The file was updated today approximately 6pm.
A lot of changes, not going to list them working on Imp / Weapons. Just wanted to get this version out since there were a lot of changes before I took a couple days from repetitive work on the mod.
Purpose is to have a 1080p look across the best two sourceport engines. I've decided to take the project away from the photo realistic look as much as possible and mantain DooMs original look I didn't like the realistic shotgun shells. The goal will still be added detail much like DHTP and ADHTP but we will not sacrifice the original content to achieve that it will be part of the 1080p sprite.
Supports;
Zandronum
GZDooM
and Brutal DooM 19 or 20 - Doesn't work well without Brutal but I don't think the fix is all that difficult.
Recommended settings;
Sprite scaling OFF (100% must use this setting for this pack)
Sprite trimming OFF (increases performance with it off)
Sprite smoothing OFF (increases performance with it off)
Texture scaling OFF (if you have HD texture pack)
Font scaling OFF (if you have HD fonts)
Enable hi res textures ON (if you have HD texture pack)
Cap frame rate ON (If you need a speed boost with onboard graphics)
Credits:
Nickelbawker - Me for this scale up and original artwork.
TJTownsend - Demon, lamp, barrel
Srg Mk. IV - many sprites and his brutal mod
Anyone use this with brutal doom?
Yup that's what its for brutal 19 and 20. Cant confirm other versions. Does not work with regular vanilla doom yet some sprites are taller in brutal.
seems interesting,I will check it out.
What the community is always missing is some decent 3d models.
Exactly the same sprites can be made by game engines with built-in upscaling algorithms.
True but I believe it's faster to load images than to scale live, I think not positive and can be improved further by hand painted corrections. I think we have good 3d models but no fantastic animations on those. But you are right we could use that as well. I personally haven't seen DooM as a fully 3d game, I mean I've seen it and played it but I really like how it worked out as sprites and prefer to keep it that way even though DooM 2016 is great I think the old ones forte is increasing graphics fidelity while trying to stay true to DooM or at-least Brutal DooM.
Great! Can you work with Painkiller on Project Brutality compatibility design weapons? I discovered different weapons when i used Project Brutality. Can
And can you improve also HD Gore? Thanks a lot!
I can improve the HD Gore. Not sure about starting any new projects but the gore is not outside the realm of this project.
Any special requirements? Because I'm running a fairly old laptop. Brutal Doom works just fine. Will it lag?
It's hard to say, follow the recommended requirements to the T and it may or may not work. I built this for rigs capable of running Borderlands 2 1080p @ Ultra detail so anything that can run that should be able to run this.
Rubbish.
perfect, thank you.
I noticed that when I ran it with Beautiful Doom, some of the fire based Things (Candelabras, Candles, e.t.c) kept flickering between their Beautiful Doom sprite, and their x16 Sprite Pack sprite. Maybe we could see some Beautiful Doom compatibility in the future?
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.
Updated waiting for authorization.
O.M.G.
I was thinking that this mod was dead D:
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.
This would be even better if it was merged with (doubleDHTP).
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
Great textures! However, the barrel texture doesn't seem to be active when I play BD but it does work with regular Doom. Any solutions?
hmm what version of brutal doom? Seems to be working on mine, I may be able to add your version to the wad. This is NB, forgot to login.
Can you make brutal doom hd sprites, all new monster movements etc, this mode is now more popular than original version, hd spirites will be very appreciated.
Umm... I need a bit of help.
While some textures (keys, shotgun shell boxes, health/armor bonuses,) work fine, others (medkits/stimpacks, light/heavy armor) show their normal Doom sprite. I should note that I am using Zdoom and not GZDoom,is this causing the problem? If not, how can I fix it?
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.
Can someone tell in what folder i need to add "graphics"?
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.
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after i saw the doom demake 5 vid im kinda thinking this mods arent so great.
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.
Interesting, thank you. n.n