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Mars City Security Version Build 1.2.1.8 Public Release & Download

Mars City Security Version Build 1.2.1.8 Public Release & Download

Credits to the amazing Doom3 Community members that make MCS possible

MCS 1.2.1.8 Windows Installer (793 MB)

MCS 1.2.1.8 Windows Installerless (790 MB)

ReadMe.txt

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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.

IdTech Hybrid Engine and Netcode Showcase

(click the animated image to watch the youtube video)
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I remember lately the community having debates about whether to stick with the original Doom3 codebase or to migrate to Doom3 BFG…

And while arguments were made for and against from both sides (Sikkmod vs RBDOOM-3-BFG for example) I always wondered why not creating a hybrid approach that takes the advantages of each codebase utilizing the best of both worlds…

This showcase consists of a code and assets merge of multiple previous prototype projects incorporating trebor’s shadowmapping, sikkpin’s hdr lighting, zombie’s dungeon map and MCS’s game & netcode…

It still runs on Doom3’s original framework allowing easy modding (with a custom gamex86.dll) and dedicated server hosting and browsing…

Aside from the specifically showcased unified soft-shadow-mapping and high-dynamic-range-lighting, it was also as usual important for me to demonstrate that those features flawlessly work together with MCS’s network synced AI over a high latency low bandwidth Server <-> Client connection (simulating a server/client distance of about 10000 kilometers).

As showcased in its current state, it is a proof of concept build and I don’t feel at liberty to predict when and if at all it will make it into a final, releasable project, since there are currently too many factors but as you’ll notice, it runs remarkably stable and performant.

Strike Commander Millennium Prototype

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Back in 1993 a combat flight simulator video game called “Strike Commander” was released. Designed and developed by Chris Roberts and Origin Systems, this game had everything I always dreamed about when it came to action combat flight sim games. Revolutionary graphics, phenomenal soundtracks and a compelling story glued me for years in front of my PC screen and made the “General Dynamics F-16 Fighting Falcon” my absolute favorite fighter…

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Over the years I always considered starting work on a Strike Commander Remake to bring the game’s graphics up to date while also implementing networking for cooperative and adversarial multiplayer sessions across the internet. Since 1993, being still a kid/teen back then, I imagined about how cool it would have been to replace the AI wing-men in the game with human players across the network…

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…but up until recently technology was just not ready/there yet to justify investing serious time into such a Remake Project. That changed when ArmA3 was released providing enough mod-ability to start working on a prototype that would feature cooperative and adversarial network gameplay within the vast ArmA3 Sandbox world…

And so without further due, here is a 12 minutes “early prototype” online cooperative enabled “Strike Commander Millennium” gameplay trailer:

Bandits at 12 o’clock :)

In August 2015 MCS Release Candidate Builds have been sent out to the Doom3 Community for some final online testing and polishing.

Gametype: Original Story Campaign Coop (PVE)

One question that kept popping up frequently during the Release Candidate Testing was about stock Doom3 Story Campaign Coop.

About 80% of the original Doom3 Singleplayer Story is currently playable in Coop with up to 4 players. I hope to get the remaining 20% of the Story Campaign playable with a later MCS update.

Gametype: Demon Wars (PVE)

“Demon Wars” is the new core coop survival gametype in MCS. This cooperative 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.

Gametype: Deathmatch \ Team Deathmach (PVP)

The PVP (Deathmatch \ Team Deathmatch) gametype lets up to 8 players fight it out on a variety of new arenas for the ultimate player versus player domination in “team” and “free for all” adversarial multiplayer. After implementing the cooperative PVE gametypes in MCS, we wanted to add an equally innovative PVP multiplayer gametype to the project and are happy and proud with the final result. PVP multiplayer in MCS is the intense and addictive experience that we always wanted in a Doom3 based project.

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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.

MCS Release Date Announcement Trailer – Mod DB

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

Mars City Security: Taking Doom³ PVE (Coop) and PVP (Deathmatch) multiplayer combat to the next level and beyond
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Credits to the amazing Doom3 Community members that make MCS possible

-==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…

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(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.

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

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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.

idtech4, win7/android, pc/mobile, cross-platform-multiplayer, showcase

(click the image to playback the youtube video)
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Just got my hands on an android mobile… so of course the first thing I did was testing the idtech4 cross-platform-multiplayer capabilities… ;)

Lately when I watched footage of the big CurrentGen engines one feature seemed to pop up frequently across all engines… namely reflecting “Water Puddles”…

So I sat down trying to come up with a use-able solution for my D3 MCS build with the following latest result…

(click the image to playback the youtube video)
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-==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)
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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)
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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…