Enhanced E1 - quick fix 26/06

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generic name guy
Posts: 48
Joined: Wed Nov 11, 2020 3:25 pm
Graphics Processor: nVidia with Vulkan support
Location: Brazil

Re: Enhanced E1 - quick fix 26/06

Post by generic name guy »

wran wrote:as I found some lighting effects were missing or straight up broken with the default GLES 3.0 setting. That was my experience anyway, ymmv of course.
i didn't experience any problems with lighting when i was playing through this, that might have been when gles 3.0 was missing support for a few dynamic light types, like spotlights and such
wran
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Joined: Sun Oct 04, 2020 6:43 pm

Re: Enhanced E1 - quick fix 26/06

Post by wran »

Hm, interesting. Yeah that's possible, or there's something off with my settings.
Drowning_witch
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Joined: Mon Jul 11, 2022 10:50 am

Re: Enhanced E1 - quick fix 26/06

Post by Drowning_witch »

wildweasel wrote:You are trying to load enh_e1v1.7a as an IWAD, and that's why Delta Touch is assuming that it's a shareware version. You should be loading Doom.wad as the IWAD, and enh_e1 as a -file.

Thank you for the help guys.🤟
WhiteMousse
Posts: 1
Joined: Sun Jul 31, 2022 1:17 pm
Graphics Processor: nVidia with Vulkan support

Re: Enhanced E1 - quick fix 26/06

Post by WhiteMousse »

I made an account so I could come here and tell you how amazing your mod is. I hope you're able to do this for the other episodes, and if there's any way I can contribute or help please let me know.
I also want to give credit to IIRaZZORII, it was his video that eventually brought me here.

I've been looking for a reason to get back into Twitch streaming and this is it. I've got a monster PC so I wanted to find the most souped up version of Doom I could. This is amazing. Thank you
wran
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Re: Enhanced E1 - quick fix 26/06

Post by wran »

Awesome, thanks. Yeah I'd like to get back to this eventually - I hate that it feels incomplete - but for various reasons it's probably not going to happen anytime soon. Though I would say that there is an insane amount of GZDoom content out there, much of which blows anything I've done out of the water (I've previously mentioned HontE remastered and Relighting Doom but this is obviously barely scraping the surface). Glad you enjoyed the wad, much appreciate your comment :)
furry
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Joined: Tue Aug 09, 2022 12:49 pm

Re: Enhanced E1 - quick fix 26/06

Post by furry »

I can't apply the mod What do I do?
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generic name guy
Posts: 48
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Graphics Processor: nVidia with Vulkan support
Location: Brazil

Re: Enhanced E1 - quick fix 26/06

Post by generic name guy »

furry wrote: Tue Aug 09, 2022 12:53 pm I can't apply the mod What do I do?
Can you elaborate?

How are you loading the mod? Are you using Doom 1 or 2? Are you using Shareware or Registered Doom?
wran
Posts: 45
Joined: Sun Oct 04, 2020 6:43 pm

Re: Enhanced E1 - quick fix 26/06

Post by wran »

Updated OP with additional instructions. Also, if anyone is looking for more "Episode 1 but messed around with" type stuff then this is an absolute must-play. EDIT: added a link for Reinchard's new PBR materials pack.
Reinchard2
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Location: Poland - Bytom

Re: Enhanced E1 - quick fix 26/06

Post by Reinchard2 »

You've done really amazing work with this. Just playing around with this and my pbr stuff, I noticed that increasing brightness in whole level from 20 (which is extreamly dark in Doom) to 112 gives a really nic effect. There are still some dark places, but pitch black wholes are gone. Here's few screenshots:
Spoiler:
wran
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Joined: Sun Oct 04, 2020 6:43 pm

Re: Enhanced E1 - quick fix 26/06

Post by wran »

credited a couple more peeps in the OP.
Reinchard2 wrote: Sat Aug 13, 2022 6:03 am You've done really amazing work with this. Just playing around with this and my pbr stuff, I noticed that increasing brightness in whole level from 20 (which is extreamly dark in Doom) to 112 gives a really nic effect. There are still some dark places, but pitch black wholes are gone.
Thanks man. Love the screenshots, PBR mod looks great.

So earlier versions of this actually had a much higher sector brightness setting - around 80 iirc - but I changed it to 20 around the same time as I ditched all the remaining default sector lighting, mainly because I hated how the character's weapon sprite looked weirdly lit up even in the darkest areas (I also felt like my approach up to that point had been really half assed, after all I started this thing shouting about dynamic lighting like an idiot so I figured I should just pull finger and go all in for better or worse). Totally agree that many areas look a lot better with the 112 setting though. Maybe sometime in the future I'll do an alternate version - "Enhanced E1: not so stupidly dark edition" or something haha
Last edited by wran on Sat Aug 13, 2022 6:00 pm, edited 2 times in total.

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