Prepare to see the most disturbing, sadistic and morbid manifestation of violence that you ever seen in your life. This is the definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Warning: After you see it, it cannot be unseen!

Add addon Report DHTP Alterations
Location
Games : Doom : Mods : Brutal Doom : Addons
Filename
DHTP_Alterations.zip
Category
Textures
Licence
Proprietary
Uploader
Daarkon
Credits
Many credits inside each .pk3
Added
Size
382.57mb (401,151,806 bytes)
Downloads
2,979 (5 today)
MD5 Hash
c2d64a43dfeab9393a59e4c3dc8a266b
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Description

It's important to mention upfront that for all intents and purposes, this package is the product of many (thousands of) different people's work. Whatever contributions I've made are inconsequential in comparison to the labor that has gone into Doom and the DHTP. An immeasurable number of man hours have been spent by these individuals to recreate the environment originally created by ID Sofware. There are detailed credits inside every .pk3, and as many individual credits are listed as possible. Considering some works are over a decade old, finding the original author for each and every texture is near impossible, but I tried adamantly. If there are any errors in the credits, or anything included which is not allowed to be redistributed, please send me a private message and I'll remove it immediately.

Preview
DHTP Alterations
Comments  (0 - 50 of 51)
BerserkerNoir
BerserkerNoir

This looks amazing!!!!!

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Valherran
Valherran

That looks sexy, gonna have to try this!

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⋆Ƅarge™
⋆Ƅarge™

M.youtube.com
But in this case im damn GLAD there is ;) nice work!

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Daarkon Author
Daarkon

Haha, thank you very much! I'm glad you approve :)

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Blackmore1014
Blackmore1014

Media.moddb.com

How you make light from lamps? Looks fantastic.

Differences in glow of some textures?

I use Alt DHTP from Doomenator.

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yamilisa
yamilisa

I cannot make the lamp lights work. Does anyone know why? Also, the glow from the liquids is not visible. Only the warp. I was using Alt DHTP too, but this are better and nicer in my opninion. Just need to get glow from liquids, and lights from lamps (like the red ones in your pic) Any help will be appreciated.

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wpninja
wpninja

The lamps are from smooth doom I believe, he has an addon in his PBmutators that swaps alot of sprites for smooth dooms when performance mode is enabled. Its really nice.

BTW Daarkon have you checked out the alt dhtp since it got upgraded to 1.3? Can't wait to get off of work and try this, looking at those screenshots it looks like you did another awesome job at brightmaps.

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yamilisa
yamilisa

I already checked 1.3 This week. Its nice too. Hard to choose! Regarding my issue will try if running with smoothdoom and will see, problem is that I will try to remove the rest of the mods, cos like the PB as it was , when I added smoothdoom, some features went back and removed them. Regarding the glow in the liquids, not sure why its not glowing...you did not mention nothing reagaring this, will this be solved with smoothdoom mutator? will see and be back in few.

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yamilisa
yamilisa

I tried with (4)-Smooth_Doom.pk3 and nothing.

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wpninja
wpninja

Lights.

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yamilisa
yamilisa

Tried with (6)-Brightmap_Textures.pk3 and (6)-Light_Decorations an nothing. VERY important: how you enable performance mode? I do not see that option anywhere, but sounds like an option that enabled will prevent HD textures and graph appear to give CPU some air...

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wpninja
wpninja

Project Brutality settings>rendering settings>enable performance mode.

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yamilisa
yamilisa

I found the option. But it says that if I put this on, will prevent decorative from apprearing. May be I am confused. Anyhow have put this option in ON and with the below files, still not working:

PWADs\(4)-Smooth_Doom.pk3
PWADs\(6)-Light_Decorations.pk3
PWADS\(6)-Brightmaps.pk3

Have to say that with performance off, but in hell on earthstarterpack the ligth shade will show. strange and very confused.

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yamilisa
yamilisa

Thanks for all the help. Daarkon replied, seems its a feature for specific maps. Loved them, there should be some mode to have this. In addition, I checked the map and the poison also reflects the ceiling! too much for me man.

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Daarkon Author
Daarkon

If you really love having a glow around lights you can try using reshade and enabling bloom. Here's a quick look of how that might look with these textures/brightmaps:

Imgur.com

Here's the thread:

Forum.zdoom.org

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yamilisa
yamilisa

Thanks, but its not the same. I know this, there are no new effect, just the same with more glow. That is qty over qality. anyhow I appreciate.In addition , had problems with opengl, never made it run. Will wait for more mutators from your side :). A good idea would be melting/sinking bodies in water when dyeing!!!

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Skrell
Skrell

What preset did you use for this? I'm brand new to Reshade and find it a bit confusing.... I basically just install it and somehow gzdoom will "know" to use it?

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Daarkon Author
Daarkon

Those lights in the screenshot you guys are talking about are built into the map. They are from Sgt. Mark IV's revamp of the first Doom episode, called Recurring Nightmares.

Moddb.com

Brightmaps are just brightmaps, they don't really glow or look any different. They just need to align with the corresponding texture properly.

The difference between this and the Alt DHTP is that this has different textures and more closely resembles the DHTP and the work that is being done on the Doomsday forums DHTP thread.

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yamilisa
yamilisa

That will make sense. I was killing my brains (and laptop) loadong and reloading changin and adding and removing mutators, to see what the hell was preventing this. So will have this shade if the map itself has it. Like hellonearthstarterpack. Hope some day this could be added as a smooth add on. Its INCREDIBLE. So much candy!

(6)-Brightmaps.pk3 vs (6)-Brightmap_Textures. should I load them both? I do not see any difference in adding (6)-Brightmap_Textures.

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SkitpladeMiles
SkitpladeMiles

Sergeant_Mark_IV uses custom things with simple sprites to make it look like there's light coming from the lamp. I assume you can also do it by changing the mid texture to a custom gradient texture of you desired color, I never looked into it though.

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Doomenator
Doomenator

Hello! :)
Don't use AltDHTP brightmaps for DHTP textures, they are not compatible.
List of the textures from AltDHTP add to credits.txt, are you does not allow religion?
Textures and brightmaps for Doom1 and Doom2 are different. You really don't know why need the corresponding folders in the archive.
Why was it necessary to divide Liquidpatch? It work fine with HQ and LQ textures.
HQ textures in the patches folder, for what?
About the compatibility of the textures I think are not even worth mentioning.

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Daarkon Author
Daarkon

Hey there, I did use Alt DHTP brightmaps v1.2 as a base, and some of them are unmodified. I also referenced SBrightmaps to make new brightmaps for textures from the DHTP or other sources.

I credited you inside the pk3, thank you for your efforts with the brightmaps, and compiling additional credits, making it easier for others in the future. You are also credited inside the liquid patches.
HQ textures are in the patches folder of liquidpatch, otherwise they aren't compatible across each different IWAD. They won't show up everywhere otherwise.
That's true, texture compatability is obviously out the door, but I think it helps others to read and gain a better understanding. Still I'd like to word the description better.
Thanks for the suggestion!

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yamilisa
yamilisa

I told Daarkon that I still love your UAC door (first door in TNT) and your plutonia round rock (the first one , brown from the first level. :)

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wpninja
wpninja

Ran into a small problem with the brightmaps.

Imgur.com

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saegiru
saegiru

Agreed on this one, the brightmaps for it doesn't work -- same with this one:

I.imgur.com

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Daarkon Author
Daarkon

Thanks a lot guys, those are both the same texture, Planet1. I'll get that taken care of!

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yamilisa
yamilisa

Not sure if another bug or not but some ¨computers¨ are showing backwards. Look at the first one you can check when enabling the two switchs from the TNT level 1 map , room at the left (where two imps are waiting for you). Cannot pick screenshots not sure why. Bad day for me, nothing working.

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Daarkon Author
Daarkon

@yamilisa I went to look and see what you were talking about, go to
display options-> opengl options-> texture options
and then disable hires texture.

You'll see that this is simply how the map was made. No bug there!

Reply Good karma+2 votes
yamilisa
yamilisa

Disable HI res texture?!? Strange will try. Can you help with the liquids? With altdhtp I can see they with like ¨gloss¨. When I use DHTP alterations cannot make it work...

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Daarkon Author
Daarkon

I'm not sure I understand what you mean. Send me a PM about it and I'll help you with the liquids.

Reply Good karma+1 vote
yamilisa
yamilisa

I discovered ¨my¨ issue. Is that the liquids I am asking for are included in ALTdhtp. I thought they were ¨gloss¨ as per e brightmap result, but is not, is that Doomenator liquids are glossy thatn Alterations. Its a taste matter. Problem solved thanks!

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BerserkerNoir
BerserkerNoir

Also these ones.
Imgur.com

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saegiru
saegiru

Just want to say that this is pretty amazing. The brightmaps really look beautiful, and really add a lot, especially with UDV's new fog and light effects. Great job dude!

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Daarkon Author
Daarkon

Hey thanks, that means a lot coming from you!

I'm really loving the new fog and light, it's ground breakingly awesome!
Try enabling bloom using Reshade effects, with UDV on dark or darker, and it's almost like you're not playing Doom anymore...

Imgur.com

Forum.zdoom.org

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wpninja
wpninja

Hey Daarkon if you are still having problems with the Sbrightmaps being implemented you could probably check this out if it helps.

Yadi.sk

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Daarkon Author
Daarkon

Will do, I'll check it out when I get a minute. Thanks!

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Doomenator
Doomenator

The actual link: Yadi.sk

I.imgur.com

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yamilisa
yamilisa

Is this a fix? where should be added in the load order?

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Doomenator
Doomenator

The files are the same, just added credits.txt

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Zapzop
Zapzop

Fantastic work, Daarkon! Great job on the brightmaps. Playing with UDV ''darker'' darkness and computers in a dark room look amazing!

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kadkad
kadkad

Hello. You did a fantastic job 10/10.
Also your PB mutators mod is just amazing.
But I encountered one issue.
I think, something is wrong with barrier texture.
It happens with OBLIGE generated maps.
But when I use zdoom-dhtp-20160806 I don't have this problem.

Screens:
1. This texture pack: S10.postimg.io
2. Zdoom-dhtp v.20160806: S17.postimg.io

Please, can you fix this?

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kadkad
kadkad

I forgot to say.
What causes this issue? Texture pack or the program itself?

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BerserkerNoir
BerserkerNoir

it may be the texture pack, if not mistaken, the normal DHTP brings all textures and flats in a single directory, and this one separates textures and flats.
You can overwrite all the textures in DHTP with these custom ones, all have the same names if not mistaken.
Is the only solution I can think.
Just try.

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kadkad
kadkad

Thank you for your advice. But it didn't help.
But I found a solution.
There is a texture named sp_dude3. It was causing all problems.
When I deleted this texture the game started to use default low quality barrier texture instead of new hd one. Strange.

I tried to copy sp_dude3 into zdoom texture pack, because zdoom pack doesn't have one.
The funny thing is that the problem immediately started to appear with zdoom pack.
So the problem is with just that one texture.

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kadkad
kadkad

I found the true cause of my proplem.
The proplem is with OBLIGE program not with the texture pack.
While generating a map OBLIGE makes some low quality textures and forces the game to use them. One of these textures is stored in OBLIGE/games/doom/data/short_bars.wad and called WALL51_1.
That thing conflicts with sp_dude3 and I don't know why.

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M4cron
M4cron

Nice bro!

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talisaqilin
talisaqilin

thanx really much for sharing this!

i love playing with DHTP and with brightmaps to enhance the maps,
and it always irked me that when using DHTP + brightmaps that there were a lot of misalignments
cuz of the brightmaps being made for the default low-res textures and not for the DHTP textures

its great to finally have brightmaps that are made to match the DHTP :D

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Randomguy7
Randomguy7

Is it wadsmoosh compatible?

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Nikos_Greece13
Nikos_Greece13

What are these maps on the 2 last screenshots? i know they're modified original doom maps, i just wonder the mod, you know?

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Zapzop
Zapzop

The map in the last 2 screenshots is E1M1 from Recurring Nightmares.

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