Subscribestar.com -Support the project, keep it afloat.
Patreon.com -Another vendor for supporting the project.
Paypal.com -Third Support option for the project.
The mod currently Supports;
Zandronum 2.1 to 3 with Brutal DooM 19 or 20
GZDooM 2.1.1 to 4.5 with Brutal DooM 19 or 20
Vanilla Mod released Feb 22nd, now works on 2.1.1 to 4.5 GZDooM and Zandronum.
Twitch.tv - Support me by giving a follow for free.
Youtube.com -Subscribe for free to support.
New user guide to running DooM mods:
Note: The TJTownsend Pinky Demon has been removed for the time being I can put them in a separate download if some one wants them. It's a long process to make sprites that detailed but not impossible and do want to venture down that road if I get the backing for it.
Credits:
Nickelbawker - Me for this scale up and original artwork on many items and objects.
TJTownsend - Demon, lamp, barrel
Srg Mk. IV and his team* - many sprites, animations, blood, gore and his brutal mod. Will add in his credits page from his mod somewhere soon.
Decided to take the project out of hiatus. I finished scaling all 1327 of the Vanilla sprites, some are work that had been done on the Brutal mod so some of that is improved by hand and HDified. The look is much more cohesive than anything else other than the unfilitred original sprites which scale up pretty well on their own.
The Vanilla wad works on GZDooM 2.1.1 to 4.5 as well as similar era Zandronum.
You can support my continued work and unlock special access to newer mods here;
Moddb.com
Subscribestar.com
Patreon.com
Paypal.com
Twitch.tv Follow for free
Youtube.com Subscribe for free
Spent about 50 hours on this HUD. Going to throw this up here for anyone who wants to use it, I've gone onto developing my own game rather than modifying...
Managed to get it uploaded as promised, video link below. This includes DooM II Plutonia TNT content as well where as on the Brutal release I wasn't that...
A compilation of 2 texture packs selecting my favorite textures packs. It combines zdoom's DHTP( github KuriKai DHTP) with Doomenator's AltDHTP ( zandronum...
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...
can this be added to doomsday?
i tried this with gzdoom. it somewhat works. but a large health medkit an i think a berserker is showing on screen? is it compatible with wadsmoosh?
Don't think so not currently. Large medkit you can do several different things. I've developed my own HUD spent about 50 hours on it going to release it soon I think. It's pretty much done just need to make a video on it. But the Alternate HUD doesn't use the icons so thats one work around or if you use a HUD that constrains the icons to a set display scale those work as well. My HUD is going to be pretty cool it's like the original status bar containing all information and a Suit timer with a couple other power up timers. All into each corner of the screen and it's somewhat HD, the HUD is two 400x150 images in each corner, roughly.
Honestly highly recommend Zandronum much more mods work on it overall I find, at least the HD ones do. Possibly LZDooM might be a work around though. Current GZDooM is kind of a mess but has some cool AO effects that's about the only advantage of it though, well and any mods that are fun and GZDooM specific.
so far i got it resized again. its working now.
i had to rescale it.
so sounds like its probaby a gzdoom issue. i guess what i meant was its on the screen when you first start the level. it blocks left an right side.
only the middle part can be viewed.
so zandronum or lzdoom will be better?
You can just use the alternate HUD in GZDooM. You can adjust the alternate hud to look a lot like the regular fullscreen one it shouldn't be big in the alternate HUD.
Zandronum works really well all of my mods work on it still after all these years. GZDooM 4 is pretty experimental and high tech a lot of mods broke with that release so GZDooM 3 would work although it wont effect the HUD issue. Have to use alternate or a custom HUD wad / pk3 that constrains the icons. Or a HUD that doesn't request icons from the original game wad. I'll see if I can just upload the HUD right now ill do a video on it later. Busy developing a game at the moment so Kind of gave up on this stuff for now.
Edit: released the HUD but its for Brutal DooM, never made the vanilla version so if you're on vanilla doom it wont work.
Here's a youtube video of x16 vanilla Youtube.com
For whatever reason moddb wont import that video yet it imports the older ones.
Scope of the project is pretty limitless I feel. Meaning I can model out millions of poly models, texture those, normals, then create renders of them for the sprites. I'm messing around with the idea of a better armor icon right now with that in mind.
As it stands though I'd like to patch the brutal wad to 21, get everything scaled and paint corrected so that it's at least better than the built in 4xbrz. Also like to update the doubleDHTP here shortly to 4.5 and work on fixing any issues the newest releases of the HD texture packs may have with the new GZDooM.
I'm also working on a hud mod, a better HD font mod that's all my own work instead of a combination. HUD mod will be based off of BTSX's HUD but intended for 1080+ and also will have a Vanilla and Brutal 21 version.
Decided to take the project out of hiatus. I will be finishing a Vanilla DooM version for Ultimate, II and TNT+Plutonia and those files will also be going into the Brutal version. I updated GZDoom, and Brutal DooM from 20b to 21 on my computer so it will be getting a few updates for now but completion status is still a long ways off for Brutal. Vanilla will see a very complete version soon and will consider adding a smooth DooM version with the enhanced animations in that same wad. Not sure if smooth DooM is the current improved animation release so I'll do a bit of searching to see where to start from as a base for the vanilla wad. Expect a new Vanilla wad and a update to the Brutal wad in a few days fixing the candles and adding in the default frames from vanilla for those brutal monsters. I would like to go on to finish Brutal, Vanilla then consider doing PSX Brutal possibly a few other great mods but we'll see if the project gets enough attention, if when I finish the Vanilla wad I don't see much attention I will likely put it back on hiatus and begin work on a Resident Evil 1 mod inside of Resident Evil 2 PC with HD assets to be added in whenever Gemini of Classic Rebirth implements that feature.
this will be doom in 2013
Not sure what you mean by it. This project was started after that and even in GZDooM 4.5 there isn't a option for 1080p scaled monsters.
looks real cool