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About dpkonofa
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You don't *have* to manually touch up each texture unless there's transparency involved or there's a glitch in the result. Upscaling doesn't really "understand" transparency so, if you're doing textures, you're probably fine. If you're doing sprites, you'll have a bit more work.
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Keeping civil and keeping conversations on topic are the responsibility of everyone on the forum. Don't tell me or others what our role is or isn't or to keep to ourselves in a community forum. Unlike you, I actually have done upscales and managed mod projects so I have a bit of experience and, based on grandgreed's previous comments, it's pretty obvious that he's not taking requests outside the scope of what's in the original Raven Hexen releases. Exactly the point. Your request was not about the project but about an addition to the project.
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You're correct. The issue is that you have to decide whether to use the old filters or the new ones. If you use the new ones, then anyone playing on an old version of GZDoom won't be able to use the mod as the filters will get ignored since they are newly added. If you use the old ones, though, there's a chance that future versions of GZDoom will ignore them, depending on Graf Zahl's plan for these filters. They have been marked for deprecation which means they shouldn't be used but there's some disagreement as to whether everyone should be switching over.
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No, I think they're the opposite. FreeDoom is designed to, for all intents and purposes, be treated exactly like the original IWADs to allow the game to load as if an original IWAD is not present. These new filters are meant, as you mentioned later in your comment, to only apply to the id versions of these to prevent resources from overriding a FreeDoom install where they wouldn't match. And I agree that this topic is a little sideways from the thread but I also agree that this is a decision that will affect this mod, specifically, and many mods like it. I, personally, think the decision should be made to make this as universal as possible and, therefore, that filters should be created for both versions of the mod. I do hope that the GZDoom team re-assesses this change, though, since it's almost entirely based on compatibility with FreeDoom which, if we're being honest here, is meant to sidestep Doom. I think the consideration should only be made for legal, full copies of Doom and mods like FreeDoom need to figure out how to work within that.
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This has already kinda been answered before but it's probably because of the load order of those elements. If the RPG mod is including graphics that have the same names as the graphics in the neural mod but it's being loaded after, then those will overwrite the graphics from the neural mod. The reverse is also true but the author, as of yet, has decided to just leave out files he hasn't made yet so those will get pulled from the original game first and then from your mod, in that order. Also, sprite textures like the tiny numbers used in the HUD are some of the hardest elements to do with the neural software being used on this project because the textures actually have to be upscaled 8x first before the neural processing is done and, at those sizes, there's a lot more blurriness and, therefore, guesswork by the software to fill in things so it requires the most manual cleanup. If you want to contribute, though, you can probably grab the Hexen font and create some higher-res versions of those elements, though. Otherwise, this project can only really ever give a HUD that is half-neuralized and half-original graphics.
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What is wrong with you, dude? It's not ignorant to ask for people to stay on topic in a thread. Your requests were both outside the scope of the project and not related to the thread. As you were told by the author of the project and just as I said, they're only working on content from the original games. I don't think it's unreasonable to ask that people stay on topic with comments that actually apply to the project the thread is about.
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They likely had to change the syntax because FreeDoom is meant to be a free replacement for the assets in DooM and so it needs to look like it's replacing the original DooM. Adding a filter for FreeDoom would require FreeDoom to run as its own game variant rather than as the original DooM. By changing the syntax to the new one, I think they've solved both issues in that FreeDoom, going forward, will run correctly, assets in WADs won't need to be doubled up for DooM and DooM II individually, and they can now specify resources for DooM, DooM II, and FreeDoom explicitly or across multiple variants.
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They haven't made these changes yet. That's why it's a deprecation alert. They're basically saying that, in some near-term future version of GZDoom, the existing format won't work anymore so this is everyone's opportunity to switch over. The other possibility is that they're simply saying that they'll continue to support the old format but no longer fix/update it and that the new format is preferred as it has many more benefits.
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This is a deprecation so I think a version should be made available that supports the new format but there shouldn't be a shift to only the new format. That would mean that every user would have to use GZDoom 4.1. As long as the current version still supports the existing format, I think it should continue to use it for at least a few more versions.
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Yes, please! PM sent!
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That video is kind of old. There's a showcase reel of what it looks like on Doomsday page and it looks great, especially the Frost Shards. /end Now back to the neuralizing!
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Where do we find this? That looks great! Especially the idle animation... Edit: Just saw that this is a model pack for Doomsday, not GZDoom. Looks awesome. That guy is super talented!
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Wow. What a surprise that everyone is telling you *exactly what I've been telling you the entire time*!! The widescreen mod you keep talking about was a custom graphic that someone photoshopped using the original as a base. The upscale pak is only working on vanilla textures that were included with the game. At what point are you going to listen to what you're being told?
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It shouldn't crash as long as you load the custom wad *after* loading this pak. This file is essentially just replacing textures and most engines load in a first-in, first-out basis. If you load this pak after loading a custom one, it'll just override anything in the custom one. That being said, any wads or paks with custom textures will not be upscaled so you may get a weird looking mix of high-res, sharp textures with low-res original textures. There's no way for this pak to fix that, though, as every texture that's been updated has been processed individually. Unless someone does the same for a custom wad/pak, there will be a mismatch.
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My apologies. I just felt like he was being demanding and was asking for things outside the scope of what you had already stated was the intent of this project. If I'm off-base on that, I apologize.