Doom Hires Texture Pack (Dhtp) Released!

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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disturbedite
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Location: 66 Exeter Street

Post by disturbedite »

awesome! i've downloaded it already & am gonna try it now.

thanks.

UPDATE:
damn, well i tried it with skulltag & zdoom (since i'm on linux) but all i get is this:
/usr/share/games/zdoom/zdoom
Please select a game wad:
1. DOOM 2: Plutonia Experiment (plutonia.wad)
2. DOOM 2: TNT - Evilution (tnt.wad)
3. The Ultimate DOOM (doom.wad)
Which one? 3
adding /home/disturbedite//.zdoom/zdoom.pk3
adding /home/disturbedite//.zdoom/doom.wad (2306 lumps)
adding /home/disturbedite/.zdoom/zd-dhtp-20070829-1.pk3
CPU Speed: ~1800.494715 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) 4 CPU 1.80GHz 4 CPU 1.80GHz
Family 15, Model 1, Stepping 2
Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
Setting OSS (Open Sound System) output succeeded
Setting driver 0 succeeded
Initialization succeeded
Using software 3D sound
Resolution: 1152 x 864
Init DOOM refresh subsystem.
W_MapLumpNum: 4294967295 >= NumLumps

am i doing something wrong? i added the pk3 to the autoload section of my ini's for zdoom & skulltag...
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HeX_Vulture
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Post by HeX_Vulture »

ZDoom can't load pk3s in the /skins folder, however Skulltag can in internal builds (which if you're registered to the ST forums I suggest linux users sign up for. Also I can't remember if beta4.1 even has the skins folder working yet either).

Your best bet:

Get an internal Skulltag build, get the ZDoom version (assuming it uses hirestax) and throw it in the skins folder.
disturbedite
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Location: 66 Exeter Street

Post by disturbedite »

thanks for the reply. i don't even have a skins folder so i'm not trying to load the pk3 from the skins folder.

maybe my setup is wrong, but its like this:
the only thing in /usr/share/games/skulltag is the skulltag executable. same thing for /usr/share/games/zdoom/. (except that dir also has a ccdv executable. i don't know what its for, but it was generated when i compiled zdoom so i just put it there in case it was needed for any reason).

and my only data in ~/.zdoom is this:
DOOM2.WAD
doom.wad
plutonia.wad
skulltag.wad
tnt.wad
skulltag.pk3
zdoom.pk3
zd-dhtp-20070829-1.pk3
skulltag.ini
zdoom.ini

zdoom/st must be able to load pk3's from this folder since i have two pk3's in this folder and could run both games correctly before i put the new dhtp in there & in the autoload section of my ini's.

btw, i recently registered at the st forum when i realized there was a linux version. i applied to be a tester but i haven't been "approved" yet. (its been almost a week i think :()

could you rephrase your last statement HeX_Vulture? i didn't understand this part (sorry):
get the ZDoom version (assuming it uses hirestax) and throw it in the skins folder.
disturbedite
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Location: 66 Exeter Street

Post by disturbedite »

UPDATE:
ok, after a few hours of reading to get caught up on zdoom, since i didn't know anything about how textures work or anything like that (and i didn't even know what hirestex was), i have reached a conclusion.

apparently, there is something wrong with the hirestex in the pk3.
please correct me if i'm wrong, cuz this is how i understand it, but zdoom (& hence st/gzdoom) require the actual images (whether they're textures or flats or whatever) to be in a /graphics/ directory. well, in the pk3 there is no graphics folder, so i extracted the contents, created a /graphics/ directory, cut & pasted the flats & textures directories into the /graphics/ directory.
then i compressed the files in zip format and renamed the filename & extension exactly how the original was named. (i also renamed the original file so as to not overwrite it).
BUT IT STILL DOESN'T WORK! :(
i need some help here if someone doesn't mind...

UPDATE #2:
i found some more info over on the zdoom forums. apparently, the reason it doesn't work is cuz of the zdoom devs! (ppl confirmed it doesn't work on zdoom final or svn, as well as st). here is a short "transcript" of the discussion about this pack not working:

HotWax:
I was able to get this to work by doing the following:

1) Extract the entire PK3 to a folder, ignoring subdirectories. When prompted, select to overwrite all files. This eliminates duplicate files in different folders (there are several files where there are versions in both the "doom1" and "doom2" folders.
2) Re-zip all the files back into a pk3.
3) Play.

Granted, this isn't an official fix as I'm sure there's a reason there are duplicate textures, and the skies are messed up by this as well, however it's better than not being able to run it at all.

I personally think the problem is in the way you're trying to handle Doom 1 vs Doom 2 with a single pk3. I think the only way it's going to work in ZDoom is to have a separate version for each game.

KuriKai:
One pack is the best way to handle it. Having seperate packs is a waste of space, bandwidth and it is confusing if they are in separate packs.
There was discusion about it here http://forum.zdoom.org/potato.php?t=14527 with a simple and easy fix for the devs of zdoom to do. but they seem to have ignored it

i read the aforementioned thread above, but apparently, as it stands, this DOES NOT work for zdoom or its derivatives! cuz of the way its packaged. its seems kinda stupid to me to release a package with zdoom in the filename when it doesn't work with zdoom!
one could get this to work by repackaging it the correct way, since the zdoom devs won't support this other way of packaging, but it was unclear to me as to how to repackage this and hence get it to work on zdoom/gzdoom/st...
:x :evil:
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Graf Zahl
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Post by Graf Zahl »

disturbedite wrote:UPDATE:

KuriKai:
One pack is the best way to handle it. Having seperate packs is a waste of space, bandwidth and it is confusing if they are in separate packs.
There was discusion about it here http://forum.zdoom.org/potato.php?t=14527 with a simple and easy fix for the devs of zdoom to do. but they seem to have ignored it

You know, statements like this tend to make me angry.

Just because something doesn't work like you would like doesn't mean that we as the developers jump through hoops to fix everything as quickly as possible. Randy and I have a life, too, and right now that prevents me from investing more than a minimal amount of time in ZDoom and GZDoom. (In fact, today was the first day in weeks where I had more than an hour to think about Doom - but I needed that time to make GZDoom work properly on my new computer which runs Windows Vista.)

Rest assured, that the texture issue will be addressed sooner or later - but not now. I have more important things to do. And before this specific issue will be addressed there's another more important problem to solve: Fix the order of precedence in which textures are found.

BTW, there was no suggestion there that might help with this issue.
disturbedite
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Post by disturbedite »

i'm sorry if that bit of a rant made you mad graf. i wasn't referring to you specifcially, or even indirectly. i figured if the zdoom devs made a change it would automatically be inherited in gzdoom.
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Graf Zahl
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Post by Graf Zahl »

It will. But right now neither Randy nor me have time to work on this.
KuriKai
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Post by KuriKai »

Just because something doesn't work like you would like doesn't mean that we as the developers jump through hoops to fix everything as quickly as possible. Randy and I have a life, too, and right now that prevents me from investing more than a minimal amount of time in ZDoom and GZDoom.
Yes I do know what it is like. But it seems to be a big problem. as it is effecting 3 ports zdoom, gzdoom and skulltag
BTW, there was no suggestion there that might help with this issue.
"remap [optional game name] [original] [replacement]"
Does not sound like a suggestion on how to fix it? granted it is not in depth on how you would code it to work in the engine, but it's a start.

I am going out of my way to get the hi res textures working on as many source ports as possible. and they way you have talked about hi res textures in the ports made it seem like you don't want to fix it cause you yourself don't seem to like the textures.

I will just hold off on the pack being released for the 3 ports until it is fixed.
p.s. this is not an angry post in any way
KuriKai
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Post by KuriKai »

Found a way to get it to work for skulltag and gzdoom so I will release the pack soon that hopefully should work
disturbedite
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Post by disturbedite »

care to elaborate?
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Torr Samaho
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Post by Torr Samaho »

I advised him to use the ZDoomGL way, i.e. extract the textures from the pk3 and copy them to the subdirectoy textures/doom (or further subfolders for those textures with naming conflicts) of the GZDoom/Skulltag folder.
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