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General Category => Strutt your stuff! => Topic started by: oneofthe8devilz on August 22, 2015, 02:55:03 PM

Title: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 22, 2015, 02:55:03 PM
Mars City Security: Taking Doom³ PVE (Coop) and PVP (Deathmatch) multiplayer combat to the next level and beyond

Credits to the amazing Doom3 Community members that make MCS possible (http://www.scared-pixel-studios.com/forums/viewtopic.php?f=3&t=565)
(http://www.scared-pixel-studios.com/public/images/mcs/MCS.Forged.Metal.Logo.Mars.640.png)

Fellow spacemarines,

"It's done" and MCS finally has a release date !


On September 27th 2015 it's payback time and the MCS Delta Squad will be kicking demonic asses straight back to hell...

...before announcing it on moddb and co I would like to give some of the Doom3 community members a chance to download and take a look at the current Release Candidate Build for feedback and final polish...

In case you are interested to help out and would like to test the different coop and adversarial modes, just send me a private message or an e-mail at "oneofthe8devilz@hotmail.com".

Confirmed MCS RC testers will receive download, installation and connection instructions.

See you guys soon on Mars (and Earth) ;)

***Update***

We already started to collect valuable feedback the past days...

With increasing test-member-counts, we will now be hosting daily MCS gaming test sessions between (20:00 - 0:00 CET).

In case during the game session testing times (20:00 - 0:00 CET) the original dedicated server address is unreachable (due to Server Hardware Migration) try the secondary backup server ip address hosted at "178.201.171.214".
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: VGames on August 22, 2015, 03:05:35 PM
PM sent!!!
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: The Happy Friar on August 22, 2015, 03:50:34 PM
I can get a US based server up if you want.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 22, 2015, 03:52:06 PM
Quote from: The Happy Friar on August 22, 2015, 03:50:34 PM
I can get a US based server up if you want.

Sure ! The more servers the better :)
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: motorsep on August 22, 2015, 03:52:45 PM
w00t! Congrats!
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: VGames on August 22, 2015, 04:34:52 PM
Quote from: The Happy Friar on August 22, 2015, 03:50:34 PM
I can get a US based server up if you want.

(http://www.thelastdragontribute.com/wp-content/uploads/2014/03/Whos-The-Master-Shonuff-Julius-Carry-The-Last-Dragon.png)
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 22, 2015, 04:50:32 PM
I am especially curious on the AMD/ATI GPU users feedback, because unfortunately all of my development PCs use NVIDIA GPUs...
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: VGames on August 22, 2015, 05:56:47 PM
I'm using an ATI GPU and an AMD CPU. Will let u know how it performs.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: BielBdeLuna on August 22, 2015, 07:06:41 PM
congratulations! O0
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: VGames on August 22, 2015, 08:24:45 PM
OK just played a little MCS and I got to say that it is the best experience I've had with Doom 3. And I love my mod to death. oneofthe8devilz has done a great job. He and I mowed through a couple of coop maps and then played a Demon Wars map which was awesome. The connection was so smooth and the frame rate was above 60 fps the whole time. And my net connection really sucks right now and the server was on the other side of the globe! Excellent work. So fun. Can't wait for tomorrow.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 23, 2015, 04:49:38 AM
It's really fun seeing it coming to life... today more RC Testers should come online so we can test Coop, Demon Wars and PVP with more players  8)
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: romulus_ut3 on August 23, 2015, 05:12:12 AM
I'll try to make some time to give this a spin. :) I'm very fond of your work.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 23, 2015, 05:14:17 AM
Quote from: romulus_ut3 on August 23, 2015, 05:12:12 AM
I'll try to make some time to give this a spin. :) I'm very fond of your work.

Just make sure to pm or e-mail me so I can keep track of the testers and provide the access information.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 24, 2015, 06:30:39 AM
We already started to collect valuable feedback the past days...

With increasing test-member-counts, we will now be hosting daily MCS gaming test sessions between 20:00 - 0:00 CET. 
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: bkt on August 24, 2015, 04:43:45 PM
Quote from: oneofthe8devilz on August 22, 2015, 04:50:32 PM
I am especially curious on the AMD/ATI GPU users feedback, because unfortunately all of my development PCs use NVIDIA GPUs...
If you have Sikkmod related ATI issues that are at all to the ones I had with False Dawn, there are a few variables that you'll either have to hard code (remove the cvar) or set to the default (working) value in an autoexec.  You'll also need to put in a disclaimer urging ATI users to disable Catalyst AI, which completely breaks Sikkmod's rendering.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 24, 2015, 04:52:54 PM
Quote from: bkt on August 24, 2015, 04:43:45 PM
If you have Sikkmod related ATI issues that are at all to the ones I had with False Dawn, there are a few variables that you'll either have to hard code (remove the cvar) or set to the default (working) value in an autoexec.  You'll also need to put in a disclaimer urging ATI users to disable Catalyst AI, which completely breaks Sikkmod's rendering.

Oh yeah... we have a couple of ATI users so far where the Sikkmod shading causes nothing but trouble on their systems rendering wise...

I plan to solve that issue temporarily with an "ati_fix.cfg" file so that such ATI users could execute it to disable the relevant cvars to be remotely able to take part in the sessions ...

Executing the following cvars so far seem to fix most issues for most ATI users experiencing problems:

Quote
"r_useHDR 0"
"r_useDepthOfField 0"
"r_skipNewAmbient 1"


Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: The Happy Friar on August 24, 2015, 04:58:25 PM
r_skipnewambient 1 fixed my issues it looks like.  AMD HD 7850 with 15.7.1 drivers on Win 10 64-bit.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 24, 2015, 05:29:27 PM
Quote from: The Happy Friar on August 24, 2015, 04:58:25 PM
r_skipnewambient 1 fixed my issues it looks like.  AMD HD 7850 with 15.7.1 drivers on Win 10 64-bit.

Thx for the feedback, well it does make MCS look quite crappy but at least it makes it playable...
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: bkt on August 24, 2015, 05:36:54 PM
You won't need to disable HDR or Motion Blur if you set it up correctly.  I'll have to take a look at the CFG I set up for Dawn, but once I got it fixed, all sikkmod features worked (including ambient cube lighting).
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 24, 2015, 05:46:03 PM
Quote from: bkt on August 24, 2015, 05:36:54 PM
You won't need to disable HDR or Motion Blur if you set it up correctly.  I'll have to take a look at the CFG I set up for Dawn, but once I got it fixed, all sikkmod features worked (including ambient cube lighting).

I guess I would need to have rcon access to an ATI user's PC to be able to see the issues myself and go through all settings step by step to truly be able to pinpoint the ones that cause the most issues... :anyone:
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: bkt on August 24, 2015, 05:53:40 PM
Here's the autoexec I created for False Dawn. 

seta g_enemyHealthScale "1.0"

seta g_useWeaponAwareness "0"
seta g_weaponAwarenessDistance "32"

seta g_useAmbientLight "0"
seta g_ambientLightColor "0.15 0.15 0.15"
seta g_ambientLightRadius "1024 1024 1024"

seta g_useExplosionFX "1"
seta g_explosionFXTime "2.0"
seta g_explosionFXScale "16"

seta g_showBloodSpray "0"
seta g_bloodSprayTime "3"
seta g_bloodSprayFrequency "0.5"
seta g_bloodSprayDistance "96"

seta g_useHealthRegeneration "0"
seta g_healthRegenAmt "1"
seta g_healthRegenDelay "10"
seta g_healthRegenTime "1"
seta g_healthRegenLimit "100"
seta g_healthRegenSteps "1"
seta g_healthRegenFeedback "35"

seta g_stroyentRegenAmtArmor "1"
seta g_stroyentRegenAmtHealth "1"
seta g_stroyentRegenDelay "5.0"
seta g_stroyentRegenTime ".04"
seta g_stroyentMaxPool "300"
seta g_burnawayOffset "1.0"
seta g_stroyentTakeAmtArmor "1"
seta g_stroyentTakeAmtHealth "2"

seta r_filmgrainStrength "0.5"
seta r_filmgrainScale "1.0"
seta r_filmgrainBlendMode "2"
seta r_colorGradingParm "1"
seta r_bloomGamma "1.25"
seta r_bloomScale "1.25"
seta r_bloomBlurScaleY "1"
seta r_bloomBlurScaleX "1"
seta r_bloomBlurIterations "1"
seta r_bloomBufferSize "5"
seta r_hdrGlareSize "1"
seta r_hdrGlareScale ".25"
seta r_hdrGlareStyle "10"
seta r_hdrBloomSize ".7"
seta r_hdrBloomScale ".75"
seta r_hdrBloomOffset "6"
seta r_hdrBloomThreshold "3.25"
seta r_hdrBloomWhitePoint "1"
seta r_hdrBloomMiddleGray ".18"
seta r_hdrBloomToneMapper "0"
seta r_hdrLumThresholdMin ".125"
seta r_hdrLumThresholdMax ".5"
seta r_hdrDitherSize ".25"
seta r_hdrDither "1"
seta r_hdrBlueShiftFactor "0.25"
seta r_hdrWhitePoint "1"
seta r_hdrMiddleGray ".2"
seta r_hdrAdaptationRate "30"
seta r_hdrToneMapper "0"
seta r_edgeAAFilterScale "1.0"
seta r_edgeAASampleScale "1.0"

seta r_hdrBloomHighQuality "1"

seta r_colorGradingParm "3"
seta r_colorGradingType "1"
seta r_colorGradingSharpness "1.0"
seta r_colorGradingBlend "1"
seta r_colorGradingLerp "1"
seta r_colorGradingTime "2"

seta r_motionBlurQuality "2"
seta r_motionBlurLerp "0.5"
seta r_motionBlurFactor "1"
seta r_motionBlurMaxThreshold "45"
seta r_motionBlurMinThreshold "20"
seta r_motionBlurFPSThreshold "20"
seta r_motionBlurMaskDistance "32"
seta r_motionBlurScale "0.075"
seta r_dofConditionZoom "1"
seta r_dofConditionTalk "1"
seta r_dofConditionReload "1"
seta r_dofConditionGUI "1"
seta r_dofConditionCinematic "0"
seta r_dofConditionAlways "0"
seta r_dofFocus "32"
seta r_dofFar "512"
seta r_dofNear "-64"
seta r_dofBlurQuality "3"
seta r_dofBlurScale "1"
seta r_useSSAO "0"
seta r_ssaoBlendScale "2"
seta r_ssaoBlendPower "2"
seta r_ssaoBlurEpsilon "16"
seta r_ssaoBlurQuality "2"
seta r_ssaoBlurScale "1.0"
seta r_ssaoBlurMethod "0"
seta r_ssaoAmount "1.5"
seta r_ssaoBias "0.075"
seta r_ssaoRadius "16"
seta r_ssaoMethod "3"
seta r_colorGradingType "1"
seta r_hdrFlareSize "1.5"
seta r_hdrFlareScale ".5"
seta r_hdrFlareGamma "2.2"
seta r_hdrFlare "1"
seta r_colorGradingSharpness "1"

seta r_colorGradingTime "2"
seta r_dofBlurStrength "4"

seta image_downSizeLimit "256"
seta image_ignoreHighQuality "0"
seta image_downSizeBumpLimit "256"
seta image_downSizeBump "0"
seta image_downSizeSpecular "0"
seta image_usePrecompressedTextures "1"
seta image_downSize "0"
seta g_brassTime "16"

seta com_allowConsole "1"

seta r_useSMP "0"
seta r_skipBump "0"
seta r_skipSpecular "0"
seta r_skipNewAmbient "0"
seta r_renderer "best"

seta com_machineSpec "3"
seta image_usePrecompressedTextures "1"
seta image_useNormalCompressionLoadDDSForPal "1"
seta image_useNormalCompression "0"
seta image_useAllFormats "1"
seta image_useCompression "0"
seta image_anisotropy "8"

seta s_clipVolumes "1"
seta r_orderIndexes "1"
seta r_usePortals "1"
seta r_useDepthBoundsTest "1"
seta r_useOptimizedShadows "1"
seta r_usePenumbraMapShadows "1"
seta r_useShadowCulling "1"
seta r_useInfiniteFarZ "1"
seta r_useStateCaching "1"
seta r_useVertexBuffers "1"
seta r_useCachedDynamicModels "1"
seta r_useTwoSidedStencil "1"
seta r_useTurboShadow "1"
seta r_useShadowVertexProgram "1"
seta r_useShadowProjectedCull "1"
seta r_useTripleTextureARB "1"
seta r_useConstantMaterials "1"
seta r_useLightPortalFlow "1"
seta image_preload "1"
seta cm_backFaceCull "1"

seta bse_scale "1"
seta image_roundDown "0"
seta r_vertexBufferMegs "128"


A bunch of those are mod specific, such as some of the Sikkmod cvars.  I did have a lot of trouble with ATI cards if they weren't using the correct "image_*" cvars. 

Part of the problems were that (if you're using LUT Colorgrading) unless you used Ultra (com_machineSpec 3), or forced the use of TGA textures if DDS wasn't present (seta image_useCompression "0" and seta image_usePrecompressedTextures "1").  If a DDS LUT wasn't present, the engine would take the TGA and generate a DDS, which had fewer colors and would make the scene look like mud. 

If you are having trouble with HDR/DOF/Motion Blur rendering as black boxes in one corner of the frame, then disabling Catalyst AI and using this CFG should help.  As far as I remember you must launch the game with these cvars set, otherwise it won't work. 

I did get Dawn rendering correctly on my ATI laptop, so perhaps I could test your mod's compatibility at some point soon?

Hope that helps.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: bkt on August 24, 2015, 05:55:20 PM
Quote from: oneofthe8devilz on August 24, 2015, 05:46:03 PM
Quote from: bkt on August 24, 2015, 05:36:54 PM
You won't need to disable HDR or Motion Blur if you set it up correctly.  I'll have to take a look at the CFG I set up for Dawn, but once I got it fixed, all sikkmod features worked (including ambient cube lighting).

I guess I would need to have rcon access to an ATI user's PC to be able to see the issues myself and go through all settings step by step to truly be able to pinpoint the ones that cause the most issues... :anyone:
Get screenshots from them and compare to how the areas appear on your end. 

I was able to debug things this way between sikkpin and myself back in the day... mind you I had an nvidia machine handy to double check everything was an ATI problem.

NB. Don't do what I did and try to go through the cvars one at a time... given you need to restart the game to test, it's a tedious process to say the least.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: The Happy Friar on August 25, 2015, 06:54:37 AM
shot 1 is hdr, bloom, dof & new ambient = off
shot 2 is them on

I didn't do a vid restart in between.
The biggest difference between new ambient on-off to me was that when I fired the rail gun the FX trail left was a mirror texture vs transparent FX
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: VGames on August 25, 2015, 08:11:11 AM
Motion blur was also an issue for me. I had to disable that too.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 25, 2015, 09:06:18 AM
I think the ATI users here could best help each other by comparing their results...

I would suggest to open the file "set_quality_4_ultra.cfg" with an text-editor and go through the settings switching potential trouble causing cvars on/off while running the game with a dropped console...

Those .cfgs contain the presets for each quality setting that are being executed in the MCS's main/mp gui menu while switching through the quality settings:

Quote
set_quality_1_low.cfg
set_quality_2_medium.cfg
set_quality_3_high.cfg
set_quality_4_ultra.cfg

Also can any of the ATI users confirm that bkt's instructions allow proper rendering of the sikkmod effects in question without having to turn them off ?

I personally have tested MCS's ultra quality sikkmod shading setting on the following GPUs at my home PC systems without ANY issues:

Quote- Geforce 6800 Go (Laptop GPU)
- Geforce 8800 GT & 9800 GT
- Geforce 640 M (Laptop GPU)
- Geforce 770 GTX

Here a quick .gif comparison of the different quality settings:

(High Resolution GIF Link) (http://www.scared-pixel-studios.com/public/images/mcs/mcs.quality.settings.gif)
(http://www.scared-pixel-studios.com/public/images/mcs/mcs.quality.settings.360p.gif)
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: argoon on August 25, 2015, 01:05:33 PM
Quote from: bkt on August 24, 2015, 05:36:54 PM
You won't need to disable HDR or Motion Blur if you set it up correctly.  I'll have to take a look at the CFG I set up for Dawn, but once I got it fixed, all sikkmod features worked (including ambient cube lighting).

Sorry for the of topic guys,  but bkt Holly hell man! I realized now that you are the guy that made the Quake 4 mod, False Down, i love it!  I even played it not long ago (because of my AMD card i add some problems indeed, after disabling C-AI solved almost all, minus what caused the game to be a tad dark for me), but man dark or not, congrats, is a hell of a fantastic mod, loved the voice acting, even if sometimes it was hard to understand what was being said, btw will you make a follow up or not?

oneofthe8devilz i can help you test on a R9 270X and on W10 if you want, just tell me how

ps -  oneofthe8devilz forget it i've read the first post now i know how PM incoming.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 25, 2015, 03:56:36 PM
In case during the game session testing times (20:00 - 0:00 CET) the original dedicated server address is unreachable (due to Server Hardware Migration) try the secondary backup server ip address hosted at "178.201.171.214".
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: argoon on August 25, 2015, 04:42:23 PM
hey are you receiving my PM's ?

My first feedback on the test

Was not able to connect to any online session but that's because of time differences so tested this on a Lan test, is sufficient to test the sikk mod effects.

My setup

Windows 10

AMD R9 270X OC 2GB

8GB of RAM

Didn't captured any screenshot will do that tomorrow

Game running on a external drive so it can have a impact on performance.

Everything on except AA and Vsync

This was just a quick test of 5 minutes running around testing guns, and graphics so i know hardly a good test but even so here it is.

First impressions:

All sikk mod effects seam to work

HDR worked fine the depth of field effect worked has it was supposed (blurred the scene depending where the reticle was pointing), i saw the cool leans effects, etc no problem that was obvious at first glance (like the flipped upside down screen bug that i add on sikk mod on doom3 and on TDM with Bloom on).

Performance:

With no AI and no other players this is not really a real test but again:

Game felt very fast i must say faster than even Doom 3 with no AI in sight, but some viewpoints brought my FPS from 60 to below 30 (29,28) so that is a little worrisome.

And that's it for now, again sorry for the lack of screens but will try to do that tomorrow.   


   
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 26, 2015, 06:21:10 AM
Yes I am getting your PMs.

Thanks for your first quick review... the fact that the Sikkmod effects seem to run without issues on newer ATI hardware is hopeful...

Would you be so kind to write a detailed tutorial of the Doom3.exe renaming step to circumvent the Catalyst AI Drivers ?

That way other ATI MCS testers here could try your approach and give feedback.

Yesterday it was a bit tricky on the server hosting side cause like I said currently there are migration operations in progress so I had to run backup servers from home which by the way are just as fast and efficient but not everyone received the message of the ip change...

Fortunately some of the test players still managed to reach the temporary setup Teamspeak3 and MCS dedicated servers and so we still managed to get some nice testing going on.

I will keep hosting and playtesting on the server every evening between 20:00 - 0:00 CET and so far every evening there were new players arrving to test with.

If any of the new test players encounter issues during the installation of the test build or during the connection to the Dedicated Servers, feel free to post me PMs here in the forums or at my e-mail oneofthe8devilz@hotmail.com.

A first quick review of how the testing is running:

- There are about 20 testers that have received access to the test so far.
- The build is running surprisingly stable and most people report a smooth PVP and PVE netcode experience.
- The testing already helped to identify some smaller map related issues and the ATI feedback has been really helpful too.

One of the things left to be fully tested is the 8 player PVP in "Deathmatch" and "Team Deathmatch" mode. Eventually over the weekend (when most people are at home) we might be able to get the 8 players server filled up and get some good fragging going on :)

I also encourage the other testers to post short forms of reviews here so that I have a place of collecting written data additionally to the feedback I get during the testing and in the Teamspeak3 channels...   




Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: MrC on August 26, 2015, 07:41:41 AM
I can't really speak for any graphical issues although I did initially run with many of the sikkmod features enabled from the menu using my main machine's 670, everything seemed to run quite fast before I disabled most of it as I just prefer the more 'classic' look. I would like to post about (despite the above mentioned server change) what amounted to be one hell of a silky smooth deathmatch and coop experience. I particularly enjoyed the shipping container level during the demon wars game mode in terms of sniping demons with the railgun from the high ground after realizing that my grenade showering / carpet bombing was taking out more than just the demons with friendly fire below. Campaign mode was great also and really felt like a classic Doom coop experience which evoked feelings of nostalgia as did the straight forward frag-fest in classic deathmatch although I would have preferred the player movement speed to be a bit faster overall.

Some issues were pointed out as we played as already being privy to and overall I truly recommend this to anyone who enjoys a good old fashioned monster wave skirmish or classic death match without being pulled from the experience by constant network breaking issues. So congratulations to oneofthe8devilz and the MCS team, awesome job!

I will as always try to jump on and test some more if I can and will also continue offline to see if I can spot any other issues.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 26, 2015, 08:10:28 AM
Thx for the review MrC  O0

I still am puzzled about how we survived the E1M1 Zombie Commando trap room on "Elite" difficulty without a scratch...  :o

Looking forward to fight with/against you again... (I still am pulling grenade shrapnels out of my butt from when you initially entered the Deathmatch session generously handing out grenades in great supply to every one connected to the server).

;D
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: argoon on August 26, 2015, 10:13:02 AM
Quote from: oneofthe8devilz on August 26, 2015, 06:21:10 AM

Thanks for your first quick review... the fact that the Sikkmod effects seem to run without issues on newer ATI hardware is hopeful...

Would you be so kind to write a detailed tutorial of the Doom3.exe renaming step to circumvent the Catalyst AI Drivers ?


No problem :)

About the renaming is nothing really fancy just:

1 -Rename the Doom 3.exe to Doom3.exe (without the space) or to DarkAtena.exe (its the name of the Riddick exe game), this last one supposedly also improves FPS's above disabling Catalyst AI but i'm not 100% sure.

2 - change your mcs .bat file to reflect the exe rename (need to untick the read only option) and that's it.


Like i promised here are screenshots so you can see if its looks as it should.

https://drive.google.com/file/d/0B_xD8k_3dkNpNHVQVVBuc2ZJN3M/view?usp=sharing (https://drive.google.com/file/d/0B_xD8k_3dkNpNHVQVVBuc2ZJN3M/view?usp=sharing)

https://drive.google.com/open?id=0B_xD8k_3dkNpZmlMcU9nSkJXS00 (https://drive.google.com/open?id=0B_xD8k_3dkNpZmlMcU9nSkJXS00)

https://drive.google.com/open?id=0B_xD8k_3dkNpaXJNN1dQbUlhejg (https://drive.google.com/open?id=0B_xD8k_3dkNpaXJNN1dQbUlhejg)

https://drive.google.com/open?id=0B_xD8k_3dkNpd3lfN1FpWVI4TVE (https://drive.google.com/open?id=0B_xD8k_3dkNpd3lfN1FpWVI4TVE)

https://drive.google.com/open?id=0B_xD8k_3dkNpTTM5LVhLYl9nQzg (https://drive.google.com/open?id=0B_xD8k_3dkNpTTM5LVhLYl9nQzg)

https://drive.google.com/open?id=0B_xD8k_3dkNpZC11YnhsVWk3bFk (https://drive.google.com/open?id=0B_xD8k_3dkNpZC11YnhsVWk3bFk)

https://drive.google.com/open?id=0B_xD8k_3dkNpNTE5SXcwdlMxMVU (https://drive.google.com/open?id=0B_xD8k_3dkNpNTE5SXcwdlMxMVU)

https://drive.google.com/open?id=0B_xD8k_3dkNpVHlGMGZMcVRzclE (https://drive.google.com/open?id=0B_xD8k_3dkNpVHlGMGZMcVRzclE)

https://drive.google.com/open?id=0B_xD8k_3dkNpUVdSZFhHN1RMbzQ (https://drive.google.com/open?id=0B_xD8k_3dkNpUVdSZFhHN1RMbzQ)

https://drive.google.com/open?id=0B_xD8k_3dkNpeHV3aWR1Y2xUUDg (https://drive.google.com/open?id=0B_xD8k_3dkNpeHV3aWR1Y2xUUDg)

Performance on interiors is very good on exterior maps the FPS's vary a lot and like i said can go below 30.

Btw very good work, i like what i've seen so far, very professional and above all, fun.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 26, 2015, 10:50:10 AM
@argoon

Thx for the tutorial, I will have other ATI users try it out and post feedback.

About your google drive screenshots, only the first one loads for me, all the other ones want to make me ask for permission to load them. Is that intended ?

Also I hope to see you soon online on the server aswell :)
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: argoon on August 26, 2015, 12:37:18 PM
Hum sorry about the screens will see if i can found out what's wrong i do see the link is different on the first one.

https://drive.google.com/file/d/0B_xD8k_3dkNpZmlMcU9nSkJXS00/view?usp=sharing (https://drive.google.com/file/d/0B_xD8k_3dkNpZmlMcU9nSkJXS00/view?usp=sharing)

https://drive.google.com/file/d/0B_xD8k_3dkNpd3lfN1FpWVI4TVE/view?usp=sharing (https://drive.google.com/file/d/0B_xD8k_3dkNpd3lfN1FpWVI4TVE/view?usp=sharing)

https://drive.google.com/file/d/0B_xD8k_3dkNpTTM5LVhLYl9nQzg/view?usp=sharing (https://drive.google.com/file/d/0B_xD8k_3dkNpTTM5LVhLYl9nQzg/view?usp=sharing)

https://drive.google.com/file/d/0B_xD8k_3dkNpMnM1TEpqVjc1bmc/view?usp=sharing (https://drive.google.com/file/d/0B_xD8k_3dkNpMnM1TEpqVjc1bmc/view?usp=sharing)

https://drive.google.com/file/d/0B_xD8k_3dkNpZC11YnhsVWk3bFk/view?usp=sharing (https://drive.google.com/file/d/0B_xD8k_3dkNpZC11YnhsVWk3bFk/view?usp=sharing)

https://drive.google.com/file/d/0B_xD8k_3dkNpNTE5SXcwdlMxMVU/view?usp=sharing (https://drive.google.com/file/d/0B_xD8k_3dkNpNTE5SXcwdlMxMVU/view?usp=sharing)

https://drive.google.com/file/d/0B_xD8k_3dkNpeHV3aWR1Y2xUUDg/view?usp=sharing (https://drive.google.com/file/d/0B_xD8k_3dkNpeHV3aWR1Y2xUUDg/view?usp=sharing)

https://drive.google.com/file/d/0B_xD8k_3dkNpVHlGMGZMcVRzclE/view?usp=sharing (https://drive.google.com/file/d/0B_xD8k_3dkNpVHlGMGZMcVRzclE/view?usp=sharing)

Try this ones now
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 26, 2015, 02:28:28 PM
Quote from: argoon on August 26, 2015, 12:37:18 PM
Try this ones now

Yep those work fine :)
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: VGames on August 26, 2015, 06:26:04 PM
I did as argoon stated and the Sikkmod effects work great and r_skipnewambient is set to 0 and the warping effects work too.

I set the name of the Doom3.exe file to DarkAtena.exe for the extra FPS. Don't know if this actually works but when I added a space in between the m and the 3 like I normally do and then changed the name of the exe file in the batch it could not find the file because of the space. So DarkAtena it was. Works great now.

ATI Radeon HD 5870 FOREVER!!!!

:P
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 26, 2015, 06:27:31 PM
Quote from: VGames on August 26, 2015, 06:26:04 PM
I did as argoon stated and the Sikkmod effects work great and r_skipnewambient is set to 0 and the warping effects work too.

I set the name of the Doom3.exe file to DarkAtena.exe for the extra FPS. Don't know if this actually works but when I added a space in between the m and the 3 like I normally do and then changed the name of the exe file in the batch it could not find the file because of the space. So DarkAtena it was. Works great now.

ATI Radeon HD 5870 FOREVER!!!!

:P

AMAZING ! I will try and apply that fix to another ATI user's setup...

***update***

That really did the trick !!!  :o

Thx a lot to bkt and argoon, that ATI Catalyst AI Drivers circumvention info was priceless !

:baron:
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: caedes on August 26, 2015, 07:07:38 PM
those screenshots look quite blurry and the colors look strange (even to me having red/green-blindness), is it supposed to simulate being on shrooms or is it a bug?
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 26, 2015, 07:10:09 PM
Quote from: caedes on August 26, 2015, 07:07:38 PM
those screenshots look quite blurry and the colors look strange (even to me having red/green-blindness), is it supposed to simulate being on shrooms or is it a bug?

All visual effects are completely optional and can be disabled individually according to the user's taste:

Here a quick .gif comparison of the different quality settings:

(High Resolution GIF Link) (http://www.scared-pixel-studios.com/public/images/mcs/mcs.quality.settings.gif)
(http://www.scared-pixel-studios.com/public/images/mcs/mcs.quality.settings.360p.gif)
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: The Happy Friar on August 26, 2015, 07:46:54 PM
In Win 10 there's no option to disable Cataylst AI in the AMD drivers that I can see.  Anyone know the trick (or is it not used any more?).
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: VGames on August 26, 2015, 10:14:30 PM
That name change of the exe file should be enough. My drivers for win 7 don't allow the disabling of catalyst AI either.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 27, 2015, 06:02:45 AM
Quote from: The Happy Friar on August 26, 2015, 07:46:54 PM
In Win 10 there's no option to disable Cataylst AI in the AMD drivers that I can see.  Anyone know the trick (or is it not used any more?).

Friar, can you try out the ".exe" renaming and tell us if that workaround works for Windows 10 ?

1. Make a copy of "Doom3.exe" and name it "DarkAtena.exe".
2. Edit the "mcs_run_client.bat" in the "Doom3/mcs" folder to point to "DarkAtena.exe" instead of "Doom3.exe".
3. Start MCS by executing "mcs_run_client.bat" in the "Doom3/mcs" folder.
4. Set the quality setting to "Medium/High/Ultra" in the "Main" or "Multiplayer" menu.
5. Start a ListenServer via the "Multiplayer -> Create" menu and let me know if the Sikkmod rendering for "HDR", "DOF" and "Heathaze with chromatic aberration" is rendering properly.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: argoon on August 27, 2015, 07:09:26 AM
Quote from: oneofthe8devilz on August 26, 2015, 02:28:28 PM
Yep those work fine :)

Ok good to know  :)

Quote from: caedes on August 26, 2015, 07:07:38 PM
those screenshots look quite blurry and the colors look strange (even to me having red/green-blindness), is it supposed to simulate being on shrooms or is it a bug?

The blurriness is because of the depth of field effect the colors i assume is because of the color grading effect and HDR. I personally disable most of it, but add them all on just for testing purposes.

Quote from: The Happy Friar on August 26, 2015, 07:46:54 PM
In Win 10 there's no option to disable Cataylst AI in the AMD drivers that I can see.  Anyone know the trick (or is it not used any more?).

No there's no way to deactivate Catalyst AI from the AMD drivers CCC, there used to be but they disabled it, it disables crossfire and special optimizations they do to games and that was something they didn't wanted i assume. The only way to disable it fully is using RadeonPro, for Doom3 the renaming does the trick, because CAI can't find the game and so it doesn't apply the special optimizations to the ARB code but only the generic profile, using the DarkAtena name fools the drivers into thinking is the Riddick game and so it applies the existent profile for that game, as DarkAtena is also a OpenGL game it works fine.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: VGames on August 27, 2015, 10:30:15 AM
U could try this method. I use to use it before I found out about changing the exe name.

http://www.moddb.com/mods/perfected-doom-3-version-500/features/how-to-disable-catalyst-ai-with-the-latest-ccc
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: The Happy Friar on August 27, 2015, 11:41:01 AM
Screenshot 3 = disabling Caty AI via the xml method
Screenshot 4 = renaming D3.exe to mickeymouse.exe

Renaming the EXE can have sideffects.  If the game you rename to has an optimization that doesn't work with the game you're actually playing things can break.  We might not see it until later, but the better fix is to get Caty AI disabled.

Better yet, game companies use 100% standard code & don't use any hardware specifics.  :)  AMD/Nvidia/Intel do this junk so that gamers don't think it's THEIR fault.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 27, 2015, 01:51:54 PM
Meanwhile I worked on this small MCS ReleaseDate Announcement Youtube trailer:

Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: BielBdeLuna on August 27, 2015, 03:30:12 PM
that's great! man this would have even better in a web with something like: mcs.uacorp.com with hidden messages in the html code!  ;)
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: VGames on August 27, 2015, 03:48:15 PM
Wow man very AAA. I love it.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: CthePredatorG on August 28, 2015, 12:59:16 PM
Hey, is it too late to join the test group? If not, I'd like to join.

My setup (to the best of my knowledge)

Windows 10

Nvidia Geforce GTX 850m GPU

16 GB RAM

Intel Core i7-4710HQ CPU
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 28, 2015, 01:27:37 PM
Quote from: CthePredatorG on August 28, 2015, 12:59:16 PM
Hey, is it too late to join the test group? If not, I'd like to join.

Quote from: oneofthe8devilz on August 22, 2015, 02:55:03 PM
In case you are interested to help out and would like to test the different coop and adversarial modes, just send me a private message or an e-mail at "oneofthe8devilz@hotmail.com".
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: argoon on August 28, 2015, 04:53:58 PM
 ;D Nice video did you made that in Flash by the way? Or After Effects?  hehe The ending startled me.

Btw sorry for not being active on the multiplayer but i just don't have the time right now. 

Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 28, 2015, 05:17:58 PM
Quote from: argoon on August 28, 2015, 04:53:58 PM
;D Nice video did you made that in Flash by the way? Or After Effects?  hehe The ending startled me.

Many of you might not remember it but there was a flash based "release date counter" 1 month prior to the Doom3 release back in 2004.

Luckily I made a backup of that .swf flash file back then (it has been removed after the game's launch). So I used that as the base to work with for the MCS release date trailer.

I then used Adobe After Effects and Premiere to rework the appearance and sounds while extending and adding in the dynamically animated gui actions for the MCS specific parts aswell as adding the intro and "startling" outro.



Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: The Happy Friar on August 28, 2015, 07:45:59 PM
Any other time the server is running?  That's right in the middle of the day for me so I'm not normally there.  :(
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 29, 2015, 07:35:45 AM
Alright, I will run the servers during weekends full time starting right now...

It would be great if we could push the netcode to its limits this weekend in PVP and PVE mode.

During all the testing I completely neglected to record the game sessions. So let me start with a snippet of last night's gaming:



I will try to keep recording, especially throughout the weekends...
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 30, 2015, 02:56:21 PM
First recorded MCS Release Candidate Deathmatch online footage @1080p @60FPS:

VGames was doing a pretty good job considering that this was just his second time playing while connecting across the atlantic ocean with a significantly higher latency...



We were obviously having a blast...  O0
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: VGames on August 30, 2015, 10:15:37 PM
Thank u for clearing up my complete suckage. I had a blast no matter what. The net code is so good with or without a good ping. My connection was a hundred times crappier then the other guys and I was still able to do alright considering. Excellent work. So fun.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: The Happy Friar on August 31, 2015, 11:52:04 AM
Quote from: VGames on August 30, 2015, 10:15:37 PM
Thank u for clearing up my complete suckage. I had a blast no matter what. The net code is so good with or without a good ping. My connection was a hundred times crappier then the other guys and I was still able to do alright considering. Excellent work. So fun.

I'd be interested in seeing a trace between you & the server, then some video of you playing stock D3 deathmatch on the same server with 4 people, then MCS on the same server with 4 people.

Would give a good impression of how much the netcode has changed.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 31, 2015, 12:25:51 PM
Quote from: The Happy Friar on August 31, 2015, 11:52:04 AM

I'd be interested in seeing a trace between you & the server, then some video of you playing stock D3 deathmatch on the same server with 4 people, then MCS on the same server with 4 people.

Would give a good impression of how much the netcode has changed.

I have created objective comparison videos about this specific topic:

Doom3 1.3.1 Netcode (default)


MCS Netcode (custom)


This is just a really simple showcase comparing just a few things like player position, rotation, projectiles and ragdolls.

The netcode optimizations affect many more areas of clientside gameplay, but these were the easiest to quickly demonstrate.

Let me know if those comparison videos demonstrate clear enough the superiority of the MCS netcode over the default D3 1.3.1 one.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: BielBdeLuna on August 31, 2015, 03:37:23 PM
great work
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on August 31, 2015, 04:00:47 PM
Another question that keeps popping up frequently during the Release Candidate Testing is about stock Doom3 Story Campaign Coop.

About 80% of the original Doom3 Singleplayer Story is currently playable in Coop with up to 4 players. I hope to be able to have the remaining 20% of the Campaign also playable with a later updated version of MCS.

Here some Original Campaign Story Coop Gameplay from Mars City shortly after the outbreak:



The MCS Delta Squad in action :)
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: BielBdeLuna on August 31, 2015, 06:23:00 PM
great again!
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: The Happy Friar on September 03, 2015, 06:43:12 AM
Put in a new motherboard+CPU+RAM yesterday.

No timedemo for MCS but with the exe renamed I have everything turned up and it runs smooth as butter.  :)
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on September 03, 2015, 07:02:10 AM
Quote from: The Happy Friar on September 03, 2015, 06:43:12 AM
Put in a new motherboard+CPU+RAM yesterday.

No timedemo for MCS but with the exe renamed I have everything turned up and it runs smooth as butter.  :)

Congrats on the new rig  :)

And I am glad to hear that MCS flies on your new setup now  O0

The D3 Community MCS Release Candidate testrun really paid out and the ATI fix instructions will go right into the release "readme.txt".

I wonder if anyone with an Intel GPU setup has the chance to give it a go and report back...
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: bkt on September 03, 2015, 02:48:55 PM
What are the ATI fix instruction you ended up with?
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on September 03, 2015, 02:54:15 PM
Quote from: bkt on September 03, 2015, 02:48:55 PM
What are the ATI fix instruction you ended up with?

http://www.scared-pixel-studios.com/forums/viewtopic.php?f=50&t=593
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: The Happy Friar on September 03, 2015, 04:18:01 PM
I renamed mine "mickeymouse.exe"  :p
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on September 03, 2015, 04:43:42 PM
Well basically every non-associated ".exe" naming should work, but why giving people a choice ?  :o
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: The Happy Friar on September 03, 2015, 05:18:17 PM
i'd figure that almost every semi-popular game out there has a profile in the driver & (based on experiments I've done) using something that you know isn't out there works best.

Could you just recompile the GPL engine & pass that out with the mode?  Or, perhaps, in your bat file have it make a copy of the .exe anyway & always run that copy.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on September 04, 2015, 04:51:50 AM
For technical and legal reasons I would like to avoid releasing MCS with ".exe" builds at this point in time.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: motorsep on September 04, 2015, 09:24:42 AM
Quote from: oneofthe8devilz on September 04, 2015, 04:51:50 AM
For technical and legal reasons I would like to avoid releasing MCS with ".exe" builds at this point in time.

So, no public release any time soon ?
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: VGames on September 04, 2015, 11:22:03 AM
September 27th is the release day. It's gonna be great.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on September 04, 2015, 11:31:25 AM
After the public MCS Modification release on September 27th 2015 a small crowdfunding campaign is planned to re-finance the funds I had to privately invest into MCS.

If the campaign is successful, the entire sourcecode including custom MCS Client and Dedicated Server binaries will be released to the public.

Depending on the general feedback of the Mod and the crowdfunding campaign, further stretch goals will get announced, which would target things like:

- Linux, MacOS and Android portation with crossplatform multiplayer support.
- Alternative modern renderer path supporting natively current gen features such as "Shadowmapping, SSAO, DOF, HDR, etc".
- Multiplayer AI/Bot implementation together with new gametypes such as CTF
- Stereo 3D and VR renderer support
 
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: motorsep on September 04, 2015, 11:35:15 AM
Quote from: oneofthe8devilz on September 04, 2015, 11:31:25 AM
If the campaign is successful, the entire sourcecode including custom MCS Client and Dedicated Server binaries will be released to the public.

Once you release binaries of your mod, you will be legally bound to release source code.

As a matter of fact, anyone who already got binaries of MCS (all the testers) have legal right to receive source code.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on September 04, 2015, 11:41:33 AM
No MCS binaries have been released to anyone...

The provided gamex86.dll is being released under the D3 1.3.1 SDK conditions like every other mod before.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: motorsep on September 04, 2015, 11:42:58 AM
Quote from: oneofthe8devilz on September 04, 2015, 11:41:33 AM
No MCS binaries have been released to anyone...

So how on Earth could they have played online without binaries? o.O

Can't play game without running .exe and for sure your networking code must have been implemented in the engine at least partially.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: motorsep on September 04, 2015, 11:48:33 AM
Quote from: oneofthe8devilz on September 04, 2015, 11:41:33 AM
No MCS binaries have been released to anyone...

The provided gamex86.dll is being released under the D3 1.3.1 SDK conditions like every other mod before.

So the entire networking improvement are all in the game code? o.O
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on September 04, 2015, 11:53:38 AM
Quote from: motorsep on September 04, 2015, 11:48:33 AM
So how on Earth could they have played online without binaries? o.O
Can't play game without running .exe and for sure your networking code must have been implemented in the engine at least partially.

Well... it was a hell of a task to implement the changes ONLY using gamecode...  O0

Quote from: motorsep on September 04, 2015, 11:42:58 AM
So the entire networking improvement are all in the game code? o.O

YES.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: motorsep on September 04, 2015, 12:27:53 PM
Quote from: oneofthe8devilz on September 04, 2015, 11:53:38 AM
Quote from: motorsep on September 04, 2015, 11:42:58 AM
So the entire networking improvement are all in the game code? o.O

YES.

Damn, that's crazy stuff  :o
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on September 04, 2015, 12:32:56 PM
Quote from: motorsep on September 04, 2015, 12:27:53 PM
Damn, that's crazy stuff  :o

I know
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: bkt on September 04, 2015, 03:28:41 PM
Quote from: motorsep on September 04, 2015, 11:35:15 AM
Quote from: oneofthe8devilz on September 04, 2015, 11:31:25 AM
If the campaign is successful, the entire sourcecode including custom MCS Client and Dedicated Server binaries will be released to the public.

Once you release binaries of your mod, you will be legally bound to release source code.

As a matter of fact, anyone who already got binaries of MCS (all the testers) have legal right to receive source code.
As you will be, should you ever release your game.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: motorsep on September 04, 2015, 03:49:32 PM
Quote from: bkt on September 04, 2015, 03:28:41 PM
As you will be, should you ever release your game.

I'll make sure to port it to UE4 so you would never see the code  >:D

Jokes aside, I said that from the day one without trying to recoup costs first, and having it as a condition of source release. And you will see the code whether the game will be released or not. Who knows, maybe tomorrow I will let go of game dev for good. What's the point for me not to release the code in that case?

Anyhow, imagine MCS will never get its investment back and thus the code will never be release. Or, imagine code being released, but not under GPL.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on September 04, 2015, 04:37:23 PM
Back then before starting to work on MCS, if someone had offered me to pay to get source access to OpenCoop, I would have paid pretty much any sum without hesitation.

Seeing how all the interesting Doom 3 Coop mods went closed source was a very depressing and exhausting experience for me. It was so tedious during MCS development to "re-invent the wheel" every time knowing that all that work had already been successfully done.

The MCS source will be released sooner or later in any case, I have taken care of that... with the sooner depending on a successful crowdfunding.

Another issue that currently keeps my mind busy is the fact, that MCS now contains a serious chunk of PVP gameplay and with complete source access the doors to custom hacks and cheats would be wide open...

... imagine reviving a small part of the Doom3 multiplayer community just to ruin it with an infestation of hackers and cheaters.

Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: motorsep on September 04, 2015, 04:56:00 PM
I doubt there are a lot of people who will go back to Doom 3 just to play MCS. Simply because there are sooooo many games out there people already invested to (time and money wise).

I also think that no one will be porting your code to their own code base as it a way too much work. People would just build upon MCS, which isn't a bad thing for your project's longevity.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: bkt on September 04, 2015, 05:42:47 PM
Quote from: motorsep on September 04, 2015, 04:56:00 PMI also think that no one will be porting your code to their own code base as it a way too much work. People would just build upon MCS, which isn't a bad thing for your project's longevity.
Or, they might cherry pick pieces of the source they like and incorporate it into their own GPL project.

Just be wary Devilz, you've put a lot of hardwork into this project.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on September 04, 2015, 05:52:29 PM
I agree, the market is flooded with so many indie games and so many crowdfunding campaigns, it's getting ridiculous...

...to at least have a chance to keep an overview of the current market supply, I myself have to brutally categorize the market with K.O. filters like:

- Singleplayer Only
- Multiplayer Only
- Local COOP Only
- MMO
- Subscription Fees
- F2P
- strong DRM

After applying those excluding filters, you'll realize that whatever is left and survived that aggressive filtering, is not very impressive...

Most remaining filtered titles in my list suffer from:

- bad visuals
- terrible AI behavior and navigation
- hideous netcode
- lack of mod-ability

That realization actually kept me continuing the work on MCS through all those years, since I always kept waiting for the one "Killer-Title" that would make my own work pointless. Sadly that game never appeared for me and so I kept working and MCS got finally into a release-ready state.

Quote from: bkt on September 04, 2015, 05:42:47 PM
Just be wary Devilz, you've put a lot of hardwork into this project.

Thanks for acknowledging the blood, sweat and tears that went into it :)
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on September 04, 2015, 06:08:26 PM
After All I consider MCS to be a Project FROM the Community FOR the Community.

So many (http://www.scared-pixel-studios.com/forums/viewtopic.php?f=50&t=592) brilliant Doom3 Community programmers and artists were part of MCS's creative process, the outcome still amazes me even though I have sunken several thousand hours into it seeing, playing and developing it on a daily basis.

Maybe some will consider me just a "code monkey" but I had the will, stamina and capability to combine all those unique and different community releases (all amazing on their own) and shape them into something I considered to be the ideal Doom3 experience.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: motorsep on September 04, 2015, 06:42:58 PM
Quote from: bkt on September 04, 2015, 05:42:47 PM
Or, they might cherry pick pieces of the source they like and incorporate it into their own GPL project.

There is no way to cherry pick networking and coop. Although I see where you are going with this.... Just wonder how is it that we haven't cherry picked anything from any project yet  ???
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: BielBdeLuna on September 05, 2015, 09:41:21 AM
Quote from: oneofthe8devilz on September 04, 2015, 11:31:25 AM
- Alternative modern renderer path supporting natively current gen features such as "Shadowmapping, SSAO, DOF, HDR, etc".
(...)
- Stereo 3D and VR renderer support

I think that's where a project dedicated exclusively to improve the engine would be much better for everyone.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: The Happy Friar on September 05, 2015, 10:35:09 AM
Anyone could start that at any time.  There's no interest.  But....  most of the Doom/Quake/Q2/Q3A engine ports are all based on someone else's engine port so I'd imagine how well THAT would be received by most of the D3 community...   "assimilate"
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: Phrozo on September 06, 2015, 12:39:53 AM
Had fun plying this last time. Hopefully I can catch you all again soon if we're still play testing.

By the way, I renamed the Doom3.exe and it has resolved most graphical issues for my GPU ( ATI Radeon HD 5700 ).

I've only noticed one issue so far though and it's the plasmagun shooting aimed black squares:
https://drive.google.com/open?id=0B478ijnYrJu8amM0ZlZzZ2hBa0U (https://drive.google.com/open?id=0B478ijnYrJu8amM0ZlZzZ2hBa0U)
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: oneofthe8devilz on September 06, 2015, 06:29:12 AM
On second thought I reconsider Friar's idea to change the ATI/AMD fix tutorial to rename the Doom3.exe to something not associated with an already existing game:

Friar, VGames, argoon, bkt, Phrozo and anyone else with an AMD/ATI gpu, could you please apply THIS (http://www.scared-pixel-studios.com/forums/viewtopic.php?f=50&t=593) fix/tutorial and tell me if it still effectively fixes most graphical issues ?

By the way the Test Candidate Dedicated Server is running through the entire weekend.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: romulus_ut3 on September 06, 2015, 07:32:18 AM
Renaming the executable to anything other than DOOM3.exe will work just fine.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: Phrozo on September 06, 2015, 12:29:53 PM
I tried the fix and that seemed to work. And as romulus said as long as the exe is something else it will work.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: The Happy Friar on September 06, 2015, 02:48:01 PM
Quote from: Phrozo on September 06, 2015, 12:39:53 AM
I've only noticed one issue so far though and it's the plasmagun shooting aimed black squares:
https://drive.google.com/open?id=0B478ijnYrJu8amM0ZlZzZ2hBa0U (https://drive.google.com/open?id=0B478ijnYrJu8amM0ZlZzZ2hBa0U)

The link says I don't have permission to view.

If it's the same black squares I saw I only had them because of having my exe named doom3.exe.  When renaming it that didn't happen.  I think turning off the new ambient eliminated that w/o renaming the exe.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: romulus_ut3 on September 06, 2015, 02:57:04 PM
AMD's drivers will execute driver specific optimization only when it detects that an application with an existing Catalyst profile is being executed. There're certain .blb files within the driver itself that contains the list of these optimizations. Your best bet is to add a space to the executable file a la "DOOM 3.exe" or "DOOM_3.exe" and you'll be fine.

Renaming the game to any other existing game's executable may have undesired consequences. For example, if I rename the executable of Assassin's Creed Unity "ACU.exe" to "BF4.exe" it runs sluggish, and has nasty lighting glitches because it's loading Battlefield 4 specific optimizations instead of the ones meant for Unity.

Here's an old article where AMD was found to be using aggressive optimizations for Quake 3. As a workaround for the optimizations they used a hex editor to alter the "uake 3" entries within the quake 3.exe to something different, whereas simply renaming the executable would've worked too. http://m.hardocp.com/article/2001/10/23/optimizing_or_cheating_radeon_8500_drivers/#.VeyPhxxDb0E

If there's a demand, I can also provide AMD specific tweaks for DOOM 3 that gets rid of the stupid Microstuttering when VSync is on, and doesn't involve setting fixedtic to 1.
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: Phrozo on September 06, 2015, 10:17:08 PM
Quote from: The Happy Friar on September 06, 2015, 02:48:01 PM
Quote from: Phrozo on September 06, 2015, 12:39:53 AM
I've only noticed one issue so far though and it's the plasmagun shooting aimed black squares:
https://drive.google.com/open?id=0B478ijnYrJu8amM0ZlZzZ2hBa0U (https://drive.google.com/open?id=0B478ijnYrJu8amM0ZlZzZ2hBa0U)

The link says I don't have permission to view.

If it's the same black squares I saw I only had them because of having my exe named doom3.exe.  When renaming it that didn't happen.  I think turning off the new ambient eliminated that w/o renaming the exe.

Sorry, new to Google Drive. Link should work now ( hopes )

:P
Title: Re: Mars City Security: "It's Done !", Releasedate and Current Build Testing
Post by: The Happy Friar on September 07, 2015, 09:12:21 AM
Quote from: romulus_ut3 on September 06, 2015, 02:57:04 PM
Here's an old article where AMD was found to be using aggressive optimizations for Quake 3

I remember reading that when it was written.  Nvidia did the exact same thing (and still does too).