AmigOS Posted August 20, 2019 On 8/17/2019 at 11:03 PM, angelgraves13 said: I can't seem to get this pk3 to work with any DOOM game on the Doomsday Engine. Heretic and Hexen upscales work fine however. Yes. I tryed with NeuralUpscale2x_v0.95_Minor.pk3 and NeuralUpscale2x_v0.95.pk3 and not work on Doomsday or gzdoom. Neural for Heretic and Hexen work fine. For Doom i recommend using other graphic mods. 0 Share this post Link to post
Scuba Steve Posted August 20, 2019 Because the project wasn't formatted for Doomsday's high resolution format? You would likely need to reorganize the file structure to work properly with Doomsday...I have no idea how that engine handles upscaling. If you're not getting it to work with gzdoom, you're doing something wrong; it's literally as simple as dragging the file onto the latest gzdoom exe. Likely errors are caused by loaders, front end, autoloaded wads, or your settings. 0 Share this post Link to post
AmigOS Posted August 20, 2019 22 minutes ago, Scuba Steve said: If you're not getting it to work with gzdoom, you're doing something wrong; it's literally as simple as dragging the file onto the latest gzdoom exe. Likely errors are caused by loaders, front end, autoloaded wads, or your settings. GZdoom have zero extra setting for Doom This is loading log GZDOOM gzdoom.pk3 608 lumps game_support.pk3 2520 lumps Doom.wad 2306 lumps (Ultimate Doom from GOG, I have also tried DOOM 2 from GOG) lights.pk3 7 lumps brightmaps.pk3 499 lumps NeuralUpscale2x_v0.95_Minor.pk3 4079 lumps NeuralUpscale2x_v0.95_Minor.pk3:stepfix.wad 5 lumps Identical for NeuralUpscale2x_v0.95.pk3 0 Share this post Link to post
AmigOS Posted August 20, 2019 21 minutes ago, AmigOS said: GZdoom have zero extra setting for Doom This is loading log GZDOOM Ok, problem solved ! I make a grab with and without Neural mods and i find a minimal differences There are not those noticeable improvements on the Neural textures on Hexen ad heretic These are clearly distinguishable 0 Share this post Link to post
Gez Posted August 20, 2019 On lundi 12 août 2019 at 4:16 AM, Scuba Steve said: Well what the fuck. Jesus Christ, id! Rather than remove switch textures, they just pasted the same artwork over FIVE different textures!?! What a fucking duct tape job. Yeah because the engine would have aborted with an error during loading if the switches were missing. But they didn't use them in Doom II, so they replaced them with dummy copies of SWxBROWN. The really annoying part is that all of the patches that are needed for these switches are actually present in Doom II, so they could have kept the switches intact without adding any additional data. https://doomwiki.org/wiki/Switch 2 Share this post Link to post
lowenz Posted August 23, 2019 (edited) Scuba, can you apply the same treatment (AI upscaling+smoothing tweaks) to the "Doom 64 enemies and weapons" pack (for DU/D2)? -> https://www.wad-archive.com/wad/458fcc865d0fc5ca46573312aaf5c405 0 Share this post Link to post
Scuba Steve Posted August 23, 2019 Not unless I can gain access to the Nvidia upscaling tech. My 30 day trial for the gigapixel upscaler runs out soon and I'll have to pay $100 to renew it. Additionally, redoing Doom 64 would be a major undertaking that I'm not willing to do. If I can get access to the ai tech, I would consider doing the final Doom textures, but that's all the more work I would be willing to do. 0 Share this post Link to post
qweqioweuo123 Posted August 24, 2019 very nice. can you make this work with "PerK's Smoother Weapon Animations Enhanced"? i cant play doom anymore withotu the smooth weapon animations 0 Share this post Link to post
Scuba Steve Posted August 24, 2019 Ummm... Done? Smooth neutral upscale 1 Share this post Link to post
Doomenator Posted August 24, 2019 32 minutes ago, Scuba Steve said: Ummm... Done? Smooth neutral upscale Spoiler 0 Share this post Link to post
Scuba Steve Posted August 24, 2019 (edited) I've submitted that bug to the ZDoom forums. Waiting to see if it gets fixed. 0 Share this post Link to post
Doomenator Posted August 24, 2019 1 hour ago, Scuba Steve said: ... Ok. But it may be corrected by decaldef. 0 Share this post Link to post
Spectre01 Posted August 24, 2019 I've been casually running through Doom 2 and on map32 the Commander Keens are completely invisible. You can still kill them but everything related to the sprite seems to be missing. 0 Share this post Link to post
Scuba Steve Posted August 24, 2019 (edited) Fixed in the most recent download. @Doomenator sure, but if it's a bug I'd rather see it fixed before adding more code to the wad. 0 Share this post Link to post
Doomenator Posted August 24, 2019 3 hours ago, Scuba Steve said: I'd rather see it fixed before adding more code to the wad. This will not affect previous versions gzdoom or other ports. Besides, these things have nothing to do with each other. Technically, this bug create the mod itself. I think gzdoom can't scale decals as sprites. If I remember right this problem has been for years. And I wouldn't call it "adding code", because gzdoom is already using decaldef. However nevermind. 0 Share this post Link to post
Scuba Steve Posted August 24, 2019 4 hours ago, Doomenator said: I think gzdoom can't scale decals as sprites. I think so, but this is more of a question for @Graf Zahl than me. If it has to be fixed with decal definitions, that's fine, but I figured this might be something that needed repairs. 0 Share this post Link to post
Scuba Steve Posted August 24, 2019 @Spectre01 Downloading the newest upload will also fix the Status Bar numbers; I cleaned them up with proper dark outlines so the ZDoom alternate HUD will recolour them properly. 1 Share this post Link to post
hidfan Posted August 26, 2019 @Scuba Steve My AI Gigapixel trial went down aswell as the project was quite long, and I had to create new email adresses in order to get additional 30 days; it worked pretty well. Now that Nvidia has shut down the super resolution site, we're a bit screwed on that part, the new NGX one is still not running. 1 Share this post Link to post
Get Phobo Posted August 26, 2019 I am not delighted by AI Gigapixel's performance. It works far worse than, e.g., ESRGAN, especially for straight lines which AI GP never gets right. (Too bad ESRGAN doesn't support transparency.) They also have a horrendously bad customer support--average reaction time was six days in my case--and they didn't even manage to get a serious bug I had reported for the old 3.x out of the new 4.0 version several weeks later. Well, I still have an unused $20 store credit with Topaz for my bug reporting, so if you like I can DM it to you. It's from six months ago, though, so I don't know if it's still valid, but I suppose it should. 0 Share this post Link to post
Moggy81 Posted August 30, 2019 I Love it, guys well done, great job. Makes the game feel fresh!! 0 Share this post Link to post
hidfan Posted September 2, 2019 First post Edited to include the download links to @Scuba Steve's latest versions. 6 Share this post Link to post
DarkShotX45 Posted September 2, 2019 Why does the textures stay the same in Zandronum 3.0? When I used GZDoom 1.9, it gets the new textures. 0 Share this post Link to post
Doomenator Posted September 2, 2019 20 minutes ago, DarkShotX45 said: Why does the textures stay the same in Zandronum 3.0? When I used GZDoom 1.9, it gets the new textures. You would need to reorganize the file structure to work properly with Zandronum... ) 0 Share this post Link to post
Scuba Steve Posted September 7, 2019 (edited) @hidfan, is there a reason the VILE\* frames were renamed to VILL* frames in the wad and a decorate lump was used to tell the game to search for the VILL* frames in lieu of VILE\* ? Edit: Apparently you can't have \ marks in a pk3 file... what a mess! Edit2: Woop woop! No need for a decorate file in future releases! Edited September 9, 2019 by Scuba Steve 0 Share this post Link to post
Scuba Steve Posted September 9, 2019 Can somebody explain the "stepfix.wad" included in the pk3? It contains the STEP1 and STEP2 flats... but what is the point of having them in a separate wad with their own decorate file? 0 Share this post Link to post
Koko Ricky Posted September 9, 2019 Could improvements to the algorithm eventually produce 16x rotations and smooth motion for all animation? 0 Share this post Link to post
Scuba Steve Posted September 9, 2019 They already can... but they are simply just not viable. One, there's only so much fake data the upscaling tech can generate before it looks silly, and two, Doom's architecture is so simple that anything beyond 2x simply looks fake and exposes Doom's humble low resolution origins. As for smoother animations, you could use SmoothDoom as a base, but you'd have to resample every extra sprite frame, reassemble them in Photoshop, create the alpha mask, clean them up, and insert them into the wad properly. No thanks. 0 Share this post Link to post
Doomenator Posted September 9, 2019 1 hour ago, Scuba Steve said: Doom's architecture is so simple that anything beyond 2x simply looks fake and exposes Doom's humble low resolution origins. Doom architecture in modern ports already has nothing to do with low resolution origins. Levels can be complicated, textures can be altered, sprites can be replaced with 3D models etc. Even the combination of old levels and ultra modern graphics looks quite playable. Spoiler 0 Share this post Link to post
Get Phobo Posted September 9, 2019 Dude, that's literally no "modern port" but the old Hangar map imported into Doom 4, which is a completely different engine. One that can run on multiple threads instead of just one, which is one of the biggest problems with using complex stuff in Doom ports. 0 Share this post Link to post