R I S E N 3 D C R E D I T S, L I N K S AND BRIEF HISTORY
CREDITS ( in no particular order )
1) Engine: ID Software for conceiving and then releasing the Doom/Doom2 code.
http://www.idsoftware.com/
2) Special thanks to James Bunting for providing
his server to store the Risen3D files.
http://www.jbgames.com/
3) Lee Killough for MBF (the extended DOOM engine design and concept) which
triggered R3D.
http://classicgaming.com/doom/ ( Historic - site no longer
active )
4) Jaakko Keränen for his inimitable (definitive) port without which I would never have dreamt of doing R3D. Note: although based on Doomsday Risen3D does not support the XG extensions which remain solely a feature of Doomsday. Risen3D also neither runs, nor is intended to run, Heretic/Hexen. Doomsday (jHeretic, jHexen) should be used to run these. http://dengine.net/
5) DRDTeam for hosting the
Risen3D website.
http://www.drdteam.org/
6) Sitters for creating many stunning models, skyboxes and maps using the latest Risen3D extended
model support and slopetypes.
http://md2.sitters-electronics.nl
7) Randy Heit for ideas culled from ZDOOM (e.g. waterdynamics, using ANIMDEFS
lump, deh code).
http://zdoom.org/
8) All those responsible for BOOM. Useful refinements have been culled from the
prboom-2.2.2-win32 source.
http://www.teamtnt.com/ (tntrecl.wad available here).
http://prboom.sourceforge.net/windows.html
9) Node gen: Andrew Apted for glbsp.exe V2.05 without which this port would not
have been possible.
http://glbsp.sourceforge.net/
10) All those at Firelight Technologies, Pty, Ltd for producing the excellent
licence free music & sound effects system FMOD.
http://www.fmod.org
11) Silicon Graphics International for the license free release into the public
domain of the OpenGL specification.
12) Editor: SB Software for their excellent editor DeepSea.
http://www.sbsoftware.com/
13) In the R3Ddemo184_06.wad the map (the tank and the dome) was inspired by a
map by Nigel Rowand (Enjay) whom, in turn, was inspired by a ZDOOM map which was
part of Rex Claussen's Darkest hour project. Thanks go to Jack Vermeulen of
SBsoftware for pointing me in the direction of these maps. The tunnels linking
the tanks and dome and the dome idea were copied from Enjay's map - so credit is
acknowledged for this.
ReX's Site
http://telluros.50megs.com/index.html
Enjay's Dehacked Tutorial Site
http://www.zen64060.zen.co.uk/dehacked/index.html
14) Initially the code, ded file and textures for the zen particles were
released by Lees.
So credit goes to Lees for the idea, textures and ded definitions. The code was
amended slightly by Jaakko Keränen for greater compatibility and this has been
used in Risen3D.
15) Hawkwind for spending countless hours extensively testing revisions and for
suggesting the addition of further compatibility.
16) Drfrag for testing various aspects. Look out for his new project.
17) Models: Cheb, webmaster of Cheb’s Modelyard , for his indefatigable drive to
promote the original models.
18) Editor: Doombuilder used for Risen3D custom map creation. http://www.doombuilder.com/
19) Prophet for providing the THD files ( model positioning ) for the Iwads and Master levels.
LINKS to GAMES (or just Google
name.zip)
http://www.teamtnt.com/ (tntrecl.wad available here).
http://www.visionsofdoom.us/wads/eternal.zip
ftp://ftp.planetmirror.com/pub/idgames/levels/doom2/megawads/requiem.zip
ftp://ftp.planetmirror.com/pub/idgames/levels/doom2/megawads/av.zip
ftp://ftp.planetmirror.com/pub/idgames/levels/doom/Ports/p-r/par-lutz.zip
ftp://ftp.planetmirror.com/pub/idgames/levels/doom2/Ports/a-c/cc-cod.zip
http://www.gamers.org/pub/idgames/levels/doom2/Ports/megawads/herian2.zip
http://www.gamers.org/pub/idgames/themes/TeamTNT/icarus/icarus.zip
http://www.gamers.org/pub/idgames/levels/doom2/Ports/megawads/vile.zip
http://www.3ddownloads.com/doomworld/wolfendoom/arctic_se.zip
ftp://ftp.planetmirror.com/pub/idgames/levels/doom2/Ports/megawads/cchest.zip
ftp://ftp.planetmirror.com/pub/idgames/levels/doom/Ports/megawads/2002ado.zip
Sites (where can also get 10sector.wad, 10secto2.wad, batman.wad, cchest2.wad
etc.)
http://www.3ddownloads.com/
ftp://ftp.planetmirror.com/pub/idgames/levels
http://www.doomworld.com/idgames
BRIEF HISTORY/DESCRIPTION
I
started out with the idea of making Doomsday MBF/BOOM compliant (Marine's Best
Friend developed by Lee Killough and BOOM by TeamTNT). This first iteration went
through several revisions and was called Boomsday. As the number of changes grew
it became clear that trying to keep Boomsday directly in step with Doomsday was
becoming ever more time-consuming. On taking stock I decided to take Boomsday
off in its own direction and Risen3D is the result. It continues and will always
continue to owe a great debt to Doomsday for the base code and the many
innovations and solutions (the OpenGL code, sound code, dyna-lights etc. etc.)
inherited from the Doomsday engine code. Risen3D, therefore, should be seen as a
modification of Doomsday and an extension to jDoom.
Since Risen3D is based on the Doomsday V1.7.8 engine it also is compliant with
the ded files and models used with Doomsday v1.7.8.
The key to success, however, is not in the MBF/BOOM extensions per se (since
adding these is trivial) but in making the nodes build and OGL engine compliant
with maps that are just not designed for this requirement. In order to achieve
this Risen3D embodies its own analyser that attempts to determine, prior to
running a map, how it should be rendered. This allows emulation of the
techniques used by the doom software renderer for use with OpenGL. Where this
process takes longer than two seconds the result is stored to an intermediate
file that will be used when a map is next loaded to speed the loading time up.
Risen3D also incorporates a new way of adding 3D structures (hence the 3D in the
name). Examples are contained in the demo map . The main idea was to make it
simple to add bridges without all the complication of hidden platforms. This
also means actors can walk above and below simultaneously (previously this was
not possible due to DOOM's 2D nature). This also means that missiles can be
fired both under and over 3D lines which, up to now, has not been possible with
standard doom lines. The method used is unique and, unlike Hexen, does not
require bridge 'Things'. This means they can be added using a DOOM editor. A
static 3D line can be relied on to occlude and properly support actors and any
'wall' rendered to properly block missiles. Walls with textures having alpha
pixels where used as a mid texture (fences for example) will block missiles but
not bullets.
Ladders have also been added to dramatically simplify their inclusion. All
that's needed is a single line rather than umpteen sectors. Ladders offset from
the ground also allow players to jump up to get on them whilst still allowing a
player to walk under them.
Examples of the above are contained in the demo wad.
The demo map also includes some ideas that go beyond just bridge building. This
should be regarded as experimental as authoring 3D structures with 2D editors
can be somewhat tedious. The lift in the demo wad is a good example as it looks
simple when viewed in plan in an editor until trying to separate all the stacked
lines. In addition horizontal planes do not always fully occlude and actor
movement may fail on complex moving structures. Viewing 3D maps in development
has been made easier, however, by the addition of a 'fly' command. To invoke
this use the 'fly' command to toggle the function in the console. The Quake fly
method is used - just point and move.
Latterly slopes and active model scripting has been added.
GMJ June 2006
Minor revision June 2007