Neural Smooth Doom (ANOTHER Massive update)

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Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Audile » Wed May 13, 2020 9:05 am

I've been lurking for many years and joined to congratulate you on this amazing effort, thank you so much for this. I was super excited about the Neural upscaling project when it was first announced and held off playing in hopes of Smooth doom making the ambitious leap over.

As a few people have already stated, it'd really be appreciated if an option for just vanilla sounds was included: By this I mean no extra monster sounds, weapon switch/select noises, bullet ricochets, footsteps, chainsaw noises, ambience etc, just the original sound fx that came with the original release. The additions aren't bad at all, but some people just prefer the vanilla sounds.

I tried the pk3 edit route you provided instructions for but sadly it resulted in many original sounds also disappearing from the game. If this could please be taken on board for a future update that would be fantastic.

Thanks again and keep up the great work
Audile
 
Joined: 13 May 2020

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby boostaddicted » Wed May 13, 2020 8:54 pm

I load up gzdoom with mods using the following shortcut target:

Code: Select allExpand view
C:\Path\To\Game\Files\gzdoom.exe -file SIGIL_v1_21.wad SIGIL_SHREDS.wad NeuralUpscale2x_v1.0.pk3 SmoothDoom_SE.pk3 SmoothDoomAddonsNEW.pk3 nashgore.pk3 SB_COMEPLETE_CLEAN.pk3 M_DOOM.pk3 bmplus_smooth.pk3 bmplus_textures.pk3

(note, COMEPLETE was how the file was named when I downloaded it, and M_DOOM filename was shortened by me as the shortcut text was too long and Windows prevented me from typing in additional characters)

I would like to post some errors shown in the console when I load up the mods using the above method. I also tried the drag and drop method and received the same results in the log. I just can't get gzdoom to spit out a log file using methods I've found out in the wild.

A separate question... is there an easier way to load up multiple mods at once rather than modifying a shortcut?
boostaddicted
 
Joined: 13 May 2020
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Audile » Wed May 13, 2020 10:37 pm

boostaddicted wrote:I load up gzdoom with mods using the following shortcut target:

Code: Select allExpand view
C:\Path\To\Game\Files\gzdoom.exe -file SIGIL_v1_21.wad SIGIL_SHREDS.wad NeuralUpscale2x_v1.0.pk3 SmoothDoom_SE.pk3 SmoothDoomAddonsNEW.pk3 nashgore.pk3 SB_COMEPLETE_CLEAN.pk3 M_DOOM.pk3 bmplus_smooth.pk3 bmplus_textures.pk3

(note, COMEPLETE was how the file was named when I downloaded it, and M_DOOM filename was shortened by me as the shortcut text was too long and Windows prevented me from typing in additional characters)

I would like to post some errors shown in the console when I load up the mods using the above method. I also tried the drag and drop method and received the same results in the log. I just can't get gzdoom to spit out a log file using methods I've found out in the wild.

A separate question... is there an easier way to load up multiple mods at once rather than modifying a shortcut?


The ZDL Launcher will make your life a whole lot easier when loading out with multiple mods
Audile
 
Joined: 13 May 2020

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby Kazudra » Wed May 13, 2020 11:13 pm

Audile wrote:I've been lurking for many years and joined to congratulate you on this amazing effort, thank you so much for this. I was super excited about the Neural upscaling project when it was first announced and held off playing in hopes of Smooth doom making the ambitious leap over.

As a few people have already stated, it'd really be appreciated if an option for just vanilla sounds was included: By this I mean no extra monster sounds, weapon switch/select noises, bullet ricochets, footsteps, chainsaw noises, ambience etc, just the original sound fx that came with the original release. The additions aren't bad at all, but some people just prefer the vanilla sounds.

I tried the pk3 edit route you provided instructions for but sadly it resulted in many original sounds also disappearing from the game. If this could please be taken on board for a future update that would be fantastic.

Thanks again and keep up the great work


I'm covering you guys, I just gotta do some more fine-tuning and a few things, But there will definitely be a Vanilla-Sounds version, but to not leave anyone in the dust a great deal of the added sounds are going to be optional.
Simply put, I got carried away with the sounds and... yeah I made a mess, I'm currently cleaning that mess so it's all good.

boostaddicted wrote:I load up gzdoom with mods using the following shortcut target:

Code: Select allExpand view
C:\Path\To\Game\Files\gzdoom.exe -file SIGIL_v1_21.wad SIGIL_SHREDS.wad NeuralUpscale2x_v1.0.pk3 SmoothDoom_SE.pk3 SmoothDoomAddonsNEW.pk3 nashgore.pk3 SB_COMEPLETE_CLEAN.pk3 M_DOOM.pk3 bmplus_smooth.pk3 bmplus_textures.pk3

(note, COMEPLETE was how the file was named when I downloaded it, and M_DOOM filename was shortened by me as the shortcut text was too long and Windows prevented me from typing in additional characters)

I would like to post some errors shown in the console when I load up the mods using the above method. I also tried the drag and drop method and received the same results in the log. I just can't get gzdoom to spit out a log file using methods I've found out in the wild.

A separate question... is there an easier way to load up multiple mods at once rather than modifying a shortcut?

Since GZDOOM is so small I just have a copy with the mods on the Global.Autoload.
I have heard about batch launchers and I think there's a mod launcher out there somewhere.
Kazudra
 
Joined: 25 May 2015

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby boostaddicted » Thu May 14, 2020 11:30 am

It looks like my errors are tailored to the "Hell on Earth Starter Pack" and the brightmaps. I've attached the log omitting my drive pathing.

I took a previous recommendation to use ZDL to load/manage WADs/mods. Here's the list and order that I have them in:

DOOM.wad
DOOM2.wad
Master.wad
nerve.wad
plutonia.wad
tnt.wad
freedom.wad
hellonearthstarterpack.wad
doomu.wad
NeuralUpscale2x_v1.0.pk3
SIGIL_SHREADS.wad
SIGIL_v1_21.wad
SmoothDoom_SE.pk3
SmoothDoomAddonsNEW.pk3
nashgore.pk3
M_DOOM.pk3
bmplus_smooth.pk3
bmplus_textures.pk3
You do not have the required permissions to view the files attached to this post.
boostaddicted
 
Joined: 13 May 2020
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby SeanTheBermanator » Sat Jun 20, 2020 2:24 pm

I just came across this when searching my mod, and I'd like to say... Thank you so much for using my sound pack! It means a lot to me.
User avatar
SeanTheBermanator
 
Joined: 19 Feb 2020
Discord: Sean The Bermanator #6383
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby DrR0Ck » Thu Jul 30, 2020 7:08 pm

I'm also getting some script and brightmap errors starting up. Some are included in the prior report:

LoadActors: Load actor definitions.
Script warning, "1-SmoothDoom_SE.pk3:deco/tools.txt" line 1:
Tried to define class 'bulletpuffGibby' more than once. Renaming class to 'bulletpuffGibby@1-SmoothDoom_SE.pk3@deco/tools.txt'
Script warning, "1-SmoothDoom_SE.pk3:deco/tools.txt" line 7:
Tried to define class 'XtremeSawPuff' more than once. Renaming class to 'XtremeSawPuff@1-SmoothDoom_SE.pk3@deco/tools.txt'
Script warning, "1-SmoothDoom_SE.pk3:deco/monsters/fatso.txt" line 100:
Unknown class name 'XBlood' of type 'Actor'
Script warning, "1-SmoothDoom_SE.pk3:deco/monsters/fatso.txt" line 105:
Unknown class name 'XBlood' of type 'Actor'
Script warning, "1-SmoothDoom_SE.pk3:deco/gore.txt" line 38:
Unknown class name 'SoulSkull13' of type 'Actor'
script parsing took 330.54 ms

Brightmap 'brightmaps/sprites/doom/Smoov/SMEGC0.png' not found in texture 'SMEGC0'
Brightmap 'brightmaps/sprites/doom/Smoov/BFxGA0.png' not found in texture 'BFGXA0'
Brightmap 'brightmaps/sprites/doom/Smoov/pkfra0.png' not found in texture 'PKRFA0'
Brightmap 'brightmaps/sprites/doom/Smoovmonsters/HDD2m0.png' not found in texture 'HDD2M0'
Brightmap 'brightmaps/sprites/doom/Smoovmonsters/SSRGm7.png' not found in texture 'SSRGM7'
Brightmap 'brightmaps/sprites/doom/Smoovmonsters/SSRGn7.png' not found in texture 'SSRGN7'


Certainly happy to wait for the next build/update, but if you have any thoughts on how to resolve, let me know.

Thanks!
DrR0Ck
 
Joined: 01 Jun 2020
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: ATI/AMD with Vulkan Support

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby BerserkerNoir » Fri Jul 31, 2020 4:39 pm

Just Curious.
What do you use for the Weapon Upscaling?
The results are stunning, and I am eager to try something like that with other mods.
User avatar
BerserkerNoir
 
Joined: 11 Nov 2016
Location: Veracruz, Mexico
Discord: BerserkerNoir#7735
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: Neural Smooth Doom (ANOTHER Massive update)

Postby HeemboGlobin » Fri Oct 09, 2020 7:27 am

I personally don't use the neural upscale textures as I prefer the vanilla visuals but, just wanted to say, as simply a mod pack I use this the most in general nowadays for playing DOOM. It seems like this is the only easy way to play Smooth Doom + Nashgore without loads of bugs and incorrect blood decal spawns.

Everything just seems to look and work as it should and these two mods together make for some insanely satisfying gore effects. I also love the Spectres having gray blood & bits, very nice little detail imo that adds a tad more variety to all the viscera.

I really appreciate you getting everything working together smoothly! I hope you'll continue to update the pack at some point if you get the time. :cheers:
User avatar
HeemboGlobin
 
Joined: 23 Jun 2019

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