Voxel Doom II is the follow up to 2022's award-winning Voxel Doom. This is a new graphics mod that replaces all monsters, weapons, props and items with fully 3d voxel models. It replaces all monsters from both Doom and Doom II.

Description

Verion 2.4. Please ensure you are using GZDoom 4.10.0 or later! PLEASE make sure you unzip the .pk3 file and use that instead of the .zip file itself! Drag the .pk3 file onto your copy of GZDoom to run. Voxel Doom II with Parallax Textures is an update to Voxel Doom II, which adds parallax texture features to both Doom I and Doom II. There have also been several voxel model updates. Voxel Doom 2.4 Changelog New in Voxel Doom 2.4: - Fixed Z-fighting for monster corpses - Toggle-able sprites or voxels for the rocket explosion, and the sphere pickups - Relicense code to GPL v3.0 - the mod was initially licensed as MIT due to an oversight. This isn't actually possible, as the mod contains code from GZDoom itself, therefore it must also be GPL v3.0.

Preview
Voxel Doom II with Parallax Textures v 2.4
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superdave938
superdave938 - - 8 comments

The parallax textures don't work for me

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lyhwha
lyhwha - - 125 comments

Neither for me, and i'm using last gzdoom version

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generic_name_guy
generic_name_guy - - 63 comments

On PC, make sure you're using OpenGL or Vulkan and not OpenGL ES or software rendering. And on Delta Touch, make sure you have the rendering backend set to OpenGL ES 3.2 and have the "Disable User Shaders" option disabled.

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gjk232012
gjk232012 - - 6 comments

Yep that was it. Thanks!

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Guest
Guest - - 689,575 comments

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lyhwha
lyhwha - - 125 comments

If you re using delta touch go to gzdoom options (gear next to the logo). In "Rendering backend" select "GLES 3.2". Now turn off "Disable user shaders",
AND that's all, it worked for me

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superdave938
superdave938 - - 8 comments

I figured it out
Thanks

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RastaManGames
RastaManGames - - 237 comments

Is compatibility with "Doom Complete (WAD Smoosh)" were fixed along with wrong angles of the several items?

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Guest
Guest - - 689,575 comments

Doesn't seem to. I just tried it, and neither the parallax sky nor the Doom II enemies work.

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Osh_93
Osh_93 - - 5 comments

Perfect! Just made this account to thank you again!
Tried it with latest GZDoom and Doom: Part 2 - Earth in Hell WAD by Kam Tovalski and friends

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adcdam
adcdam - - 74 comments

the mod and textures work perfect im using gzdoom 4.10 under Linux

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Guest
Guest - - 689,575 comments

3d voxel shell casings for players/monsters would be tight af, like the ones in Blood:Fresh Supply

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Guest
Guest - - 689,575 comments

So it's finally here! You're just the best, Chello. I remember you were working on voxel weapons too, are they just experiments or maybe next year's anniversary gift?

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molok_1
molok_1 - - 7 comments

GZDoom v4.11.3 textures are working, just not all medkit properly rendered.

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Osh_93
Osh_93 - - 5 comments

Just noticed the options in the menu are named strangely "VOXELDOOMMNU_SMOOTHROT"
And feels like 3 options only is less than the options in the normal Voxel 2_1 :P

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Pyornkrachzark
Pyornkrachzark - - 13 comments

Best Doom mod ever made!
One small complaint: the depth effect of some parallax textures is even too strong

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Guest
Guest - - 689,575 comments

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earlalden24
earlalden24 - - 4 comments

Loading takes longer by 5-10 seconds compared to the previous versions. Does anyone know why?

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molok_1
molok_1 - - 7 comments

In Nvidia control panel increase shader cache size to 10GB

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Osh_93
Osh_93 - - 5 comments

there's a Pre-cache option which is probably turned on by default every time you update.

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staticanimal
staticanimal - - 113 comments

doesn't appear to be working? my rendering api is set to vulkan, render mode is set to hardware and models are enabled and it's just doing Nothing. is there another vital setting i'm missing somewhere?

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molok_1
molok_1 - - 7 comments

Did Doom1 or Doom2 game data used, some modified wads will have problems. Check in game menu if voxel settings are shown.

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Untamed64
Untamed64 - - 103 comments

Can we have a version that just has the parallax textures?

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Dr_Doener
Dr_Doener - - 9 comments

Thank you very much for your dedication and efforts.
This puts Doom onto a whole new level, while staying true to its roots.
Keep up the good work, thumbs up!

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Hereticnic
Hereticnic - - 229 comments

is there any feature that makes it imperative to use "version 4.10 or higher"? or do you just make it a forced requirement inside of the pk3 file?
It's becoming very annoying with modders thinking that "most updated version" is required (most of the time it isn't just look what Winter's Fury and Pirate Doom did back in 2012 and 2013) and having to update the gzdoom folder every other month because of this (remaking all the shortcuts, reconfiguring the INI options and adding keybinds/aliases)
Is there ANY example of a feature on this mod that would not run on... let's say... gzdoom version 4.8.0?
In my previous conversion mods for Zandronum compatibility I made quick adaptations to the code in Slade and suddenly the mods became compatible with Zandronum which is based off a version of gzdoom from 2016. This trend of "update every month" is going to become very annoying.

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Hereticnic
Hereticnic - - 229 comments

Hell, I'm just playing right now a 1997 WAD called Requiem which features 3D floors (3D floors OVER other 3D floors)
The things we think are "recent" in doom history are all here from early 2000's, it just happen that recent modders "discovered" these unused functions in the code.
Unless you can't give explicit examples of code that requires 4.10+ I can't take anything you guys say seriously.

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hexaae
hexaae - - 49 comments

BUG
Super-Charge (blue sphere with a face inside) emits no sound on pick up.

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Guest
Guest - - 689,575 comments

For anyone curious, you can make this mod work with Wadsmoosh by slightly changing the "IsSigil" variable and the filter subfolders. Open VoxelDoom_v_2.3.pk3 with Slade or 7zip or however you want and follow these 2 steps

First open the "filter" folder, and change the folder "doom.id.doom2" to "doom.id" to make sure all Doom 2 monster load.

Second open zscript\CheelloVoxels and open CheelloVoxStatics.zc. You can use notepad or and text editor. Scroll to the bottom and find

"
static bool IsSigil(void)
{
// crude, but works for now.
if (Wads.FindLump('SIGILTEX') != -1)
return true;

return false;
}
"

replace that with this without the quotation marks

"
static bool IsSigil(void)
{
// crude, but works for now.
if (Level.Cluster >= 25)
return true;

return false;
}
"

Now all monsters should load and the evil eyes will face you in Sigil & Sigil II

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LyokoDesura
LyokoDesura - - 153 comments

How come the Parallax textures don’t work with the OpenGL ES renderer? Does that not have parallax compatibility, or do you need to set up the definitions to work with it?

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Gorrex98
Gorrex98 - - 5 comments

it works, you must be missing something, im running it with an android in opengles

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Gorrex98
Gorrex98 - - 5 comments

amazing, thanks. amazingly i didnt suffered from performance, tested some campaign map and never dropped from 60 fps on an android phone (decent phone but still no pc)

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Darklockz
Darklockz - - 1 comments

im in love with that thing... damn it change everything for me!

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Guest
Guest - - 689,575 comments

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Dsprz
Dsprz - - 34 comments

Does this latest version (2.4) come bundled with "nashgorenext" or do I need to load both?

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immistyer
immistyer - - 25 comments

You need to download Nash Gore Voxel Pack

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Dsprz
Dsprz - - 34 comments

Thanks

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