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It's either your load order or BD V21 overrides things. I've seen Brutal Doom using custom textures that overrides the vanilla stuff and other mods that use the vanilla structure. I can't support BD with a patch, but only the official wads mentioned above in the description since BD does too much of it's own thing and most of it isn't documented and changes on a whim with versions.
TNT:Evilution is not supported, only Doom and Doom 2.
No problem, you're welcome!
Yes, I love those too. I'd been looking through some texture resource options, and so far the best option for this kind of mod are the Doom 3 textures resources, seconded by some quake 3 stuff, probably anachronox, and Undying for the dungeon/medieval demonic theme, the Heretic and Hexen stuff I'd found aren't truecolor 32bpp tho. So today I started working on it, It will take some time since I don't want to rush it and playtest it enough to iron the wrinkles. It will be low res too and as theme compatible as possible to vanilla Doom 1 & II.
Thanks for all those head-ups and hints, I'll be looking at those texture packs.
This was my first addon at moddb, so I didn't knew how to update properly, I'm giving my apologies to all those whom commented in the previous version's comment section, because it got deleted by mistake, I'm taking all your comments in regard and I'm still working on improving this. So I playtest and make changes from time to time, trying to find the best sweet spot about things. (Also learning how to do moddb upgrades without deleting the whole previous kaboodle, lol.)
Also, I took this off from the Brutal Doom section not because it is not compatible with it, but mostly because Brutal Doom's and Project Brutality's prop decorations are way better done than the original scope of this mod will ever do, and actually installing this on them would be a downgrade by the moment.
Thanks for the testing and reporting. Since this started as just a resized version, those issues are inherited from the original mod by Doomenator, this mod only changes the texture size of his' mod(plus the little fixes I'd been doing over it when I find errors like the ones you mention). I have found also much of the texture variety is replaced by the same image repeated several times, or originally seamless textures substituted by non-seamless images that look bad when scrolling, or that transparent vines texture substituted with a non-alpha computer wall, etc. I'd been fixing what I find while playing with it, but since I mostly play Oblige/Obaddon doom2 levels nowadays I don't get exposed that much at how the textures look on more conventional wads. To find all the single errors playtesting with the full gamut of id iwads is needed. These kinds of full-fledged all texture substitutions requires too much effort and playtest time, and some unorthodox wads will break it anyway, so I kind of understand Doomenator had to made some compromises and probably never encounter certain errors. But frankly, working with other's stuff and fixing their errors is not that much pleasant, probably just scratching an itch, makes me want to do my own and focus at only what iwad I use the most, not the whole of them. I'll check on the particular textures you mention anyway. Thanks.
You're welcome. Hope it will work fine for you.
You need to look for old-style theme/textures WADs. With images in palette Doom graphics listed in PNAMES and TEXTURE1 files between marker lumps, etc. Instead of those like this one that uses JPGs and PNGs. You probably can find some in both Doomworld.com idgames/themes and Doomworld.com idgames/graphics.
Sadly no, this texture pack work only with the opengl renderer.
That mod is called Dakka
I'm glad you appreciate it, my pleasure.
This worked perfect for me. Thanks!
This keeps getting better.
Thanks and Kudos to the Anomaly team!