/pak003.pk4 (4676 files)
/home/jonas/doom3/base/pak002.pk4 (6120 files)
/home/jonas/doom3/base/pak001.pk4 (8972 files)
/home/jonas/doom3/base/pak000.pk4 (2698 files)
/home/jonas/doom3/base/game03.pk4 (2 files)
/home/jonas/doom3/base/game02.pk4 (2 files)
/home/jonas/doom3/base/game01.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
Addon pk4s:
file system initialized.
--------------------------------------
background thread already running
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
renderSystem initialized.
--------------------------------------
5206 strings read from strings/english.lang
Couldn't open journal files
execing editor.cfg
execing default.cfg
execing DoomConfig.cfg
couldn't exec autoexec.cfg
5206 strings read from strings/english.lang
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
----- R_InitOpenGL -----
Setup X display connection
dlopen(libGL.so.1)
Initializing OpenGL display
Using XFree86-VidModeExtension Version 2.2
DGA DirectVideo Mouse (Version 2.0) initialized
Free86-VidModeExtension Activated at 1280x1024
Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
GL_RENDERER: GeForce 6600 GT/AGP/SSE2
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum

------- Input Initialization -------
XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK
XKB extension present on server ( 0x1:0x0 )
------------------------------------
------ OSS Sound Initialization ------
opened sound device '/dev/dsp'
ioctl SNDCTL_SYSINFO failed: Invalid argument
this ioctl is only available in OSS/Linux implementation. If you run OSS/Free, don't bother./dev/dsp - bit rate: 16, channels: 2, frequency: 44100
allocated a mix buffer of 16384 bytes
--------------------------------------
...using GL_ARB_multitexture
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_env_dot3
...using GL_ARB_texture_env_add
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
...using GL_1.4_texture_lod_bias
X..GL_EXT_shared_texture_palette not found
...using GL_EXT_texture3D
...using GL_EXT_stencil_wrap
...using GL_NV_register_combiners
...using GL_EXT_stencil_two_side
X..GL_ATI_fragment_shader not found
X..GL_ATI_text_fragment_shader not found
...using GL_ARB_vertex_buffer_object
...using GL_ARB_vertex_program
...using GL_ARB_fragment_program
...using EXT_depth_bounds_test
---------- R_NV20_Init ----------
---------------------------------
----------- R200_Init -----------
Not available.
---------- R_ARB2_Init ----------
Available.
---------------------------------
----- R_ReloadARBPrograms -----
glprogs/test.vfp
glprogs/test.vfp
glprogs/interaction.vfp
glprogs/interaction.vfp
glprogs/bumpyEnvironment.vfp
glprogs/bumpyEnvironment.vfp
glprogs/ambientLight.vfp
glprogs/ambientLight.vfp
glprogs/shadow.vp
glprogs/R200_interaction.vp
glprogs/nv20_bumpAndLight.vp
glprogs/nv20_diffuseColor.vp
glprogs/nv20_specularColor.vp
glprogs/nv20_diffuseAndSpecularColor.vp
glprogs/environment.vfp
glprogs/environment.vfp
glprogs/arbVP_glasswarp.txt: File not found
glprogs/arbFP_glasswarp.txt: File not found
-------------------------------
using ARB_vertex_buffer_object memory
using ARB2 renderSystem
found DLL in pak file: /home/jonas/doom3/ruiner/game667.pk4/gamex86.so
copy gamex86.so to /home/jonas/.doom3/ruiner/gamex86.so
WARNING: CVar 'pm_thirdPerson' declared multiple times with different initial value
WARNING: CVar 'pm_thirdPersonRange' declared multiple times with different initial value
WARNING: CVar 'pm_staminarate' declared multiple times with different initial value
WARNING: CVar 'pm_staminathreshold' declared multiple times with different initial value
WARNING: CVar 'pm_stamina' declared multiple times with different initial value
WARNING: CVar 'pm_runspeed' declared multiple times with different initial value
WARNING: CVar 'pm_walkspeed' declared multiple times with different initial value
WARNING: CVar 'pm_jumpheight' declared multiple times with different initial value
WARNING: CVar 'g_nightmare' declared multiple times with different initial value
WARNING: CVar 'ui_showGun' declared multiple times with different initial value
WARNING: CVar 'gamedate' declared multiple times with different initial value
WARNING: CVar 'g_version' declared multiple times with different initial value
--------- Initializing Game ----------
gamename: baseDOOM-1
gamedate: Dec 1 2010
Initializing event system
...560 event definitions
Initializing class hierarchy
...157 classes, 497280 bytes for event callbacks
execing default.cfg
Initializing scripts
terminate called after throwing an instance of 'idCompileError'
signal caught: Aborted
si_code -6
Trying to exit gracefully..
--------- Game Map Shutdown ----------
--------------------------------------
Shutting down sound hardware
------ OSS Sound Shutdown ------
close sound device
--------------------------------
idRenderSystem::Shutdown()
------------ Game Shutdown -----------
--------- Game Map Shutdown ----------
--------------------------------------
Shutdown event system
--------------------------------------



simulation@Posted: Fri Dec 17, 2010 5:05 pm :
@gb_remake - have you got all the other ruiner PK4 files in the ruiner folder. From your output it looks like you only have the new Linux gamecode PK4 and none of the others.



gb_remake@Posted: Fri Dec 17, 2010 7:59 pm :
Yeah, that was the problem. It works now. I'll play it for a bit and post feedback later.



simulation@Posted: Fri Dec 17, 2010 8:26 pm :
revility wrote:
Yes it could be done to make the transitions to other areas better. You could build new rooms to connect the areas. Looking at how the map was set up; that would be quite a bit of new content.

Here is a link to the linux build. Sorry about the delay uploading this. let me know if it works. I currently can not test it out myself. Big thanks to Baal for compiling this.

linux test

If you need it, I should be able to build you a Mac OS X version too. If the code compiles OK on Linux then OS X is usually a breeze.



Baal@Posted: Sat Dec 18, 2010 2:19 pm :
gb_remake wrote:
Yeah, that was the problem. It works now. I'll play it for a bit and post feedback later.
The linux-pk4 only contains the game code library. You need the whole Ruiner package in your doom3 directory and put the pk4 in there. Like on windows there should be a folder named "ruiner" in "home/username/.doom3" or in whatever directory the game is installed. If you find a file "game666.pk4" there you know you have the correct location.



revility@Posted: Sun Dec 19, 2010 7:29 am :
Thanks for testing out the linux build. I'll put a post and a proper readme install guide up on the mod db soon.

We've also released the new hell texture pack for doom3. This was used in Ruiner for most of the levels. Its a collection of textures ment to further expand the Hell texture set.

http://www.moddb.com/mods/ruiner/addons/new-hell-texture-pack-for-doom-3



Baal@Posted: Sun Dec 19, 2010 3:48 pm :
I just got feedback from someone testing the linux build. He reported an issue with the zombies. Their heads are displayed a distance besides their bodies (stretching their necks).

There's also no way to choose a widescreen resolution from the menu (you have to do it via doomconfig.cfg). The aspect ratio option doesn't effect the list of screen resolutions.