NightFright Posted January 25, 2016 Dunno if it's off-topic or not, but did anybody notice that brightmaps wouldn't work on sprites that are patched with these fixes? 0 Quote Share this post Link to post
Gez Posted January 25, 2016 NightFright said:Dunno if it's off-topic or not, but did anybody notice that brightmaps wouldn't work on sprites that are patched with these fixes? The standard GZDoom brightmaps have the "iwad" keyword in their definition, meaning that they will be disabled if the sprite is changed from the IWAD. Try playing something like Hacx 1.1 (the non standalone version), Aliens TC, or Batman Doom to know why it's a good idea. You can fix that by editing the sprite fix wad to add the needed brightmaps and their definitions, and replacing "iwad" with "thiswad" in their definitions. 0 Quote Share this post Link to post
NightFright Posted January 26, 2016 I see. The thing is this, I am using these sprite fixes in autoload. It makes sense, but it breaks the brightmaps for those edited sprites. I also dunno if I can just put the PNGs into a WAD without any kind of manual realignment as it was done for these fixes. Maybe a new option besides iwad and thiswad may be considered to allow sprite overrides, but only from a specific file. Example: iwad thiswad d2spfx16.wad would allow brightmaps to be applied if sprites are coming from the iwad or a specific pwad (in this case, the sprite fix file d2spfx16.wad), but otherwise they would be ignored. I guess this is a feature request for GZDoom and doesn't really belong here, but since these fixes are kinda important, it would be great to have an option to use both brightmaps and sprite overrides (without having to merge files) at the same time in specific cases. 0 Quote Share this post Link to post
Revenant100 Posted January 27, 2016 NightFright said:I guess this is a feature request for GZDoom and doesn't really belong here, but since these fixes are kinda important, it would be great to have an option to use both brightmaps and sprite overrides (without having to merge files) at the same time in specific cases.To elaborate on this brightmaps issue, it would actually require a little more work than simply changing the wad designation in the definition file as several of the graphic lumps included in the sprite fixes WAD have been renamed due to the addition or correction of the rotation frames, i.e. "BOSSA2A8" has been renamed to "BOSSA2C8". Hence, the brightmaps could not natively support these sprite fixes unless they include a number of extra dummy definitions that otherwise go unused when playing with the vanilla IWAD. The nice thing here, though, is that no new brightmaps have to be created (apart from the missing rotations). The exact same art can be utilized. They just have to be defined for the differently-named graphic lumps. Death Egg said:So, I've spotted an off-colored pixel on the radiation suit that this project doesn't seem to have found yet: http://i.imgur.com/KpwN9dH.pngThanks for this report! I was wondering how this green pixel could have appeared, but I eventually realized the obvious: since the radiation suit is based on the player sprites, an errant pixel from the original green outfit survived. Placing PLAYA1 over SUITA0, I even managed to find a remarkably close alignment where the suit's green pixel is placed next to an identically colored player sprite pixel, among other matching details. I've made the fix, and it will be included with the 1.7 release. 0 Quote Share this post Link to post
RoyBatty Posted January 28, 2016 This is pretty awesome. Has anyone considered making an unofficial bugfix patch that compiles together all such fixes into one project that can be used as a basis for other patches like the aforementioned brightmaps? 0 Quote Share this post Link to post
NightFright Posted January 28, 2016 That's what I am more or less trying to do. @Revenant100: You don't happen to have a list with all the sprites that were renamed in the process of creating the fix files? It would need to have both the old and the new names to be useful. I did my own comparisons and came up with this list: Spoiler (spritefix file -> IWAD counterpart, if available) Demon ----- sargb2d8 -> sargb2b8 sargb3d7 -> sargb3b7 sargc2a8 -> sargc2c8 sargc3a7 -> sargc2c7 sargd2b8 -> sargd2d8 sargd3b7 -> sargd3d7 Imp * --- trooa2c8 -> trooa2a8 trooa3c7 -> trooa3a7 troob2d8 -> troob2b8 troob3d7 -> troob3b7 trooc2a8 -> trooc2c8 trooc3a7 -> trooc3c7 trood2b8 -> trood2d8 trood3b7 -> trood3d7 trooe2 -> trooe2e8 trooe3 -> trooe3e7 trooe7 trooe8 troof2 -> troof2f8 troof3 -> troof3f7 troof7 troof8 troog2 -> troog2g8 troog3 -> troog3g7 troog7 troog8 Player * ------ playf2 -> playf2f8 playf3 -> playf3f7 playf4 -> playf4f6 playf6 playf7 playf8 Zombieman * --------- possa2 -> possa2a8 possa3 -> possa3a7 possa7 -> ? possa8 -> ? possb2 -> possb2b8 possb3 -> possb3b7 possb7 possb8 possc2 -> possc2c8 possc3 -> possc3c7 possc7 possc8 possd2 -> possd2d8 possd3 -> possd3d7 possd7 possd8 posse2 -> posse2e8 posse3 -> posse3e7 posse7 posse8 possf2 -> possf2f8 possf3 -> possf3f7 possf4 -> possf4f6 possf6 possf7 possf8 Shotgun Guy * ----------- sposa2 -> sposa2a8 sposa3 -> sposa3a7 sposa7 sposa8 sposb2 -> sposb2b8 sposb3 -> sposb3b7 sposb7 sposb8 sposc2 -> sposc2c8 sposc3 -> sposc3c7 sposc7 sposc8 sposd2 -> sposd2d8 sposd3 -> sposd3d7 sposd7 sposd8 spose2 -> spose2e8 spose3 -> spose3e7 spose7 spose8 sposf2 -> sposf2f8 sposf3 -> sposf3f7 sposf4 -> sposf4f6 sposf6 sposf7 sposf8 Lost Soul * --------- skula1 skulb1 Arachnotron ----------- bspia3d7 -> bspia3a7 bspib3e7 -> bspib3b7 Baron of Hell ------------- bossa2c8 -> bossa2a8 bossa3c7 -> bossa3a7 bossa4c6 -> bossa4a6 bossb2d8 -> bossb2b8 bossb3d7 -> bossb3b7 bossb4d6 -> bossb4b6 bossc2a8 -> bossc2c8 bossc3a7 -> bossc3c7 bossc4a6 -> bossc4c6 bossd2b8 -> bossd2d8 bossd3b7 -> bossd3d7 bossd4b6 -> bossd4d6 Mancubus -------- fatta2d8 -> fatta2a8 fattb2e8 -> fattb2b8 fattb3e7 -> fattb3b7 fattc2f8 -> fattc2c8 fattc3f7 -> fattc3c7 fattd2a8 -> fattd2d8 fattd3a7 -> fattd3d7 fatte2b8 -> fatte2e8 fatte3b7 -> fatte3e7 fattf2c8 -> fattf2f8 fattf3c7 -> fattf3f7 Spider Mastermind ----------------- spida3d7 -> spida3a7 spidb3e7 -> spidb3b7 spidc2f8 -> spidc2c8 spidf2c8 -> spidf2f8 0 Quote Share this post Link to post
Revenant100 Posted January 28, 2016 Keeping with your formatting, the following is a full list of the graphic lumps that were either renamed or added: Spoiler Demon ----------------- SARGA2C8 -> SARGA2A8 SARGA3C7 -> SARGA3A7 SARGA4C6 -> SARGA4A6 SARGB2D8 -> SARGB2B8 SARGB3D7 -> SARGB3B7 SARGB4D6 -> SARGB4B6 SARGC2A8 -> SARGC2C8 SARGC3A7 -> SARGC3C7 SARGC4A6 -> SARGC4C6 SARGD2B8 -> SARGD2D8 SARGD3B7 -> SARGD3D7 SARGD4B6 -> SARGD4D6 Imp ----------------- TROOA2C8 -> TROOA2A8 TROOA3C7 -> TROOA3A7 TROOA4C6 -> TROOA4A6 TROOB2D8 -> TROOB2B8 TROOB3D7 -> TROOB3B7 TROOB4D6 -> TROOB4B6 TROOC2A8 -> TROOC2C8 TROOC3A7 -> TROOC3C7 TROOC4A6 -> TROOC4C6 TROOD2B8 -> TROOD2D8 TROOD3B7 -> TROOD3D7 TROOD4B6 -> TROOD4D6 TROOE2 -> TROOE2E8 TROOE3 -> TROOE3E7 TROOE4 -> TROOE4E6 TROOE6 (new) TROOE7 (new) TROOE8 (new) TROOF2 -> TROOF2F8 TROOF3 -> TROOF3F7 TROOF4 -> TROOF4F6 TROOF6 (new) TROOF7 (new) TROOF8 (new) TROOG2 -> TROOG2G8 TROOG3 -> TROOG3G7 TROOG4 -> TROOG4G6 TROOG6 (new) TROOG7 (new) TROOG8 (new) Player ----------------- PLAYA2 -> PLAYA2A8 PLAYA3 -> PLAYA3A7 PLAYA4 -> PLAYA4A6 PLAYA6 (new) PLAYA7 (new) PLAYA8 (new) PLAYB2 -> PLAYB2B8 PLAYB3 -> PLAYB3B7 PLAYB4 -> PLAYB4B6 PLAYB6 (new) PLAYB7 (new) PLAYB8 (new) PLAYC2 -> PLAYC2C8 PLAYC3 -> PLAYC3C7 PLAYC4 -> PLAYC4C6 PLAYC6 (new) PLAYC7 (new) PLAYC8 (new) PLAYD2 -> PLAYD2D8 PLAYD3 -> PLAYD3D7 PLAYD4 -> PLAYD4D6 PLAYD6 (new) PLAYD7 (new) PLAYD8 (new) PLAYE2 -> PLAYE2E8 PLAYE3 -> PLAYE3E7 PLAYE4 -> PLAYE4E6 PLAYE6 (new) PLAYE7 (new) PLAYE8 (new) PLAYF2 -> PLAYF2F8 PLAYF3 -> PLAYF3F7 PLAYF4 -> PLAYF4F6 PLAYF6 (new) PLAYF7 (new) PLAYF8 (new) PLAYG2 -> PLAYG2G8 PLAYG3 -> PLAYG3G7 PLAYG4 -> PLAYG4G6 PLAYG6 (new) PLAYG7 (new) PLAYG8 (new) Zombieman ----------------- POSSA2 -> POSSA2A8 POSSA3 -> POSSA3A7 POSSA4 -> POSSA4A6 POSSA6 (new) POSSA7 (new) POSSA8 (new) POSSB2 -> POSSB2B8 POSSB3 -> POSSB3B7 POSSB4 -> POSSB4B6 POSSB6 (new) POSSB7 (new) POSSB8 (new) POSSC2 -> POSSC2C8 POSSC3 -> POSSC3C7 POSSC4 -> POSSC4C6 POSSC6 (new) POSSC7 (new) POSSC8 (new) POSSD2 -> POSSD2D8 POSSD3 -> POSSD3D7 POSSD4 -> POSSD4D6 POSSD6 (new) POSSD7 (new) POSSD8 (new) POSSE2 -> POSSE2E8 POSSE3 -> POSSE3E7 POSSE4 -> POSSE4E6 POSSE6 (new) POSSE7 (new) POSSE8 (new) POSSF2 -> POSSF2F8 POSSF3 -> POSSF3F7 POSSF4 -> POSSF4F6 POSSF6 (new) POSSF7 (new) POSSF8 (new) POSSG2 -> POSSG2G8 POSSG3 -> POSSG3G7 POSSG4 -> POSSG4G6 POSSG6 (new) POSSG7 (new) POSSG8 (new) Shotgun Guy ----------------- SPOSA2 -> SPOSA2A8 SPOSA3 -> SPOSA3A7 SPOSA4 -> SPOSA4A6 SPOSA6 (new) SPOSA7 (new) SPOSA8 (new) SPOSB2 -> SPOSB2B8 SPOSB3 -> SPOSB3B7 SPOSB4 -> SPOSB4B6 SPOSB6 (new) SPOSB7 (new) SPOSB8 (new) SPOSC2 -> SPOSC2C8 SPOSC3 -> SPOSC3C7 SPOSC4 -> SPOSC4C6 SPOSC6 (new) SPOSC7 (new) SPOSC8 (new) SPOSD2 -> SPOSD2D8 SPOSD3 -> SPOSD3D7 SPOSD4 -> SPOSD4D6 SPOSD6 (new) SPOSD7 (new) SPOSD8 (new) SPOSE2 -> SPOSE2E8 SPOSE3 -> SPOSE3E7 SPOSE4 -> SPOSE4E6 SPOSE6 (new) SPOSE7 (new) SPOSE8 (new) SPOSF2 -> SPOSF2F8 SPOSF3 -> SPOSF3F7 SPOSF4 -> SPOSF4F6 SPOSF6 (new) SPOSF7 (new) SPOSF8 (new) SPOSG2 -> SPOSG2G8 SPOSG3 -> SPOSG3G7 SPOSG4 -> SPOSG4G6 SPOSG6 (new) SPOSG7 (new) SPOSG8 (new) Arachnotron ----------------- BSPIA2D8 -> BSPIA2A8 BSPIA3D7 -> BSPIA3A7 BSPIA4D6 -> BSPIA4A6 BSPIB2E8 -> BSPIB2B8 BSPIB3E7 -> BSPIB3B7 BSPIB4E6 -> BSPIB4B6 BSPIC2F8 -> BSPIC2C8 BSPIC3F7 -> BSPIC3C7 BSPIC4F6 -> BSPIC4C6 BSPID2A8 -> BSPID2D8 BSPID3A7 -> BSPID3D7 BSPID4A6 -> BSPID4D6 BSPIE2B8 -> BSPIE2E8 BSPIE3B7 -> BSPIE3E7 BSPIE4B6 -> BSPIE4E6 BSPIF2C8 -> BSPIF2F8 BSPIF3C7 -> BSPIF3F7 BSPIF4C6 -> BSPIF4F6 Baron of Hell ----------------- BOSSA2C8 -> BOSSA2A8 BOSSA3C7 -> BOSSA3A7 BOSSA4C6 -> BOSSA4A6 BOSSB2D8 -> BOSSB2B8 BOSSB3D7 -> BOSSB3B7 BOSSB4D6 -> BOSSB4B6 BOSSC2A8 -> BOSSC2C8 BOSSC3A7 -> BOSSC3C7 BOSSC4A6 -> BOSSC4C6 BOSSD2B8 -> BOSSD2D8 BOSSD3B7 -> BOSSD3D7 BOSSD4B6 -> BOSSD4D6 Mancubus ----------------- FATTA2D8 -> FATTA2A8 FATTA3D7 -> FATTA3A7 FATTA4D6 -> FATTA4A6 FATTB2E8 -> FATTB2B8 FATTB3E7 -> FATTB3B7 FATTB4E6 -> FATTB4B6 FATTC2F8 -> FATTC2C8 FATTC3F7 -> FATTC3C7 FATTC4F6 -> FATTC4C6 FATTD2A8 -> FATTD2D8 FATTD3A7 -> FATTD3D7 FATTD4A6 -> FATTD4D6 FATTE2B8 -> FATTE2E8 FATTE3B7 -> FATTE3E7 FATTE4B6 -> FATTE4E6 FATTF2C8 -> FATTF2F8 FATTF3C7 -> FATTF3F7 FATTF4C6 -> FATTF4F6 Wolfenstein SS ----------------- SSWVE1 -> SSWVE0 SSWVE2 (new) SSWVE3 (new) SSWVE4 (new) SSWVE5 (new) SSWVE6 (new) SSWVE7 (new) SSWVE8 (new) SSWVF1 -> SSWVF0 SSWVF2 (new) SSWVF3 (new) SSWVF4 (new) SSWVF5 (new) SSWVF6 (new) SSWVF7 (new) SSWVF8 (new) SSWVG1 -> SSWVG0 SSWVG2 (new) SSWVG3 (new) SSWVG4 (new) SSWVG5 (new) SSWVG6 (new) SSWVG7 (new) SSWVG8 (new) SSWVH1 -> SSWVH0 SSWVH2 (new) SSWVH3 (new) SSWVH4 (new) SSWVH5 (new) SSWVH6 (new) SSWVH7 (new) SSWVH8 (new) Spider Mastermind ----------------- SPIDA2D8 -> SPIDA2A8 SPIDA3D7 -> SPIDA3A7 SPIDA4D6 -> SPIDA4A6 SPIDB2E8 -> SPIDB2B8 SPIDB3E7 -> SPIDB3B7 SPIDB4E6 -> SPIDB4B6 SPIDC2F8 -> SPIDC2C8 SPIDC3F7 -> SPIDC3C7 SPIDC4F6 -> SPIDC4C6 SPIDD2A8 -> SPIDD2D8 SPIDD3A7 -> SPIDD3D7 SPIDD4A6 -> SPIDD4D6 SPIDE2B8 -> SPIDE2E8 SPIDE3B7 -> SPIDE3E7 SPIDE4B6 -> SPIDE4E6 SPIDF2C8 -> SPIDF2F8 SPIDF3C7 -> SPIDF3F7 SPIDF4C6 -> SPIDF4F6 0 Quote Share this post Link to post
NightFright Posted January 29, 2016 Thanks a lot! Luckily, not all of these sprites require brightmaps. ^^ I believe I am done with my adjustments, so I can present a result. Here are brightmaps that work with Revenant100's spritefixes (both Doom and Heretic, but Hexen and Strife are also covered): Spritefix-compatible brightmaps pack for GZDoom v1.01 (PK3, 1.3 MB) From the included readme: - This file completely replaces brightmaps.pk3 that comes with GZDoom. You don't need to load both files at the same time. - It is assumed you use the spritefixes for Doom and Heretic made by Revenant100 (d1spfx16.wad, d2spfx16.wad, hrspfx10.wad). - By editing the definitions inside of the PK3 file, you can switch to vanilla sprite support and deactivate brightmaps for textures (which are used by default). - For additional/fixed texture brightmaps in Final Doom, edit doomdefs.bm according to the comments in the file. - As long as you use the spritefix definitions, avoid loading these brightmaps with Doom/Heretic addons that come with customized sprites. Textures won't matter. Note that I didn't do most of these brightmaps, only those that were missing for the Doom spritefixes (everything in brightmaps/doom/spritefix). Proper credits has been given to the authors (Acidhoes, DrVenom8, TheUnbeholden and Virtue) in the included readme.txt file. 0 Quote Share this post Link to post
JohnnyTheWolf Posted January 30, 2016 Is this compatible with Smooth DooM? 0 Quote Share this post Link to post
NightFright Posted January 30, 2016 No, it's not. Far more brightmaps would be needed for that, sorry. And this thread is about the sprite fixing project, Smooth Doom isn't the topic here. 0 Quote Share this post Link to post
JohnnyTheWolf Posted January 31, 2016 I know. I just wish the sprite improvements could be added to Smooth DooM. :( 0 Quote Share this post Link to post
wallabra Posted January 31, 2016 Smooth DooM adds sprites from the IWAD. Doom 2 MSFP changes them. See why it wouldn't be compatible? The new sprites from Smooth Doom would not be fixed, only the original IWAD ones, and... well that's it. (I think?) Still it WOULD work, just not be 100% compatible. Please correct me if I am wrong. 0 Quote Share this post Link to post
JohnnyTheWolf Posted January 31, 2016 Yeah, this is what I meant to ask. My bad. :( 0 Quote Share this post Link to post
NightFright Posted February 1, 2016 You can use those brightmaps also with Smooth Doom, but you would be missing many brightmaps for those frames that have been added. It would probably look quite stupid if for example glowing eyes of the zombieman flicker like crazy because of missing definitions. In the meantime, I have updated the brightmaps a bit. Cacodemon and Mancubus still had glowing eyes in their final death frames which looked kinda stupid. In the new version that I uploaded above, the eyes "fade out" in the last three frames until they are completely dark. 0 Quote Share this post Link to post
uhbooh Posted February 25, 2016 This is probably the best "minor fix" mod out there, I never play doom without it. However, there's still something I think should be fixed. The status bar has some extra space to the right of doomguys head, this is a leftover from the 1up counter in the beta. If filled in this makes the face appear perfectly centered. There's also something I'd like to ask about the edits you made to the hanging bodies, wouldn't it make more sense to adjust the sprite offsets? 0 Quote Share this post Link to post
Revenant100 Posted February 25, 2016 uhbooh said:The status bar has some extra space to the right of doomguys head, this is a leftover from the 1up counter in the beta. If filled in this makes the face appear perfectly centered. Although it's true that the status bar mug is visually off center, there's no perfect way to non-intrusively address it. As far as its sprite offsets goes, the face's size and the dimensions of the HUD space happen to leave an odd number of pixels surrounding it, so the sprite is already technically as centered as can be in this arrangement. While I could alter the status bar graphic to reduce the HUD face space by a pixel, as you suggest, this has a high likelihood of conflicting with any mods that replace the Doom Guy's mug with something else. There's also something I'd like to ask about the edits you made to the hanging bodies, wouldn't it make more sense to adjust the sprite offsets? There are situations where the mapper's placement of decorations such as hanging bodies are very precise and deliberate, and unaccounted for offset adjustments may break the intended visuals. As a reverse floor-bound decoration example, torches are often embedded into the ground to create the illusion of a detached fire. Adjusting the sprite offsets up or down in this case would break the illusion. While I can't imagine there are too many instances where the placement of hanging body decorations would be this sensitive to vertical offset adjustments, I nonetheless opted to remain as minimally intrusive as possible here and extended the ropes/chains rather than shift the entire sprites upwards. This way, the detached ceiling links are fixed while hanging bodies remain in the exact same positions as before, thus perfectly preserving all existing level visuals as the authors originally created. 0 Quote Share this post Link to post
MugMonster Posted February 29, 2016 I tried playing this with Back to Saturn X (in Crispy Doom, but I dont think this issue is source port dependent) and it didn't seem to work, BTSX just kept using the default sprites. I'm not sure if there's some special case for this mod, I haven't tried using it with too many other mods so far but generally it's worked with others. I'm using this command sequence crispy-doom -iwad doom2.wad -merge d2spfx16.wad -file btsx_e1.wad -deh btsx_e1.deh d2dehfix.deh 0 Quote Share this post Link to post
Death Egg Posted February 29, 2016 BTSX replaces all of the Doom sprites with new sprites, so loading it before the mod won't work. In addition, it won't match the palette even if you do load it in the right order, so things will look off. BTSX should just incorporate the changes this mod made into it tbh. 0 Quote Share this post Link to post
MugMonster Posted February 29, 2016 ah, I didnt realize the sprites themselves were altered, I assumed the different palette was just a playpal lump or something. I've been using this mod with Brutalist Doom, which also alters the palette but doesn't affect the sprites, so I didn't even think that would be necessary in BTSX 0 Quote Share this post Link to post
Cire Posted February 29, 2016 I definitely think there should be a "minor texture fix project" to go alongside this one. 0 Quote Share this post Link to post
Da Werecat Posted February 29, 2016 Death Egg said:BTSX should just incorporate the changes this mod made into it tbh. This a couple of times. Including stock sprites in their original state seems like a wasted opportunity to me. 0 Quote Share this post Link to post
VGA Posted February 29, 2016 Can't you convert all the sprites to the BTSX pallette with SLADE? Then load it after BTSX and it should work. I think. Or just play BTSX with Doom Retro, which fixes most weapon sprites (SSG brown pixel, offsets ...) by default. 0 Quote Share this post Link to post
wallabra Posted February 29, 2016 The lost soul's single pixels of fire in the sprite's fix provided by this WAD (the one in the Lost Soul walking animation) are not present in the other walking frame of it, which makes it look weird, as if the 2nd frame had like a short and small "eruption". 0 Quote Share this post Link to post
Revenant100 Posted February 29, 2016 VGA said:Can't you convert all the sprites to the BTSX pallette with SLADE? Then load it after BTSX and it should work. I think.A straight palette conversion in SLADE would result in a great deal of color reduction in certain instances, particularly the blues in sprites such as the Cadodemon's, as they have different color hues that don't translate directly between one another. I don't know the exact steps the BTSX team took, but I would presume they first converted the sprites to an intermediate palette that mapped all of the colors to the correct indices and then applied (or rather switched to) their new palette which has the modified color ranges. Gustavo6046 said:The lost soul's single pixels of fire in the sprite's fix provided by this WAD (the one in the Lost Soul walking animation) are not present in the other walking frame of it, which makes it look weird, as if the 2nd frame had like a short and small "eruption".This is the same style used for the fire animation in all other rotation angles of the Lost Soul: 0 Quote Share this post Link to post
Revenant100 Posted July 28, 2016 Hello again! It's been about a year since the last version of the Doom 2 Minor Sprite Fixing Project, so I'm now going ahead and releasing the 1.7 update which is comprised of the fixes discussed here in the past many months. As before, this isn't a huge change over the previous version, but I again meant for this update to coincide with an idgames archive release. Unfortunately, that plan fell through once more as there's not much I can do if I receive nothing but willful radio silence from the other end. Many thanks to the numerous individuals who have provided feedback and continue to report issues, with special gratitude to Linguica for documenting and providing a fix for the tall sprites wrapping error. So without further ado, here's the current download of v1.7: https://www.doomworld.com/idgames/graphics/sprfix17 (2.52 MB) The complete changelog including the 1.7 edits: https://drive.google.com/file/d/0B4X6_GM5D7D_YUtvek8wSmMwN00/view?usp=sharing Trimmed summary of the new 1.7 changes: Spoiler Other Things - [1.7] Radiation Shielding Suit: Removed green pixel leftover from Player sprite. - [1.7] Status Bar Face: Removed erroneous brown pixels in God frame. - [1.7] Burning Barrel: Removed erroneous black pixel in 1 frame. First Person Weapon Sprites - [1.7] Shotgun: Fixed tall sprites wrapping error. Thanks to Linguica. Preview of the tall sprites wrapping fix as captured in Chocolate Doom: 0 Quote Share this post Link to post
Cire Posted July 29, 2016 Nice, thanks for the new release! I expressed interest in a 'Doom/Doom 2 minor texture fixing Project' before, and since it seems no one has the time or motivation to start such a Project, I would be more than happy to start it myself. Revenant100, you told us Before that you were also working on a Hexen sprite fixing Project. I would also be willing to assist in maintaining such a Project and even extending it to texture fixing, if you ever feel the interest/need for it. :) By the way, are anyone familiar with Strife's Graphics in regards to what 'bugs' there are? I could help compiling such a thing too. 0 Quote Share this post Link to post
Revenant100 Posted July 30, 2016 Cire said:I expressed interest in a 'Doom/Doom 2 minor texture fixing Project' before, and since it seems no one has the time or motivation to start such a Project, I would be more than happy to start it myself.I definitely encourage you to go ahead with the idea as I'd love to see something of that ilk myself. My main thought here is that we don't have nearly as many points of references in terms of knowing how the patches and flats were created over the development period, but this was more of a concern years ago before Romero released his graphic resources, and there are nonetheless still a handful of easily identifiable objective errors in the textures. The other snag you're going to face is IWAD cross compatibility. With the sprite fixes, I luckily didn't run into any issues that necessitated more than separate Doom 1 and Doom 2 PWADs. However, if you're going to fix the errors in the TEXTURE1 lumps (SW1DIRT/SW2DIRT comes to mind), you're likely going to have to at minimum create TNT and Plutonia-compatible PWADs as well. And, unfortunately, pretty much any level that includes its own textures is immediately going to override any TEXTURE1 lump fixes. Revenant100, you told us Before that you were also working on a Hexen sprite fixing Project. I would also be willing to assist in maintaining such a Project and even extending it to texture fixing, if you ever feel the interest/need for it. :)Hexen's patches and flats would be venturing further into unknown territories for me, so I would appreciate help there in that respect. As for the Hexen Sprite Fixing Project as a whole, please don't count it out yet! I have every intention of returning to it at some point, even sooner if I can get this idgames archive matter sorted out, but Bloodshedder and TheGreenHerring appear to be ignoring my last reply. I do hope they will come through eventually. 0 Quote Share this post Link to post
Death Egg Posted July 30, 2016 Perhaps next you could do a Chex Quest sprite fixing project, there's a lot of errors in those sprites and how they're aligned. Would be an undertaking, I've attempted it once or twice for fun. 0 Quote Share this post Link to post
Cire Posted July 31, 2016 OK, I've started working on putting together a Doom and Doom 2 Minor Texture Fixing Project with a first small test release uploaded here: http://www.filedropper.com/texfix01 I haven't started work on TNT or Plutonia versions yet. I've also included the fixed RSKY2 even though it's already included in the Sprite Fixing Project. Feel free to comment! :) Thanks to: Noiser for FLAT5_5 and RW18_3 Quaker540 for SKY1 and SKY2 Revenant100 for RSKY2 VGAce for BIGDOOR1 0 Quote Share this post Link to post
Revenant100 Posted August 7, 2016 After some promising tests, I'm happy to announce a mildly exciting new development in regard to these sprite fixes: compatibility patches for select PWADs! In recent years, you may have noticed that several high profile WAD releases included their own customized color palettes such as Back to Saturn X, Sunlust, and most recently the critically acclaimed Ancient Aliens. Due to the nature of the palette system, these PWADs must include virtually the entirety of the original IWAD's graphics and sprites in nearly unmodified form. However, while said modifications are almost entirely, if not fully, invisible to the naked eye, these palette conversions are a technical necessity and cannot be avoided. What's relevant here is that these repacked IWAD graphics end up completely overriding any autoloaded sprite fixes. Trying to circumvent this problem by loading the sprite fixing WADs afterwards will result in visual errors due to the mismatching palettes. And this is where the recent development comes into play: I've managed a fairly painless process to make sprite fixes compatible with these custom color palettes, hence I can release separate sprite fixing WADs expressly for the megawads and whatnot that warrant them. What I need help with now is identifying the appropriate PWADs to create compatibility patches for. Specifically, I'm looking for releases that incorporate a custom PLAYPAL lump that requires the entire set of original IWAD sprites to be repacked along with them. I've already noted BTSX, Sunlust, and Ancient Aliens so far. While I'm sure more will come in the future, are there any I'm missing at the moment? And so this post isn't just boring text, the Ancient Aliens-compatible sprite fixes WAD is being released right now! Not only have I integrated the previous missing rotations, art fixes, and so forth, but I've also gone ahead and made AA-specific fixes, namely adjusting the new monster sprites and correcting some of the palette conversion errors present in the current version. Ancient Aliens compatibility patch (load the sprite fixes after aaliens.wad): (Outdated, see original post) Preview images: BTSX and Sunlust compatibility patches will come soon. Cire said:OK, I've started working on putting together a Doom and Doom 2 Minor Texture Fixing Project with a first small test release uploaded here: http://www.filedropper.com/texfix01Looking like a good start! However, I think you're inevitably going to run into problems with that BIGDOOR1 fix. Changing the dimensions of the texture is almost certainly going to cause noticeable conflicts. Unfortunately, this is where striving for compatibility will constrain the nature of the viable fixes. 0 Quote Share this post Link to post
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