maxmanium Posted April 23 1 hour ago, Notsee said: I seem to have found a bug causing the sprites of the dead marines to clip through the floor That's not a bug. Most sprites clip through the floor. This is intentional. 0 Share this post Link to post
Shepardus Posted April 23 (edited) 4 hours ago, Notsee said: I seem to have found a bug causing the sprites of the dead marines to clip through the floor Sprites clipping through the floor (visually) is a flaw of hardware renderers, not the sprites themselves. Software renderers draw sprites over the floor even if part of them are sunk into the floor. If you're using GZDoom, you can try adjusting the sprite clipping option in the hardware renderer settings, for some reason loading the WAD seems to affect whatever logic GZDoom uses to handle this sprite. Edit: It looks like GZDoom defines its own sprite offsets, which is why you don't see the dead marine clip through the floor normally, even with "adjust sprite clipping" set to "never," but this goes away as soon as you load a new sprite over it, even if that sprite is identical to the one from the IWAD. Edited April 23 by Shepardus 2 Share this post Link to post
DoomGappy Posted April 23 1 hour ago, Notsee said: I seem to have found a bug causing the sprites of the dead marines to clip through the floor Check this out: https://www.doomworld.com/forum/post/2680315 1 Share this post Link to post
Wolfenfan Posted April 23 Ah I see so I need to set sprite clipping to always 0 Share this post Link to post
Bedingungsl.Grundeinkommen Posted May 20 (edited) I just noticed that apparently some of the fixes work for me (are shown in game) while others don't?! For instance, the heavy weapon dude not moving back and forth anymore works! But I still get to see a hole in the rocket launcher when firing it! Anybody able to help? I use them like this: (via ZDL) It makes no difference if I use a custom WAD or just the original Doom II IWAD, I've tried both and it's the same with both. 0 Share this post Link to post
Revenant100 Posted May 31 On 5/19/2024 at 7:17 PM, Bedingungsl.Grundeinkommen said: I just noticed that apparently some of the fixes work for me (are shown in game) while others don't?! For instance, the heavy weapon dude not moving back and forth anymore works! But I still get to see a hole in the rocket launcher when firing it! Are you certain you're actually loading the sprite fix WAD? The only way part of the sprite fixes could be working while other parts are not is if there's an additional PWAD being loaded at the same time which overrides a portion of the sprite fixes. To be absolutely certain you're loading the sprite fixes, can you take a picture of the Rocket Launcher firing frame with the visible hole and also a picture of the Super Shotgun in its idle state (to see if the erroneous brown pixel is there)? 2 Share this post Link to post
Alaux Posted July 6 (edited) I noticed something: Doomguy has some gray stuff under his green armor that's visible in most frames where his back is visible, except in A6 and B4. Here they are with A5 for comparison: Thoughts? It could be a shadow, but it also looks like gray plastic of some sort; see other frames. 3 Share this post Link to post
maxmanium Posted July 6 @Alaux I'm just curious but what are you doing when you find these mistakes? 0 Share this post Link to post
Alaux Posted July 7 35 minutes ago, maxmanium said: @Alaux I'm just curious but what are you doing when you find these mistakes? I was using a freecam that I recently implemented in my port, looking at the player, and I noticed the discrepancy in the rotations. 0 Share this post Link to post
Revenant100 Posted July 7 On 7/6/2024 at 3:58 AM, Alaux said: I noticed something: Doomguy has some gray stuff under his green armor that's visible in most frames where his back is visible, except in A6 and B4. The gray/black material under Doomguy's green armor is likely a black shirt/BDU coat he's wearing underneath the armor. This undershirt is rarely acknowledged as it's almost completely obscured (mainly by the held weapon) in every frame of Doomguy (and the possessed humans), and it's typically depicted in other media as being green like the rest of his uniform, including Punchatz' cover art, but it's definitely a shirt under the armor and it's definitely black in color as just barely visible yet clearly distinct in frames like PLAYH0 and POSSH0. We can also corroborate this with Adrian's original sketch which shades the undershirt much darker than the surrounding armor and pants, and this undershirt may even account for the black collar around the neck which modern 3d model depictions often assume to be a part of the armor itself, but that's a debate for another time. As for whether there's a coloring error in the Doomguy frames you've highlighted, the go-to comparison to make here is with the corresponding Zombieman and Shotgun Guy sprites. In the B4 frame, it doesn't look like there's any issue as this is one of the many frames where the undershirt is completely invisible being pinched between the above armor and the below belt. However, A6 clearly reveals a discrepancy as the undershirt is plainly visible and correctly colored black in the Zombieman's and Shotgun Guy's sprites. Hence, the green coloring in Doomguy's A6 sprite is an error. Here's a comparison image: I'll make this fix by carrying over the gray colors from the possessed human sprites. Thanks for the report. 9 Share this post Link to post
-BLEEDTEA Posted July 14 Is this an error? In BSPII2 the Arachnotron plasma cannon's muzzle seems to not exist. (poor) Comparison with downscaled SPIDI2 on right. I believe they did not touch the Arachnotron's cannon here after partially removing signs of its original chaingun. 0 Share this post Link to post
Revenant100 Posted July 21 On 7/13/2024 at 10:15 PM, -BLEEDTEA said: Is this an error? In BSPII2 the Arachnotron plasma cannon's muzzle seems to not exist. You're absolutely right that the Arachnotron's plasma gun muzzle is not visible here, an inconsistency with the adjoining BSPII1 rotation sprite. The muzzle also wasn't drawn in BSPIF2C8 and BSPII8, and the latter even has the additional inherited issue of showing the model's original dinky little gun barrel as the larger chaingun wasn't hand drawn over it in this frame. The last two sprites won't have any fixes made to them, but for the BSPII2 in question, it is indeed a glaring and bona fide inconsistency, and there's enough information from the surrounding frames that the "correct" muzzle could be sussed out. The barrel is pointing at a unique angle in this particular frame, however, so it's not simply a copy and paste job. I'll scrutinize the available frames closer, and this'll probably end up as a new fix. 4 Share this post Link to post
Beast Bottaro Posted July 22 (edited) I don't know if this is out-of-scope for the project or if it may not be possible for incompatibility issues but it's something that has been bugging me since I started playing It's possible to fix the DOOM logo by removing this black pixel on the left-up corner? It's kind of like the brown Super Shotgun pixel thing since the DOOM II logo doesn't have this problem Edit: Damn I forgot to upscale the image 0 Share this post Link to post
Revenant100 Posted July 23 10 hours ago, Beast Bottaro said: It's possible to fix the DOOM logo by removing this black pixel on the left-up corner? It's kind of like the brown Super Shotgun pixel thing since the DOOM II logo doesn't have this problem Edit: Damn I forgot to upscale the image You're definitely right, this is a clear error, and the fix is very trivial to pull off. However, the M_DOOM graphic has a very high chance of being unsafe to alter when it comes to IWAD compatibility, a similar case being the known conflicts with the map name graphics which prohibit the possibility of including fixes for those. Now, since this M_DOOM graphic edit is a Doom 1-only fix, I can't actually think of any possible conflicts with the current state of IWAD arrangements. I also can't guarantee anything about future conflicts, naturally, but this fix will nonetheless need some extra checking to ensure it won't cause problems. If it does, it would indeed be omitted due to UI fixes being of lower priority relative to the main sprite fixes endeavor, but there's a chance this could prove to be a safe addition and make it in. 4 Share this post Link to post
The Almighty Egg Posted August 8 This thread is gonna go WILD in a few hours/days. 3 Share this post Link to post
maxmanium Posted August 8 1 hour ago, The Almighty Egg said: This thread is gonna go WILD in a few hours/days. what? 0 Share this post Link to post
liPillON Posted August 8 I think he's talking about this https://www.doomworld.com/forum/topic/146899 1 Share this post Link to post
Revenant100 Posted August 8 (edited) As mentioned, the new Doom + Doom 2 release now offers a fair bit of new content in its vault to be mined for new sprite fixes. Many (but not all) of these vault sprites look to be sourced from the rest of Romero's archived content, long theorized to exist for nearly a decade now, and now finally made available to us. There's only so much hypothesized "missing" content revealed here, but there's plenty of new adjacent material which offers additional insight into other matters. It will take some time to scrutinize all of this information, but this will certainly accelerate the upcoming v2.1 release of the sprite fixes. Here's just a sample of the restored rotation frames that will be incorporated: Spoiler Sadly, this vault content is not the hoped full release of Romero's archived material which we know exists (but not the full extent of what exists within it) as it looks like id/Nightdive have only selectively pulled content from it which they identified as being unique and interesting. This unfortunately denies us the original final sprite sheets which would have offered an absolute cornucopia of information regarding the original intended sprite offsets that could have (and would have!) been restored. However, us beggars can't be choosers, and after waiting for almost ten years, this is probably the most we're ever going to get, so we will make the best use of what they ultimately decided to make public. Edited August 8 by Revenant100 21 Share this post Link to post
Tycitron Posted August 9 Excited for any new fixes that come from these newly shown sprites! All this cut content they showed is really cool, can't wait to see what modders do with the other Alpha stuff. (LIKE THE SPIDER MASTERMIND MAGIC ATTACKS FRAMES YES!!!!) 0 Share this post Link to post
Bedingungsl.Grundeinkommen Posted August 9 On 5/31/2024 at 8:47 PM, Revenant100 said: Are you certain you're actually loading the sprite fix WAD? The only way part of the sprite fixes could be working while other parts are not is if there's an additional PWAD being loaded at the same time which overrides a portion of the sprite fixes. To be absolutely certain you're loading the sprite fixes, can you take a picture of the Rocket Launcher firing frame with the visible hole and also a picture of the Super Shotgun in its idle state (to see if the erroneous brown pixel is there)? Thank you for your reply! Sorry I didn't log in for a while. 0 Share this post Link to post
Revenant100 Posted August 9 (edited) 2 hours ago, Bedingungsl.Grundeinkommen said: Thank you for your reply! Sorry I didn't log in for a while. Spoiler The Super Shotgun indicates that you do have the sprite fix WAD correctly loaded. However, I don't understand what issue you're seeing here with the Rocket Launcher as it's displaying correctly. The issue with the Rocket Launcher that was fixed was in the previous firing frame, not the one shown in your screenshot. Hence, there are no apparent issues with your game setup as of now. You are running Doom with the sprite fixes taking proper effect. 0 Share this post Link to post
Bedingungsl.Grundeinkommen Posted August 9 1 minute ago, Revenant100 said: The Super Shotgun indicates that you do have the sprite fix WAD correctly loaded. However, I don't understand what issue you're seeing here with the Rocket Launcher as it's displaying correctly. The issue with the Rocket Launcher that was fixed was in the previous firing frame, not the one shown in your screenshot. Hence, there are no apparent issues with your game setup as of now. You are running Doom with the sprite fixes taking proper effect. Haha, oh! So the hole in the rocket launcher is supposed to be there? I thought the hole was not there anymore in any of the frames that are part of the animation. So that's not the case? 0 Share this post Link to post
Revenant100 Posted August 9 (edited) 4 minutes ago, Bedingungsl.Grundeinkommen said: Haha, oh! So the hole in the rocket launcher is supposed to be there? That's right, there's supposed to be a hole in the Rocket Launcher's barrel that opens up when you fire it, but it should have been obscured by the missile muzzle flash in this one frame. With the sprite fixes loaded, everything about how you're seeing the weapon now is the correct intended appearance. 1 Share this post Link to post
Bedingungsl.Grundeinkommen Posted August 9 13 minutes ago, Revenant100 said: That's right, there's supposed to be a hole in the Rocket Launcher's barrel that opens up when you fire it, but it should have been obscured by the missile muzzle flash in this one frame. With the sprite fixes loaded, everything about how you're seeing the weapon now is the correct intended appearance. Ok, I'm relieved. Srsly it matters to me. So thanks a ton for checking! <3 0 Share this post Link to post
Wadmodder Shalton Posted August 9 18 hours ago, Revenant100 said: Sadly, this vault content is not the hoped full release of Romero's archived material which we know exists (but not the full extent of what exists within it) as it looks like id/Nightdive have only selectively pulled content from it which they identified as being unique and interesting. This unfortunately denies us the original final sprite sheets which would have offered an absolute cornucopia of information regarding the original intended sprite offsets that could have (and would have!) been restored. However, us beggars can't be choosers, and after waiting for almost ten years, this is probably the most we're ever going to get, so we will make the best use of what they ultimately decided to make public. Perhaps the remaining material was likely corrupted, overwritten or lost to time before Night Dive could get a hand to most of them. 0 Share this post Link to post
taufan99 Posted August 9 21 hours ago, Revenant100 said: Sadly, this vault content is not the hoped full release of Romero's archived material which we know exists (but not the full extent of what exists within it) as it looks like id/Nightdive have only selectively pulled content from it which they identified as being unique and interesting. This unfortunately denies us the original final sprite sheets which would have offered an absolute cornucopia of information regarding the original intended sprite offsets that could have (and would have!) been restored. However, us beggars can't be choosers, and after waiting for almost ten years, this is probably the most we're ever going to get, so we will make the best use of what they ultimately decided to make public. Someone said that the id Vault will still be updated as time goes by. Here's hoping it actually happens. 3 Share this post Link to post
Revenant100 Posted August 10 (edited) After this forum has seen not one but two takedowns in the past day of attempts to offer the id Vault content as resources to the community, the very notion of even touching this material is being seriously called into question, and that unfortunately would put a halt to the prospect of incorporating any of it here into the Minor Sprite Fixing Project. It's certainly a disappointing situation to witness but also sadly not that surprising given id/Bethesda/Zenimax's historical lack of any communication, instead forcing the community to operate under a persistent silent and looming threat of possible repercussions. No doubt the biggest tragedy here is that this situation would never have come to be had they themselves not strong-armed Romero into not releasing this material under his own terms years ago. Despite this development, I'll still be carrying out the research and examination of this content in the interests of compiling new sprite fixes to be added, hopefully so that it doesn't all go to waste. 14 Share this post Link to post
Alaux Posted August 10 (edited) 56 minutes ago, Revenant100 said: this forum has seen not one but two takedowns in the past day of attempts to offer the id Vault content as resources to the community To be fair, something similar ought to happen if someone were to share full IWADs, but we've included just some IWAD assets in some mods with seemingly no repercussions. I'm as skeptical about using this stuff as you are, but I hope that the aforementioned logic can be applied here eventually. EDIT: Actually, I think I remember something about Doom's resources (at least those in the IWADs we already had) existing under a license which allows them to be reused in content for Doom. Can anyone shed some light on that? I might very well be nuts. Edited August 10 by Alaux 3 Share this post Link to post
Wolfenfan Posted August 11 Do you plan to add the extended sprites from the ID Vault? 0 Share this post Link to post