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Everything posted by Revenant100

  1. Also available: Heretic Minor Sprite Fixing and Widescreen-Friendly Project - v1.0 Release SIGIL Sprite Fixing Project Greetings, Doomworld forums! I'd like to share with you all the release of a small project I've been working on. To keep a long story short, I recently came across Perkristian's high-res sound effects pack. I like the idea of enhancing Doom while remaining as pure (and compatible!) as possible, so I pondered what other areas this line of thought could be applied to. Perkristian's pack is pretty definitive when it comes to the sound effects, and the music has been dealt with in many ways over the years, but what about the game's art? Of course, I wouldn't dream of recreating the art and thinking it an improvement, but I have noticed tiny little errors in the sprites that seem trivial to fix. Why not go ahead and make those fixes? Hence, I bring you the Doom 2 Minor Sprite Fixing Project. The three main goals of this endeavor are as follows: As for how to use it, this WAD in its current state works with limit removing ports. However, vanilla doom2.exe compatibility simply requires some DeuSF work. With that in mind, you can pretty much use this WAD with any other level or mod as I can't imagine any conflicts. Simply run it with the lowest priority in the add-on hierarchy. Most newer source ports have an autoload feature, so I recommend using that. I personally have this WAD autoloaded while playing PrBoom+, GZDoom, and Zandronum, and I haven't come across any issues. This project now also includes the Doom 1 and 2 Minor DeHackEd Fixes patch files as optional augmentations for convenience. [UPDATE! (1/18/22)] The early v2.0 Beta 1 release may be downloaded here: https://drive.google.com/file/d/1dZBbNKBKE6L7aQXn7_HZeP3To8cwlLI7/view?usp=sharing (2.6 MB) Read more about the v2.0 Beta 1 release at this post: https://www.doomworld.com/forum/topic/62403-doom-2-minor-sprite-fixing-project-v19-release-updated-12718/?do=findComment&comment=2442259 Here's the download of v1.9 which includes both Doom 2 and Doom 1-compatible WADs (released 1/27/18): The complete changelog including the 1.9 edits can be viewed here: https://drive.google.com/file/d/1-EvyW-PYWO1m2muP3M6vnzFIe9oO28Pf/view?usp=sharing Compatibility patches for select PWADs: Work-In-Progress PWAD Compatibility Patches: Full Modder's Resource WAD: Now if you've made it this far, you probably just want to see some screenshots of the changes in action. Well, truthfully, it's rather difficult to showcase the end result outside of the game since many of the effects must be seen in motion. If the idea interests you, I suggest simply downloading the WAD right now and autoloading it during any future Doom sessions. I know this sounds cheap, but some changes are subtle and I think it would ruin the point to explicitly search for the differences. Nonetheless, here's a sample of some of the fixes: (clickable thumbnail) Phew, with all that done, I'll end by saying that this project is still very much and will always be a work-in-progress. I'm open to feedback on the current release as well as potential ideas for further changes.
  2. Revenant100

    doom terms to get rid of in 2022

    I see a single simple solution to both of these problems: Any future Doom CP should be called an "USWAD".
  3. One way you could do this is to use SLADE's "Remove Entries Duplicated from IWAD" feature. It's under Archive/Maintenance. To use it for this purpose, load up D2SPFX20_FULL_beta1.wad, set the previous D2SPFX19_FULL.WAD as your current base resource, and then run the option. The remaining lumps will be all of the sprites modified between the two versions. Here's the list I generated using this feature: Note this includes everything updated for the v2.0 Beta 1 release, not just the sprites that received the duplicate color palette fix.
  4. That's correct. The latest compatible version of the brightmaps doesn't need any modifications to accommodate this update. Yes, indeedy. I independently performed my own complete pass on the duplicate palette colors, and I compared these results to your versions. Seeing as this is a thoroughly esoteric and intricate task that can't be automated, it was of great help and reassurance to essentially have a second pair of eyes look over everything.
  5. Greetings, everybody! Since it's been a good while since the last release, I'll be doing an early beta release of v2.0 right now. The v2.0 Beta 1 release (1/18/22) of the Minor Sprite Fixing Project may be downloaded in the main post or here: https://drive.google.com/file/d/1dZBbNKBKE6L7aQXn7_HZeP3To8cwlLI7/view?usp=sharing (2.6 MB) For modders, the v2.0 Full Modder's Resource WAD is available here: D2SPFX20_FULL_beta.zip (2.2 MB) To be clear, there's nothing being held back here prior to the final v2.0 release. This Beta 1 version is fully up to date and includes all fixes discussed up to this point. However, since I plan to do the formal v2.0 release on this project's upcoming 10th anniversary at the end of this year, I figured I may as well refrain from holding it back any longer for everyone's perusal and enjoyment. And as always, this is still very much and will always be a work-in-progress, and I'm open to feedback and potential ideas for further changes. Note that the compatibility patches have not been updated yet. Trimmed summary of the v2.0 Beta 1 changes: As you might expect, the updates here are minor. The biggest new fix is the painstaking complete restoration of the duplicate palette colors in about 200 sprites. This was not actually a Doom problem, mind you. This was a problem that was inadvertently introduced by previous versions of this sprite fix WAD. However, you've likely never noticed the issue before as roughly 99.99% of all released WADs in existence would never exhibit this problem. Nonetheless, an extremely small subset of WADs that implemented custom color palettes in a very particular manner did reveal this error, but the error is no more and visual compatibility is assured! Here are some examples of the fix in action: And just for funsies, example of the Imp knee spike fix:
  6. Thanks for the report! It led to more than I was expecting. Comparing the final sprites to the Demon's alpha sprites when it still had white teeth, the error here is easy enough to pinpoint as being pixels they missed during the recoloring process. I fixed the four frames you've mentioned, and I was compelled to scrutinize the alpha Demon sprites further to work out the actual color palette translation used to recolor the teeth. This ended up revealing overlooked gray teeth pixels in 9 other frames (SARGA2C8, SARGC2A8, SARGE2, SARGE8, SARGF2, SARGF8, SARGG3, SARGG7, and SARGI0) which I've gone ahead and accurately recolored with my palette translation as well.
  7. These source Romero sounds are sourced from Bobby Prince's old site, specifically this page under Fact #4: https://web.archive.org/web/19970416090930fw_/http://bpmusic.com/frame_little.html Direct links to all of the relevant sounds: doomplay.au - Random Doom sound effects with Romero yelling "Aw yeah!" romeroha.au - Romero cackling bossit01.au - Raw Icon of Sin line bossit03.au - Processed version of line bossit04.au - Reversed version of line These audio files are at a 7,000 Hz sample rate which unfortunately makes them even lower quality than Doom's 11,025 Hz sound files.
  8. I've just tested numerous versions and ports, both in DOS and out, and I can confirm your findings. However, there's a catch: Some source ports have already fixed this centering issue, namely the ZDoom family. Hence, I cannot adjust the centering of the weapon sprites from the graphics side to account for this erroneous pixel offset without introducing the same erroneous offset into engines that also fixed this problem from the code level. It's an unavoidable conflict. For this reason, I'm going to have to pass on this change. This issue should come down to a code fix on the engine side, and from my testing, a majority of source ports do exhibit this off-center behavior.
  9. Yes, the sprite fixes are fully compatible and functional in the original DOS executable. However, due to the limitations of how the DOS version handles sprites, you can't load the sprite fix WAD like any other PWAD. You need to merge the sprite fix graphics into the main IWAD. This was how graphics (and other types of) mods were commonly installed back then, and we even have a dedicated DOS tool for this purpose: DeuSF. If you want to use the sprite fixes in DOS, you're going to be in a DOS environment anyway, so here's instructions on how to carry out the process there using Doom 2 as the example: Put D2SPFX19.WAD in your main Doom 2 game directory Download DeuTex/DeuSF 3.6 Extract these files to your Doom 2 directory In DOS in your Doom 2 folder, run the program DeuSF with this parameter: deusf -merge D2SPFX20.WAD Run Doom 2 as normal The sprite fixes will now be in effect. The process for Doom 1 is essentially identical except with D1SPFX19.WAD instead. DeuSF also gives instructions on how to restore your IWAD if desired.
  10. Revenant100

    The Revenant Problem



    There is a runaway Revenant barreling down the teleporter track. Ahead, at the main teleporter's destination, there are five Imps trapped by explosive barrels and unable to move. The Revenant is headed straight for them. You are standing inside the nearby STARTAN2 viewing chamber next to a switch. If you press this switch, the Revenant will change to a different teleporter. However, you notice that there is one Imp trapped within explosive barrels at this side teleporter's destination. You have two options: 1. Do nothing, and the Revenant fires a rocket which explodes the barrels, killing the five Imps at the main teleporter. 2. Push the switch, diverting the Revenant onto the side teleporter where it will kill one Imp. Which is the most ethical choice?
  11. Revenant100

    The 2021 Cacowards Thread Sidebar [Split]

    Indeed. As I hadn't made it overtly clear enough in my previous post, the omission of sidebar content in the Doom Wiki articles is not merely an oversight. It is very much by design. Combined with the Cacowards' own lack of any available indexing or summary of this material each year, the sidebar content has always unquestionably been difficult to discover and search through, easy to miss, and ultimately destined to be overlooked and forgotten. You might even say it's doomed to obscurity!
  12. Revenant100

    The 2021 Cacowards Thread Sidebar [Split]

    I beg to differ to differing. The sidebar is unquestionably where content goes to be lost and forgotten. As an example, earlier this year, I had reason to go over past Cacowards to check which recently released source ports had been formally acknowledged for whatever reason. This includes non-winners, aka sidebar content. One port I distinctly recall being mentioned in the past was Quasar's Calico port. However, finding it in the Cacowards was easier said than done. It's not mentioned in the port's DoomWiki article (suggesting the sidebar acknowledgement itself is not notable), it's not mentioned in any of the DoomWiki's individual Cacoward articles, and of course it's not mentioned in the front page indexes of any of the Cacowards proper. In the end, I had to go back through each year of the Cacowards and check every single page to see which sidebar Calico appeared in. After almost 30 pages, I eventually found it in the sidebar of 2017's Gameplay Mod Awards page. That's buried pretty deep among unrelated content for something that's "difficult to miss." Sure, I could have also just done an external search with a search engine for the page that had both the terms "cacowards" and "calico", but it'd only be this easy in cases where you have an inkling of what you're searching for. Imagine trying to find sidebar content you're not certain of! And that's not to say the sidebar can even be called consistent. 2021 is the first year in which, instead of being relegated to the sidebar, the runners-up are mixed in the same pages as the winners. In fact, I guarantee you readers casually ran through this year's Cacowards without realizing which ones were the winners and which ones were the runners-up as the only distinguishing mark between the two was this new icon, something which has never appeared in years prior and was not established for 2021. But I digress: To anyone who's been reading the Cacowards for years now, at a glance, you might think the sidebar was eliminated this time around, and to new readers, you'd have no idea there was supposed to be any content there at all. So of course, after browsing through four consecutive pages of the Cacowards with a no sidebar material in sight, I guarantee you many readers weren't even thinking to look out for it when it suddenly reappeared on the Special Features page, the sixth page in. This matter is immensely compounded on the mobile version of the site where the sidebar content is placed after the index, ensuring unsuspecting readers would go to the next pages without ever realizing said sidebar content even existed! Truly, the Cacowards sidebar is where Doom projects, achievements, and miscellanea go to wallow and languish in a miserable and prolonged decay by obscurity. Is there any crueler fate? No, there is not. And to illustrate all this, here's a fun challenge for you: Try to find the Cacowards sidebar that mentions my sprite fixes. I assure you it's there somewhere. Or maybe I'm just sending you on a wild goose chase. The truth is out there!
  13. The sight is arguably present in the SSG's SHT2C0 frame as the pixels that made up the regular Shotgun's sight were not completely drawn out after the barrel was duplicated and then edited to make the SSG. Nonetheless, any hint of the iron sights is nowhere to be found in the SSG's other unique frames. However, while it's not the biggest inconsistency you can find in the sprites, redrawing these missing sights is too big and too subjective of a change to fall under the umbrella of minor fixes.
  14. I did catch this back then when I was importing the art from Romero's sprite sheets, and I was 50/50 on replacing the couple uses of palette index 255. On one hand, it's a legitimate color in the palette that, at least purely from an art standpoint, id's artists could and did occasionally (perhaps inadvertently) use. From a technical standpoint, though, this color obviously didn't survive in a visible fashion in the final IWAD since it was just handled as transparent. As you mentioned, I did leave the 255 indexed color pixels intact in some of the imported Romero sprites, but in retrospect, having heavily scrutinized palette usage since then, it would be more consistent to change these cases to a regularly used color instead. Thanks for pointing it out; I'll be carrying out this change for v2.0 as well. For reference, the affected sprites using color palette index 255 are POSSF7, POSSF8, and POSSH0 (I added that one in manually ages ago to fill in an erroneous transparent pixel).
  15. I appreciate the report, and that is indeed a clear color discrepancy, but for now, patches and flats will remain outside of the scope of these fixes. The focus has always been on the sprites, as map textures would essentially have to be their own endeavor. I recall this coming up before, and I don't remember why I hadn't done anything about it at the time, but since it's only a single frame, there are surrounding frames to serve as visual references, and it'd only take genuinely a few pixels to address, I'll go ahead and fix these missing spikes now. Thanks for the offer, but I'll be able to draw them in myself easily enough.
  16. Revenant100

    Rich “Lowtax” Kyanka has passed away.

    Seeing as Lowtax was the first person to bring widespread public attention to the hitherto unknown and obscure little thing known as the "Doom comic": http://web.archive.org/web/19991104083753/http://planetquake.com/articles/doomcomic.shtm We've lost who has perhaps been the most influential force in shaping the direction of Doom 2016, Doom Eternal, and the entirety of Doom's revival and resurgence in the 21st century. What would Doom as we know it today be without the Doom comic? And who would know the Doom comic now the way we do without Lowtax?
  17. Revenant100

    AI Generated Title Screens

    Hey, this thing's pretty good!
  18. Seems to be a problem with the link provided by the database, at least if you're not logged in. As an alternative, the legacy idgames page with download links is here: https://www.doomworld.com/idgames/graphics/sprfix19 Just pick any of the mirrors in the right column.
  19. Revenant100

    Things about Doom you just found out

    Gregor Punchatz has just posted a video entitled Tales of DOOM - The Unsung Hero of iD Software in which he looks through a box of his old Doom stuff. Of great interest here is that he shows a copy of Adrian Carmack's original full body concept art for the Arch-Vile, something we've never seen clearly before, including a hitherto unseen illustration of his spine. Of note is that this art confirms a long held (and largely assumed already) theory that this below particular art seen in the id Anthology's Book of id was indeed the concept for the Arch-Vile, albeit with a different head that we can see was blanked out in Punchatz's copy. Also as additional trivia mentioned in the video, Punchatz mentioned that it was his idea to simplify the Revenant's design from the original concept art provided to him, namely by removing the helmet, arm gun, and held shotgun.
  20. Revenant100

    Quake Remastered

    I just checked, and there have been no changes to the new expansion weapons, new expansion enemies, the missing frames for the DoE enhanced Zombie, the super quiet and incorrectly recorded Q64 music, the head gibs, and such and so forth.
  21. Version


    A comprehensive collection of minor sprite fixes for Doom 2 comprised of restored missing monster angle rotations, art corrections, and adjusted sprite offsets. Also includes a separate Doom 1/ Ultimate Doom-compatible version and optional minor DeHackEd patch fixes. These files are compatible with any custom Doom 2 or 1 add-ons, including demo compatibility, as long as you load the following WAD or DEH files with the lowest priority. D2SPFX18.WAD - Doom 2 sprite fixes D1SPFX18.WAD - Doom 1-compatible sprite fixes D2DEHFIX.DEH - doom2.exe v1.9 DeHackEd fixes D1DEHFIX.DEH - doom.exe v1.9 DeHackEd fixes
  22. Based on a cryptic remark from the other thread, I found the original source that the guy in the Reddit thread took his images from. Warning, the site is NSFW! NSFW, YOU'VE BEEN WARNED https://e-hentai.org/g/1525985/046dde51c2/ NSFW, YOU'VE BEEN WARNED Credit to "Rusco Istar" for archiving and organizing this stuff, but to save people the trouble of browsing through a hentai site, I've downloaded, losslessly compressed, and packed the images in a family friendly mirror here: https://drive.google.com/file/d/1NKEsYtEg2mfkywT3r_wcYeprtjrf8Rso/view?usp=sharing There are three versions of the comic included. According to the author's description, the two main sources are the textures extracted from the iPhone and iPod versions of the game, presented in the correct order and in their original image resolutions and quality. Of note is that the Reddit guy provided only the iPhone images but needlessly upscaled and with lossy JPEG compression. Also included here is a "reconstruction" which combines the two, the reason for this being is that the iPhone and iPod versions present the comic in two different forms. The iPhone version we've seen presents the comic in horizontal panel format. The iPod version, on the other hand, shows that these panels were intended to be structured in standard full comic book pages and as such provide significantly uncropped versions of some of the iPhone panels. The only problem with this iPod version is that the pages are ridiculously low resolution, to the point of being completely unreadable. Hence, the reconstruction offers mostly the best of both worlds albeit with the limitations of working with low res source material to fill in some gaps. Anywho, short of perhaps acquiring the original high resolution artwork from the artist, I gather this is probably the definitive collection of what we have for the Doom 2 RPG comic.
  23. The panels in the Doom 2 RPG comic are definitely out of order. I don't have a precise order at hand to reference, but what's currently the second-to-last panel which ends with the line "you'd think I was nuts if I told you" should be followed up by the response "so what's your guess?" which is placed two panels before it at the moment. The line "Holy Mother of God" is the obvious lead-in to the final panel. Much of the middle seems jumbled up as well.
  24. Revenant100

    Quake Remastered

    All of the original light entity data is still in the final compiled BSPs. Case in point. You can definitely light an entire original Quake map using nothing but the ripped light entities taken out of a decompiled BSP. In fact, I've gone ahead and done just that as an example with E3M3 as the test case. To be precise, these are the steps I followed: Decompiled E3M3.BSP Ripped all "light" entity data Downloaded Romero's map sources (compiled E3M3.MAP in screenshot #2) Deleted all light entity data in E3M3.MAP (compiled in screenshot #3) Pasted in ripped light entity data from decompiled BSP Compiled re-lit E3M3.MAP (screenshot #4) Screenshot #1, original E3M3.BSP: Screenshot #2, compiled untouched E3M3.MAP from Romero's map sources: Screenshot #3, compiled E3M3.MAP after deleting all light entity data (only the skylight is left): Screenshot #4, compiled with added ripped light entity data from decompiled BSP: The results of lighting Romero's map sources using nothing but the ripped entity data directly from the decompiled BSP looks virtually identical to the original BSP itself, so maintaining near 100% lighting accuracy in Quake is well within our capabilities and none too difficult to achieve. Given these circumstances, I really can't explain why the lighting in the enhanced E3M3 is so arbitrarily inaccurate. It looks like someone intentionally messed with the lighting here to a very detrimental effect.
  25. Revenant100

    Quake Remastered

    Is there any explanation behind why the lighting is largely fireblu'd up in the maps? This isn't the result of any display settings. This is the new baked lighting compiled into the BSPs themselves. The typical effect is that several areas are filled with the inexplicable addition of an abundance of overly bright lights, taking away all of the carefully placed shadows and atmosphere, and in the worst cases illuminating surfaces that were intentionally meant be in pitch blackness. Some random comparisons, Quakespasm on the left and the new enhanced release on the right: