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 Post subject: 5.56mm Full Metal Jacket 1.00 D3 Total Conversion released
PostPosted: Wed Dec 01, 2004 2:11 pm 
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Author: Scared Pixel Studios
E-mail: Oneofthe8devilz@hotmail.com
Homepage: http://www.scared-pixel-studios.com/556mmfmj

5.56mm Full Metal Jacket 1.00 FTP DOWNLOAD LINKS
win32-installer-Version (511 MB)
all-OS-non-Installer-Version (509 MB)

MIRRORS:
win32-installer-Version (511 MB):
GamersHell

all-OS-non-Installer-Version (509 MB):
GamersHell

5.56mm Full Metal Jacket is a Doom 3 multiplayer total conversion which takes place in fictive environments all over the world in the year 2020 where the 2 remaining superpowers (West and East) send their best men to outplay the enemy and be first to dominate the area of operation. The special forces teams consisting of battlefront experienced marines, skilled engineers and expert scientists fight it out on a great variation of different maps which range from huge deserted outdoor complexes to the narrow spaced metallic stations of the 22nd century (time travel).

FMJ is one of the very few multiplayer online shooters that provides absolute precise calculated damage and ballistics calculations. Every bullet fired in FMJ is actually rendered as a single 3d bullet object that travels through the virtual space being affected by physical parameters such as gravity. Furthermore FMJ makes use of Doom3's introduced per-poly-hit-detection-system which is superior in any thinkable way compared to the system used in common 3d shooters (hitboxes). FMJ makes use of the "unified light and shadowing" concept to the fullest and renounces faking or skipping features.

Accordingly to your team you receive the full weapon-arsenal available supported by your side. There are 7 classes of weapons ....Fists/Flashlight, Pistols, Shotguns, Sub-Machineguns, Assault Rifles, Sniper Rifles and Grenades.

FMJ is a full FPS/3PS shooter combining the best of both worlds letting you play the game the way you want.

FMJ features 25 unique maps and 3 different gametypes which are: Capture the Flag, Team DeathMatch and Capture & Control.

The player can choose from 11 unique player models picking the avatar that fits him most. To enhance gameplay and game-fun fully customizable and voteable AI players have been added to the game which can run in dedicated or listen server mode and render the gamer independent to an internet access. Features like "player inactivity control" or "server banning" are just some of the tools provided to serveradmins.

FMJ version (1.00) has the latest post processing effects added like Motion-Blur, DOF, FilmGrain (4 different steps), Edge Dimming and Bloom (4 different steps) to add even more current-gen eye candy to the game.

FMJ 1.00 is crossplatforming and fully compatible with Windows Vista, Windows XP, MacOS and Linux.

Image

Image

Image

For a full list of new features and changes please head down to the "changelog"
section below.

Quote:

ChangeLog

5.56mm Full Metal Jacket 1.00
=========================================

- added GOW style third person view
- added proper working 3rd person crosshair
- added next-gen postprocessing effects
- added ingame playermodel previewer
- ported to linux & macOS

5.56mm Full Metal Jacket 0.95b Update
=========================================

- added nivelxe's "autobot balance disable" code fix
- added nivelxe's "bots now again recognize monsters" code fix
- ported to linux by simulation

5.56mm Full Metal Jacket 0.95a Update
=========================================

- added simulation's server reload engine cvar update
- added voteflag code for FMJ specific votable cvars

5.56mm Full Metal Jacket v0.95
=========================================


Sabots
- added voteable auto-team-bot-balance routine
- added voteable bot count, bot_skill and si_autoteam voteable
- made Sabots to emit smoke on weapon discharge
- made viewmodel visible when spectating a Sabot in first person
- enhanced ctf bot logic (pick up dropped flags)
- fixed bot ctf score/take flag issue

Weapons
- finalized chainguns gui implementation and general weapon gui icons fix
- fixed sniper ammo only giving 4 rounds
- created new reload sounds for fmj weapons
- fixed "best weapon" priority (grenades issue)

FMJ Maps
- added new map tt_systemshock
- added new map tt_spaceship
- added new map tt_theoddplace
- added new map tt_theother
- added new map tt_lostworld
- added new map tt_originfacility
- added new map tt_medicalfacility
- added new map tt_lostfleet
- added new map de_distress
- added new map de_bladerunner
- added new map de_ancientvault
- added new map de_stalwart
- AAS48 creation for all 25 FMJ maps
- implemented visportals for all brush based fmj maps (improves speed and eliminates lag during fights)
- improved cover posibilities in the connection-tunnels of de_cathedral
- improved de_omegacomplex
- widened exit/entrance zone for team red in at_war to make moving in and out easier
- fixed CTF flags for de_night
- removed snapshot/cubemapshot creation for de_omegacomplex
- finalized clipbrush surrounding for all outdoormaps
- replaced "shadow brighter" lights with an ambientlight for am_docks
- implemented adjustable gametype based respawn delays

Server/Client changes
- added banning from server
- added inactivity control for idle players and bots
- added 8 player scoreboard GUI support for all gametypes
- fixed CTF icons display for the CTF scoreboard
- changed hud scores display (8 scores showing total score of each team)
- created 8 player server support
- made bullet impact effects on player bodies completely rendered in client mode

General Features/Changes
- eliminated bunny hopping (strafe jumping)
- added features like toggle crouch and toggle run
- added "Bloom settings" option to all menus
- made all explodeables respawn after 1 minute
- fixed telefragging issue at map start
- added custom teleport in/out effects for players teleporting
- improved Team DM gametype for all maps
- rebalanced respawn times for all maps
- improved all explosion effects
- enhanced voicechat distance
- added custom material dependant impact effects and sounds

5.56mm Full Metal Jacket prerelease v0.91
=========================================

Sabots
- implemented the Sabot source into FMJ
- created custom FMJ SABots (sabot defs)
- fixed SABot weapon discharge slowdowns
- reduced SDK based SABot bandwidth usage
- changed 9999 ms ping display to "*" for bots at the scoreboard
- removed "ProcessCommand" console message for SABots

Weapons
- created custom animations for shotguns, smgs, rifles and sniper rifles
- added chainguns to FMJ
- fixed chaingun SDK related overflow message when using over 60 rounds belt capacity
- fixed shotgun lag and rebalanced damage values

FMJ Maps
- added map "de_labyrinth"
- added map "de_omegacomplex"
- improved visuals and performance for "am_docks"

Server/Client changes
- implemented adjustable gametype based respawn delays
- added 12 player dedicated server support
- made bullet impact effects on player bodies completely rendered on clients

General Features/Changes
- allowed all stages of r_bloom on clients in multiplayer
- fixed double head for singleplayer (Singleplayer is currently not supported by FMJ)
- changed Player strafe animations
- added description.txt (adds colored and customized mod name under the "Mods" section of Doom 3
- changed m3 weapon script to match m3 name
- reduced distance of weapon sound shaders
- reduced mp5 decal size to fit the smg class
- visually improved impact effects (dust puffs)
- visually improved muzzle smoke effects


5.56mm Full Metal Jacket Beta v0.75
===================================
- ported to Linux
- ported to macOS
- Custom CAC flags
- Custom CTF flags
- New map "de_sincity"
- New map "de_sewers"
- New map "de_cathedral"
- New map "de_lostfacility"
- New map "gz_springhill"
- New map "de_gowbarb"
- Custom FMJ intro sequence
- Telefrag bug with 10 ppl fixed
- Crosshair fixed for bright and dark scenes
- Screensaver function
- New weaponsclass "Shotguns"
- Up to 10 players (5vs5) support
- Removed SP options from mainmenu
- Added thirdperson view
- New and nice looking bullet impact effects
- New grenade explosion effects, sounds and physics
- Improved weapon-balance
- Improved weapons-soundshaders
- Fixed WeaponViewmodel at Spawn in am_docks
- Fixed Jet_sound_playback in am_docks
- Fixed fmj_sensitivity for grenades
- Added 10 choosable multiplayer CTF models
- CAC Gameplay implemented.
- CTF Gameplay implemented.
- Bleeding and Hurt decals fixed
- Medipack clears wounds
- g_showpayershadow can now be disabled in mp
- Weapon toggle system implemented.
- sticky Zoom added

5.56mm Full Metal Jacket Beta v0.45
===================================
- Sniperweapons !!!
- new map called AT_WAR
- Improved weapon view models
- Improved ballistics
- Countless little tweaks and bugfixes

5.56mm Full Metal Jacket Beta v0.43
===================================
- 8 different weapons, 4 per side
- Realistic bullet-ballistic (real modelled projectiles are fired and react
physically correct while getting dragged down by gravity as they proceed flying
through the landscape)
- Headshots that are deadly with any weapon from any distance
- Really huge outdoor environments that are lit with a global lighting system
- 6 players (3vs3) support (can be increased if necessary)
- A BloomShader which creates a breathtaking HDR like look and makes the
Landscaps look more realistic
- 5 unique maps
- realistic water correctly refracting and reflecting the virtual world

=====================================

The Idea Behind it

I always wanted to create a shooter that combines the awesome looking graphics
of Doom³ with a more tactical game play. I hope I will succeed in melting those
two genres together and enrich the Doom3Community with a Mod that hopefully will
find its lovers ;)

Credits
--------------------------------------------------------------------------------------------------------------------------

id software (for keep creating breathtaking 3d engines and for deciding to release them modfriendly)

doom3world.org (for providing us with the world's greatest Doom³ related user, editor and coder exchange forum)

Nivelxe (for working hard on this as a team adding sdk features and solving coding related issues)

Simulation|EMZ (for being the technical advisor on this project, optimizing and providing us with tons of smart & smooth SDK code and porting FMJ to Linux and MacOS)

TinMan & cusTom3 (for providing us with their awesome SABot source, making FMJ so much nicer)

Deavile (for his third person crosshair tutorial)

Sikkpin (for providing his 3PS and Postprocessing code)

Nicemice (for bugfixing, optimizing and syncing code related issues)

Sparhawk (for adding the team_spawn/fmj_sensitivity function to the code and testing it out with me)

Der_Ton (for the inspiring time and his awesome doom 3 exporting tools)

jcdenton22 (for his gui-code contribution and tips)

jlamb (for his inspiration and assets contribution)

mikebart (for his inspiration and foliage-assets contribution)

Chad Pippenger (for his awesome custom made viewmodel animations)

Adam Sosnowski (for writing this extremely useful timed keeping alive ded-server script for windows xp)

santaclaws (for allowing me to use his awesome bloomshader code)

Use_less (for modifying SantaClaws shader and porting it to version 1.3)

Ice Weasel (for contributing his Omega Research Facility, Stalwart Redux and Origin facility maps)

Architekt (for contributing his Chemical factory and Dark Base maps)

Psonig (for contributing his PSODM5 map)

Kai Moosmann (for contributing his Lost World 3 map)

BJA (for contributing his Lost_Facility map)

XPAC27 (for contributing his Subterranean map)

The Matrixer (for contributing his M_City4, Blade Runner and The Other maps)

Loren Schmidt (for contributing his cathedral map)

Mordenkainen (for contributing his atw map)

wishmop (for contributing his am_docks map and inspiration)

The {KAN} clan (for betatesting and giving us a good time)


Special Thanks go out to Simulation|EMZ and Nivelxe, who dedicated their time taking FMJ
to where it is today. If you enjoy FMJ please also visit their sites at:

http://www.the-emz.com
and
http://www.doomchronicles.com

"Focused, hard work is the real key to success. Keep your eyes on the goal,
and just keep taking the next step towards completing it."

John Carmack

_________________
I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


Last edited by Oneofthe8devilz on Sat Jul 11, 2009 8:28 am, edited 46 times in total.

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 Post subject:
PostPosted: Thu Dec 02, 2004 10:21 pm 
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has joined the game

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Posts: 28
argh...my eyes ! :lol:

its too blurry....


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 Post subject:
PostPosted: Thu Dec 02, 2004 11:58 pm 
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I think there might be some ppl complaining about the blurry images and this really is something that could be adjusted once I get it working correctly in multiplayer.......

..... although on the other hand not the full scene is blurred the same amount and I kinda prefer that instead of having crystal clear lines throughout the whole scene. Even in times of normalmapping and higher polygon counts, the current scenes in the actual games still look way too "steril" and therefore unrealistic to me. I still remember the times where I was a boy watching all those low res but heavily anti-aliased rendermovies telling myself "One day I will play that in realtime !" Although the movies resolution was quite low and there for got blurred it created that "CG-feeling" that I now try to recreate. So applying this filter and kinda blurring the lines of detail in my opinion creates some sort of "depth-effect".

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I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


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 Post subject:
PostPosted: Mon Dec 06, 2004 11:57 pm 
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***Status Update***

Here are the brand-new shots from my first weapon model....It is an exact copy of my Ruger MK 512 ;)

old webspace was deleted

old webspace was deleted

old webspace was deleted

old webspace was deleted

I just added some sights to the suppressor since this really is something quite vital if you want to hit targets at 25+ Meters.

I still have to create the world model and adjust some things like the mag-size......

As always, I will put the movie online as soon as I get some webspace available (which won't be before tommorow i think).

Any comments welcome .......

***Update***

Btw..... I am still looking for talented ppl wanting to join my project since this really could speed up the overal developing process.....

Please send e-mails to "Oneofthe8devilz@hotmail.com"

Thank you

_________________
I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


Last edited by Oneofthe8devilz on Sat Jun 04, 2005 7:05 pm, edited 1 time in total.

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 Post subject:
PostPosted: Tue Dec 07, 2004 12:17 am 
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did just hit his 750th monster
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Looks nice but I don't think people will play unless they turn off the bloom filter, it does get annoying after a while, becuase its just a blur, but if you use the normal version it wont be so annoying. Besides that can't wait I will play definatly :)


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 Post subject:
PostPosted: Fri Dec 10, 2004 10:20 pm 
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Homepage launched......

I finally got some free time to setup a basic website that will represent my project.....

http://doom3.planet-multiplayer.de/5.56FMJ/

I am by far not the greatest web-designer on earth so I hope you will be forgiving .... till I really get time to build it up properly.

With the launch, a new movie is released that shows the Ruger pistol in action. Lately I have been working on the Projectile-Ballistic-System and I will release some nice footage later this week ..... get prepared for visible projectiles flying at a realistic speed beeing affected by gravity as they fly through huge areas ;)

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I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


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 Post subject:
PostPosted: Sat Dec 11, 2004 11:01 pm 
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did just hit his 750th monster
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Joined: Sat Oct 02, 2004 10:33 pm
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Actually I like that site, but when I click on the pictures or movies there is a broken link. Also where did you get that music.

EDIT:Also I like this mod it looks so damn Cool, so I think I will amek you that projectile and stuff if you want.


EDIT: OK links wokr now thanks.


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PostPosted: Sun Dec 12, 2004 12:52 am 
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Quote:
EDIT:Also I like this mod it looks so damn Cool, so I think I will amek you that projectile and stuff if you want.


Thanks but I already have the projectiles-stuff operational.

Unfortunately there is a problem with my website. For some reason the site-content is loaded only once and then gets loaded from the local hdd-cache even after new content has been added. Right now you have to refresh each frame by right clicking on it and selecting refresh in order to load the new content. So as long as I am working on it, that will be the temporary work-around........

_________________
I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


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PostPosted: Thu Dec 16, 2004 11:07 pm 
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I have a new movie online that finally shows some multiplayer gameplay.... Slowly but surely I am eating my way through the Doom³ jungle :)

ftp://ftp.planet-multiplayer.de/sites/d ... meplay.rar

As always any comments are welcomed.......

_________________
I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


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 Post subject:
PostPosted: Sat Dec 18, 2004 4:39 pm 
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did just hit his 750th monster
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wow nice!


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PostPosted: Wed Dec 29, 2004 12:52 am 
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Lately I have been toying and tweaking around with some different ATI shaders and here is what I came up with so far .......

Image

High-Res-Version:
http://doom3.planet-multiplayer.de/5.56 ... -hdr-1.jpg


Image


High-Res-Version:
http://doom3.planet-multiplayer.de/5.56 ... -hdr-2.jpg

Image

High-Res-Version:
http://doom3.planet-multiplayer.de/5.56 ... -hdr-3.jpg

Image

High-Res-Version:
http://doom3.planet-multiplayer.de/5.56 ... -hdr-4.jpg


So feel free to tell me what you think........

_________________
I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


Last edited by Oneofthe8devilz on Wed Dec 29, 2004 2:35 am, edited 1 time in total.

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PostPosted: Wed Dec 29, 2004 1:09 am 
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a gun & a nice word
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Location: Orlando, FL
That looks much better. :)

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Learn something today? Why not write an article about it on modwiki.net?


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PostPosted: Tue Jan 04, 2005 3:31 pm 
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If I can keep up the schedule a beta-test will be available around late January/early February

In order to get a copy please contact me at Oneofthe8devilz@hotmail.com

Specifiactions:

Beta-Test minimum requirements are:

-Windows XP
-2Ghz CPU (AMD or Intel)
-256 MB RAM
-ATI Radeon 9700 (ATI Cards only supported so far)
-Cable or DSL connection

Latest Screens
-----------------------------

[img]ftp://ftp.planet-multiplayer.de/sites/doom3maps.de/hosted/5.56FMJ/5-56_FMJ_betatest_1_preview.jpg[/img]

High-Res Version:
ftp://ftp.planet-multiplayer.de/sites/d ... test_1.jpg

[img]ftp://ftp.planet-multiplayer.de/sites/doom3maps.de/hosted/5.56FMJ/5-56_FMJ_betatest_2_preview.jpg[/img]

High-Res Version:
ftp://ftp.planet-multiplayer.de/sites/d ... test_2.jpg

[img]ftp://ftp.planet-multiplayer.de/sites/doom3maps.de/hosted/5.56FMJ/5-56_FMJ_betatest_3_preview.jpg[/img]

High-Res Version:
ftp://ftp.planet-multiplayer.de/sites/d ... test_3.jpg

_________________
I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


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PostPosted: Tue Jan 04, 2005 3:45 pm 
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Joined: Wed Nov 03, 2004 1:22 pm
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Location: Manchester UK
Damn, that's looking hot! Keep up the good work.


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PostPosted: Tue Jan 04, 2005 4:40 pm 
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picked up 100 armour

Joined: Wed Aug 11, 2004 2:06 am
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Location: UK, West Sussex
Very impressive :D cant wait to see some more of this. Those last three shots look fantastic.


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PostPosted: Tue Jan 04, 2005 5:54 pm 
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Those last shots look so much better than the first ones. I didn't care much for the blur, I'm afraid. Kind of hurts my eyes :)
Anyway, sweet stuff!


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PostPosted: Tue Jan 04, 2005 8:31 pm 
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picked up 100 armour

Joined: Sun Dec 12, 2004 9:29 pm
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The newer screenies look much better. But do the ATI shaders run on nVidia hardware?


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 Post subject:
PostPosted: Tue Jan 04, 2005 10:22 pm 
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fired 300 rounds

Joined: Sun Jan 02, 2005 2:10 am
Posts: 371
Location: Manchester, UK
Oneofthe8devilz wrote:
Beta-Test <b>minimum</b> requirements are:

-<b>Windows XP</b>
-2Ghz CPU (AMD or Intel)
-256 MB RAM
-ATI Radeon 9700 (ATI Cards only supported so far)
-Cable or DSL connection


Does that mean I can help try out using linux? ;)

I have to make one recommendation.... please please please do not do anything that's hardware or OS dependant. It's not a good idea. I like the idea behind the mod and the latest screens look cool... But compromising your potential playerbase just to make it look prettier, really isn't worth it.


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PostPosted: Wed Jan 05, 2005 12:43 am 
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found a secret
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Thanks for all the feedback and e-mail applications.......

I hope you understand that I won't be able to accept every application...... but still it is great to see that such a great amount of ppl are interested in this mod.....

Some of you also offered me mod-related help and I want to use this opportunity to again ask the skilled people out there (no matter if coder, map-editor, 3d designer or html-designer):

Feel free and invited to drop me a line at oneofthe8devilz@hotmail.com if you are interested in joining the developing team......

I can tell you that it really is hard to do all the content that is demanded by such a project all by yourself...... besides the fact that the developing time of a team consisting of only one person is growing expotential

Thank you for your attention.......

_________________
I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


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PostPosted: Wed Jan 05, 2005 1:17 am 
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did just hit his 750th monster
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Wow I would love to have you on my team but, your working on this, I would love to join yours but im working on mine, if your free for a little while, give me a shout at no_mercy5@hotmail.com


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