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Everything posted by Sinael

  1. Because you are not supposed to do that. "You can jump there" is a troll trap. I played throuhg the map quickly. You are supposed to find other keys and use them to open a nearby door that leads to the switch, which lowers this section for a few moments enough for you to run up to it and grab the key.
  2. [HELP ME] GZDoom squashed endgame screens.

    You can try defining the image size and offset in TEXTURES lump, see if it works. GZDoom in general requires some poking around and defining additional stuff toreplace game assets, but it is also more flexible with what it can do.
  3. PRBoom/PRBoom plus are as close to vanilla as possible while incorporating Boom features. That means explosions aside from Archvile attack to not apply vertical momentum to anything, including you. Rocketjumping in Doom consists of blasting against a wall to get more horizontal speed, but it does not allow you to "jump". ZDoom and GZDoom treat explosions differently and apply vertical momentum if the target is not touching the ground.
  4. White dots/pixels on walls! gzdoom

    Great! Looks like dpJudas's spotlights code also got merged. Means soon we'll be getting some more advanced dynamic lighting options and actual flashlights that aren't a string of light actors.
  5. White dots/pixels on walls! gzdoom

    It has nothing to do with FXAA, nVidia GPUs or AMD GPUs, drivers or anything like this. It's a Rendering Quality issue. GZDoom has 2 methods of rendering - high precision and low precision. Lower precision obviously means higher speed, but the cost is that sometimes white dots appear on texture seams. https://zdoom.org/wiki/OpenGL_options Setting "Rendering quality" in Opengl options to "quality" (or gl_render_precise to 1) in THEORY should rid you of hte artifacts in question. The problem is, since GZDoom 3.0 the feature does not work and only low precision rendering is available. Zandronum should still have it working though, try setting it on and see what happens.
  6. Brutal Doom wins mod of the year on Mod DB

    IMO Mark chained himself to the Brutal Doom with his fame and Patreon support. He can not find it in himself to break away from it and try something new. Or he simply can not do something new. Maybe it's for the fear of loosing support of his fans and the income they are getting him. Maybe it is for other reasons but I digress. Several other prolific modders that were mentioned before entered the scene after Mark and produced much more varying content and feature-complete mods, while BD continues to lumber on, slowly getting several features nobody asked for in the time it took other people to start and finish their projects. But Mark is not a one-trick-pony. Not at all. He just needs to find it in himself to declare BD feature complete, polish it and fix the bugs (those I mentioned STILL happen - tested it with latest version). And focus on the thing he is actually good at - mapping great continuous, detailed campaigns. Even if those maps would be balanced with BD in mind, as long as they are playable with other mods (at least without crashing the engine), I think people would appreciate his work much more than they do now. He has his own dedicated facebook, youtube,discord and twitter
  7. Brutal Doom wins mod of the year on Mod DB

    I actually played through PL2 with the latest BD release which is why I mentioned it a lot, and those are the isues I encountered just yesturday, but whatever.
  8. Brutal Doom wins mod of the year on Mod DB

    Yet here we are. What I fear is for BD to make a big enouhg splash to attract publishers attention to Mark's patreon which coult totally lead to a precedent of a DMCA on a Doom mod (there's ben a few examples of that recently in other games), which will obviously impact the rest of us.
  9. Brutal Doom wins mod of the year on Mod DB

    Funny you say that. Just today one Unreal Engine 4 game called Guilty Gear Xrd has managed to BSOD my PC twice. I'm pretty sure it did not had the access to the kernel in any way. "Professional Whiner" is a job now. I don't see why modding can't be. It's totally fine... Until someone starts to profit off of other people's work. IMO Sgt. Mark should've cleaned up the house and made sure to use only his own resources and eforts before going commercial. Even with the theoretical crediting of all the willing and unwilling contributors, I still find it extremely dishonest and detestable that he took money for something that contains work by other people that do not receive monetary compensation for their "contributions". On other note, Modding is a job only until a big company DMCAs you and shuts your patreon down. "It's okay since they totally appear in the menu!... Menu is broken btw." And still even on that splash screen hiden away in the inmost dens of the mod's directories, there's no mention of Terminus and quite a few other people, and those that are mentioned are listed as willing contributors. There are few people in there that EXPLICITLY did not gave any permisions to use their work for profit, which is what Sgt.Mark does now, one of them is present ITT and clearly states so.
  10. Brutal Doom wins mod of the year on Mod DB

    Nuts.wad was totally possible on Boom at the time. At crawling pace, but still. And it does not crash or BSOD, not even once as I tried it in numerous configuratons. Also when you are running it, you totally expect what is coming. In Mark's case a mod and a mapset were made specifically to crash GZD purely because he wished it so.
  11. Brutal Doom wins mod of the year on Mod DB

    I must admit, I like BD and its derivatives for the ammount of player->weapon->enemy interaction feedback they give, i.e. shooting enemies with various guns at various bodyparts have different but predictable and controllable effect on them, but I also greately dislike all the audiovisual clutter that accompanies it. Idieally, I wish there was a "neutered" version of BD and BD_monsters_only addon with only hitbox and death animations simplified as much as possible, without any extra scripts, smoke, blood spawns etc. @Sergeant_Mark_IV if you read it, please consider doing such a version, I, and I'm sure many other players would be grateful. So here's a few things I noticed BD totally breaks: 1) Monster teleports. Actual vanilla are mostly fine, but vanilla and boom-compatible maps with greater monster counts that rely on teleporting a lot of enemies at once will face an issue where some monsters do not go into the teleporters once disturbed by gunfire, delivered to them through soundchannel tricks. This causes some encounters to "underdeliver" and make 100% the level impossible due to monsters unwilling to go out of their pens. Happens fairly often on Plutonia 2 as it has a lot of monster teleportation that was done this way. It's doubly worse if the monsters are required to be defeated for progression - then you get stuck for good. 2) Teleportation sometimes sends entities into the walls and out of bounds due to the way BD entities interact with each other upon collision. This again can lead to required enemies becoming unreachable. 3) The opposite of the (1). Some times enemies get riled up way before they meet the player, and due to the way they behave in BD, sometimes start infighting among themselves, so when player arrives to the supposed encounter , half of it is already dead. Again, this may break the progression, and does so in Scythe 1/2 where in some levels a map-wide infight starts as soon as players gets in. 4) Boom and not Vanilla: Voodoo Doll scripting is prone to get broken due to the way Player actor (and by extent a Voodoo doll) get altered - it may not activate the lines it should, or may activate them too early in some cases, breaking and altering progression in ways like: part of the stairs not rising, switch not triggering, part of the combination not working, levels ending prematurely. Combine teleporting conveyor belted, bugged up Voodoo Doll with issue (2) and you get a recepie for disaster, like Voodoo doll getting a small chance of going out of bounds completely disabling any scripts that were reliant on it. In Scythe 2 certain maps have a chance of autofinishing themselves in 20-30 seconds due to Voodoo Doll going commando, courtesy of BD. 5)Monsters having additional hitbox actors attached to them, and having their own properties altered may make them spawn in the wrong way or get pushed in the wrong way. Good example of that is column-type monster closets that have space above them. If they fit just-right in vanilla, they might be unfitting in BD and spawn enemy outside or on top of it. Happens sometimes to 2 cyberdemonds on one of the final maps of Plutonia 2 for example. That's all I can remember off the top of my head, but surely not everything there is. Things BD heavily alters: 1) Weapon balance ofc. Every weapon becomes a "viable choice", combined with headshots even accidental ones makes the game considerably more lenient of hte ammo balance department. Basically put - you don't need as many ammo to deal with same ammount of enemies, and even on maps with tight ammo balance player reserves tend to get stockpiled where they otherwise shouldn't be. 2) Enemies lingering about in "dying" animation, soaking up additional bullets and rockets from both sides and crippling gunfights to an extent. 3) Hitscanners hit heavier and more accurately, which makes many classic shotgunner/chaingunner traps to be a lot more frustrating and unfair, in some cases delivering an instant death due to volume of fire taking down 300+ hp per second and making encounters unwinnable (plutonia 1/2, scythes, numerous other wads) 4) Spider Mastermind is not hitscan anymore, which makes him easier to avoid at longer ranges, while making him deadlier at short range. His Hitbox is somewhat buggy as well, some times making shots go right through it and in other cases counting BFG/rocket shots as headshots, killing him much faster than he should go (this also relates to CyberDemon). 5) Extreme ammounts of audiovisual clutter that does not go away even on most conservative settings and hinders player's capability of assissing the combat situation properly. And many other things. TL;DR: BD alters how literally everything works and any map with any sort of complexity to it has a chance to get broken. Regarding the CPU useage bomb. 1) Many people here seem to think that it's about combining BD with PB as mods, which obviously won't work anyway, while in fact it is about running Makr's new map pack with PB, which otherwise would work and play just fine, if not for the script present. This makes it a different issue from what TerminusEst did: his mod is totally incompatible with BD due to both mods reliant on enemy replacement. Spawming monsters in an unintended manner to assault a player is just a form of visual on-hand demonstration of the issue. Mark however prevents a gameplay mod being played on his map, which would otherwise totally work. 2)Many people here don't seem to understand that "50% cpu useage" is in fact "100% Core 1 useage", and a lot of system stuff is usually relegated to that core. There's also a difference between "formally used, but can be relieved any time for higher priority tasks" and "totally used and unavailable to anything else, since what it does now IS considered a top priority" cpu useage. Such rapid spike in CPU useage can totally BSOD a weaker PC like older dualcores that would otherwise have no problem with running GZDoom mods, or render PC unuseable until hard reset is performed. I speak from personal experience, as I had this happen to one of my older rigs, though in a different scenario (Russian overkill) - while in those cases crash was achieved unintentionally from modders side and is only encountered when certain conditions are met, Mark's intentions on this matter are completely clear. Not in the TXT file. Not on the F1 screen. The credits are given ONLY in the Brutal Doom Options->Resource Credits submenu. And they are given under "contributors" premise which implies that they have willingly given their stuff (which they didn't) to Sgt_Mark when he asked them for permission (which he didn't).
  12. Sunlust [on /idgames]

    How the hell did whoever responsible for map19 midi verrsion of UT'99 music theme anaged to preserve it so well on the midi? If I didn't listen to them back to back. I'd thought it was an mp3 or something!
  13. This one is decent, but I prefer Ahoy more. Sadly, more than half of the other Errant Signal videos aren't good: Sometimes he completely misses a point, overanalyzes stuff to the point of seeing things that aren't there, and often rambles about barely relevant social justice issues.
  14. HD sprites from Doom 3

    Only way for Vanilla compatibility - to recreate monster animations with close ammount of frames. In Doom 2 you can get a bit more frames for other monsters by butchering Nazi monster (popular way), or cutting on Archvile (highest ammount of anims) and decorations. However I wouldn't bother with vanilla support - most people that play it prefer vanilla monsters as well, so it's not like monster mod would be in demand there.
  15. HD sprites from Doom 3

    I think that a)Skin part on the revenant looks bad in action. I think you should remove it. b)Attack effects on monsters (that rocketlauncher splash on Cyber) should be alphaed instead into a prettier effect, because it looks ugly. Also I wouldn't worry about large size - Q4 weapon pack has gone above 200 megs and worked alright.
  16. HD sprites from Doom 3

    If you are using only basic DECORATE functions, your mod should be compatible with all ZDoom family (Skulltag, Zandronum, ZDaemon, GZDoom etc.) Doomsday however does not use DECORATE, and has its own format of definitions instead. It's not that moddable and I don't know if you can actually give mobs more frames in it, or even give it a higher res sprites at all.
  17. HD sprites from Doom 3

    ssv_170379 I asked around on ZDoom IRC about that and here's the thread about it: http://forum.zdoom.org/viewtopic.php?f=2&t=46578 Apparently it was made this way because that how it was defined in the original Doom 2 - there was some quirk about it, but Zdoom came a long way since then and this way of definition is now irrelevant.
  18. HD sprites from Doom 3

    ssv_170379 Great! Can you elaborate on the exact process of sprite-positioning automation? I would really need that for my weapon rips. Also since you are not doing these sprites in full fps, I think 4x HD and all rotations would be quite manageable. In the recent SVN's of (G)ZDoom the memory leaks and crashes due to large sprite sizes were fixed - i.e. there should not be any problems with reasonably HD sprites now. I've tested it, and the Railgunners mod made out of my sprites doesen't crash anymore, as it did before - and that one has 120mb worth of sprites. tl;dr - please don't downscale the sprites - they are good as they are now. Also you can pack all the stuff you usually put in a .wad into a ZIP along with all the sprites, and then rename .zip into a .pk3 - there won't be a need for 2 files.
  19. HD sprites from Doom 3

    Bucket No. There is absolutely no point in doing that.
  20. HD sprites from Doom 3

    Question: why do you rip only half of the directions? The rotations are mirrored, which is not a god idea for non-symmetric sprites like theese - it is very jarring when you run around before bunch of soldiers, and they rapidly switch between being right/left handed. (Also Pinkie animation looks broken when you circlestrafe around him because of that) Also death animations are... Lackluster.
  21. HD sprites from Doom 3

    ssv_170379 The link you have posted (ex.ua one) is banned by my provider for "illigal activities". Can you reupload somewhere else, like Mediafire or Dropbox?
  22. HD Weapon Rips

    Here's the weapon rips that I have made. Enjoy. Rips here are in 1280x720 35 FPS , unless stated otherwise. The sample sprites are downscaled three times (to 240p) to preserve space. Best way to resize the sprites would be batching Imagemagick convert feature with additional "-filter lanczossharp -mattecolor #000000 -channel alpha -threshold 70%" parameters. Best tool to reducing colors to 8bit is an IrfanView - I did a lot of testing, and it provided the best results by far. Some older PCs may experience slowdowns when operating fast changing (1 tick) frames of large size, so there will be optimised sprites for some (or all, when I get to it) weapons, every non-idle frame reduced to dithered 256 colors, saving 3/4th of space without noticable impact (they change so fast so you hardly notice lower quality color transitions). You can do anything you want to this sprites, as long as you give credit to the game they were ripped from, and me for wasting my time ripping it. Many of these sprites may be improved with gamma/level/color adjustment, but I provide them as is. Here's a link to the Mediafire folder with all the rips Many rips contain txt files with notes on how to animate them propperly/authentically to the game. Due to forum restrictions, I can not post that much screenshots in [img] tags, so I have replaced them with direct links instead. If someone knows how to post them normally, please tell me. If you want to see the sample images without the need to click a lot of links, visit this thread on ZDoom forums E.Ψ.Ǝ: Divine Cybermancy By request of Bloax. The following sprites are a bit overbrightened due to ripping conditions. I suggest bringing Black level up by 20 points to counter that. Call of Duty 5: World at War The following sprites are a bit overbrightened due to ripping conditions. I suggest bringing Black level up by 20 points to counter that. Unreal Tournament '99 This rip was difficult to make because original UT'99 can't handle widescreen well - it zooms in on the gun instead of widening the viewable area, and FOV correction distorts the gun's appearance, making it look squished. So instead of ripping it from UT'99 I had to try and port the guns to Unreal Gold, that does not have such issues, but then (when I spent quite some time on it) I found out that there is a port of these guns already! The animations were partially broken, due to differences between the engine versions, not to mention UT'99 original animations had some errors, notably rocket pop-in during Eightball reload. I tried my best to fix them, and I had to completely redo Eightball's reload and pumping in of the six'th rocket from pieces of other animations. However my skills aren't as good, and the transition between my edits is noticable, especially by shading on the rockets. If someone can make a better edits, please do so. Brink Due to the fact that there's a lot of weapons, I suggest you proceed to the link at the beginning of the post. It is a folder that contains all of my rips, neatly named and ready for download. There are no color-optimised versions this time however due to the fact that Brink weapons look horrendous with dithering effect - they have a lot of black color and it does not dithers well, so I'll leave that to you (I suggest using Paint.NET) F.E.A.R. By request of Cinda, here is a rip of F.E.A.R., with melee animations, fists and a grenade throw. Some weapons have ammo counters, which I wasn't sure I'll be able to edit-out properly, so I left them as they were. You can find it in the mediafire folder linked at the beginning. RAGE Ripped this without upgrades. Maybe upgraded versions will come later, but maybe not. Serious Sam: Before First Encounter Unreal Gold This is actually my second Unreal rip, since I've made a stuped mistake and ripped Unreal under a newer opengl lib that had everything antialiased. I can upload that one too if anybody wants. Note that most sprites besides Dispersion pistol will require some gamma correction to look authentic, 1.35 should be enough. This was due to ripping conditions, and I've decided to provide sprites unchanged as not to reduce any quality by my tinkering. Shots provided are already gammacorrected. eDuke HRP There are some frames I skipped, due to them being exactly same as previous ones. Didn't Resize the screenshots, because what would be the point of that? Medal of Honor: Airborne. My very first rip. Painkiller: Battle out of Hell Shadow Warrior 2013 I accept requests of game rips, though the game should have: removable hud (through options/console/mod or whatever) and guns worth ripping. I can also post a tutorial on how to do such rips - it takes about 2 hours per average gun, maybe one hour once you get hang of it. Request I want to rip a Chainsaw from Fallout NV, but its texture is butt ugly. Can somebody make a higher res and more detailed one, like 4096p? Thread
  23. HD sprites from Doom 3

    ssv_170379 I was definitely not talking about palletization (bringing sprites to Doom's palette), but adaptive color reduction. XnView has such function too, but it's algorithms are inferior to IrfanView in that regard - I made quite some tests and comparisons to be sure. Also I do not understand the difficulty with a framerate. Maybe that is because I don't know what method exactly are you using to get your sprites. I was thinking about modelripping myself, and best solution I have come up with derives from my work with weapon ripping (you can see the results and read the description of my method here: http://forum.zdoom.org/viewtopic.php?f=37&t=38067) I thought about "filming" an animated model on a clear background with a loseless codec at 35 fps, then extracting the frames that comprise animation loop with VirtualDubMod (extremely easy to do), then setting the backgrund color as transparent, and repeating the process for all rotations I need. Cutting down frames would be a trivial tasks for such source. From what I can guess you snap the shots of a keyframe from all the required angles before moving onto the next, and since the software can not broduce interpolated frames, you are bound to the keyframes that are already defined by the animators, or make ones yourself. I'd like to know an exact process you are using - maybe we will be able to improve/simplify it together. Sodaholic Those PNG optimisation tools affect only how much the frame occupies in the WAD, while its size when it is pushed into VRAM remains unaffected, unless techniques reucing its quality are used. Its the VRAM consumption we should worry about, not WAD size. Also aspect ratio correction can be countered with TEXTURES lump definitions, which would make sprites have square pixels.
  24. HD sprites from Doom 3

    (G)ZDoom can support up to 35FPS (Doom's native), you'll just have to replace "show frame X for 5 tics" with "Show frames A,B,C,D,E - 1 tic each" in monsters DECORATE definition. It is extremely easy to do. But 35 FPS would be an overkill since some machines may not be able to process a fast change of large sprites. 17.5 fps (1 frame for 2 tics) would look best, while not being too "choppy". You can further optimise the frames by reducing ammount of colors to 256. A free tool named Irfan View can do it pretty well - you have to use "Floyd-Sternberg" disering and "Best Color quality" options. It can do batches, so optimising a whole bunch of frames would be just several clics. Here are sprite of a Revenant you posted earlier, and its optimised version: The right one has its colors reduced, and weights 75kb with maximum PNG compression. Recompress PNG's with maximum (level 9) compression to save up on space, but the thing is, (G)ZDoom decompresses all of its non-native resources into a raw format in video memory, which may cause it to crash with lots of ultra-HD sprites on cards with less than 1GB of VRAM. You may want to cut in half the resolution of your sprites, which will reduce the memory strain 4 times, allowing you to put more frames in animations. My suggestion: do Ultra-hd with 17.5 FPS, then make several versions from them with reduced resolution/frames/rotations in several combinations, which won't be hard to compile from such a source, and would allow everyone to have maximum of what their PC can handle. Also since you're doing this with idTech4 models, I suggest looking at other games on same engine - Quake 4 and Prey for the model replacements you need. Also: Привет Русским =D
  25. HD sprites from Doom 3

    Question: Since you partially automated the work, can you do them with 16 rotations (GZDoom supports it) and 1 frame per 2 tics (17.5 FPS), or at least 1 frame per 3 tics? Otherwise those HD sprites would look really weird with low-FPS animations.