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id Tech 4 (Doom3/Prey/Q4) => id Tech 4 Mods => Topic started by: oneofthe8devilz on June 05, 2014, 03:56:21 PM

Title: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on June 05, 2014, 03:56:21 PM
Mars City Security: Taking Doom³ PVE (Coop) and PVP (Deathmatch) multiplayer combat to the next level and beyond
(http://www.scared-pixel-studios.com/public/images/mcs/MCS_Poster_SPS_with_Logo.png)
Credits to the amazing Doom3 Community members that make MCS possible (http://www.scared-pixel-studios.com/forums/viewtopic.php?f=3&t=565)

-==September 2015 Public Release==-

Mars City Security Moddb Page & Download

Moddb Page: http://www.moddb.com/mods/mars-city-security (http://www.moddb.com/mods/mars-city-security)

Moddb Download: http://www.moddb.com/mods/mars-city-security/downloads (http://www.moddb.com/mods/mars-city-security/downloads)

Mars City Security Version Build 1.2.1.8 Public Release SPS Direct Download

MCS 1.2.1.8 Windows Installer (http://www.scared-pixel-studios.com/public/downloads/mcs/mcs_installer_v1218.zip) (793 MB)

MCS 1.2.1.8 Windows Installerless (http://www.scared-pixel-studios.com/public/downloads/mcs/mcs_installerless_v1218.zip) (790 MB)

ReadMe.txt (http://www.scared-pixel-studios.com/public/downloads/mcs/ReadMe.txt)

--------------------------

Quick Description:

Taking Doom³ PVE (Coop) and PVP (Deathmatch) multiplayer combat to the next level and beyond...

D3 MCS: Mars City Security is a Doom3 Modification that puts heavy emphasis on cooperative and adversarial multiplayer, merging the fast and addictive gameplay of the predecessors (Doom1 & Doom2) with the enhanced Doom3 technology (optimized netcode for Online Internet & LAN networked multiplayer with improved idtech4 unified rendering).

The "Campaign" PVE (Coop) gametype lets players play through default & custom created campaign missions with up to 4 players cooperatively. Experience community made custom maps with your friends that tell stories never before experienced in the Doom³ universe.

The "DemonWars" PVE (Coop) gametype throws players right into the epic battle that broke out throughout the entire solar system after Hell has been unleashed. Fight as a human with up to 4 players cooperatively against the hordes of hell trying to make a last stand for mankind.

The PVP (Deathmatch) gametypes let up to 8 players fight it out on a variety of arenas for the ultimate player versus player domination in "team" and "free for all" adversarial multiplayer.

-==August 2015 Update==-

Hello fellow Doom3 fans,

this update is for the diehard oldschoolers among you that still vividly remember the feeling of playing the original E1M1 Doom1 level on their 386ers cooperatively across the Local Area Network for the first time, seeing their buddy's Doom Marine Player Character suddenly appear on screen, effectively sharing the same virtual world across multiple PCs...

Taking krankymonkee's excellent DHC Hangar recreation and adding some custom codebase finetuning love to it, allows me now finally to present you a fully co-op multiplayer compatible and visually pimped version of E1M1 for D3 MCS...

This custom campaign level will be playable with up to 4 players cooperatively with all bells and whistles down to the atmosphere depressurizing should a stray bullet hit any of the isolating windows...   
 
(http://www.scared-pixel-studios.com/public/images/mcs/mcs.e1m1.shots.png) (http://www.moddb.com/mods/mars-city-security/images/mcs-dhc-hangar-e1m154#imagebox)

(click to play the youtube video, best watched at 1080p)
(http://www.scared-pixel-studios.com/public/images/mcs/mcs.e1m1.dhc.hangar.jpg) (https://www.youtube.com/watch?v=eNA4QYynm00)

"Sigh", this really brings back memories... ;)

-==July 2015 Update==-

Hello fellow space marines,

last night was group screenshot time on the SPS servers with different MCS "Delta Squad" personnel shots taken at different locations throughout the MCS facilities. The point was to showcase MCS's versatility in terms of player models and locations choice.

(http://www.scared-pixel-studios.com/public/images/mcs/group.screenshots.preview.png) (http://www.moddb.com/mods/mars-city-security/images/mcs-group-locations-shots3#imagebox)

Additionally to the screenshots here follows some background information about the MCS "Delta Squad":

(http://www.scared-pixel-studios.com/public/images/mcs/mcs.delta.squad.bgs.jpg)

(http://www.scared-pixel-studios.com/public/images/mcs/twitter.follow.png) (https://twitter.com/oneofthe8devilz)

Also in order to be able to announce and communicate live streams of the latest MCS development builds more efficiently to you, a Twitter Account has been created that you can follow. That way shortly before a stream goes live, every follower will be notified on time.

Simply visit and follow my Twitter Account (https://twitter.com/oneofthe8devilz) to never miss a live MCS broadcast again.

-==March 2015 Update==-

Hey folks,

with all our recent talking about netcode and COOP gameplay optimizations we figured that the PVP players among you might start to wonder if there will be a PVP mode in MCS at all and of what quality it might be compared to the COOP gametype.

All we want to say is: "Fear not, for we plan to put the same amount of detail and attention to the PVP modes, as we currently are for the cooperative modes."

And to demonstrate that PVP in MCS is quite some fun (even in its current early stage) we've decided to share some recorded DeathMatch footage from last weekend's testing session...

(click to play the youtube video, best watched at 1080p at 60FPS)
(http://www.scared-pixel-studios.com/public/images/mcs/MCS.Internet.Deathmatch.Gameplay.@60FPS.jpg) (https://www.youtube.com/watch?v=L6HIJncj3-o)

And for all the tech-geeks interested in the current state of the netcode rewrite, we also share this recorded footage, where we push our new netcode to the limits with an average ~800ms ping delay between the clients and the dedicated server.

(click to play the youtube video)
(http://www.scared-pixel-studios.com/public/images/mcs/MCS.Internet.HighLatency.Stresstest.Gameplay.@60FPS.jpg) (https://www.youtube.com/watch?v=5ig6KMnqavk)

In total there were 8 enemy AIs, 3 Friendly AIs and 3 Human Player Clients connected and in constant combat with all weapons being projectile based and synced across the network...

-==February 2015 Update==-

Hey to all MCS fans,

today we would like to showcase some of the new network code rewriting progress that we have been making with MCS.

The first video is showcasing MCS Version 1.1.8.5 Internet Gameplay recorded @ 1080p @ 60FPS, with a distance of ~2000 Kilometers between the dedicated server and client.

(http://www.scared-pixel-studios.com/public/images/mcs/MCS_1.1.8.5_@1080@FPS_preview.jpg) (https://www.youtube.com/watch?v=GDH8sIzxhME)

And for all the tech-geeks among us, we also recorded a second Client / Spectator video session, that pushes our new netcode to the limits with an average ~800ms ping delay between the clients and the dedicated server.

(http://www.scared-pixel-studios.com/public/images/mcs/MCS_1.1.8.5_@1080@800ms_preview.jpg) (https://www.youtube.com/watch?v=DMCCDGe4qOs)

With this second hardcore latency scenario we want to make sure that all network states (like Player/AI entity positions, rotations and animations and all multiplayer relevant events such as Player/AI: weapon discharges, deaths, projectiles traveling and impacting and all concomitant effects are properly and smoothly replicated across all clients throughout the network regardless of the distance and location between dedicated server and clients on our planet).

There is still plenty of fine tuning to be done regarding the netcode and so hopefully the small crowdfunding campaign scheduled for Spring 2015 will help speed up that process during crunch time.

-==October 2014 Update==-

This update showcases the latest state of the MCS DemonWars COOP gameplay. The Doom3 netcode rewrite is in full progress and the majority of milestones regarding the project's visuals, assets and code have been reached/completed. Since this period of crunch time, a few months before the first public beta release, is very resource draining, we are considering to launch a small crowd-funding campaign to speed up the final polish in those last few months before release.

Details about that will eventually follow shortly...


-==January 2014 Update==-

Hey folks,

a new year arrived and a new update regarding the MCS development is due.

The last few months of the past year we pushed a remarkable load of work bringing us closer to a public beta release. Big thanks go out to CharmingNY who joined the team and started knee deep in the codebase getting his hands dirty...

Here are some of the features that we were able to successfully implement:

- Improved clientside AI movement and synced effects
- Fixed the famous T-Pose bug and other Join in Progress issues
- Fully fixed and multiplayer enabled weapon sights aiming
- Added a new gametype called "DemonWars"
- Smoothing clientside world entities movements & animations

Now we are down to one final feature that we want implemented before releasing our first public multiplayer beta. It's the porting of D3 BFG's client prediction interpolation netcode to our D3 1.3.1 based MCS codebase. We are in desperate search of people with experience in that field since that code portation turned out to be quite a complex endeavor.

If you think you are qualified or you think you know someone that might be, please don't hesitate to contact us here at moddb or over at D3W or simply write us an e-mail at oneofthe8devilz@hotmail.com

Further details about the above mentioned Milestone Task can be found in this updated Job Application Thread.

For anyone else who is a MCS fan and would like to support us by speeding up the development process and public beta release you can go to our MCS Donation Page and donate to this project. Every donated Dollar gets us closer to hire the people with the required expertise to finish the job.

And finally here some MCS 2014 footage that was recorded during some feature testing:


-==May 2013 Update==-

In this update we would like to showcase the latest version of our MCS coop dev-build and talk a bit about the roadmap for summer 2013...   

(click to enlarge)
(http://scared-pixel-studios.com/public/images/mcs/mcs_may_2013_update_p.jpg) (http://scared-pixel-studios.com/public/images/mcs/mcs_may_2013_update.jpg)

(click to play youtube video)
(http://scared-pixel-studios.com/public/images/mcs/mcs_may_2013_update_y.jpg) (http://www.youtube.com/watch?v=S8BeCRz6NAI)

Further adjustments to the weapon-mechanics have been implemented allowing ironsights-aiming for weapons.

As mentioned in earlier news the goal now is to improve the way client prediction is handled making the whole coop clientside gaming experience less vulnerable to sub-optimal network conditions.

Fortunately the Doom3 BFG GPL sourcecode has been released in the meanwhile by id software providing us with the required netcode changes and so we used the past months to gather funds in order to be able to hire programmers with the required experience to backport those netcode changes from Doom3 BFG to Doom3 1.3.1.

Since MCS will be released as a free Doom3 download modproject all collected funds are used in a strictly non-profit manner with the goal to make a public coop beta available for download as soon as possible. In case you are a fan of MCS and would like to contribute in speeding up the public coop beta release process, you can now support the team by donating funds (5,00 $) at our MCS Donation Page (http://www.scared-pixel-studios.com/index-donate.php).

Things are shaping up nicely and we are getting more excited each day as we make leaps towards a release date...

-==January 2013 Update==-

MCS Rideable Demons

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

All credits for the code go to the  "FFteam" (Ivan_the_B, Starfir3, Neurological) and their Fragging Free (http://www.moddb.com/mods/fragging-free) project.

(http://www.scared-pixel-studios.com/public/images/mcs/mcs_rideable_demons_p.jpg) (http://www.youtube.com/watch?v=GW9fLCCYlU8&hd=1)

-==November 2012 Update==-

Hey folks,
a tiny video update on a feature we are currently still testing. The idea was sparked by the Doom 3 REVISED! Mod (http://www.doom3world.org/phpbb2/viewtopic.php?f=39&t=24861) by OliveD
and found its way into an MCS testbuild. The ironsights and change of spread values definitely give the gameplay a more tactical touch.

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

(http://www.scared-pixel-studios.com/public/images/mcs/mcs_revised_p.jpg) (http://www.youtube.com/watch?v=MnD-Ml8JVoc)

-==September 2012 Update==-

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

(http://www.scared-pixel-studios.com/public/images/mcs/mcs_timewarp_tranquility_p.jpg) (http://www.youtube.com/watch?v=UbME8Vqv1z4&hd=1)

-==October 2011 Progress==-

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

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

(http://www.scared-pixel-studios.com/public/images/mcs/mcs_ms_tod.jpg)

youtube video link (http://www.youtube.com/watch?v=Knj_mhjzxTQ&hd=1)

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

(http://www.scared-pixel-studios.com/public/images/mcs/mcs_oc_tod.jpg)

youtube gameplay video link (http://www.youtube.com/watch?v=3kEpbSFPs7Y&hd=1)

-==September 2011 Progress==-

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

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

(http://www.scared-pixel-studios.com/public/images/mcs/mcs_09_2011_gameplay_walkthrough.jpg)

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

-==May 2011 Progress==-

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

(http://www.scared-pixel-studios.com/public/images/mcs/mcs_gameplay_p.jpg)

youtube gameplay video link (http://www.youtube.com/watch?v=qv__Ag2uqr8&hd=1)

-==February 2011 Progress==-

(http://www.scared-pixel-studios.com/public/images/mcs/mcs_02_2011_p.jpg)

youtube gameplay video link (http://www.youtube.com/watch?v=JD8cIY7TfjQ&hd=1)

-==January 2011 Progress==-

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

(http://www.scared-pixel-studios.com/public/images/mcs/mcs_ssao_p.jpg)

-==December 2010 Progress==-

(http://www.scared-pixel-studios.com/public/images/mcs/mcs_dec_2010_1_p.jpg)

youtube gameplay video link (http://www.youtube.com/watch?v=Tue0a8SPjTY&hd=1)
Title: Re: D3 MCS: Mars City Security
Post by: Zombie on June 05, 2014, 04:13:04 PM
Looks great!

By next gen I guess you have realtime GI and a physical based renderer added?
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on June 05, 2014, 04:33:16 PM
Looks great!

By next gen I guess you have realtime GI and a physical based renderer added?

Haha I wish I had :)

But I still am quite happy with the current visuals of the codebase

(http://www.scared-pixel-studios.com/public/images/mcs/projectx_360p.jpg) (http://www.scared-pixel-studios.com/public/images/mcs/projectx.jpg)
Title: Re: D3 MCS: Mars City Security
Post by: tron on June 26, 2014, 08:43:09 AM
Bright, but looking cool.
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on September 22, 2014, 07:57:27 AM
Bright, but looking cool.

Its funny, my projects being bright is one feedback I get from people all the time...

And just recently I read the following twitter post by Carmack:

Quote
John Carmack @ID_AA_Carmack  ·  Sep 13
The new Godzilla movie had way too many scenes that were annoyingly dark.  Made me think of the original Doom 3... We brightened for BFG.


So whatever you do there always seems to be a crowd being annoyed by it being too bright or too dark  ::)
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on December 05, 2014, 01:49:12 PM
so you found someone to do the rewrite after all?

Yes.
Title: Re: D3 MCS: Mars City Security
Post by: argoon on December 05, 2014, 11:38:48 PM
Bright, but looking cool.

Its funny, my projects being bright is one feedback I get from people all the time...

And just recently I read the following twitter post by Carmack:

Quote
John Carmack @ID_AA_Carmack  ·  Sep 13
The new Godzilla movie had way too many scenes that were annoyingly dark.  Made me think of the original Doom 3... We brightened for BFG.


So whatever you do there always seems to be a crowd being annoyed by it being too bright or too dark  ::)

The problem with your mod imo especially the thief one, is not that it is bright, is that your specular highlight is very strong and makes everything look like molten glass. Taken that out i think your work is fantastic so continue doing what you like.   
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on March 17, 2015, 01:45:32 PM
-==March 2015 Update==-

Hey folks,

with all our recent talking about netcode and COOP gameplay optimizations we figured that the PVP players among you might start to wonder if there will be a PVP mode in MCS at all and of what quality it might be compared to the COOP gametype.

All we want to say is: "Fear not, for we plan to put the same amount of detail and attention to the PVP modes, as we currently are for the cooperative modes."

And to demonstrate that PVP in MCS is quite some fun (even in its current early stage) we've decided to share some recorded DeathMatch footage from last weekend's testing session...

(click to play the youtube video, best watched at 1080p at 60FPS)
(http://www.scared-pixel-studios.com/public/images/mcs/MCS.Internet.Deathmatch.Gameplay.@60FPS.jpg) (https://www.youtube.com/watch?v=L6HIJncj3-o)

And for all the tech-geeks interested in the current state of the netcode rewrite, we also share this recorded footage, where we push our new netcode to the limits with an average ~800ms ping delay between the clients and the dedicated server.

(click to play the youtube video)
(http://www.scared-pixel-studios.com/public/images/mcs/MCS.Internet.HighLatency.Stresstest.Gameplay.@60FPS.jpg) (https://www.youtube.com/watch?v=5ig6KMnqavk)

In total there were 8 enemy AIs, 3 Friendly AIs and 3 Human Player Clients connected and in constant combat with all weapons being projectile based and synced across the network...
Title: Re: D3 MCS: Mars City Security
Post by: motorsep on March 17, 2015, 02:23:41 PM
Sweet stuff.

Could you please share your network programmer after he is done with MCS network work?
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on March 17, 2015, 03:46:13 PM
Sweet stuff.

I am especially amazed about how positive the decision turned out to rewrite the D3 1.3.1 netcode instead of switching to D3 BFG in the aftermath...

With the new netcode at exactly the same high latency low bandwidth conditions, the client runs up to 800% faster compared to the default Doom3 1.3.1 client. And even when low FPS are forced to simulate very old hardware with a frame rate limiter, the gameplay still stays stable and responsive down to 10 FPS thanks to the new netcode...

The only true benefits of the BFG codebase IMO are the multi-threading optimizations and even there we were able to find scenarios where our build runs up to 10% faster vs D3 BFG while rendering exactly the same scene under exactly the same conditions.

The lack of editor tools for BFG was another massive minus point.

But the total knock-out criteria in the end was the lack of dedicated servers... IMO for multiplayer focused projects, like the ones we work on, this was unacceptable.

Once the netcode rewrite is 100% complete, the implementation of stereoscopic rendering, proper and fast soft shadow mapping, ssao, dof and hdr rendering is planned...



 
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on July 29, 2015, 04:35:58 PM
-==July 2015 Update==-

Hello fellow space marines,

last night was group screenshot time on the SPS servers with different MCS "Delta Squad" personnel shots taken at different locations throughout the MCS facilities. The point was to showcase MCS's versatility in terms of player models and locations choice.

(http://www.scared-pixel-studios.com/public/images/mcs/group.screenshots.preview.png) (http://www.moddb.com/mods/mars-city-security/images/mcs-group-locations-shots3#imagebox)

Additionally to the screenshots here follows some background information about the MCS "Delta Squad":

(http://www.scared-pixel-studios.com/public/images/mcs/mcs.delta.squad.bgs.jpg)

(http://www.scared-pixel-studios.com/public/images/mcs/twitter.follow.png) (https://twitter.com/oneofthe8devilz)

Also in order to be able to announce and communicate live streams of the latest MCS development builds more efficiently to you, a Twitter Account has been created that you can follow. That way shortly before a stream goes live, every follower will be notified on time.

Simply visit and follow my Twitter Account (https://twitter.com/oneofthe8devilz) to never miss a live MCS broadcast again.
Title: Re: D3 MCS: Mars City Security
Post by: motorsep on July 29, 2015, 04:42:27 PM
Cool! But when can we play it? :)
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on July 29, 2015, 05:10:46 PM
I learned not to announce release dates, especially with freetime development projects like this one, but I would consider a "within the next 3 months" a pretty solid guestimate...
Title: Re: D3 MCS: Mars City Security
Post by: The Happy Friar on July 29, 2015, 08:14:21 PM
"within the next 3 months" a pretty solid guestimate...

All right, if it's not out by Oct 1st of this year then you're late, right?  :)
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on July 29, 2015, 08:19:18 PM
All right, if it's not out by Oct 1st of this year then you're late, right?  :)

Pretty much... Yes  ;)

Actually that would be October 31st (3 months from now to be exact)

But let's put it this way, a lot of unexpected things would have to go wrong for that to happen.
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on August 05, 2015, 02:41:21 PM
-==August 2015 Update==-

Hello fellow Doom3 fans,

this update is for the diehard oldschoolers among you that still vividly remember the feeling of playing the original E1M1 Doom1 level on their 386ers cooperatively across the Local Area Network for the first time, seeing their buddy's Doom Marine Player Character suddenly appear on screen, effectively sharing the same virtual world across multiple PCs...

Taking krankymonkee's excellent DHC Hangar recreation and adding some custom codebase finetuning love to it, allows me now finally to present you a fully co-op multiplayer compatible and visually pimped version of E1M1 for D3 MCS...

This custom campaign level will be playable with up to 4 players cooperatively with all bells and whistles down to the atmosphere depressurizing should a stray bullet hit any of the isolating windows...   
 
(http://www.scared-pixel-studios.com/public/images/mcs/mcs.e1m1.shots.png) (http://www.moddb.com/mods/mars-city-security/images/mcs-dhc-hangar-e1m154#imagebox)

(click to play the youtube video, best watched at 1080p)
(http://www.scared-pixel-studios.com/public/images/mcs/mcs.e1m1.dhc.hangar.jpg) (https://www.youtube.com/watch?v=eNA4QYynm00)

"Sigh", this really brings back memories... ;)
Title: Re: D3 MCS: Mars City Security
Post by: VGames on August 05, 2015, 05:17:46 PM
Looks awesome. Are u using sikkmod?

Are u gonna keep the chaingun centered?
Title: Re: D3 MCS: Mars City Security
Post by: motorsep on August 05, 2015, 05:31:07 PM
While this re-make looks pretty, I am so glad new Doom is not a remake of old Doom (level design wise).
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on August 06, 2015, 06:30:09 AM
Looks awesome. Are u using sikkmod?

Are u gonna keep the chaingun centered?

Yes and Yes.
Title: Re: D3 MCS: Mars City Security
Post by: VGames on August 06, 2015, 10:31:34 AM
Would u mind sharing your sikkmod graphics settings? I love the look of your mod in the e1m1 map.
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on August 06, 2015, 11:54:15 AM
Would u mind sharing your sikkmod graphics settings? I love the look of your mod in the e1m1 map.

It is a custom version of a Sikkmod build and therefore I don't think the settings would match any of the official Sikkmod releases but you will be able to play with the settings once MCS is released...
Title: Re: D3 MCS: Mars City Security
Post by: VGames on August 06, 2015, 12:45:33 PM
What all did u do with Sikkpin's coding? Change up his HDR code?
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on August 06, 2015, 02:56:32 PM
I used different shaders from different sikkmod releases (also beta ones) and added custom functionality to them.

Also I am using a custom interaction.vfp for a more differentiated shading and coloring.

Codewise, the sikkmod shader also needed tweaking, as it would crash the server and clients in multiplayer.

And yes, I use one of the earlier HDR Sikkmod tonemapping techniques as they would fit better for MCS.
Title: Re: D3 MCS: Mars City Security
Post by: VGames on August 06, 2015, 03:51:53 PM
Cool thanks for answering.
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on September 24, 2015, 12:00:04 PM
Mars City Security Version Build 1.2.1.8 Public Release Download
(http://www.scared-pixel-studios.com/public/images/mcs/MCS.Forged.Metal.Logo.Mars.320.centered.png)
Mars City Security Version Build 1.2.1.8 Public Release Download

Credits to the amazing Doom3 Community members that make MCS possible (http://www.scared-pixel-studios.com/forums/viewtopic.php?f=3&t=565)

MCS 1.2.1.8 Windows Installer (http://www.scared-pixel-studios.com/public/downloads/mcs/mcs_installer_v1218.zip) (793 MB)

MCS 1.2.1.8 Windows Installerless (http://www.scared-pixel-studios.com/public/downloads/mcs/mcs_installerless_v1218.zip) (790 MB)

ReadMe.txt (http://www.scared-pixel-studios.com/public/downloads/mcs/ReadMe.txt)

--------------------------

Quick Description:

Taking Doom³ PVE (Coop) and PVP (Deathmatch) multiplayer combat to the next level and beyond...

D3 MCS: Mars City Security is a Doom3 Modification that puts heavy emphasis on cooperative and adversarial multiplayer, merging the fast and addictive gameplay of the predecessors (Doom1 & Doom2) with the enhanced Doom3 technology (optimized netcode for Online Internet & LAN networked multiplayer with improved idtech4 unified rendering).

The "Campaign" PVE (Coop) gametype lets players play through default & custom created campaign missions with up to 4 players cooperatively. Experience community made custom maps with your friends that tell stories never before experienced in the Doom³ universe.

The "DemonWars" PVE (Coop) gametype throws players right into the epic battle that broke out throughout the entire solar system after Hell has been unleashed. Fight as a human with up to 4 players cooperatively against the hordes of hell trying to make a last stand for mankind.

The PVP (Deathmatch) gametypes let up to 8 players fight it out on a variety of arenas for the ultimate player versus player domination in "team" and "free for all" adversarial multiplayer.

--------------------------

As usual the D3 Community gets a couple of days earlier access before I will post it on the news pages. I hope to meet some of you guys online soon :)

Title: Re: D3 MCS: Mars City Security
Post by: motorsep on September 24, 2015, 12:07:12 PM
Finally! Can it be played as single player ? (PVE with one player)
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on September 24, 2015, 12:10:59 PM
Finally! Can it be played as single player ? (PVE with one player)

Yes in multiple ways.

You can play it in "true" Singleplayer or as a ListenServer. I would advise the latter way as you would benefit from multiplayer code optimizations while still playing alone.
Title: Re: D3 MCS: Mars City Security
Post by: motorsep on September 24, 2015, 12:13:16 PM
You can play it in "true" Singleplayer or as a ListenServer. I would advise the latter way as you would benefit from multiplayer code optimizations while still playing alone.

Aye, cool. I'll check it out (hoping it would be easy to setup via menu).
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on September 24, 2015, 12:19:26 PM
Aye, cool. I'll check it out (hoping it would be easy to setup via menu).

It should. I will now fire up the dedicated online server which will stay up 24/7...
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: VGames on September 24, 2015, 12:31:54 PM
Great man. Good to see it out... Sort of. Can't wait to see the splash it makes at ModDB.
Title: Re: D3 MCS: Mars City Security
Post by: The Happy Friar on September 24, 2015, 12:32:14 PM
As usual the D3 Community gets a couple of days earlier access before I will post it on the news pages. I hope to meet some of you guys online soon :)

So can I post it on my news site then?  (downloading).
Title: Re: D3 MCS: Mars City Security
Post by: oneofthe8devilz on September 24, 2015, 12:58:46 PM
So can I post it on my news site then?  (downloading).

Sure, feel free...

I haven't released things in quite a while. I should check if the major PC gaming news pages are still alive and kicking.

I used to publish at pages like:

moddb
bluesnews
gamershell

Maybe some have died, maybe some new have spawned...
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: The Happy Friar on September 26, 2015, 10:30:22 PM
Got to play some today.  Demonwars + AI buddies.  Me and other player.  I had a ping ~150, couldn't tell except some of my rail shots didn't land where I wanted them.

Could you put the FMJ mod with the same netcode?
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on September 27, 2015, 05:31:52 PM
Could you put the FMJ mod with the same netcode?

It is something that I considered doing...
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: caedes on September 28, 2015, 05:40:05 PM
so.. what about source code? :)
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on September 29, 2015, 03:35:34 PM
so.. what about source code? :)

http://idtechforums.fuzzylogicinc.com/index.php?topic=289.msg2977#msg2977
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: caedes on September 29, 2015, 07:02:46 PM
I thought you ported D3BFG GPL netcode into your code?
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on September 30, 2015, 07:09:33 AM
Nope, the netcode rewrite is a custom solution.
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on September 30, 2015, 10:29:44 PM
(http://www.scared-pixel-studios.com/public/images/mcs/mcs_on_moddb_p.jpg) (http://www.moddb.com)

Moddb MCS Release Article (http://www.moddb.com/mods/mars-city-security/news/mars-city-security-version-build-1218-public-release-download#readarticle)

Moddb MCS Reviews (http://www.moddb.com/mods/mars-city-security/reviews)

We made it on moddb's headlines :)
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: VGames on September 30, 2015, 11:22:04 PM
I've been waiting for that. You're news post met all the requirements. Good to see it.
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: The Happy Friar on October 01, 2015, 07:45:34 AM
We made it on moddb's headlines :)

Awesome!  One of the moddb staff who authorized the headlines is a D3 fan.  I'm expecting he's already been playing but most likely under a different name.
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: VGames on October 01, 2015, 08:04:54 AM
That's good to hear. Maybe my Doom 3 mod will be headlined much faster then my Blood 2 mod was. It took well over a full week. I figured it was because of the awesomeness that was Blood 2. :P
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: Phrozo on October 04, 2015, 01:54:29 AM
Congrats!
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on January 04, 2016, 08:03:00 AM
A snippet of last night's MCS-Coop-Mania-Session...

Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: Radegast on January 04, 2016, 08:58:56 AM
I watched this video with my mouth literally hanging open. Amazing. Really amazing stuff. I can't even imagine how much work had to go into making this happen. Seriously, how much time per week did you spend on this?

Will there be a linux port? Will you release the source code?
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on January 04, 2016, 09:59:42 AM
I watched this video with my mouth literally hanging open. Amazing. Really amazing stuff. I can't even imagine how much work had to go into making this happen. Seriously, how much time per week did you spend on this?

Will there be a linux port? Will you release the source code?

We are currently taking a development break after the many years of active MCS development.

There are plans for future updates including Mac and Linux support (we currently have the latest internal build running stable on Linux).

The way things currently stand, a source code release is scheduled at about a year after the final MCS patch has been published/deployed. (The exact amount of MCS updates and their release-dates have not been defined yet "When it's done") .

Also some serious security issues became apparent lately affecting not only MCS but ALL current online Doom3 1.3.1 based servers and clients which can directly be traced back to the source code access, allowing malignant users to crash and modify game servers and clients. The next upcoming MCS patch/update among other things will also address those security issues.
 
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: caedes on January 04, 2016, 11:50:53 AM
do you have information about the security problem so I can fix it in dhewm3?
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: The Happy Friar on January 04, 2016, 12:32:04 PM
A stock D3 1.3.1 fix would be great too.
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on January 04, 2016, 03:37:02 PM
Further details on the security issues will be disclosed at a later point in time once we are sure that we have really nailed the exploit 100% so that other mod projects can also update their codebase.

In the meantime here some footage from last night's DemonWars Session...

Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: caedes on January 04, 2016, 03:39:09 PM
Further details on the security issues will be disclosed at a later point in time once we are sure that we have really nailed the exploit 100% so that other mod projects can also update their codebase.
If you could share details on the exploit and the patch with me (privately if you wish) I could help reviewing (and possibly improving) it :)
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on January 13, 2016, 04:11:04 PM
A short 2 minute snippet of today's PVP/Deathmatch MCS session... (I should have pressed the record button way way earlier, as this was quite entertaining)


I asked myself many times why it is so rare to meet authors/developers playing their own Doom3 Mod online against or with other players...
Maybe it is the weird experience of someone playing your mod better than yourself while you spent years working on it :o
I personally don't know if it is a good or a bad thing to get owned online by other players at my own project but it certainly is a lot of fun :))
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on January 17, 2016, 05:08:06 PM
One aspect of future MCS development is going to be Boss Battles.

The first half of the video shows clientside footage of a fight against a Boss enemy with one client.
The second half shows clientside footage with two client players against a stronger version of the Boss enemy.


Quote from: Dr.Betruger
"Amazing things will happen here soon. You just wait."

Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: caedes on January 17, 2016, 06:47:49 PM
any updates regarding this security issue?

how did you find it anyway? did people exploit your servers (or any other servers) or do only you (and your team) know about it?
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on February 01, 2016, 11:12:05 AM
Playing an online round of MCS "Sucker Punch Ball" with players from 5 nations...

Improved Netcode FTW :)

Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on February 09, 2016, 09:32:30 PM
Showcasing our fully multiplayer compatible time manipulation feature which properly propagates across the network/internet affecting the dedicated server and all connected clients.

The final idea is to implement a "time powerup item" that allows a client/player to manipulate the gametime to his advantage for a brief period of time.

The slowmo code is a neat way to showcase how good and solid the 12 year old Doom3 ragdoll system still looks and performs compared to many recently released titles.

It also illustrates nicely how much more sophisticated the projectile based weapons look and feel (you can literally see every single bullet flying!) compared to the hitscan based approach most other titles use.

Oh and btw, without me using the slow-motion code to my advantage, I would have gotten my ass handed to me in this multiplayer PVP match, so many thanks to "GX" for biting the bullet and making me look skilled :D

Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: VGames on February 09, 2016, 11:27:16 PM
Amazing once again man. Can't wait to see your finished product.
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on March 29, 2016, 01:52:09 PM
Just dropping by to let you guys know that LINUX support is now an official thing for MCS. >:D

I just finished creating my linux gamecode compiling pipeline this morning.

Not so sure if a MacOS build pipeline is worth the trouble I'd have to go through...
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: motorsep on March 29, 2016, 02:08:17 PM
Did ID fix master server after all ?
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on March 29, 2016, 02:15:35 PM
Did ID fix master server after all ?

Not yet... but why don't you post that question here (http://idtechforums.fuzzylogicinc.com/index.php?topic=390.0) instead ?
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: The Happy Friar on March 30, 2016, 10:46:10 AM
Yeah!  That include dedicated server stuff too?
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on March 30, 2016, 10:54:18 AM
Yeah!  That include dedicated server stuff too?

Yes it does... I still recall you saying you'll host an MCS server as soon as there is a Linux build released for it ;)
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: The Happy Friar on March 30, 2016, 11:52:00 AM
Yup.  Got a D3 server that I can set it up on.
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on April 13, 2016, 06:20:50 PM
The feeling when you make it to the frontpage of your favorite Co-op Games News magazine (http://www.co-optimus.com/article/14103/never-mind-the-wait-doom-3-mod-adds-new-co-op-options.html):

(http://www.scared-pixel-studios.com/public/images/dancing.doom.guy.gif)
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: VGames on April 13, 2016, 09:47:56 PM
Congrats man. U deserve it.
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: Arl on April 14, 2016, 02:47:19 AM
Congratulations.
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on April 14, 2016, 06:45:04 AM
Thx guys... but on a more serious note, once I have reached a couple of critical milestones for the new MCS update, I would like to get together as many MCS online testplayers as possible (ideally about 20) to really test the crap out of the new build and to see how we fare performance and stability wise. Right now I don't exactly know when that internal multiplayer build testing is going to take place as I am currently polishing the linux port and also working on fixing gamecode related issues that became apparent after the 1.2.1.8 release. Once that has been taken care of I plan to add tons of new content in form of new maps, gametypes and playermodels.

So in short about 1-3 weeks before the new update goes public people will get notified as potential multiplayer test candidates.

"There will be demon slaying, there will be fragging, there will be beer, there will be women."

(actually there will be everything described above except for beer and women) 

 
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: VGames on April 14, 2016, 10:30:53 AM
What about punch and pie?
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: EoceneMiacid on June 02, 2016, 04:58:47 AM
I would really like to help you out with the Linux port.

If you'll let me :)
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on June 02, 2016, 08:49:41 AM
I would really like to help you out with the Linux port.

If you'll let me :)

Thanks for your offered help, but like I already posted (http://idtechforums.fuzzylogicinc.com/index.php?topic=283.msg4798#msg4798), I have already successfully ported the current WIP MCS source to Linux.

Now I am focussing on the work of getting all the features that are supposed to make it into the next publicly distributed MCS game update.
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on June 10, 2016, 10:49:33 AM
MCS STEREO 3D VR SUPPORT WIP


One of the things I am currently working on while simultaneously developing the upcoming MCS update, is stereoscopic 3D VR rendering for future builds of MCS...

First I needed a WIP prototype solution, which correctly calculates all the MCS specific Sikkmod rendering effects in 3D for each eye/view.

The Doom3 BFG visuals look remarkably boring and unspectacular in VR to me and so before starting a new MCS specific project that implements native VR in-engine support for MCS, I had to be sure the resulting visual VR fidelity on the Doom3 1.3.1 based MCS renderer will be worth the amount of invested funds, time and work that I am planning to dedicate...

And boy is the VR MCS renderer a difference in quality compared to the BFG (RBDOOM-3-BFG) one.

Especially on a 1080p OLED VR panel, the colors and visual effects really take off and bear no resemblance to the weak and washed out BFG VR visuals.

This footage was recorded clientside connected to an online dedicated server.

 
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: EoceneMiacid on June 24, 2016, 07:32:51 AM
I have to say, a lot of what I would like to achieve with my project has already been achieved here. It looks really good.

Please consider making your source available under the GPL, and donate it to the dhewm3-base-mods project > https://github.com/DanielGibson/dhewm3-base-mods. You'll open up your game to plenty of new potential players.


Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on September 12, 2016, 08:22:19 AM
MCS Windows Linux CrossPlatform Multiplayer Showcase #1

Finally got around to install a Linux Desktop Client on one of my older machines for some true crossplatform multiplayer testing.

Crossplatform Multiplayer Setup:
1 x Linux Dedicated Server
1 x Linux Client
1 x Windows Client


MCS Windows Linux CrossPlatform Multiplayer Showcase #2

And to mix things a little up for the win for the second video I used a dedicated windows server to connect the clients to

Crossplatform Multiplayer Setup:
1 x Windows Dedicated Server
1 x Linux Client
1 x Windows Client


I recorded both videos from the perspective of the Linux client cause there are already a gazillion Windows Client based MCS videos out there.
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: VGames on September 12, 2016, 08:39:21 AM
Excellent as always.
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on September 20, 2016, 09:09:39 PM
Quote
After all these years daddy's finally back home 8) 8) 8)

(click the image to load the highres version)
(http://www.scared-pixel-studios.com/public/images/mcs/DoomGuy@MCS_p.jpg) (http://www.scared-pixel-studios.com/public/images/mcs/DoomGuy@MCS.jpg)

I still remember it so vividly seeing the original "Doom Guy" player model remotely controlled by my buddy after we spent a session of soldering our own first serial link cable linking our two PCs together for the first time and the instant I realized that we were sharing the same "virtual reality" cooperatively across the network in Doom, it became clear to me that this experience is going to have a major and lasting impact on me. That was way over 20 years ago and the passion has steadily grown ever since.

Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on April 08, 2018, 01:37:25 PM
MCS PVE Double Barrel Shotgun Showcase @ "Monorail Sykbridge"

Showcasing the freshly implemented Double Barrel Shotgun at one of the few previously missing Doom3 Story Campaign maps which are now fully coop multiplayer compatible in MCS...

Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: VGames on April 09, 2018, 12:00:32 PM
Good to see you back. Can't wait for the next release.
Title: Re: D3 MCS: Mars City Security (Public Release Download)
Post by: oneofthe8devilz on June 18, 2018, 11:57:04 PM
MCS 2018 Online CTF Multiplayer with Bots

"Development on the project keeps going strong as two major components for MCS have been successfully merged and implemented.

Bots in MCS now fully cooperate with the recently added CTF gametype and in combination with the mod's netcode optimizations, players now finally will be able to experience thrilling new butter-smooth clientside gameplay completely independent of the current Doom3 online player-base-count."