One of the first mods to really show off everything that GZDoom could do.
Want more shooting from this classic era? Try this thread - it's like an all-you-can-eat murder buffet! Update : New thread here! More graphical features all over, and it's a requirement of some mods. If you've got a halfway-modern PC, this is the version you want. You can also get the OpenGL version of ZDoom, called GZDoom, here. We've got the bandwidth and the technology to show your 2.5d skills to the world.Īnd if you want to play along, well, you'll be wanting the game, won't you?īuy Doom 2 on Steam for $10, strip out the "DOOM2.WAD" file (You will find in the Steam\steamapps\common\doom 2\base folder) and slap it into the latest build of the ZDoom engine, which is required for most of the more advanced mods.
If you've got a favorite Doom mod you want to show to the world, then speak up. We'll be starting with the best of singleplayer mods on offer, but hope to get some more goons on board to rock the casbah with some co-op, or maybe even unwind with some of the better competitive multiplayer mods. The multitude of Doom universes are going to be showcased here by a variety of players.
Full total conversions, levels, weapons, music, gameplay mechanics and more.Īnd that's what this thread is about. Getting better with each passing day, in fact - in addition to rewriting the underlying code, the fanbase has regularly spat out some genuinely impressive mods that make the original game look basic by comparison.
The Doom engine has been upgraded, recoded, given proper netplay, full 3D graphics, colored lighting, mouselook and every other convenience we take for granted in our modern FPS's.īut at the end of the day, Doom is Doom, and it's still a great game. Despite the game originally launching 15 years ago, it still remains a cult favourite. then I can fine tweak from photoshop to gzdoom easily.Like a room full of those goddamned Archviles, the Doom community refuses to just lay down and die. The clean isn't perfect but a first alpha release stage has been reached and I can test it ingame.īut I'm stuck, I can't make this work and I need some help to be able to launch gzdoom with the -file parameter and a folder with all Hires pngs. Also the contrast is changed, bright details are brighter, and dark one are darker too, this had to be cleaned as well by removing them and leting the original texture color appear. Unfortunately this comes with some unwanted pixels here and there and a heavy de-noising work was needed. The 4x and 8x versions have too much funny AI artistic style artifacts to be used The process was to pack doom textures into different 1024x1024 pngs (7 iamges), then get the 8x upscaled versions (using 2 different techniques), then blend those results together as they both have qualitys and issues, downsize to 4096 with bicubic supersampling to blend some noise, then downsize to 2048x2048 with nearest neighbour supersampling to keep the sharpness feeling of original doom textures. Little drawbacks : max output size is 8192, so, for 8x it's a 1024 input, etc. I finally used Nvidia's solution (it took some time to be in the beta!) : Infinite amount of requests, better results. I have been playing with different image upscaling neural networks : letsenhance.io and Nividia's GameWorks SuperResolution. Kotaku's article had a wrong information, that is infecting all other articles : I experimented with enhance.io (and Waifu and others).īut in the end, for the project, I only used Nvidia GameWorks's Super Resolution and Topaz AI Gigapixel. PSD sources 1.41Go (warning : these are not yet up to date with 0.95)- the untouched 8x and 6x sources, direct from the AI, if you want to do your own cooking Suba Steve made one that works with vanilla too, but it seems pointless since the neural wad only works in zdoom anyways.
This is a zdoom decorate wad with smoother weapon animations that are all upscaled. I'd like to thanks the people who helped me go through a lot of technical problems I couldn't have resolved myself easily : of course Steve for the awesome final sprint, but also all the technical support, and Phredreeke (from the zdoom forums, who helped Scuba Steve) Using AI NeuralNetworks (A lot of Nividia's texture tools : super resolution and a little bit of Topaz's AI gigaPixel), all textures and sprites have been upscaled 8x (with tons of AI artefacts), then downscaled to a final 2X to restore a pixel art look.Ī lot of textures have been manually cleaned of AI artefacts and all transparency masks have to be manually enhanced (because AI don't know what to do with binary Black&White yet).
V 1.0 is available thanks to Steve ! ( additional clean up, bug fixes, now works with all commercial versions (tnt, plutonia) )