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About kcghost

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  1. kcghost

    What's up with Heretic's GFRAG?

    Thanks, I can get it to play with Audacity with those settings. But that means it is (mostly) raw audio data, not WAV (No RIFF file signature). And the metadata at the end does mean it goes a little screwy at the very end, so it isn't quite correct to import all of the data as samples. I still think the data at the end indicates some kind of unique file type, seems like you would have to read from the end of the file to identify it. The footer is:
  2. I apologize if this isn't quite the right place to ask this question, but I think it is fairly relevant to technical aspects of Doom. I have been playing around with Doom resources lately in Python using my project wadsnip. I just made some changes that autorecognize common filetypes in wads to extract them into namespaces, and noticed something odd when used on the heretic iwad (sum: 66d686b1ed6d35ff103f15dbd30e0341). My code didn't recognize GFRAG as a DMX sound effect. All of the other sounds are fine, and when opened in a hex editor I can see some metadata attached to GFRAG like the date created (1994-12-15) and the sound editor used (Sound Forge 2.0). So it isn't DMX, and it doesn't look like WAV, and it can't be a purely raw audio file with metadata at the end. What type is this file? And why is it special among the sounds? I haven't been able to find any info on the Doom wiki or otherwise, if anyone can point me to a resource that explains this format that would be very helpful.
  3. kcghost

    Doom Neural Upscale 2X [v 1.0]

    You need to load both smoothdoom.pk3, doom_smoothdoom_hires_2x.pk3 on top of that. Don't use the whole doom_smoothdoom_hires.zip, just any of the 2x,4x,8x pk3 files inside. I'll do some testing and edit the main thread and make this more clear, sorry for the confusion. I *think* if you select smoothdoom.pk3, then ctrl select doom_smoothdoom_hires_2x.pk3, then drag them on top of gzdoom, it should work. I'm not sure how dragging multiple files works. Personally I use ZDL to reduce confusion when handling multiple mods at once. Maybe make sure you can get any of the sprfix pk3 mods working on their own first without SmoothDoom. Oh, and also maybe try a newer GZDoom actually. I think they changed the filter names recently. The pack contents are filtered to work only on individual IWADs recognized by GZDoom - maybe older GZDooms don't work - I should look into that.
  4. kcghost

    Doom Wadsnip Hi-Res v1.0

    Introducing Doom Wadsnip Hi-Res v1.0. This is yet another neural net upscaled Doom texture pack, similar to Doom Neural Upscale 2X. It works with the GZDoom source port and comes in three flavors: 1. Spritefixed. It includes the Doom 2 Minor Sprite Fixing Project v1.9 in the pk3. 2. SmoothDoom. It upscales sprites and textures from SmoothDoom 6/15/19. Must be stacked on top of SmoothDoom to use. 3. FreeDoom. Works with FreeDoom 0.11.3. Each zip contains three scales: 2x, 4x, and 8x. Note that bigger is not always better, since each scale looks different in subtle ways and bigger scales take more time to load. Personally I prefer 4x scale. Each pack works with every commercial IWAD (Doom, Doom Ultimate, Doom BFG, Doom 2, Doom 2 BFG, Final Doom). To use just drag the pk3 (not the zip, the zip contains three pk3 files) you wish to use overtop the GZDoom executable, or use a launcher like ZDL. I also recommend setting "Options>Display options>Texture options>Texture Filter mode>Precache GL textures>Yes", "Options>Display options>Texture options>Texture Filter mode>None", "Options>Display Options>Hardware Renderer>Adjust sprite clipping>Smarter" (or Always). Each pack is automatically generated using the wadsnip project. Two upscalers are used, xbrzscale (pixel scaler) and waifu2x-chainer (neural net scaler). xbrzscale is used to "cut out" alpha masks for the sprites, since unlike "Doom Neural Upscale 2X" I don't do any manual work cutting things out. The result still looks pretty good, but edges of sprites can sometimes look too smoothed over. Additionally waifu2x produces different results than the scalers used by Doom Neural Upscale. So to each his own. I suggest trying both projects and using whichever you prefer most. See additional details and recommendations on Github. Download from Github releases page. If you see any problems please file an issue. Have fun! Here is a comparison shot. 1x,2x (side by side with Doom Neural Upscale 2X),4x,8x p.s. I have been working on this project privately for awhile now, inspired by both wadsmoosh and Doom Neural Upscale 2X. I decided to make a release yesterday and publicize it more today, and found by weird coincidence Doom Neural Upscale 2X released an update today (Sep 13 2019). I swear I'm not trying to steal the limelight from that project. Please check out both.
  5. kcghost

    Doom Neural Upscale 2X [v 1.0]

    Hey so I have weird timing on this since Neural Net was just updated, but I have been working on my own Doom upscalar that I just released on github if anybody is interested. There is a spritefixed and SmoothDoom compatible version, as well as one that works with FreeDoom. Works with all commercial IWADs. Available as 2x, 4x, and 8x. I just used open source stuff (xbrzscale and waifu2x) rather than this projects approach, so it is to each his own which looks better.