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Scuba Steve

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About Scuba Steve

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  1. Scuba Steve

    Doom II Community Lifespan

    I love the three outlier spikes in traffic... Doom 3 Selfie Doom Doom 2016
  2. Scuba Steve

    Doom II Community Lifespan

    Having just a few centralized locations to discuss classic Doom modding as helped prevent fractures and atrophy. The collapse of Doomworld or ZDoom forums would probably take a significant toll on the community.
  3. Scuba Steve

    Sonic Movie.

    Wow... that's... a rather reasonable improvement.
  4. Scuba Steve

    Titanic Doom (Official Update Thread)

    My PC just stuttered.
  5. Scuba Steve

    TNT 2: Devilution (Clean thread, new updates)

    Lol... I spent a lot of time cleaning up that texture for nothing.
  6. Scuba Steve

    TNT 2: Devilution (Clean thread, new updates)

    Does ANYONE know the answer to this question: TNT has an animated sawblade texture... Is this EVER used in a map?!
  7. Scuba Steve

    Titanic Doom (Official Update Thread)

    Holy shit, this is a fascinating idea. Using a combination of palette and zdoom effects, this is possible to do in real-time. Maybe a more subtle, muted sepia with filmgrain would be possible. The Blades of Agony team is implementing something like this.
  8. Scuba Steve

    Eternal release date...i bet u...

    Hopefully they take this time to... Rework the Arch-Vile design... the rocky armored carapace looks dumb and I prefer the emaciated look of the original. There has to be a better design for the Slayer Hunter... flying mechademon with a chainsaw hand? I drew shit like that in my 8th grade health notebook. Replace the fat corpse with spider legs with something more like the cherub from Doom 3, it was far more creative. I've always had a slight reservation in the back of my brain that's worried they will take the campy nature of the first game and take it too far. There was still a seriousness about Doom2016 that I hope isn't lost in the "DEWMSLAYUR!" attitude of Eternal.
  9. Scuba Steve

    Doom Neural Upscale 2X [v 1.0]

    As far as I understand it... the Neural project uses the HIRES folders to simply scale the pngs in the folder to fit the original sprites. ZDoom's automated HIRES process simply tells the engine... Look for a PNG to replace a sprite Look for the original sprite dimensions Take those dimensions and scale the PNG to the same size Use the offsets from the original sprite to align the PNG The SPRITES folder wasn't needed when the Neural project was simply looking at the doom2.wad file and overriding the original sprites. HOWEVER because the project used entirely new sprite dimensions and alignments from the Minor Sprite Fix project, the new sprites had to be added to the pk3 so ZDoom would look for the new sprites instead of using the old ones. And because ZDoom doesn't care what the base sprites LOOK like, only their dimensions and alignments, I could convert every sprite into a blank image so I wouldn't be adding hundreds of copyrighted sprites into the pk3. I COULD have written a decorate file to scale them, but the sheer magnitude of work to properly align every PNG and then recreate all 200 some odd items/monsters/objects would have been a massive undertaking. Additionally, if Eternity or other engines implement a process similar to HIRES, this project will immediately work whereas a decorate file will only work in ZDoom.
  10. Scuba Steve

    TNT 2: Devilution (Clean thread, new updates)

    Will it have a truck?
  11. Scuba Steve

    Doom Neural Upscale 2X [v 1.0]

    I spent WAY too much time cleaning up that sawblade texture... is that stupid thing EVER used in TNT?!
  12. Scuba Steve

    Doom Neural Upscale 2X [v 1.0]

    The neural wad is now compatible with Final Doom, that's why it's larger. Working with Phredreeke on the ZDoom forums, I spent several weeks cleaning up every texture and graphic from Plutonia and Evilution. The Doom Neural Upscale is now compatible with every commercial id release of Doom. There are some seriously hideous textures in Final Doom, but I did my best to retain their original look and feel despite my desire to clean them up (looking at you, DOB textures!!) Talking with hidfan, we decided now was a good time to call this a 1.0 release since so much had been done since he completed the bulk of the work last year. After countless playthrough and clean up, there's not much left I can find to fix. To summarize... Complete sprite upscale replacement Every texture and gfx replacement in Doom & Doom 2 Includes every fix from the minor spritefix project Added support for TNT and Plutonia Added support for No Rest For the Living (upscaled level name gfx)
  13. Scuba Steve

    Doom Neural Upscale 2X [v 1.0]

    Eww, that's a particularly nasty glitch that can't be fixed any other way apparently. I'm still waiting on @Graf Zahl to see if he can fix the scaled decal on the plasma rifle shot, and I think that will take care of most of the bugs exposed by this project. I've been working with Phredreeke from the ZDoom forums on a big update for the project. Should be done soon.
  14. Scuba Steve

    Doom Neural Upscale 2X [v 1.0]

    They already can... but they are simply just not viable. One, there's only so much fake data the upscaling tech can generate before it looks silly, and two, Doom's architecture is so simple that anything beyond 2x simply looks fake and exposes Doom's humble low resolution origins. As for smoother animations, you could use SmoothDoom as a base, but you'd have to resample every extra sprite frame, reassemble them in Photoshop, create the alpha mask, clean them up, and insert them into the wad properly. No thanks.
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