hoover1979

Members
  • Content count

    16
  • Joined

  • Last visited

About hoover1979

  • Rank
    Warming Up
  1. Here is my latest video. MAP01: Congo from "Final Doom: The Plutonia Experiment". Enjoy.
  2. Hi I have been using GZDoom for some time and on all versions of GZDoom I used and on 3 different systems I owned I get this one big issue. I get some serious macrostutter. I ran the RivaTuner Statistics OSD and see that without the stutters I get constant 120FPS with about 30% GPU usage at 1759Mhz (Id love to get more GPU usage and trigger the turbo to 2150Mhz), but then I kill a bad guy, open a door or fire a weapon, even discover a secret and the FPS drops to 0 for a half-second and then 90FPS for another second, before going to 120fps again. It's enough to stop me from dodging damage, and if I am at 1% health these stutters cost me my life (in game of course). I also have the latest Ketchup Gore mod installed and set as "Overdrawn at Blood Bank" with the janitor disabled. no ammount of splatter has dropped the FPS. I hit a bunch of Imps with a BFG and litteraly painted the whole room red with a glorious bounty of gibs flying all over the place with puffs of blood all over the place and the FPS was stilll 120FPS. I am pretty sure the issue is audio related. There is a sound always playing when the stutters occur. either the "a secret has been revealed" sound a weapon firing sound, an enemy expiring sound, even the sound of a weapon packup. I wish I hade more options for the sound backend besides OpenAL or No Sound. but I set the OpenAL to its defaults with no EFX or HTRF and no Cubic/Spline interpolation, and there seems to be some improvement, but I don't want to tempt fate and say "The stutters are gone" as I know from experience they will be back with a vengeance. I was wondering if I could get some assistance on what could be causing this so I get get rid of the stutters once and for all? I am using the 64Bit version of GZDoom 3.1.0 (the version with the hotfix that fixed the blur sphere glitch) BIOS is configured as XMP My CPU is an i7-4790k running at 4.4Ghz and cooled by a Corsair H115i Liquid cooler My GPU is a liquid cooled Gigabyte Xtreme Gaming GTX1080 Waterforce My RAM is 32Gb of Corsair Vengeace Pro 2400 DDR3 My Operating System is Windows 7 Professional x64 I am running GZDoom in 1920x1080 with 4xBRZ resizing on Textures, Sprites, Menu (basically the works) 4x multisampling (stutter even happens on no multisampling) Texture Precache is enabled Rendering is set to Quality instead of Speed Sound Backend is OpenAL (this is the only Sound Backend option I can select) On Doom I have my WIP UltraHD Textures enabled, but this stutter happens without them and in Heretic/Hexen, which have no HD content installed (Hence 4xBRz Texture filtering) Ketchup v5 Gore mod used in Doom, Doom II, Final Doom, Heretic and Hexen/HexenDK I output the sound to Logitech Z906 THX certified 5.1 Surround Speakers from a Creative Sound Blaster Zx GZDoom is added to Creative ALchemy for better 5.1 Surround RivaTuner, D3D Overrider and MSI afterBurner are active. GPU is overclocked (Stutters happen at stock speeds and even uncerclocked)
  3. I wish it could be animated too. It would reqire a lot more work, but the payoff would be tremendous, it's a shame that Doom only lets a small portion of it's textures be animated. Other walls I did like the tech walls would also be much better if they ware animated too.
  4. Here is a screenshot from Doom II - Map 12 (The Factory), with some of my latest textures at play. Note: Textures are subject to change before release, Original Image: 1920x1080
  5. Here's a Gothic Book Shelf, Wall and Wall with Wolf Portrait Original Size: 1024x2048 Original Size: 1024x2048 Original Size: 1024x2048
  6. Ok I finally got both Day and Night versions of the Burning Cuty Sky for Doom II finished after weeks of blood, sweat and tears. Day Sky Original Size: 4096x2048 Night Sky Original Size: 4096x2048
  7. I can't wait to get the burning city sky finished. To add the front layers of buildings and get the fire and smok as well done as the rear layer would be a dream. One of the foreground layers will be used to ensure the sky tiles, by hiding the seam of the background city layer. This trick worked well with the mountain skies, and I am sure I can get it working with the city one. I'm glad you like it so far.
  8. I couldn't control myself and redid those ceiling textures. The one seen in the beginning of the E2M1 video and the fersion of that same texture with a light. Here is a screenshot. Please let me know what you all think. Does it blend better with the Stone Brick wall? Does it look more out of place, with the metal rivets, which I can still remove without redoing the texture again? Original Image: 1920x1080
  9. I could look into that. If I can locate the original stone surface I made to make the brick texture I could try mucking around with that to see what happens if it is a stone ceiling texture, with or even without the metal rivets, to see if they blend better, or look worse (or maybe take out the slight blue tint from the existing texture via saturation removal, to see if that makes it a match for the grey bricks?). I am also going to redo the green stone ceiling as now, after testing and comparing with the original textures I find it too bright, so I will tone it down a bit. I am in the middle of an epic texture that I've sunk over 10 hours into and probably have not reached the half way mark. The Burning city Sky for Doom II: Hell on Earth. As I am self teaching, my skill are improving, which means I need to revisit older textures and remake them for consistency. I am remaking the sky textures, and have all 4 Doom 1 skies redone and the first Doom 2 sky redone. This burning city sky is a tough one, but when it is done it will be epic. it is already in it's unfinished state far better than I ever expeced it to look. Please keep the suggestions/concerns coming as it will allow me to better shape this pack for the benefit of all. Here is a sneak peek of the Doom 2 sky as it is coming along. I still need to get the other layers of buildings in and apply the smoke/fire effects before I get the Depth of Field in and make sure it tiles. I hope to get this one finished in the next week, so I can look into the other texture issues, and make some more sky textures. I decided to do two versions of the Burning City sky, one Day Time version and one Night Time version. Day Time Sky: Original Image Size: 4096x2048 Night Time Sky: Original Image Size: 4096x2048 EDIT: I added reflections on the water of the harbor.
  10. I have released another video the other day of E2M1
  11. I have been working on the texture pack solidly for just over a year now, and have been teaching myself as I go. I bought Filter Forge 6 pro, and this has assisted me greatly. I have been pushing through chronic back pain, but won't give up and plan on replacing all the textures for Doom, Doom II, Plutonia and Evilution, then get to work on Brightmaps/shinemaps. Some days I get several textures done in a day, due to most of the work being done in filter forge, with a smaller ammount of manual work in Photoshop, and other textures require so much manual work, through Photoshop it took days, to weeks to finish one texture. I wish to get my hands on the source photo's of the gargoyles used in the original Doom textures, to get my pack more faithful to the original Doom, so the textures with different gargoyles may change if I can get the source photos, I am seeking. Here is my latest (1080p@60FPS) test video of my WIP pack from E2M2 with GZDoom 3.1 (64bit), with the ketchup mod and the Doom Metal Music WAD: I may note that the textures presented in the above video are subject to change. Here is a link to my Deviantart repository: http://hoover1979.deviantart.com/gallery/59360732/UltraHD-Doom-Texture-work the textures at the bottom are my earliest work and the ones up the top are my latest work. Since I started, my skills have been increasing, and I have been remaking older textures as I get better at this. I still have a ways to go with further developing my skills, so I am leaving the most difficult textures for last, so by the time I get to them I would have the skills and experience to be able to tackle them. I ahve been getting a positive response overall, and the community has been good to me by critisizing constructively. I accep[t all constructive critisism, both positive and negative, as it assists me in further developing my skills and making a pack the majoroty of HD doomers will enjoy.
  12. Hi. I have a sound blaster Zx and Logitech z506 5.1 surround speakers. I use GZDoom 2.0 with Reshade + Mastereffect for Wolfenstein 3D TC, Brutal Doom and Heretic/Hexen. (I use Risen3D for regular Doom, Doom II, Plutonia and Evilution, and sound is AMAZING on Risen3D with ALchemy). I have a problem getting GZDoom 2.0 to properly utilize the surround sound. I have tried setting up the sound in FMOD and also in OpenAL with GZDoom set up in Creative ALchemy. All I can get is the music in all speakers while the sound fx are still in stereo. I can hear the music behind me but when a sound that is behind me (like a door closing or an enemy behind me) I only hear that effect in the front left and front right, and no sound fx in the center, rear left or rear right speakers. The only sound settings that allows the music to play in all speakers is 5.1 24bit 48000Hz. Is it because GZDoom only outputs up to 48000Hz? (Doom 4 only works with surround sound on 96000Hz, and only outputs to stereo on 48000Hz). Is there something I am doing wrong, or does GZDoom support 5.1 surround for the music only?
  13. I have gotten a few textures done and made a page on my Deviantart account. I thought I'd share the link, in case anyone wants to see what the textures look like Link is below: hoover1979.deviantart.com/gallery/59360732/UltraHD-Doom-Texture-work (Copy and paste this in a new browser window)
  14. I am not planning on making textures that have a height greater than 2048. I will also try not to have widths greater than 8192. Hopefully that will not be a problem but I can not properly test this until I have made many more textures. I will be making a "Lite version" of the texture pack with textures half the size of the 2k ones so if the UltraHD textures are too much, even for a modern system that I will upload the 1k ones and keep the 2k ones for a later time when the higher detail textures would no longer be an issue. My current system does not have an issue with 2k textures on the Half-Life 2 cinematic mod though, which is a promising sign.
  15. Thank you all for your replies. My textures are coming along nicely but will take considerable time to complete all of them. Here is a photobucket link to one of the textures I just finished. The Hexagonal tiled wall. //s172.photobucket.com/user/Hoover1979/media/metal1_zpsrm9xa3sm.png.html Just copy and paste the link to a new browser window. I am going to take a couple of days break from this retexturing as all the time sitting in front of my rig is making my chronic back pain act up big time. :(