What Started off as a simple GZDoom map pack project, has now turned into a research and development quest for a better end result.

Comment History  (0 - 30 of 135)
ProjectRemap
ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

I think you can find footstep sound mods that do that pretty well actually. there is no simple built in implementation for GZDoom to add footstep sounds so that's why i have left alone, it would probably require a custom player actor or zscript which i have very little experience with and may cause game mod comparability issues.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

The original doom 1 + 2 + Plutonia + TNT levels dont have any standard lava fall textures, so any custom maps / mods that have lava falls are using custom textures, because of this the shader is not applied to those custom texture names.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

sounds like "BrutalDoomPlatinum" has been causing issues with other users. the mod is probably doing some sort of bizarre changes to the default texture names. try the pack on it's own with no other mods to pinpoint the issue.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

i only test with GZDoom using the Doom wads on desktop, i dont test with other mods as there is to many mods to keep the pack compatible with, if the pack worked before the "mod called Doom Delta" was updated or changed it maybe worth while contacting the developer of that mod to try and resolve the issue.

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ProjectRemap - - 135 comments @ ProjectRemap

Working on LTP V7.0, Massive Job, very time consuming.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

looks like the brutal doom lava texture "LAVAFL" has been implemented in an unusual way, and this is why the LTP is not overriding it. if you have any experience using slade3 have a look at how the Doom E4M5 patch file works (very simple). you can also read through the LTP user guide txt file. find the section called "Tutorial On Making The Liquid Texture Pack Work on Custom Downloadable Maps" and have a read.

Good karma+2 votes
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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

Thanks for the kind words.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

yes, doom map / mod is fine, credit and a download link would be good. cheers

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

sent you a message not sure if you seen it.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

metallforest, LTP V6.7 should resolve this issue. better late then never i guess.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

thanks, yea that seems to the best overall color values any brighter and it starts to become to much when using dynamic lights and bloom effects.

Good karma+1 vote
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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

interesting, it looks like the port you use is running on the older material setup that gzdoom used to use. the glow effect doesn't work on the lava and toxic textures when using your file with the more recent gzdoom versions. also in the parallax shader section i see you added "max(viewscaleX, viewscaleY)" does this mean that whatever is the largest value in the brackets, it selects that to use? eg. if viewscaleX is a larger value then viewscaleY it will automatically select viewscaleX, is that whats going on? the reason i ask is i have no programming or shader coding knowledge prior to this pack and it was a nightmare to get it this far as it was the old trail and error and inspect other shader methods to figure out how to get it to work. give me a welder any day over this stuff... lol.

Good karma+2 votes
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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

i tried doing that before and i could not get it to look right. it ended up making the texture look more 2d then it is now. i think it really needs some sort of fake depth effect for that layer effect to look correct as if its actually under the water surface and not on top.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

just tested the may 9 dev build and it works fine for me, i know the devs are adding the lightmaps workflow to the pipeline so they would be doing massive changes to the engine atm so i would expect some dev build releases to be unstable.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

just updated the file, should be an improvement.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

In the mod description i do mention that the dev builds can be unstable sometimes and it best to use the official gzdoom releases.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

i have always tested using dynamic lights attached to the weapons (plasma ball , rocket explosion etc) and it looks fine to me however testing with the dynamic lights turned off i can see what your saying. so i will try to work on that for next update. more of the time has just been working on improving the shaders themselves to get them looking as best as i can. the splashes was originally just an after thought add-on, that's why i made the option to turn them off...

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

load the pack after brutal doom to override the original textures.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

ok that sounds good, i do have a discord but i don't use very it often. you can also get in contact with me on my Facebook page if that is any better. Facebook.com

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

read the mod description to see more details.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

fixed... version 6.3 turned out to be a pretty big update.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

the reason for the missing texture messages on start up depending which wad you use is due to the textures specified in the ANIMDEFS, this pack uses 2 animated textures to override any mods that use their own animated textures. and then the shader does it's work on those 2 animated textures. i might add another folder and add the original missing textures so it doesn't throw the "missing texture message" in the next update. it never bothered me that's why i left it like it is currently.

Good karma+1 vote
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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

this pack is made for doom, doom 2, plutonia and tnt. the doom plutonia wad file has the waterfall textures. if you load doom 1 you will see a bunch of missing textures. and i had a look on the doom wiki for the glow issue, and i have realized what i have done. i will get it fixed for the next minor update.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

try it and see if it does... the deep water addition effect is in the splash add-on pack but it is the same values that brutal doom uses so its probably the same for project brutality. just note the reason the splash add-on is separate from the main file. is if you load this mod on top of brutal / project brutality those files will be overridden and you will loose those original features (lava splash that catches enemy's on fire). so if you load that file so you will probably override the project brutality terrain scripting which holds the water depth values and is also responsible for spawning the splashes for LTP V6. this was the compromise i made to have 2 separate files so the pack is more universal with other mods. but there is only so much you can do.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

updated to version 6.2 this will help resolve your problem.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

im using pc and the only API's that work for me is Vulkan and OpenGL the other 2 api's just display a static textures. ill update the description i never tried the other api's.

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ProjectRemap
ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

i just had a look through the mod that you are using (smooth doom) and i noticed that smooth doom is using its own splash particles and the small and big splashes are using the same sprite names. i think the issue is that the modder of smooth doom might have the mass set above the value 10. this will cause the casing's to spawn the large splash trigger on the liquids / terrain surface and not the small ones. the casing's in brutal doom are set below the value of 10 and are working correctly by only spawning the small splashes. this is why i only test with the original doom weapons as it is impossible to make the liquid pack work for all mods. this value of 10 is found in the zdoom wiki here: Zdoom.org

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

try the older official release versions of gzdoom 4.5 / 4.6. as long as it is a version that supports specular and normal maps it should work. please note the shaders are done with opengl so you may still have issues that i cant resolve.

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

should be better with V6.0

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ProjectRemap - - 135 comments @ Doom Liquid textures pack V6.8 (7/6/22)

no idea bud, i use pc. people have had issues with the shaders all i can say is use the opengl renderer with the official gzdoom releases only. don't use any dev builds as they are unstable as they are development builds of the engine.

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