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Gifty

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Everything posted by Gifty

  1. Gifty

    Share Your Sprites!

    @Old Hermit, wow that looks way better than my Doom64 SSG edit. Nice! You should submit that to Nevander.
  2. Gifty

    SIGIL - New Romero megawad for Feb 2019

    *Buys Sigil immediately*
  3. Gifty

    [v 0 .95] Doom Neural Upscale 2X

    You're famous! https://kotaku.com/hd-doom-is-looking-very-nice-1830996796
  4. Howdy! Smooth Doom is a spriting project that aims to improve all in-game animations; monsters, weapons, items, anything that moves. The goal is to continually improve the visuals without altering gameplay in any way (save for some optional mutators), so you can enjoy an updated, but totally pure version of Doom! Various goodies and frivolous effects have also accumulated along the way, and the mod now boasts 18 toggleable in-game options. Current status is: all monsters, items, and decorations have been finished! The only real actor left unfinished at this point is the player. DOWNLOAD HERE! (Google Drive Mirror) _________________ VIDEO TRAILER: _________________ CREDITS: Sergeant Mark IV (created original proof-of-concept, sprites and coding) OSJClatchford (across the board resources) (that's LATCHford, not CLATCHford) SidDoyle (gib sprites, mega coding help) Almonds (spritework, coding) Blox (resources for monsters, weapons) Itsnaturetodie/David G. (resources for monsters, rifle) Vader (resources for monsters) Minigunner (resources for monsters, weapons) Perkristian (smooth weapons) Z86 (resources for weapons) Eriance (resources for monsters) Uboa (resources for weapons) Blue Shadow (resources for weapons, massive coding help) Mike12 (resources for weapons) NeuralStunner (resources for weapons) JoeyTD (resources for weapons) Turbo (resources for shell casings) Marphy Black (resources for monsters) Zrrion the Insect (resources for props, textures) Chickenlegz (resources for monsters) Agaures (textures) Taggart (helmeted zombie sprites) NiGHTMARE (textures) Solmyr (resources for monsters, chain lightning) Monolith (resources, sounds for shell casings) Valve (sounds for shell casings) 3D Realms (resources for explosions) Doom4Ever mod (resources for barrels) Xim (alternate zombie faces) OnslaughtSix (mugshot work and general helpfulness) Osiris Kalev (bugfixing help and putting up with my bullshit) PK1 (inspiration and general helpfulness) Shadowy Men On A Shadowy Planet Man Or Astro-Man? A full changelog can be found in the Zdoom thread. Some disclaimers: •1:1 vanilla faithfulness is the mission statement, but small incongruities do crawl through from time to time. I try to get on these as quickly as possible, but if you do notice anything, be sure to let me know! •This is a Zdoom/GZdoom mod, and will not work with other ports such as Zandronum. Cross-port compatibility isn't planned at this time. •When I say all monsters are finished, I am of course omitting the SS guard, who has been consciously been left untouched. If you improve him it ruins the joke! Friends of Smooth Doom: •SidDoyle's Droplets Blood Mod •PK's High Quality Sound Effects •Smooth Textures Addon
  5. Thank you! It's truly fulfilling to me that so many people have enjoyed this mod. C: The black gloves have been reshuffled under "weapon set" at the bottom of the options list, where the Doom64 skins are. Let me know if you're able to find it!
  6. Yeah, as I mentioned above I think the gore effects are going to need some optimization soon. I think I'm going to move closer to the Dead Marine gore system, which looks pretty nice (I think!) but is much less performance-heavy. One thing you can do in the short term that helps a lot is disable blood splats, those make up a lot of the physics calculations in the current gore system, so disabling them should give you a boost. EDIT: I've put out a hotfix for some of the snags I missed in last night's update. I'm STILL baffled by the plasma rifle pickup sprite thing, still looking into that, but I figured I would push a few other fixes in the interim. -removed "ground blood splats" pending a more CPU-friendly gore system (this should stop hangups people were having on levels like The Crusher, etc) -fixed 64-style cell pack displaying wrong sprite -fixed 64 BFG returning to PC sprites when holding fire -fixed PC BFG offset snapping -added Nintendo 64-style Rifle sprites when using the Rifle mutator
  7. That's really peculiar, it definitely shouldn't be doing that. I do want to optimize and update the gore effects at some point, but it sounds like you might be having a whole other issue! In other news, I just noticed the "plasma rifle pickup Sprite floating in space" oddity, so I'll be getting to the bottom of that soon.
  8. Well, here goes nothing! I finally got off my busy ass and pulled together an update for Smooth Doom, since a lot of things seem to get broken whenever I take a break. Importantly, this update reenables the black gloves (they can now be found under "weapon set" at the very bottom of the options page) and fixes some further things with the Doom64 weapons. I've also generally improved some of the regular weapon animations, recycling some sprite work I did for the Dead Marine mod. -REIMPLEMENTED BLACK GLOVES! -gore causes fewer water splashes -slight tweaks to gore physics -fixed imps not following giblet toggle -fixed "nodelay" error messages -fixed player plasma not having sparkles when set to "player and monsters" -fixed plasma rifle firing in bursts of 3 -fixed Doom64 chaingun displaying PC sprites -pushed DabbingSquidward's variant spawner fix -key pickups should now give you the standard/nonsmooth key as well, for better compatibility with other wads/mods -improved most weapon recoil animations -improved plasma rifle fire animation -improved Shotgun fire animation -improved SSG fire animation -improved chaingun fire animation -improved chainsaw animation and made audio less fiddly -removed "jawless" zombie sprites What the updates from here on out are going to look like is probably mostly upgrades to the existing monster animations, as looking at them for years has made me hate some of them. Zombiemen should be getting a boost in the next update, which hopefully will finish up quicker than this update did.
  9. Gifty

    Ultimate Doom The Way id Did — Released!

    Wooo! Glad to see this finally see the light of day.
  10. Gifty

    [v 0 .95] Doom Neural Upscale 2X

    Took the words out of my mouth
  11. Gifty

    [v 0 .95] Doom Neural Upscale 2X

    Man, that baron is looking pretty sweet.
  12. Gifty

    [v 0 .95] Doom Neural Upscale 2X

    I definitely saw it as a goatee too (and a soul patch!), I think the mouth area could be defined a little better -- I'd like to find a way to make the goatee visually clearer without adding to much of my own spin, or without extrapolating too far. I'm trying to add as much clarity and detail as possible without feeling like it's "Gifty's interpretation", haha.
  13. Gifty

    [v 0 .95] Doom Neural Upscale 2X

    Yep! Excited to do the by-hand cleanup process on lots of other stuff. C: It's interesting once you start detailing the faces, how much they resemble the Mac Wolfenstein sprites. I'm sure those guys must have used the same process.
  14. Gifty

    [v 0 .95] Doom Neural Upscale 2X

    Sorry to double-post, the face retouching is going really well! It looks really neat in-game. Quick comparison between the original and cleaned-up version of Hidfan's upscale:
  15. Gifty

    Need help installing Smooth Doom

    Hi! If you drag the SmoothDoom.pk3 ONTO your Gzdoom launcher as Gaia said, it should work for you. You MAY have to download the latest GZdoom build for it to work (I can't remember as I haven't tested on the stable build for a while), in which case let me know and I, or someone else can walk you through that. Hope you enjoy the mod C:
  16. Gifty

    [v 0 .95] Doom Neural Upscale 2X

    The icon of sin in the credits sequence is actually a separate graphic called "BOSSBACK", you just have to replace that with the upscaled version. Great poster! EDIT: I've been working on retouching the zombieman faces, since changes to the face seem to yield the most noticeable results. Not done yet, but pretty happy with the results! Kind of looks like Ranger.
  17. Gifty

    [v 0 .95] Doom Neural Upscale 2X

    The zombies are looking MUCH better in the newest versions, I'm impressed yet again. After screwing around a bit with manual cleanup, I think just redefining the facial features would pretty much do the trick. I'm gonna give that a shot. EDIT: another observation: I think with some graphics, converting them back to Doom-palette can make them look a little more convincing, as it has a natural sharpening effect that brings some blurrier details into focus, and reintroduce a bit of the "noise" effect folks were talking about earlier. At least trying it with the zombieman, indexed mode also looks closer to the original game's style of color shading.
  18. Gifty

    [v 0 .95] Doom Neural Upscale 2X

    I concur that the ideal look is one with one foot still planted in pixel-art aesthetic. The more painterly it starts to look, the more awkward and "washy" it seems.
  19. Gifty

    [v 0 .95] Doom Neural Upscale 2X

    What might actually be more feasible/cooler, and which I'd love to see, is if someone recreated the monster source models and then re-rendered them at a higher resolution, and possibly with more animation frames.
  20. Gifty

    [v1.5] Doom 64: Retribution

    Excellent, always glad to see this mod get updated. Is there a rough changelog of what's new in 1.5?
  21. Gifty

    PBR for Original Doom Textures

    Wow, this looks incredible.
  22. Gifty

    [v 0 .95] Doom Neural Upscale 2X

    I know this project is still in its early stages and we're still sort of figuring out the basics, but I would be extraordinarily interested in collaborating on a Smoothed+Upscaled remaster of Doom. It would be a ton of work but I think it would potentially be an insanely cool project. Even at this stage I'd love to pull some weight doing cleanup work on the upscales that you've already produced!
  23. Gifty

    [v 0 .95] Doom Neural Upscale 2X

    Wow, that looks AWESOME.
  24. Thanks, dude! If you go to the previous page, at the very top is a WIP gif of what I'm talking about. I've gone back and totally redesigned the walk cycle, whereas before I was really just cycling the vanilla frames in a smoother-looking way :P It looks much improved, you should try the test wad!
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