DHTP-20081108 released

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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KuriKai
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DHTP-20081108 released

Post by KuriKai »

Fixed:
some cement textures
replaced brick 11 and 12
replaced wood6 ,7 ,8 ,9
fixed missing flats

Added
brick10
ashwall4
exitdoor
exitsign
exitston
lite3
lite5
modwall1
modwall2
shawn1
skinedge
wood10
and more that I have not noted down

get it from the dhtp download page http://forums.yaa.dk/viewtopic.php?f=32&t=69
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Jive
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Post by Jive »

GZDoom:- http://doomtextures.freelanzer.com/jdtp-20081108.pk3
How to use:
If you want to load it each time you play Doom you can put its name in the "Doom.Autoload" section of the gzdoom INI file.
Most simple is to put it in the "skins" repertory (each of the files being there is automatically checked and loaded when Gzdoom is launched.



Downloading it right now... Will come back for a comment.

:oops: I edit this message: what I wrote is not true... You have to put it in the AUTOLOAD field. Placed in the "skins" repertory don't make it loaded automatically... :shock:
Yes Graf, I know: I'm a nerd... :oops: :lol:
Last edited by Jive on Sun Nov 16, 2008 14:52, edited 2 times in total.
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Jive
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Post by Jive »

What can I say?...
Fantastic?
Fabulous?
Both, I guess...
Once played with it one time, it's impossible to come back playing with the regular textures!!!

What an incredible work was done on this pack !!!
How many time used, working one by one, testing, modifying, retesting and so on ?????????????

What is even more remarkable is that I wrote some days ago that I was absolutely opposed to it... :P
I was totally wrong!!!!!!!!!!!
I wrote that it will destroy the great atmosphere of the good oooooooold Doom... What a nerd !!!

Now, Doom IS like it should have be since the beginning.

Period !
:roll:
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Jive
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Post by Jive »

Here is only one example, enough to let you decide to use this pack !!

(my screenshots are not heavy, because I used a compression of 20%, without any loss of visible quality)
Attachments
The fantastic skies. Here, the sky for the 2d episode.<br />Kill-me - E2M1
The fantastic skies. Here, the sky for the 2d episode.
Kill-me - E2M1
kill-me_E2M1_highres.jpg (46.81 KiB) Viewed 3194 times
Last edited by Jive on Sun Nov 16, 2008 19:10, edited 1 time in total.
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Graf Zahl
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Post by Graf Zahl »

Please don't post excessively large images that break the forum layout.
DaniJ
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Post by DaniJ »

It would seem that there is a flat aligning discrepancy between the original flats and the hires versions in GZdoom. That is assuming that the flat on the floor in the above screens isn't the problem.
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Jive
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Post by Jive »

Graf Zahl wrote:Please don't post excessively large images that break the forum layout.
:shock:

I didn't understand... Layout?!?
All was perfect on my screen (resolution 1280x960)

Anyway, here are resized pictures
Attachments
Without the pack (regular textures)
Without the pack (regular textures)
kille-me_E2M4_forum.jpg (30.38 KiB) Viewed 3195 times
With the pack
With the pack
kille-me_E2M4 highres_forum.jpg (37.57 KiB) Viewed 3195 times
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wildweasel
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Post by wildweasel »

I use 1280x1024 screen resolution but I rarely have my browser window that big, because I like to make room for other programs like my music player and instant messengers. Having to scroll over to see your pictures makes it very hard for me.
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Jive
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Post by Jive »

Yes, I understand.
But it's your choice. You could have put your browser on full screen for the shots, then coming back to a window for the rest of your working time. Anyway...
My plan was to show something. It was fine using screenshots scaled 1024x768 (plus the support). It's not that fine using 640x480, apart for the sky.
But YOU decide, not me.
I'm only a user, pleased to share... I'll do what you ask me to do, nothing more. It's why I resized my other shots on my other interventions on this forum.
By the way, my screen resolution is always on 1280x960, on full screen. I dislike the pollution coming from other windows.
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Graf Zahl
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Post by Graf Zahl »

I use 1280x1024 with a bookmarks window to the left so there's obviously not enough space for large images.

And just to make it clear: I will delete any image above 640x480 which I spot here on sight, no matter what its contents are.
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Jive
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Post by Jive »

Do you think that it was necessary to be so "clear", when I deleted all my screenshots, and replaced them with ones being 640x480, letting you understand that I "received" your message?
I understood your problem, and I agree that it was a real problem for you.
I'll be careful, the next time.
Sorry!

(this to say that a short explanation can solve misunderstandings, and I'm thankful to Graf to have taken the time and the patience to explain to me what I didn't think about)
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Jive
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Post by Jive »

Jive wrote:
GZDoom:- http://doomtextures.freelanzer.com/jdtp-20081108.pk3
How to use:
If you want to load it each time you play Doom you can put its name in the "Doom.Autoload" section of the gzdoom INI file.
Most simple is to put it in the "skins" repertory (each of the files being there is automatically checked and loaded when Gzdoom is launched.

:oops: I edit this message: what I wrote is not true... You have to put it in the AUTOLOAD field. Placed in the "skins" repertory don't make it loaded automatically...
Doom Wiki Doc wrote:ZDoom is capable of autoloading other files in from the skins directory but needs the file extension to be .wad
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Jive
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Post by Jive »

A trick: rename the file "jdtp-20081108.wad", replacing the extension "pk3" with "wad".
It won't affect Gzdoom at all.
So that, you will be able to put it in the "skins" folder, and you won't have to handle the "ini" file each time you want to play with a wad more or less compatible.
Example:

Title: Operation: Arctic Wolf Special Edition
Filename: ARCTIC.WAD
Author: Laz Rojas
This wad is a WolfenDOOM scenario for DOOM II; in other words, a Wolf3D TC.

This pwad is absolutely not compatible with "jdtp-20081108.pk3". You have to edit your ini file and to delete the entry!!
Putting the file "jdtp-20081108.wad" in your skins repertory let you handle the file more easily: you have only to move it from there for such pwads.
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Graf Zahl
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Post by Graf Zahl »

Jive wrote:A trick: rename the file "jdtp-20081108.wad", replacing the extension "pk3" with "wad".
It won't affect Gzdoom at all.
So that, you will be able to put it in the "skins" folder, and you won't have to handle the "ini" file each time you want to play with a wad more or less compatible.
This is still not the recommended way to do things and essentially not supported. Do it as your own risk!
Example:

Title: Operation: Arctic Wolf Special Edition
Filename: ARCTIC.WAD
Author: Laz Rojas
This wad is a WolfenDOOM scenario for DOOM II; in other words, a Wolf3D TC.

This pwad is absolutely not compatible with "jdtp-20081108.pk3". You have to edit your ini file and to delete the entry!!
Putting the file "jdtp-20081108.wad" in your skins repertory let you handle the file more easily: you have only to move it from there for such pwads.

That is not correct! For cases like this there is an option in the menu to disable the hires textures.
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Jive
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Post by Jive »

That is not correct, but it's working without any problem...
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