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Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

You can just use the alternate HUD in GZDooM. You can adjust the alternate hud to look a lot like the regular fullscreen one it shouldn't be big in the alternate HUD.

Zandronum works really well all of my mods work on it still after all these years. GZDooM 4 is pretty experimental and high tech a lot of mods broke with that release so GZDooM 3 would work although it wont effect the HUD issue. Have to use alternate or a custom HUD wad / pk3 that constrains the icons. Or a HUD that doesn't request icons from the original game wad. I'll see if I can just upload the HUD right now ill do a video on it later. Busy developing a game at the moment so Kind of gave up on this stuff for now.

Edit: released the HUD but its for Brutal DooM, never made the vanilla version so if you're on vanilla doom it wont work.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

Don't think so not currently. Large medkit you can do several different things. I've developed my own HUD spent about 50 hours on it going to release it soon I think. It's pretty much done just need to make a video on it. But the Alternate HUD doesn't use the icons so thats one work around or if you use a HUD that constrains the icons to a set display scale those work as well. My HUD is going to be pretty cool it's like the original status bar containing all information and a Suit timer with a couple other power up timers. All into each corner of the screen and it's somewhat HD, the HUD is two 400x150 images in each corner, roughly.

Honestly highly recommend Zandronum much more mods work on it overall I find, at least the HD ones do. Possibly LZDooM might be a work around though. Current GZDooM is kind of a mess but has some cool AO effects that's about the only advantage of it though, well and any mods that are fun and GZDooM specific.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite pack Vanilla DooM complete v0.8

Here's a vid of it Youtube.com

Won't let me upload to modd db for whatever reason.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ 2K Texture pack 3rd Demo 22052020 (Single File)

Going to have to give this a shot may have to scale up KuriKai team DHTP and doomenator ALTDHTP and mix it in with it see which of each I prefer more by browsing it. Looks promising though.

Good karma+2 votes
Nickelbawker
Nickelbawker - - 62 comments @ Hoover1979 UltraHD Doom Texture pack

It looks nice overall I most likely prefer some of these to the KuriKai teams DHTP and Doomenator's 1.3 AltDHTP but there is definitely some charm in both of those first resolution packs I don't think i'll be able to shake love the portrayal of the game in them. Normal/bump mapping active in a sourceport would be great could really make this stuff look good, really what it's missing aside more refined original looking sprite work.

Good karma+2 votes
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

Here's a youtube video of x16 vanilla Youtube.com

For whatever reason moddb wont import that video yet it imports the older ones.

Scope of the project is pretty limitless I feel. Meaning I can model out millions of poly models, texture those, normals, then create renders of them for the sprites. I'm messing around with the idea of a better armor icon right now with that in mind.

As it stands though I'd like to patch the brutal wad to 21, get everything scaled and paint corrected so that it's at least better than the built in 4xbrz. Also like to update the doubleDHTP here shortly to 4.5 and work on fixing any issues the newest releases of the HD texture packs may have with the new GZDooM.

I'm also working on a hud mod, a better HD font mod that's all my own work instead of a combination. HUD mod will be based off of BTSX's HUD but intended for 1080+ and also will have a Vanilla and Brutal 21 version.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ Doom E1M1 Upscaled 6x By An AI (Experiment).

Keep an eye out I'm adding a Vanilla version that is fairly complete, as far as scaling goes it is I just got done filming every sprite scaled up. But much work to be done on the Brutal version especially with Brutal DooM 21 being a foot now.

Doom Guy himself looks pretty terrible and the helmet armor. the rest is impressive though. From the AI. Would like to get my hands on some A.I. I have one that I haven't compiled and another that is the one I did all the work with. Not sure I agree with CambreaKer though the HD textures look a bit better overall when you hand select the textures you like the most. Like the DoubleDHTP I combined for the 2.1.1 sourceports. Simply scaling can provide an authentic look but that doomguy definitely shows it's flaws he shouldn't look like that.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ Settings for x16 sprite pack and sourceports

Decided to update the recommended settings and also throw in some cool settings I use on GZDooM 4.5. Will have to do a Zandronum version as well. A lot of these settings exist even on 2.1.1 accept the newer lighting and post process.

I will have to do another page about the HUD but I've found a great HUD that I will be updating and modifying. BTSXHUD-V2.3 will be perfect, might have to make two versions though Vanilla and Brutal. It's a great balance between the status bar and classic HUD, making it the best HUD I've ever seen for those of you who dis-like that always on helmet visor HUD.

Good karma+2 votes
Nickelbawker
Nickelbawker - - 62 comments @ What mod would you rather have?

Casted my vote early. I vote for Brutal. It's doesn't exactly fit everyone's taste but I think if everyone took the time to modify Brutal to their liking they'd enjoy the more hyper active gameplay it can spawn.

Comment the mod you'd like to see sprites for if you hit Another.

Good karma+2 votes
Nickelbawker
Nickelbawker - - 62 comments @ x16 doom sprite pack with other addons

Decided to take the project out of hiatus. I will be finishing a Vanilla DooM version for Ultimate, II and TNT+Plutonia and those files will also be going into the Brutal version. I updated GZDoom, and Brutal DooM from 20b to 21 on my computer so it will be getting a few updates for now but completion status is still a long ways off for Brutal. Vanilla will see a very complete version soon and will consider adding a smooth DooM version with the enhanced animations in that same wad. Not sure if smooth DooM is the current improved animation release so I'll do a bit of searching to see where to start from as a base for the vanilla wad. Expect a new Vanilla wad and a update to the Brutal wad in a few days fixing the candles and adding in the default frames from vanilla for those brutal monsters. I would like to go on to finish Brutal, Vanilla then consider doing PSX Brutal possibly a few other great mods but we'll see if the project gets enough attention, if when I finish the Vanilla wad I don't see much attention I will likely put it back on hiatus and begin work on a Resident Evil 1 mod inside of Resident Evil 2 PC with HD assets to be added in whenever Gemini of Classic Rebirth implements that feature.

Good karma+2 votes
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

Not sure what you mean by it. This project was started after that and even in GZDooM 4.5 there isn't a option for 1080p scaled monsters.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

Decided to take the project out of hiatus. I will be finishing a Vanilla DooM version for Ultimate, II and TNT+Plutonia and those files will also be going into the Brutal version. I updated GZDoom, and Brutal DooM from 20b to 21 on my computer so it will be getting a few updates for now but completion status is still a long ways off for Brutal. Vanilla will see a very complete version soon and will consider adding a smooth DooM version with the enhanced animations in that same wad. Not sure if smooth DooM is the current improved animation release so I'll do a bit of searching to see where to start from as a base for the vanilla wad. Expect a new Vanilla wad and a update to the Brutal wad in a few days fixing the candles and adding in the default frames from vanilla for those brutal monsters. I would like to go on to finish Brutal, Vanilla then consider doing PSX Brutal possibly a few other great mods but we'll see if the project gets enough attention, if when I finish the Vanilla wad I don't see much attention I will likely put it back on hiatus and begin work on a Resident Evil 1 mod inside of Resident Evil 2 PC with HD assets to be added in whenever Gemini of Classic Rebirth implements that feature.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ Brutal Doom v21.8.0 Expansion (Stable)

It all sounds good accept the louder and beefier always extracting BD's sounds and either lowering the volume or replacing them with original PC, PSX and N64 sounds.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

No plans currently. I'd like to get back to finish the mod especially for vanilla and Brutal DooM 20 or 19 but it really is a large undertaking painting and creating that many sprites. Definitely not impossible though but I need to win bread currently, if there comes a point where I don't need to this mod will be high on my priorities.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM BD19 & 20b beta

Hah I hear you. Was a good demake vid. I don't play much myself anymore but couldn't continue to work on the mod. If it's still needed I hope to complete it someday, at-least for the vanilla game and Brutal DooM 19 for sure. Once we got to 20 that was a lot to chew off too many sprites.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM BD19 & 20b beta

You make your own folder and then add it to the .ini file.

For instance mine is

gzdoom-Nickelbawker.ini

and my mod folder is called

mods

There for the line I have to add in the ini is

[doom.Autoload]
Path=D:\Games\GZDooM x64\mods\spriteHDv07.12.pk3

That's on my D drive as well. For a computer with one drive it will be C.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM BD19 & 20b beta

Only GZDooM and Zandronum were supported at the time. Haven't touched the mod in awhile though so you're better off pairing it with 2017ish brutal doom content. Also this is for Brutal DooM not Vanilla.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ Reccomended Settings

These sprites are very large I highly doubt you understand how taxing the are, there aren't any games that I know of that use such hi-res sprites in this manner even the King of Fighters games that last used pretty detailed sprites were lower res. Not sure what res Guilty gear ect. is using but anyways they do work but the sourceports aren't designed with them in mind until you enable these settings.

GTX 1070 OC, i3 9100F, 16gb ddr4, ssd, two hdds. AS5 thermal paste, hand built. Previous rig was the same thing but ddr3 and a
fx6300 that I upgraded to a fx8320e, still have it downgraded it to a classic Vista gaming rig. Built the pack on the fx6300 with a gtx 770 g1 Windforce and the fx6300. Should run on rigs with a lower speed but a faster SSD or HDD.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ RE2SN HQ sound for Classic REbirth

Kendo and leons voice plays in slow motion on current CR dlls. I don't remember this happening on older CR dlls. hmm. If I play without high quality they play at the correct speed. Tried making a new .ini that didn't help either. Also tried turning off Vsync fast and triple buffering in nvidia and that had no effect as well. Tried setting CR to Low, Medium and High had no effect. Tried everything on the CR config, I guess high quality audio no longer plays at the correct rate.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

The new GZDooM 3.0 released at the end of last month has a native x4BRZ which is really really good although upon testing it wasn't better than this addon so I think I will continue work on this wad since it still has some goodies in it. This kind of sucks though the mod will loose a lot of popularity due to the new feature although Zandronum does not yet have the feature afaik even in it's beta but I'm sure it will get it. Technically the most of mine are x16 BRZ roughly. Some such as the weapons are going to have to be x4 BRZ roughly though. It's a GPU and maybe CPU speed loss where as this add on uses more hard drive / SSD speed than the new feature but less GPU CPU.

Good karma+2 votes
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

The beta versions 2.4 and Zandronum 3 also work fine almost identical performance to the old and the newer GZDooM has more graphics options and the best built in gui. Zandronum 3 runs faster and has better looking fireballs and glows from QeffectsGL which I haven't gotten to work on GZDooM because I think part of it is built into GZDooM.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

I would blame sprite filtering or scaling if that's the case as the project goes on I am working on optimizing it though with pixel/vector and no semi transparent pixels.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

Revised the recommended settings after further testing, trying to find the fastest and best looking way in which Zandronum and GZDooM will basically animate 1080p sprites. So far Zandronum 2.1.2 is faster than GZDooM but that might be the interpolation I usually tick on or particles or who knows what going on Zandronum also looks better with the GLeffects they don't work on GZDooM. I'll test out Zandronum 3 as well soon I haven't bothered yet I do have a copy of it though.

Work progresses on the mod decently.

Good karma+2 votes
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM BD19 & 20b beta

It's a good idea and users are welcome to make one .pk3 on their own I'm kind of used to having modular modded games though. Technically I can put it in there after reading up on it but for now it's easier to work on it with it outside of it and I don't think I'll ever combine it myself not everyone is going to prefer the same textures since there are two good options me and my girlfriend sat there as I went through them she disagreed on

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM BD19 & 20b beta

It's actually upwards of 260mb including some glitch ugliness or bug fixes I'll be uploading a bigger file in 3-4 days closer to 300mb I'm thinking.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

I'm pretty addicted too I just found QeffectsGL.ini and some recommended settings for Zandronum to break out of my rut it looks even more modern now. I'm also combining my favorite textures from DHTP and altDHTP into one but I'm not sure i'll be allowed to release that openly haven't asked or looked into it yet.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM BD19 & 20b beta

not sure. the candles have been fixed for both BD19 and 20 as of today. They're broken on anything Vanilla because the heights of some sprites are wrong in Brutal DooM.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

Another update today this one is much bigger we've reached over 2600 sprites, 194mb or so. Sure not all of them should be considered sprites but there's at least that many images in there. Were getting close to moving onto DooM II and the expansion content but Ultimate DooM isn't quite finished. A lot of ugly bugs from BD20 have been fixed such as the candle warping. This one is worth the download. I plan to resume work the next few days. Stop by my youtube: Nickelbawker or my Patreon if you want to support further development like TNT, Plutonia, Weapons and Project Brutality.

Youtube.com

Patreon.com

Is.gd - Paypal alternative, I'll setup a couple other crowd fund platforms soon.

Good karma+2 votes
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

Updated. spriteHDv07 is the new release 4/13/2017. Mostly just that the pinky has been scaled but this is a better version as well it throws no load time errors and has other fixes implemented that I didn't take note of.

It's currently awaiting admin authorization as of this posting.

Good karma+1 vote
Nickelbawker
Nickelbawker - - 62 comments @ x16 Sprite Pack DooM

Yep read the info please... The first few lines mentioons this.

Good karma+1 vote