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 Post subject: D3 MCS: Mars City Security News
PostPosted: Thu Aug 09, 2012 7:34 pm 
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Mars City Security: Taking Doom³ PVE (Coop) and PVP (Deathmatch) multiplayer combat to the next level and beyond
Image
Credits to the amazing Doom3 Community members that make MCS possible

-==September 2015 Public Release==-

Mars City Security Version Build 1.2.1.8 Public Release Download

MCS 1.2.1.8 Windows Installer (793 MB)

MCS 1.2.1.8 Windows Installerless (790 MB)

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...

Image

(click to play the youtube video, best watched at 1080p)
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"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.

Image

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

Image

Image

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 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)
Image

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)
Image

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.

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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.

Image

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...

http://www.youtube.com/v/b1p-eGHlsm8

-==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:

http://www.youtube.com/v/SMYH3AZKVXs

-==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)
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(click to play youtube video)
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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.

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 project.

Image

-==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 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...

Image

-==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...

Image

-==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]=.

Image

youtube video link

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.

Image

youtube gameplay video link

-==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...

Image

youtube gameplay video link

-==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.

Image

youtube gameplay video link

-==February 2011 Progress==-

Image

youtube gameplay video link

-==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)


Image

-==December 2010 Progress==-

Image

youtube gameplay video link

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

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Check out our mods at
moddb or the SPS Homepage


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 Post subject: Re: D3 MCS News & Media
PostPosted: Mon Apr 01, 2013 3:55 am 
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Hi oneofthe8devilz! Your amazing project D3 Mars City Security is still alive?


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 Post subject: Re: D3 MCS: Mars City Security News
PostPosted: Sat Aug 22, 2015 6:50 pm 
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Mars City Security: Taking Doom³ PVE (Coop) and PVP (Deathmatch) multiplayer combat to the next level and beyond


Image


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 asses straight back to hell...

See you soon on the battlefields across the solar system.


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

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

Image
Check out our mods at
moddb or the SPS Homepage


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 Post subject: Re: D3 MCS: Mars City Security News
PostPosted: Thu Sep 24, 2015 2:27 pm 
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Mars City Security Version Build 1.2.1.8 Public Release Download
Image
Mars City Security Version Build 1.2.1.8 Public Release Download

MCS 1.2.1.8 Windows Installer (793 MB)

MCS 1.2.1.8 Windows Installerless (790 MB)

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.



Image

Moddb MCS Release Article

Moddb MCS Reviews

We made it on moddb's headlines :)

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

Image
Check out our mods at
moddb or the SPS Homepage


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 Post subject: Re: D3 MCS: Mars City Security News
PostPosted: Thu Mar 17, 2016 4:12 pm 
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Mars City Security 2016 Post Release Summary

Fellow MCS fans,

following the public release of MCS version 1.2.1.8 on September 27th 2015, we would like to thank everyone for the amazing time we spent playing the game together online.

All that positive feedback from community members and new players alike, confirmed our dedication in having spent all that time and resources to bring MCS to its current state.

Special thanks go out to the moddb team members who where always very supportive throughout development and "man" were we positively surprised to win the editor's choice award for the best multiplayer mod 2015. That truly that was the icing on the cake of this project's release !


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Big thanks go also out to the reviewers giving MCS such positive review-scores on moddb.

Now we are still taking a timeout from the major effort to get MCS released but we plan to come back with fresh energy to start the work on patches and new features for the project.

In the meantime we present you an almost 1 hour post-public-release-recap gameplay video, summing up the various MCS trailers and gametypes played together online with other MCS players and fans.




See you guys on the battlefields ;)

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

Image
Check out our mods at
moddb or the SPS Homepage


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 Post subject: Re: D3 MCS: Mars City Security News
PostPosted: Mon Sep 12, 2016 4:07 pm 
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A snippet of last night's MCS-Coop-Mania-Session...



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 Post subject: Re: D3 MCS: Mars City Security News
PostPosted: Mon Sep 12, 2016 4:09 pm 
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In the meantime some footage from last night's DemonWars Co-Op Session...


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Check out our mods at
moddb or the SPS Homepage


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 Post subject: Re: D3 MCS: Mars City Security News
PostPosted: Mon Sep 12, 2016 4:11 pm 
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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 :)

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

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Check out our mods at
moddb or the SPS Homepage


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 Post subject: Re: D3 MCS: Mars City Security News
PostPosted: Mon Sep 12, 2016 4:14 pm 
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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:
Dr.Betruger: "Amazing things will happen here soon. You just wait."

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

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Check out our mods at
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 Post subject: Re: D3 MCS: Mars City Security News
PostPosted: Mon Sep 12, 2016 4:15 pm 
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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.

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

Image
Check out our mods at
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 Post subject: Re: D3 MCS: Mars City Security News
PostPosted: Mon Sep 12, 2016 4:19 pm 
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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.

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

Image
Check out our mods at
moddb or the SPS Homepage


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