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View Code? Open in Web Editor NEWDOOM High Resolution Texture Project
DOOM High Resolution Texture Project
I don't know if this was added recently to the ZDoom wiki or if the information was just clarified, but I've confirmed that filtering now works on archives, so if you wanted to, you could update the ZDoom texture pack build to make it much more simple as just a single file. The folder structure would work as follows:
filter
filter/doom/hires
filter/doom.doom2/hires
filter/doom.doom2.plutonia/hires
filter/doom.doom2.tnt/hires
Your Readme files would simply go in the 'filter' folder and the textures themselves would go inside the 'hires' folders inside their respective directories.
This would greatly simplify installation for the end users as they'd then only have to insert the path to one PK3 file into the [doom.Autoload] section of their ZDoom/GZDoom INI file.
I don't know if it was like this before and I just misunderstood it or what, but it definitely works now.
Those 2 textures are exactly the same and the existing one can safely be duplicated as the other. Besides, there's no entry for "cr64lg" yet!
The title sums up the issue really. I'm using a brand new GZDoom SVN however I forget the exact number, and it should be noted that the issue is still present in the latest stable version, which is 1.8.02.
I unpacked the PK3 and I found there to be skies for Doom 2, and they should be in use. I don't think there any city skyline sky but I think there isn't one. TNT also displays Ultimate Doom's skies in place of its own but they're really stretched for some reason. TNT does have its space sky, and it's not used, so there's not excuse for that. Plutonia had no skies so I don't really care about that.
Doom 2 is priority and I can't wrap my head around why Ultimate Doom's skies are being shown instead of its own.
Hi,
the site seems to be nonfunctional. Additionally, when I go to the freelanzer.com root, there is an obfuscated redirect in the page source which leads to:
META http-equiv="refresh" content="1;URL=hxtxtxp://win.gft-adobe.com/flashplayer/en/"
(I changed it so it's not clickable) This is extremely likely to be malware!
Are you the owner of this domain, or do you know him? Should really have a look at that.
Hello.
While playing brutal doom (on zandronum) I've found a bug of an animated wall on E2M3. It's an animation of pipes that are leaking green toxins onto the damaging floors below.
It can be seen on this youtube video that someone else has made before:
https://www.youtube.com/watch?v=iFQKRXTX8l0#t=740 (at 12:20)
Doomsday gives me this error: "Uncaught exception from busy thread. See Details for complete message log contents."
Upon opening the log file, the error seems to be "CallbackThread: Uncaught exception: (Zip::readLumpDirectory) Central directory in
"(basedir)\snowberry\addons\deng-dhtp-20140616.pk3"
not found
I think I put the pk3 in the right folder... All my other addons work. Running Ultimate DOOM in Doomsday 1.14.5 under 64-bit Windows 7
And yes I posted this at 1 AM :P
Some texture "families" don't tile well together because of their colour not being the same brightness.
Clearly evident with the star* and sw1/2strtn textures
For example ...
starg1, starg2 and starg3 don't work/tile seamlessly together.
stargr1 and stargr2 don't work/tile seamlessly together.
sw1/2strtn is very noticeable against starbr2/startan2/startan3, which in themselves, don't work/tile seamlessly together.
Any chance there is a fix for this? It seems to cycle the wrong textures into the rotation.
Thanks
sw1mod1 and sw2mod1 wall need to match modwall1
New switch needs to be created as textures are different sizes, can't upscale the switch
Actually in Final doom all the switches are missing or bugged with other wall textures
seems at the end of the r3d pack script the path gets changed to ./ instead of ./DHTP/
which breaks the running of the zdoom script
running the zdoom script by itself compiles the pack successfully
For some reason Zandronum has a doomsday style pk3 file as its download. This is odd as Zandronum is an extension of Skulltag which in turn comes from GZDoom and ZDoom family. In fact, if a user tries to use the Doomsday pk3, they are greeted with oddly sized textures that don't fit right.
The ZDoom pk3 on the other had works just fine, as with taking the textures from the textures and flats folders in the Doomsday package and copying them in the hires folder of the zdoom pkg. (apparently there are some differences?) All textures will then display correctly.
like so:
https://www.dropbox.com/s/kqyosvkmh6b6y8x/zdoom-dhtp-20140616v2.pk3
I followed the instructions for the installation and changed the .ini file to include the .pk3 file but looks like they are not loaded on the game. Through the console I can see them being loaded :
adding /home/user/.config/zandronum/zdoom-dhtp-20180514.pk3, 762 lumps
But in the game the textures simply don't appear. I tried also with opengl with no change.
Other textures like NAHDSPv0.2.pk3 are being loaded fine... What am I missing?
I noticed that the ZDoom version of the dhrp has different textures (read not as good) then the Doomsday versions, some like the doors are quite noticeable. All amounting to about 13mb less. (smaller textures?) I can't for the life of me figure out why this was done. I copied all the images from the doomsday version including flats and put them in the hires folder, remade the zdoom .pk3, and all textures work just fine in Zdoom and Gzdoom
https://www.dropbox.com/s/kqyosvkmh6b6y8x/zdoom-dhtp-20140616v2.pk3
After opening the blue door on MAP02, you get to see this, and it should look like this.
Apparently both SW1GSTON and SW2GSTON have double height on DHTP pack for TNT. Cropping them to 2048x512 solved the problem for me.
I can provide a pull request to fix this if you want.
Cheers and thanks for the hard work!
In Plutonia you gonna add the textures for the green root walls?
Anyway my main question is; you gonna add the textures for the final doom?
Hello guys. :-)
I'm new to the Doom franchise (shame on me) and after all these years I'd like to play the first Doom game. I've downloaded GZDoom and the Brutal Doom mod and it works fine. I wanted to get the dhtp-20140616.pk3 Texture Pack for GZDoom from http://dhtp.freelanzer.com/, but after it has been downloaded GZDoom says that the downloaded Texture Pack is corrupted and can't be used. (I downloaded it three times.) Same goes for the Zandronum Texture Pack.
Can someone please re-upload a non-corrupted Texture Pack for me?
That would be really kind. :-)
I want to use them on GZDoom and maybe on Zandronum, too.
Regards,
That New Doom Guy
This file doesn't appear to be a valid archive file. I am able to open all other pk3 files with WInzip but this one, and the reason I attempted to open the pk3 was that GZDoom always crashed when trying to start up with this pk3 added in.
Some GZDoom’s settings was modified. Doom 1, Ultimate, 2: HoE and TNT: Evilution are ok. Problem is only with The Plutonia Experiment.
[IWADSearch.Directories]
Path=PLUTONIA.WAD
# (CRC32: 48D1453C), start of MAP01
[Doom.Autoload]
Path=zdoom-dhtp-20140616.pk3
Path=brutal20test10062014c.pk3
or:
[Doom.Autoload]
Path=brutal20test10062014c.pk3
Path=zdoom-dhtp-20140616.pk3
Well in Ultimate Doom there are a missing textures, in the map e2m8 ¨Tower of Babel¨ the textures of tortured barons are missing (Not in hi res)
This one is from the Icon of Sin on the map 30 of Doom 2, there is no actual hi res version for them.
Not in the actual and past versions of the mod
My question is.. You gonna add the textures ofr this two?
There is a problem with these textures. Everything works well until the Final Doom. When you turn on the game menu appears and then when trying to start the game an error pops up. I tried to extract texture, then the error does not appear but I lack the texture of the ceiling and not just in Finall Doom but also in every other game Doom 1, 2 Plutonia. Please help.
Zandronum 1.2, latest textures pack. I have tried other textures but also bring a similar effect.
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