Doom 2 Minor Sprite Fixing Project - v1.8 Release (updated 11/15/16)

This project is still very much in the back of my mind, but I simply had to step back and take a short break. Combined together, Heretic and Hexen are host to over 4,000 sprites, triple that of Doom 2's sprite count, and each one of those I have to individually check at least once (ideally twice, if not much more) for the sake of consistency and thoroughness. It's the quite the laborious and tiring endeavor on the mind, but I assure you I'll be back on it soon now that I've given my brain a bit of a breather.

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No problem, just wanted to know that the project is alive and well. Thanks for the reply! :)

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I'm sorry that I keep nagging you about this project, but it's been a while, and I'm really curious whether you've made any more progress on this yet?

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I think that the arachtron should be covered in green light while firing , and the eyes too.

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Sorry for resurrecting this thread, but it's been near 4 months... any update on your progress Revenant100?

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By this time I think we can only assume that this project has been abandoned. Maybe someone would be willing to take over it?

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What color in RGB should the white holes in RSKY2 be filled with?
EDIT: Redundant, see Rev'100's Heretic sprite fixing project.
Some fixed Heretic graphics.

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Cire said:

By this time I think we can only assume that this project has been abandoned. Maybe someone would be willing to take over it?


Seems like it. Would step in myself, but am too busy with another DOOM related project.

Cire said:

What color in RGB should the white holes in RSKY2 be filled with?


I guess #9F876F (color 132) would work, same as above and below those missing pixels.

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Cire said:

What color in RGB should the white holes in RSKY2 be filled with?

255. You should just disable the transparency.

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Like this?:
Redundant, included in R'100's main project.

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Dragonsbrethren said:

255. You should just disable the transparency.

Yes.

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Did anyone try out my fix wads? Is there anything else that should be fixed?

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Could the original re/positioning of the Chaingunner and Archvile during shooting have been on purpose since the projectile/energy they are emitting pushes them back?

Overall - fantastic job.

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_bruce_ said: "Could the original re/positioning of the Chaingunner and Archvile during shooting have been on purpose since the projectile/energy they are emitting pushes them back?"
Possibly, I'm not sure...
_bruce_ said: "Overall - fantastic job."
If that was refering to the fixes I did - thanks!.

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Sad that this project is on the back burner with so much left to do. Was looking to seeing those last few changes that were pending such as the lost soul sprites.

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Totally agree, I just hope someone takes over the project sometime.

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I sincerely apologize for my absence. I got sidetracked by a lot of real world affairs and I put Doom on the backburner for a while, ending up a lot longer than I intended. That's not an excuse for leaving everyone in the dark, however, so please forgive my indiscretion.

I'll release the next update of my Doom/Doom 2 project within the next few days. I said this was going to be the last version, but I never had the chance to hunker down and tweak the fine details, so another update may be possible. There aren't any major changes planned, but I believe it's the little details that really sell the final result.

I'll also release the Heretic sprite fixing project as well. As I said before, I have it nearly completed, but I left the trickiest tasks last. Cire, I'll take a look at your fixes to see if I can merge anything into my version, but I've likely already covered all of the bases you could imagine.

Unfortunately, I still consider Hexen to be very daunting and complex endeavor.

_bruce_ said:

Could the original re/positioning of the Chaingunner and Archvile during shooting have been on purpose since the projectile/energy they are emitting pushes them back?

These are definite instances of an auto-center option being liberally applied to the sprite offsets without additional adjustments. For the Heavy Weapon Dude, you can tell that the auto-center was applied after the muzzle flash was drawn, causing the jittering. This issue is most common in the side/angled/rear sprites as they didn't receive as much attention as the front-facing sprites, probably because id assumed the monsters would be facing you directly most of the time. However, some of the earliest versions of Doom exhibited obvious instances of unadjusted auto-center artifacts on front-facing sprites, namely the Imp's attacking frames, that were quickly fixed in subsequent patches. Hence, id considered inconsistent sprite offsets to be an issue worth fixing.

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Revenant100, no problem, I'm so glad you answered back though, I was seriously worried something really bad had happened to you. :/ Glad to hear you're OK though, and looking forward to your projects!

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Thanks for clearing that up Rev'100 - as said before... awesome work that's appreciated!

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Cire said:

I was seriously worried something really bad had happened to you.

Wow! Just because he put something, which is a hobby, on the side because he was very busy with real life stuff?

You know that there are things more important than modding for a 20-year-old game, right?

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Yeah, true - I guess I was overreacting, sorry, I'm probably too obsessed with Doom, ;).

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After a much-too-long delay, I'm happy to present version 1.3 of this project. While not a huge update, there are still a number of refinements striving ever closer to the goals outlined in my initial post. The biggest visual difference here would be the restoration of the long unseen pre-1.666 Lost Soul front-facing sprites, which if you haven't seen it yet above, looks like this:


(Outdated, see original post)

I will now direct my efforts towards finishing my Heretic sprite fixing project. I should hopefully be able to get it done within the next few days.

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This is a fantastic piece of work to see some of the mistakes made during game development to be correct, even a full rotation for the SS Nazi's shooting frames!

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Fantastic job. I'm eagerly awaiting the Heretic sprite fixing project.

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NightFright said:

If you are looking for Heretic and Hexen widescreen HUDs, these have been done already and can be found in this thread (among some other stuff).

The widescreen HUDs available there have been done quite well and don't require a remake IMHO.



Hey, you have any idea where to get widescreen HUD for doom? Right now it looks like this for me, using zdoom:

https://www.dropbox.com/s/ehsow5j3z5j56ua/Screenshot_Doom_20130714_221301.png

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I am not sure whether or not this qualifies to be added to the project, but I think it would fix nicely, anyway.

I realized the help screens (HELP1 for Doom, HELP for DOOM II) have a few minor glitches. The most obvious one is the word "QUICKSAVE" which seems to start with an "O" since the bottom line of the letters had been cut for some reason. Especially on HELP1, many letters have red pixels which seem to be leftovers from sloppy copy-paste/conversion work. Letter edges are missing, there are some pixels where there shouldn't be etc.

I have cleaned up the screens (even HELP2 which is only shown in Doom Shareware) and you can check the result here. You would have to zoom in closely probably to see the difference, but at least you should be able to see the fix for the "Quicksave" word.

Download:
Doom 1+2 Help Screen Fix (134 KB)
(Contains the BMPs for HELP, HELP1, HELP2 and a small wad which you can use to check it ingame.)

Comparison screens:
Doom 1 help screen comparison (left: original, right: fix)
Doom 2 help screen comparison (left: original, right: fix)

If you think these are worth being included with your project, feel free to use them.

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