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Everything posted by MrFlibble

  1. MrFlibble

    We Need to Preserve the Vanilla Quake Experience

    Or rather, probably it'd be low-res UI with aspect ratio compensation, and high-res UI for 640x480 and above for 4:3 SVGA modes. Curiously such a setup is not that rare with mid-90s flight sims that supported both VGA and SVGA modes, but for FPS games I can only think of SkyNET, Scorched Planet (the high-res UI is for 640x400 though) and Descent II, the latter two being vehicle shooters. Everything else just keeps rolling with a 2x nearest neighbour scaled-up version of the UI/HUD, except the Build engine games do apply aspect ratio correction to those.
  2. MrFlibble

    Doom Neural Upscale 2X [v 1.0]

    I checked up your uploaded assets, but frankly Gigapixel is not even remotely suited to process sprite work. Here's a comparison: Your Gigapixel result to the left, centre is ESRGAN two-pass (meaning I scaled up a 4x upscaled image to get 6x the original size) with an interpolation of Fatality and Rebout models at alpha = 0.5, and to the right is xBRZ. None of the look particularly good TBH but xBRZ is the closest to the original art while Gigapixel introduces a lot of noise and distortion while not even being able to properly process the sprite edges.
  3. In the meantime I played some DaikariN and I really like it! Gameplay is fluent and the design both clever and aesthetically pleasant. Here's another good site with maps and mods/TCs for the game: http://dnr.duke4.net/maps.php.html
  4. MrFlibble

    Blasphemer discussion

    Your Stone Golem looks very nice, please keep it up! Do you draw by hand straight away or did you make a model first?
  5. I haven't played a lot of Duke3D user add-ons, but I really like Infinity: Secrets of the Acropolis (although I only played the first level). Personally I have a soft spot for Ancient Greek settings (love Will Rock), and the design is really good as far as I can tell. This is from the same team that made Twin Dragon for Shadow Warrior. Also The Gate seems like a cool add-on episode. Out of new ones, be sure to check out Alien Armageddon, and it is also my understanding that AMC TC is worth checking out.
  6. MrFlibble


    It seems that the Chaingun sprite is not fully adjusted to the correct aspect ratio and looks oval (vertically stretched) instead of round:
  7. I've been experimenting with neural network upscaling of various old video game art assets for quite some time already, and recently found a way to produce quite acceptable results using ESRGAN without much manual editing, proprietary software or complex procedures. Here's a sample with some sprites from Strife scaled to 2x the original size (zoomed 2x mode with nearest neighbour for better visibility): Below is a step-by-step description of how to produce similar results. I. Setting up. II. Preparing images for processing. patrikspacek's models are versatile enough to handle raw 8-bit images more or less properly but I discovered that the following pre-processing method yields noticeable improvement that is quite crucial when it comes to sprite edges. III. Put the pre-processed image(s) into the LR folder of the ESRGAN folder and run test.py with one of the interpolated models. I have generally found that the MyManga109 250k produces quite good results with various video games' graphics (here are some results of scaling up complete screenshots). IV. Now let's produce the masks for the upscaled sprites. This is made easy because both patrikspacek's MyManga109 and Cartoon Painted models can handle sprite edges very well on their own, especially in pre-processed images. V. If you want to get a 2x upscale, take the ESRGAN 4x output, make a copy and scale it down to 2x. The easiest is to pick any version of Bicubic that mtPaint offers. Then, make a copy and apply Kuwahara-Nagao blur, but this time at 1 pixel radius, and also select the option to protect details. After that, take the same steps as in 2-6 in section IV above. This is how I produced the Strife images shown at the top of the post. More examples: Doom, Hexen, Daggerfall (4x).
  8. What do you think is wrong with the D64 upscales? Usually pre-rendered sprites seem to come out somewhat better that hand-drawn art when neurally upscaled, but of course that varies.
  9. It isn't really related to the original art; it's how the model is trained. There are newer models compared to what I have used, which produce very good results, and without the need to pre-process images as I described in my previous post. Here's what I got from an interpolation of Fatality, Rebout and DeToon models (details here): And here's the same model applied to pre-rendered sprites from Doom 64:
  10. Hey, thanks for sharing! ^_^ I don't think I watched this guy before (definitely heard/read about him) but this was genuinely fun. And yeah, I absolutely love Chex Quest.
  11. MrFlibble

    Best free games under 10MB?

    You mean OpenTTD? I never realised that the download is below 10 MiB but it's without music and sounds though.
  12. MrFlibble


    Actually Strife wasn't published by id Software, they licensed the Doom engine. And the project already exists, it's just been put on hold.
  13. MrFlibble

    Is Final Doom Canon???

    The truth of course is that, plot or not, both Master Levels and Final Doom were intended to be expansion level packs to satisfy the players' hunger for more Doom action in a time when it wasn't as easy to download tons of user maps off the Internets as it is now. Whether these expansions added to the lore of the game or contributed to a consistent storyline was of secondary priority, in particular considering that the plot wasn't that important for Doom (as per John Carmack's own words). There's also a certain level of "flexibility" to Doom's characters and settings. I mean, if you want to you can easily imagine for any PWAD you're playing that the face you see on the HUD is a completely different square-jawed space marine and not the main character of the first Doom game. In fact, some PWADs explicitly state that, including the Lost Episodes of Doom. Similarly, depending on a map author's intentions, the monsters may be reinterpreted as mutants or aliens, or whatever you like. At any rate, the Doomguy is supposed to be the player (or vice versa), simple as that. The canonicity problem could have arisen if there was a sequel, a direct continuation of Doom II or Final Doom that would somehow contradict the events or storylines of these games. But since the subsequent titles were reboots this was never a problem. Also again, the plot and setting of Doom is such that you can basically fit as many more levels and episodes let's say between Doom and Doom II as you'd like. The Ultimate Doom's fourth episode is a simple proof of concept for that, and Sigil fits there just as perfectly (oh, BTW I love it how John Romero adds these cool lore snippets like "glitched teleporters", "Hell cracks" and other stuff). Also don't forget No Rest for the Living, I've no idea where it gets put in, story wise.
  14. MrFlibble

    Is Final Doom Canon???

    Well, here's what the id Software website had to say on the matter back in 1996: The wording of Final Doom's description is extremely circumspect but it clearly implies that a) this is the official continuation, and ending, of the story and b) that the player character is the same ("It's time to finish what you started").
  15. MrFlibble

    Is Final Doom Canon???

    I believe it is implied that the protagonist in Final Doom is the same character as the original Doomguy, but I may be wrong. It doesn't seem to make much of a difference though?
  16. MrFlibble

    [WIP] Some sprites, nothing impressive I'm afraid

    I think the pink-brown pixels on the left (I have trouble identifying what that part of the bottle is supposed to be except it seems to be a LED indicator of some sort) kinda clash with the green pixels because they were initially supposed to go hand in hand with red lights, not green.
  17. MrFlibble

    [WIP] Some sprites, nothing impressive I'm afraid

    Are the health bonuses supposed to be turning upside down, or the green cross is moving down? Anyway, I believe that the latest version of the H mark bonus pickups made by raymoohawk are just perfect. I'm very nostalgic about these. I remember not liking the orb monster at first, and wishing it replaced (thanks to raymoohawk for making it happen!), but now it seems pretty fine to me. In fact, if you compare the old Freed∞m art to that of some less well known 2.5D FPS games that came out in the 90s after Doom, like Quiver, which is actually not as bad as it might appear at first, or the even less appealing Angst: Rahz's Revenge, you'd probably agree that the old versions of Freed∞m are in fact pretty decent on the visual side.
  18. MrFlibble

    Final Release ?

    You should download automated nightly builds, these have the most up-to-date stuff. The fact that there have been no new "official" releases doesn't mean there's nothing going on on the development side.
  19. MrFlibble

    Finishing Raymoohawk's Nukeptile

    Best of luck with fixing your rig! Glad to hear there's progress on the sprite work :)
  20. MrFlibble

    Quake/Doom/Doom2 made out CARDBOARD

    That's so cute and a throwback to those old TV shows (probably for kids) I don't remember watching
  21. MrFlibble

    This is the game I'm making using Freedoom's assets

    That would be super awesome I'd say :)
  22. REKKR was recently praised for, among other things, clever rebalancing of the weapons and monster behaviours that effectively produced a completely new game as opposed to "just" a Doom mod with a different theme. I wonder if something similar has been done for vanilla Doom/Doom II, in particularly if accomplished via DeHackEd patches and not using any source port enhancements? I mean, I have played some PWADs that replaced a weapon/monster or two, and also there are some tweaks in both HacX and STRAIN, but can't remember/don't know anything of the same scale as what REKKR does, in terms of actually altering gameplay and player strategies by reimagining both the player's arsenal and monster roster. Any suggestions?
  23. MrFlibble

    [WIP] Some sprites, nothing impressive I'm afraid

    The low-res pillar looks like it could've been scaled down with nearest, with some jaggy and uneven edges. During my experiments with neural upscaling, I've come to avoid nearest neighbour exactly because it produces unsatisfactory results when it comes to any kind of symmetry of shape. In my attempts at producing 2x upscales from 4x ESRGAN output, the best solution (as explained in the thread I linked to) seemed to scale the image down to desired proportions with Bicubic, then in mtPaint apply Kuwahara-Nagao blur at 1 pixel radius and then convert the image, again in mtPaint, to the target 8-bit palette. That would produce a mask with good sprite edges, then to be copied over the original scaled-down image (pre-Kuwahara-Nagao blurring). I think that this might work with other types of scaled down images too.
  24. MrFlibble

    [WIP] Some sprites, nothing impressive I'm afraid

    What method do you use to scale down the sprites? It seems like it could be nearest neighbour.
  25. MrFlibble

    This is the game I'm making using Freedoom's assets

    I think it would not be much of a problem if there were more alternate sprite sets for monsters than Freed∞m needs. I mean, they could be used by modders in other projects as well if you're willing to contribute. Personally I'd be interested to know what alternate designs you come up for monsters.