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Tuesday, March 31, 2009

Rumors!


This project isn't discontinued. For whatever reason it was pulled from ModDB, no doubt from influence of very specific people. For those of you who are looking for gameplay shots without digging through this blog, you can find them here. I have contacted ModDB to attempt to find a reason why it was taken down, but just because that was deleted, doesn't mean we're going to stop working on it.

In all seriousness (that image should lighten things up, it did for me)...

I want to thank the Doom community in their help and support, once again, through all of this E-Drama with some of the Postmortem members. Since those members feel the need to constantly bash on my past, it's nice to see that Doomworld accepted my apologies towards whatever I did in those days - even if they didn't say it, and it sure enough shows everyone that after how many years this game has been released, that we stick together (for the most part). If anyone from Doomworld reads this, it wasn't my intention, AT ALL, to get the trolls involved. The reason why I'm not posting this in that thread is because, like DW said, "Don't bring the drama from other webrings into their forum". So I can at least express my opinions here, like I've always done. The trolls can bash this rather than bash my thread, which I thank is still alive.

I want to get it known that not all of the Blood community is bad -- but once they start ripping on a gender change like it's some sort of a joke, and put some highly personal and humorous vendetta not all of the Blood community cares to even endorse, and all of this stuff in a bigger and more public community then DW is perfectly right: it's a very bad reflection on the entire Blood community as a whole. There are a very miniscule amount of notable people from Postmortem, and all of Transfusion's boards, that have been very mature and actually supportive of the project, and if not, who raise more valid points than "this is rape against Blood, or since we can't shut the project down we'll go to a legal standpoint and ignore the storyline which we were bashing (raping) in the first place alltogether".

My dissapointment stems from these particular members who don't follow suit.



ANYWAYS...enough E-damn-Drama. The texture pack was uploaded to DropBox and the level designers were notified. I started work on the Gargoyle and Stone Gargoyle's code yesterday, and so far, I've almost replicated their behavior in EDGE perfectly - when they set down they even enter into their stone states if left idle. Hopefully we'll have more screenshots to show as the real work gets completed now - and even some classic Blood monsters/sprites completely redone originally using CY and other sorts of figurines, courtesy of Tragos (they weren't cheap, kiddies).

Monday, March 30, 2009

Minor Character Changes

Based off of some feedback we've received, the actor who will be playing Caleb will be different. Instead, I will be acting in a minor role as one of Aurelia's friends (Elton, as seen in Aurelia's blog link). The image of the kid holding the gun with the striped shirt, I repeat, is no longer Caleb. We are doing recasting around this area for him and his outfit will change, but be more contemporary and not be so unrecognizable. This is more based on feedback of too "Drastic" of a change from the main character, which I've realized will make him unrecognizable. Don't want that, because he needs to look at least somewhat like Caleb, otherwise players will not identify with him. =)

Also, to the right is the first shot of Gideon as he appears in Hypertension (his white trench coat and everything). As you can see, he looks devilishly delighted to paint the town red. The actor who will be portraying him is Michael Hood, who is going through voice overs currently to get him sounding as much as Gideon's as possible. Since Mike himself is kinda crazy, I think Gideon's personality will be perfectly captured with his performance in the game.

I have installed a utility called Dropbox, which all TDG personnel will use to transfer files. If you don't catch me online, send me an email and we'll go through the steps to use it.

So progress is going well, I hope to show some more screenshots soon (the game will look far better than it has in any screenshot so far released).

Thanks to everyone who's supporting us in this "controversy", and I hope it to be over quickly. ;)

EDIT: I have enabled comments again. If they start getting flooded with spam and trolls, I'll kill it.

Sunday, March 29, 2009

Well,


To sum up everything, I ended up taking a break from the game to re-evaluate things as far as progress was going. I took some time to enjoy myself and everything around me.

I took some time to talk with the team regarding the direction of this game, based on what the PM community's feedback stated. I really went in to review everything very carefully, and we held a discussion that lasted for awhile. We were thinking of what was said and what we could do to change things.

But...I decided, after reading a few comments, that they could go Fuck Off. Everyone in the Postmortem community that sat there and bashed the project can seriously go fuck themselves. With help of the Doom, Dreamcast, and even some members of PM/TF, they've made me realize that we're making a game, that we want to make, based off of amazing source material. If they can't see that, they can't see anything. Regardless of what we're doing with it, it's a project based off of Blood. We are continuing the universe in our own fashion, and if it spawns a community totally of itself, then so be it.


The team and I have a goal, it's clear and simple. Re-create Blood, just like Transfusion. Anyone who doesn't like it can go shove it. Seriously. We will finish this project, and Postmortem will not stand in the way. Not them, not anyone. With the help of Joe, I realized that the most hardcore Blood fans aren't even at Postmortem, and everyone there seriously worships a game. Worships, as in fucking crazy, asenine people. I was around as long as they were, tracking Blood through bulletin board services back in the day. But they can sit there and attack my team, attack me, or even attack the followers of our project, but it won't stop us.

So, faithful followers, keep it up, we'll have something amazing to show you soon!

Wednesday, March 25, 2009

Yay, 100th post!


It's the big 100, and I didn't think this would be around to see 50 posts!

Well...the water is on hold, it's a little more difficult than I originally thought, although I have the multi-layered water, adding the caustic effect is a tad harder though, but it looks great. I will have to find a new way in the future to pull this effect off. To the shot at the left, you can see this effect in action - but the underlying textures are hidden, so I have to find a way to have it "see" through the extrafloor enough to reveal the texture underneath. For now, it reacts really well to bloom and light (the water, I mean).

Water Updates


So far my experiment has proven to have paid off - I have Unreal-style water now, but I'm still not overly satisfied with it. So now, I'm looking into water caustics to see what I can come up with. I'm sure the result will look mind-blowing as soon as I can finalize it, but it'll knock the socks off of any Doom-engine attempt at water. Hopefully, at least.

Tuesday, March 24, 2009

Water engine?


I'm going to attempt to create a new way of pulling off water effects in Hypertension by using multi-layered textures in one given "sector". The way I'm going to do this is create 3 or 4, very close 3d floors, and make each line transparent (make it all water), and so close together that you won't be able to tell. Then in each layer I'm going to program a custom ANIMS that has the water animating in and out, some of them fading, etc. I'm going to use a custom colormap in the sector and glow effects and...we should have some pretty kick ass, Unreal-style water. The only problem is that the engine is unable to do stretch effects, like Unreal does, so this will be a bit of a challenge. Lots of experimenting.

This, of course, is going to take a few days to do, but once I pull it off I'll publish a tutorial online for the level designers to fool around with.

Speaking of, Gael has finished the texture pack, containing almost 300 HDR and HD specific textures. The only problem is that they are not loaded in a WAD file, and the zip is almost 200MB compressed. I'm going to begin sending this pack to the level designers with specific instructions on how to use them and what program to use when designing with them. Either that or I'll have one of them take all of the textures and compress them into 256x256 and then load them in a WAD, because it's so much easier doing that. We'll have to see as time moves on.

Monday, March 23, 2009

New site design!


Finally got around to changing the whole site around, blogger is really customizable. You know, since someone thought we took his idea of a blog layout, but in reality we had one before he ever did. Whatever, the guy is on his rag, it's better if I stay out of his whole crisis until he figures it out. For now I'll maintain what we call "professional silence", since that's what I attempted to do in the first place. I vouch for the rest of my entire team when I say that. I shouldn't have to sit there and defend myself like I'm back in high school or something.

Some people just want to start or pick fights. Me?

I like to end them. I hope this is the last word I hear about my project out of his mouth, any more then that means envy.

Anyways, so yeah, new site, a couple of new things to do on it, not much at the moment but we hope to expand that soon enough!
~kiss~

Whole lot 'o' stuff!


Modelers! We're finally in the stage to look for modelers, not incredibly high-poly, professional ones, but just for simple objects scattered around the game world. If you think you can handle it, I encourage you to get in touch with us!

Remember kiddies, the IRC channel is a great way to ask us questions about development, or anything else Hypertension-related.

Gael's in overdrive right now for several (over 200+) HDR* textures specifically for Hypertension use, so when that's arrived I'll distribute it to all Level authors.

Team: Keep in mind that he's creating two files: one with the packed REU data that the level editor can use (low-res), and a separate file containing the HD textures. This way, you can now actually view the textures in the editor without guessing (no more grey question marks!!)

I've already gotten a level submitted that's in the process of being scripted. Also, we're doing something with the RTS/LUA combo to give you a great-looking dialogue interface, but it won't be finished for awhile. When it is finished though, it'll look great and we'll be creating seperate script files for all conversation within the game (instead of packing it in a giant RTS/LUA file{s}).

So, with that in mind, keep going forward guys, and don't let anyone or anything get in our way. People might bitch, people might whine, people might complain and do what they can to trample us, but in the end we'll prevail. And that, to me, is the biggest victory of them all.

*HDR - "High-Dynamic Range"

Sunday, March 22, 2009

New Site, New Domain, New Projects?

In an attempt to make the website more focused on TDGMods, starting in Summer of 2009 everything will be rerouted to TDGMods.net to make it a central figure for indie developers (for help wanted, show off, interviews, or whatever other relevant material). As well as sharing your own projects, the site will also be the definitive source of information for Hypertension and many of TDGMods' new material. The site won't be expected to go live for quite some time while preliminary work gets completed now.

In light of this, I also want to bring up Tragos/Liberation's mod for EDGE (using the same underlying technology as Hypertension), called Aliens Online (tentative name). The game is about a group of USMC marines who infiltrate a facility to destroy the hive, based on the Aliens franchise. The game will make extensive use of digitization and stop-motion, in combination with 3d models, and will be standalone. TDGMods will help with production on the title, lending textures, artwork, and programming help. Keep a lookout for further updates on this blog as his site gets launched soon. In case you didn't know, he's the creature/weapon designer for Hypertension.


So much work, so little time. =)

Saturday, March 21, 2009

IRC-channel

So we do have a IRC-channel now. So how to join it?

1. If you are a Firefox user there's a neat add-on called ChatZilla. Install it and just click this link to join

2. If you would like to use a standalone client download mIRC. It's shareware, but you can still use it after the 30 days without any problems. Install it and type /server irc.zibings.net and /join 3dfx-dev to join the channel. The
irc://irc.zibings.net/3dfx-dev link should work too.


3. If you want just use your browser just navigate here and choose your username. So come and join us in the chat!

Happy chatting!

-Joppu

Getting together,

Okay guys, soon we'll have a playable build amongst us. We've currently hit the G version of 0.96, and just awating a few more levels, some more touches and we'll be set. The game runs through right now 3 levels, and you'll be able to try out all of the new features in this release.

So let's start gearing up! We've opened an IRC channel that you can get to, by joining Quakenet.org, and joining 3dfx-Dev (the channel name).

Looking forward to seeing some of you there as we get ready for it!

I thought this was cool. .



Just saw it the other day, looked pretty bad ass. I guess it's rare or something, but I'm a big Terminator fan, so this was pretty neat =)

Friday, March 20, 2009

Getting closer...

To an alpha release, just hang in there everyone,



Also, really quick, because I don't want to comment on this any more. Kurt shut Resurrection down earlier, and we're all sort of shocked, but I'd officially like to wish him the best in his future endeavors and everything he's been kind to us about.

I guess he didn't shut his project down. Really funny how attention works.

-CA

Rewriting stuff



So me and Alex hammered away at some of the more critical design points last night and we think most of you who disliked the script will really like it now. We took out a lot of Becka's additions and either rewrote them or replaced them, and I have to say, I'm beginning to really like it. It was different, but that's not a bad thing. =)



More graphic novel shots (how about a game poster?)
(warning! If 56K users still exist...beware!)

Thursday, March 19, 2009

Everything is going great!


I just wanted to extend my thanks to not only the fans, but to all of the hard workers of TDGMods, everyone from past to present, that's able to make my vision come true. This is truly the highest moment of development on Hypertension and it's all because I have a great team, with good attitudes who get along and have a place in their hearts for this kind of work.

I was really struggling in my life before, with so many different things, and this project, along with all of your help, has helped me overcome them and be the best I could be. All because of all of you. =)

Expect some really good things soon, as I've never been more motivated in my life to get this project up to professional standards. =)

Again, thank you all, fans and coworkers.

Yes, Klugmerik, with two K's.

Hey Everyone, I'm Alex here to help out with the story and Dialogue on "Hypertension".

About myself:

I live in San Diego and I'm majoring in Film Directing and Screenwriting.

I have some examples of my work, one of them being http://www.moddb.com/mods/the-rock, I wrote the prologue for that.


All in all its fun to be on a new project and I look forward to working with all of you.

Holy shit! =)

Okay, well I was advised to post up a new roster, so here goes! We have had several new members the last few weeks so I think you guys should know who is who!

Corbin - Lead Designer, Lead Programmer
Becka Lima - Designer, Scriptwriter
Alex - Character/Story/Script Designer
Vis - Assistant Coder
Gael Romanet - Lead Texture Artist
Sajber - Texture Artist
Pineapple - Mapper
Tyler Bezea - Mapper
Kyle Annis - Mapper
Unconscious - Mapper
Tragos - Creature/Weapon Design
Joppu - Miscellaneous
Ashley Tarrant - Score Composer
Rizimar - Score Composer
Brendan Doe - Lead Graphic Artist


And, I might have a new scriptwriter/character developer, since Becka's time is limited on the project. I will keep all of you hungry bloodites posted, and words cannot convey my newfound excitement. =)

Here's a quick shot showing Gael's super-high res textures in action. Boy, it sure makes the game look a lot prettier, right? ;)

Wednesday, March 18, 2009

Greetings.

Unconscious here, expressing an interest in becoming a new mapper for Hypertension.

I know Corbin via the Rome.ro forums, and he also occasionally writes reviews for my gaming website.

Corbin has just asked me to create him a city-themed map in order to change my style from classic Doom maps, to a more regular gaming style. I'll be starting work on this either tonight, or tomorrow morning.

Hoping to get to know you all better. I've been following this project on ModDB for a while now.

Really quick..


Before I dig into development today, I just wanted to remind everyone that Hypertension isn't a Doom "Mod" or "Wad". In essence, it uses the Doom tech but that's it. It's already stand-alone from the main data files and everything's been rewritten to allow stand-alone support. So I would much prefer to call it a "videogame" or "game"...whatever floats your boat! Just because we're using this tech doesn't mean it's any less of a game. Honestly, even at the state it's at now, I can see it competing with the other Blood-related products currently out there.

Still working on getting the damn importer and I don't think I'll be able to do it. That means that I need to painfully take high-res snapshots of all weapons in a model viewer and then attempt to code all of it in-game. It's just annoying and so much easier to work with MD2 frame states than Sprite frame states. I can't stay stuck on this, I already have for a week and it set me a little behind my little schedule. So now I have to get back together and figure out what's next to do...

Monday, March 16, 2009

Birthday coming up soon. . .


So my B-Day is coming up soon, so starting tomorrow, we are all going into overdrive to deliver something to you by the 26th. Everyone is going to gear up for a possible release, although I can't promise a playable build, I can promise something new by the time the 26th comes around.

At the moment I'm working with trying to get those god damned Blood 2 models ported over to MD2. I think me and Zardoz will eventually figure it out, or at least I really hope we can come up with an alternative.

Sunday, March 15, 2009

Yeah

I'm feeling a little better today. I am continuing my search for the MS3d plugins so I can begin work on some Blood 2 models. =)

Expect a new update from Tyler today and, I want to officially welcome my little brother Kyle to the project, he's going to be doing some levels. He originally used MapEdit for Blood years ago and now he kinda owes me money =) So while he just lost his job, he's going to get accompanied with SLADE and crank out some levels with Tyler, Pineapple, and Boyd. Let's hope this all goes well, it's going to be a busy night! ;)

Saturday, March 14, 2009

ugh..


I have a stomach virus...I'm not able to keep any food down that I eat right now, and I have a mild fever, and when I threw up a little blood kept coming out...so what that means is that I'm going to take a break from Hypertension for a little bit. I feel terrible and I hope nothing lasting comes out of this.

Anyways I hope you all are doing well, sleep tight!
-CA

Blargh


I'm sick...I've been sick for two days so I don't really feel too well, but at least I'm still kicking! =)

One thing though...I'm tired of everyone saying how I am to be blamed for Kurt's break that he took. The man is just overworked and it has nothing to do with me or my team. So if anyone wants to be sarcastic about it, just do me a favor and give us a break. Ressurection has been around longer than Hypertension and we didn't stop him before, and we aren't stopping him now. So let that be.

Anyways, off to work again, had to work a double shift at both jobs so bleehhh...hopefully I'll feel better when I get home.

Tuesday, March 10, 2009

At Work!


Even at work I'm doing work. =) Well, twice the amount of work, anyway.

I've had a pretty crazy morning, but with the help of Red Bull and Cheetos, it's been a very good day so far. Since my boss lets me take my laptop to work I've been able to sneak in a few code here and there, and I was able to fix the cigarette lighting now, so that all works, and you can actually run out of cigarettes and exchange them for other items with other characters. Of course, those characters are big yellow question marks at the moment, and it's just some simple on-screen dialogue, but it works great so far!

Keep a lookout for another post as my long-ass day drags on (after I get done here at Sprint I'm going to work at my other job @ 4...so that's a full 13 hour day for me including both of them). Don't forget the extra 4 or 5 hours I'll spend on Hypertension tonight! =)

Sunday, March 8, 2009

And to show for it...

Yep, the Uzi is in. It took me since I wrote the last post until 10 minutes ago.


I should really, really find a partner or something. =)



-> Me, tonight, when I found out I ran out of herb. But thanks to it, work ensues!

Wow


So today was supposed to be my little personal day off...you know, eat dinner with parents, get super duper high, play some Halo 2, without ANY work from either of my jobs or Hypertension...

But I guess someone had a problem with the Don's Challenge cigarette sprites, which I mean, were placeholder anyway, but seriously...so instead of putting up with the BS I deleted the image (which is still obtainable a few posts down) and redrew the sprites. I also went ahead and redid the lighter. Check it. I thought the image to the right was pretty funny...in South Park, Saddam is always telling Satan to relax...but he says it in a funny way...."Hey, Relax guy!" Haha that's what I feel like telling people sometimes.


Anyways, I'm fucking tired and I should try and get sleep...but I still find myself glued to the monitor minute after minute! And that makes everything worth it, because it truly means I'm sticking to this, no matter what people have to say. =)

Saturday, March 7, 2009

Whew

So now I finally silenced any and all worries about the game, that apparently was ticking everyone off. Finally over that.

I'm removing Drupal and installing another Wiki (for a total of 3, one being the 3dfx Development Main wiki, the official Streets of Rage Wiki, and now the Hypertension wiki. Since it's easier to install and add things, I'll be working on that. Hopefully it can be one site to learn about the game...more to compliment this blog and the modDB page. So keep on the lookout soon.


Thanks to all that continue to support our efforts. TDGMods would be nowhere without you guys.

I swear I'll Pistol Whip the next guy that says Shenanigans!


Apparently I didn't know two things:
1) The picture of the person below is actually a girl, but it doesn't really matter because Caleb will not phsyically look like that, and
2) People really had a problem with finding sources to their "information".
3) They are completely misinformed about this title due to their lack of understanding of the project.

Fanboys should really go light up a Marlboro, or maybe even a joint? =)

So what I would like those of you who haven't before, take a look at the blog backlogs, check out the Blood-Wiki Site (by Gideon), check out ModDB and various comments/news items, check the other blog to the right of this thing, and if you can, check out the developer website. There's many things in there that you guys just don't know -- lack of evidence, is how Vis put it.

And hey - it'll be fun! =) Just a small downside to posting on several different sites about several different pieces of information, but it's all there! Any questions just leave us a comment.

Speaking of that image to the right... ^^

Friday, March 6, 2009

Deciding on Caleb's look...


Well I'm currently picking out designs for the costume designer to work on for my garb in the game (I play Caleb)...and I think I found one.

The picture on the right is the best thing I can come to how the costume is going to be designed. First of all, the design you see there by the neck is going to be changed to the Cabal sign. Basically, it's still going to be a trench coat but a very different design - style wise. The costume is going to be expensive to make and I've already talked with the other designer and it's final. I will be wearing his traditional leather coat and cowboy hat in the introduction scenes - afterward it's going to change to this. You can't see the rest of it but the coat is going to stop just below his belt. I avoided making his coat too long because it's going to be difficult placing it and getting it to flow in wind just right. This way, we don't have to worry about any of that stuff. It's still inspired by his original outfit because I didn't want to abandon at least the trenchoat design. He will still wear cowboy boots.

Also, Aurelia's costume has been changed significantly - she looks more normal now (think Alyx Vance from Half-Life) to fit her warm image. So far, her costume has gotten more positive attention than making her strictly a mall goth. This way I can mix styles around.

In the next few days I should have some nice high-quality graphic novel still shots of the various characters that are going to inhabit Hypertension. Stay tuned and let me know your comments, as always.

New Site scrapped after all?


I can't figure out CMS or Drupal, I simply do not have enough time to do this. So either we're going to outsource the site to someone else or delete it from the server. It's extremely annoying and time consuming. If anyone out there has any experience working on Content Management Systems, let me know.

Just an image update on Psyko, Gideon's bodygaurd in Hypertension.

Also, has anyone here yet clicked on the image to the right? You know, the one with the goth=looking chick? If you have, and read through it, let me know your comments.

Wednesday, March 4, 2009

I promised you...


New Media, didn't I? Turns out I decided to create a little script that has Windows 7 send any instance of a modified REU file to the XP laptop - and create backups. In doing so, I was able to send all of the work over. Now I can work on this machine, send it over, and test it there. It makes error hunting even better because now I have two machines to track it down -- the XP to tell me, and the 7 to eradicate it. My own team have also, so far, proven reliable bug-hunters. =)

These are some interesting shots. This effect was done along the same lines in Don's Challenge, except now they run out a lot quicker and have disloyal AI - the dog is the only thing that can frighten them and they will glow a certain color and temporarily turn on you (if the dog decides to attempt an attack). Using a special mirror you can instantly excorcise them if they get out of hand. I modified their AI to allow them to pass through walls - but sectors marked in RTS as "unfriendly" to them will not allow them to enter. A lot of the cultists are religious fanatics and, as such, have blocks for the ghosts. I want to, in the future, enable the cultists to use an alternate weapon to dispell the spirits, making the game a little more even. Hopefully I can squeeze that in somewhere.

Tuesday, March 3, 2009

7

Just letting you all know that Hypertension currently doesn't run in Windows 7 because of Nvidia/ATI's preview drivers. They left OpenGL out because there were some problems, apparently. Also, it seems some people are still able to get OpenGL stuff to run if they downgrade to Vista drivers. I am unable to downgrade because Microsoft released an updated preview WDDM driver for 7 that just doesn't work either. The people who have gotten it to work report severe screen flicker.

I currently have no way of rolling back now so I'm stuck without EDGE until ATI hurries up and releases a OpenGL driver that works.

There is one alternative, though. I can take all of the new content I've worked on and import it over to the XP machine but none of the apps will follow, so there's not much I can do.

The only work going on right now is by everyone else at the moment. I have to halt everything until I can actually run this game.

Monday, March 2, 2009

Site update

Keep a look out for the new TDGMods site, in development right now. It's using a CMS and should be adequate enough to replace this website. It will be content-rich and should attract even more people to the project.

While I'm here, if you're interested, please check this link out. In it, I explain the reasons we're working on this wonderful game and why it shouldn't be counted out because it uses a slightly outdated framework.

And yes, we are in prelim work on a PSP version. This version will be more faithful to the PC release as it's using the 1.31 version of the engine (in comparison, the Dreamcast is using a 1.29 fork). I wasn't going to reveal it now but I felt it was necessary to explain in the post itself.

Sleep now. Work early tomorrow. =/