Ist there anybody still using Doomsday-hires texture packs?
-
- Lead GZDoom+Raze Developer
- Posts: 49177
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Ist there anybody still using Doomsday-hires texture packs?
I'm asking because the support code for them is a piece of shit I'd really like to toss out. This was added at a time when Doomsday packs were the only available resource for hires replacements, but to my knowledge everything out there today uses more robust means to define hires textures. Or is there still some pack left depending on Doomsday's folder structure?
They should be easy to recognise by using names like "jdoom", "jhexen", etc for their subfolders.
They should be easy to recognise by using names like "jdoom", "jhexen", etc for their subfolders.
-
- Lead GZDoom+Raze Developer
- Posts: 49177
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Ist there anybody still using Doomsday-hires texture pac
So, does 53 views and no response mean that nobody has any interest in this legacy feature?
It's something I'd really like to remove because it integrates very poorly in the texture management system.
It's something I'd really like to remove because it integrates very poorly in the texture management system.
-
- Posts: 13780
- Joined: Tue Jan 13, 2004 1:31 pm
- Preferred Pronouns: She/Her
Re: Ist there anybody still using Doomsday-hires texture pac
I've not used it.
Is it possible to reimplement it as a layer on top of the existing texture manager, rather than relying on hooks deep within?
Is it possible to reimplement it as a layer on top of the existing texture manager, rather than relying on hooks deep within?
-
- Lead GZDoom+Raze Developer
- Posts: 49177
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Ist there anybody still using Doomsday-hires texture pac
Yes, surely. But it's only worth doing if there's actually some use. The main problem with the current implementation is that it makes the data returned by a texture object unreliable which I do not like. The same is true for the scaler - optimally that should also be handled outside the texture object by the code that processed the data afterward.
There's no pressing need for change, I was merely interested if the feature was actually used by somebody. But considering that Doomsday has become an even more insular project since 2005 I do not really see that much overlap in users there. I'm also not sure if those old conventions still apply to today's version.
There's no pressing need for change, I was merely interested if the feature was actually used by somebody. But considering that Doomsday has become an even more insular project since 2005 I do not really see that much overlap in users there. I'm also not sure if those old conventions still apply to today's version.
-
-
- Posts: 17462
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: Ist there anybody still using Doomsday-hires texture pac
I don't even play with high res textures.
-
- Posts: 830
- Joined: Sun Jun 16, 2019 9:17 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Gosford NSW, Australia
Re: Ist there anybody still using Doomsday-hires texture pac
With DHTP being available, I don't see the need. I think it's a fairly complete texture pack and is mature.
-
- Lead GZDoom+Raze Developer
- Posts: 49177
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Ist there anybody still using Doomsday-hires texture pac
Nash wrote:I don't even play with high res textures.
Me neither. The feature is still there, though - but I assume that these days all relevant texture packs come in a form that's more compatible with GZDoom than this old hack feature.
-
-
- Posts: 3177
- Joined: Wed Nov 24, 2004 12:59 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Ist there anybody still using Doomsday-hires texture pac
Judging by the latest version of DHTP, not only is there a ZDoom formatted build, but the Doomsday version is incompatible with GZDoom. Based on that, it seems like there's a good chance it outlived its usefulness.
-
- Lead GZDoom+Raze Developer
- Posts: 49177
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Ist there anybody still using Doomsday-hires texture pac
OK then, in this case I remove the old code, it seems it has indeed outlived its usefulness.
-
- Spotlight Team
- Posts: 1089
- Joined: Mon Nov 25, 2019 8:54 am
- Graphics Processor: Intel (Modern GZDoom)
Re: Ist there anybody still using Doomsday-hires texture pac
No, it means that despite you being Graf Zahl, sometimes people will not respond for a variety of reasons.Graf Zahl wrote:So, does 53 views and no response mean that nobody has any interest in this legacy feature?
This isn't a mutually exclusive thing.
I was one of those 53 views. I just didn't had any comment at the time. That does not mean i don't have any interest, just that i had yet to formulate a response.
The only thing i'd like to suggest to this is to keep a link or a reference as to where this texture pack can be found instead, for those who still want to play with these. Some people may prefer the nuances it brings, but i reckon it would be a niche given DHTP exists.Graf Zahl wrote:OK then, in this case I remove the old code, it seems it has indeed outlived its usefulness.
That's why i suggest leaving a redirect or reference in for those ''just in case'' errr... cases.
-
- Posts: 1349
- Joined: Tue Nov 05, 2019 6:48 am
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
Re: Ist there anybody still using Doomsday-hires texture pac
Never used it myself either. I think the Doomsday models were used with, well, Doomsday, rather than GZDoom.
I've seen people using upscale packs, but never anyone using models, so I doubt it ever was a popular feature to begin with. That being said, if it was so poorly implemented, can it not be re-implemented in a cleaner, safer, saner fashion? Watch it get completely nuked and people using it pop out of nowhere...
I've seen people using upscale packs, but never anyone using models, so I doubt it ever was a popular feature to begin with. That being said, if it was so poorly implemented, can it not be re-implemented in a cleaner, safer, saner fashion? Watch it get completely nuked and people using it pop out of nowhere...
-
- Lead GZDoom+Raze Developer
- Posts: 49177
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Ist there anybody still using Doomsday-hires texture pac
This isn't about models. But the entire thing is moot anyway, considering that Doomsday has changed its rules over the last 15 years. The code was written for packs targeting Doomsday 1.7 or 1.8 which has been obsolete for a looooong time.
-
- Lead GZDoom+Raze Developer
- Posts: 49177
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Ist there anybody still using Doomsday-hires texture pac
So it's gone now. I surely won't miss it.
-
-
- Posts: 26558
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: Ist there anybody still using Doomsday-hires texture pac
Honestly, I'm not exactly sure what it is... er, was? Is it the old Textures folder inside the GZDoom folder method with a bunch of loose texture replacements in it in various sub-folders?
If so, I have a folder like that, but never really used it (disabled it - but could easily re-enable if I ever wanted to).
It doesn't bother me that it's gone and, if I really need to, I can reconfigure it to use a better method if I ever feel the need to use those particular textures. I'm not sure it correctly sorted out the FLAT and TEX versions of STEP1 and STEP2 anyway.
[edit]
Actually, it did cope with the STEP1, STEP2 problem.
Which is more than can be said for the DHTP that I just downloaded:
Not sure if that's a problem with the pack or the system. I'll have to look deeper to find out. No time right now though.
[/edit]
[edit2]
OK, had a quick look. In the DHTP folders Doom1 has entries for STEP1 and STEP2 that look like the FLAT versions from the original Doom.
But it only has them, that's why they appear where the TEXTURE version is used in a map (as per my screenshot from E1M1 above).
In Doom2, the same problem exists, but the other way around. It has STEP1 and STEP2 entries,
but they look like the TEXTURE versions from the original IWAD, so they look bad when the floor version is needed.
MAP09 Doom2
Unfortunately, I don't know the system well enough to know if there is some built-in way of resolving this that the mod just hasn't used, or if it's something that GZDoom doesn't (currently) have a solution for?
[/edit2]
If so, I have a folder like that, but never really used it (disabled it - but could easily re-enable if I ever wanted to).
It doesn't bother me that it's gone and, if I really need to, I can reconfigure it to use a better method if I ever feel the need to use those particular textures. I'm not sure it correctly sorted out the FLAT and TEX versions of STEP1 and STEP2 anyway.
[edit]
Actually, it did cope with the STEP1, STEP2 problem.
Which is more than can be said for the DHTP that I just downloaded:
Not sure if that's a problem with the pack or the system. I'll have to look deeper to find out. No time right now though.
[/edit]
[edit2]
OK, had a quick look. In the DHTP folders Doom1 has entries for STEP1 and STEP2 that look like the FLAT versions from the original Doom.
But it only has them, that's why they appear where the TEXTURE version is used in a map (as per my screenshot from E1M1 above).
In Doom2, the same problem exists, but the other way around. It has STEP1 and STEP2 entries,
but they look like the TEXTURE versions from the original IWAD, so they look bad when the floor version is needed.
MAP09 Doom2
Unfortunately, I don't know the system well enough to know if there is some built-in way of resolving this that the mod just hasn't used, or if it's something that GZDoom doesn't (currently) have a solution for?
[/edit2]
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
Re: Ist there anybody still using Doomsday-hires texture pac
I am not using it.