Project S.I.D.E. - A Complete Overhaul PLUS Upscale

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Kazudra
Posts: 126
Joined: Mon May 25, 2015 10:52 am

Re: Neural Smooth Doom (Update L IV E)

Post by Kazudra »

Spoiler:
The Center of this Next Update are as Followed (in no particular order);
Smooth Monsters no longer conflict with Vanilla and DSFix; This allowed me to add a Vanilla option towards monsters. Variants of older Smooth Doom are seeing a resurface, most of the hit-scanners require updates before they are ready but so far Imps blend in quite well. I've been experimenting with layering actors to achieve a specific look; All projectiles now have a normal layer on-top of an Add layer (This will require the "Zdoom" Render without the inverse sort Compatability) as well as plenty of effects Updated from Smooth Doom 2.0. Upscales (which have been re-worked) and Brightmaps will be intended to be all-in-one to place later in the load order thus making both completely optional... speaking of; There will be a Vanilla Sounds version released alongside this next update.

There will be, however some drastic re-workings of what CAN be changed and expanded, Today I fully re-introduce the Rebalanced mode. Initially I wanted to make a ball-busting mode akin to Shadow Warrior or Blood... That didn't happen. The challenge I ended up refining from testing is much, much more fair... It's still very difficult and punishing, Not meant to be combined with Fast-monsters (but you can and I've not tested it so best of luck with that). I guess I'll touch up on the line-up;
Zombieman - Now the most accurate shot no.2 to the player, and will be faster to pull the trigger. You don't wanna give this guy an open shot in the open. Turning Rifle mode on then gives him a 3-shot burst.
Shotgunguy - Fires slighly more accurate, faster, and given a real Shotgun (3 pellets -> 7 pellets) . You seriously do not want this guy to get a close-range shot on you.
Chaingunguy - He only fires just a small bit more accurate; I'm not trying to make Plutonia impossible.
Imp - Aside from Firing faster projectiles, nothing needed.
Pinky/Spectre - Retaining their fast bite from the initial rebalance, they've been made 50% faster (Still slower than fast-monsters but still fast enough to gain on you and corner if not careful).
Cacodemon - Tomato boy will dodge sporadically, Keeping his faster projectiles. If you thought E4M2 was bad enough, I'm sorry.
Lost Soul - They were given some dodging, all that's needed :)
Baron of Hell - Virtually unchanged from original rebalance, it's solid. The varied volley of baron-balls is enough to elevate him.
Hell Knight - He's not gonna have what Baron has, so he's gonna charge in faster. still sporting faster projectiles as well.
Arachnotron - These babies now sport a faster firing rate and a secondary 5-burst shot that matches the speed of your own Plasma Rifle.
Pain Elemental, Revenant, Mancubus, and Arch-Vile - Absolutely nothing changed; they are a challenge enough.
SS - Also nothing, the most replaced monster in the roster.
The Cyber-demon - Given 3 Attacks; a 4-shot volley, a 6-shot; 2-shot burst volley, and a 3-shot burst all varied slightly in speed. the first is manageable but the later two will leave you in chunks if you're not paying attention.
The Spider Mastermind - Fire-Rate Reduced, x3 Multiplier stripped, Keeps Original Spread but with Vertical Spread added. Oh yeah I forgot she shoots Super Shotgun Rounds, no big deal. Fighting her head-on is obvious suicide. Super Shotgun Gibbing also allows her to Gib the player.

Special Attributes; The Rifle in Rebalance mode. ~"Finally, I found it a purpose"
The Rifle is now a 3-Shot burst with high accuracy and high drop-off re-fire spread.
This makes it a good choice to pick off enemies one-by-one and Sniping, It's a decent work-horse that doesn't devalue the sheer spray-and-pray carnage of the chaingun.
Spoiler: Stuff I wanna add
wanisea
Posts: 35
Joined: Mon Apr 17, 2017 2:35 am

Re: Neural Smooth Doom (Update L IV E)

Post by wanisea »

It's a little different from NEURAL UPSCALE 1.0. The texture details change as if they were paletted.

https://ibb.co/bB2MCjD
https://ibb.co/gV1hJyY
DefectiveByDesign
Posts: 10
Joined: Sun Oct 04, 2020 11:52 pm
Graphics Processor: ATI/AMD with Vulkan Support

Re: Neural Smooth Doom (Update L IV E)

Post by DefectiveByDesign »

Some alternative files for neural smooth doom:
SmoothDoom_HiRes.pk3 and SmoothDoomHudWeap4XUP.pk3
there's also hiresdoomfont.wad that's floating around out there too.
edit: seems like SmoothDoom_Pallete does have hires, but it's more like a extended edition, and I prefer the more vanilla one.

I'd also recommend: crosshairhp.pk3 and hellscape-navigator for better navigation.

It's possible to get a good visual experience with doom, but most mods are completely ignoring upscale tech. Maybe this thread can keep track of other mods that use it too.
CupcakeMafia_69
Posts: 2
Joined: Wed Jan 20, 2021 11:06 pm

Re: Neural Smooth Doom (Update L IV E)

Post by CupcakeMafia_69 »

Hi, noob here! Love the work here! It's fantastic! I'm having a strange big where if I pick up a rocket launcher and then switch to another weapon, I can never switch back to the rocket launcher.

Iso far this only seems to happen with this mod combo. Vanilla is fine, Brutal Doom is fine. But Neural Smooth with any wad always always has this rocket launcher bug.

Does anyone know what might be causing this?

Thanks!
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wildweasel
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Re: Neural Smooth Doom (Update L IV E)

Post by wildweasel »

CupcakeMafia_69 wrote:Hi, noob here! Love the work here! It's fantastic! I'm having a strange big where if I pick up a rocket launcher and then switch to another weapon, I can never switch back to the rocket launcher.

Iso far this only seems to happen with this mod combo. Vanilla is fine, Brutal Doom is fine. But Neural Smooth with any wad always always has this rocket launcher bug.

Does anyone know what might be causing this?

Thanks!
You will probably want to find a version of Brutal that contains monsters only; Smooth Doom has its own weapons, and they will conflict with the Brutal ones.
CupcakeMafia_69
Posts: 2
Joined: Wed Jan 20, 2021 11:06 pm

Re: Neural Smooth Doom (Update L IV E)

Post by CupcakeMafia_69 »

I wasn't very clear. I meant I don't get the rocket launcher bug if Im playing vanilla doom, or if I'm playing brutal doom, only when I'm playing Neural Smooth. Not combining them together.
Kazudra
Posts: 126
Joined: Mon May 25, 2015 10:52 am

Re: Neural Smooth Doom (Update L IV E)

Post by Kazudra »

DefectiveByDesign wrote:Some alternative files for neural smooth doom:
SmoothDoom_HiRes.pk3 and SmoothDoomHudWeap4XUP.pk3
there's also hiresdoomfont.wad that's floating around out there too.
edit: seems like SmoothDoom_Pallete does have hires, but it's more like a extended edition, and I prefer the more vanilla one.

I'd also recommend: crosshairhp.pk3 and hellscape-navigator for better navigation.

It's possible to get a good visual experience with doom, but most mods are completely ignoring upscale tech. Maybe this thread can keep track of other mods that use it too.
^
This is the canon "Vanilla" Smooth Doom Experience.
BerserkerNoir wrote: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.
I use a combination method; XBRZ 4x and Gigapixel 4x
XBRZ is enough to retain silhouette and colors faithfully, Gigapixel adds detail.
So I layer Giga over XBRZ with Luminosity at about 50% Opacity,
Use the magic wand on the Xbrz layer, selecting transparent; switch to giga and clean up the messy outside of the sprite,
combine the layers and downscale 50% Nearest-Neighbor.


Now I use a more complex process.
Tools are Photoshop, Scaletest+cmd, Topaz Gigapixel, Slade itself.

1. Export Sprites. Convert them all into 2x XBrz.
2. Use those to make 4X Upscales with Topaz and XBRZ, It's best to give the Topaz upscale a suffix that'll make em sort after the base-name XBRZ sprites.
3. Load em all into photoshop; as they load in you'll be working in a descending order, so you SHOULD be viewing the Topaz (close) then XBRZ order.
4. (I HIGHLY SUGGEST MAKING AN ACTION MACRO)
Select -> All , Copy, close, Edit -> Paste Special -> Paste in Place. (This'll give you both layers directly on-top of each other and no need for adjusting)
(In the Layers Panel, The Topaz Layer should be top) Use the Blend Property (The drop menu with "Normal") and select Luminosity, Then Opacity at 50%.
Layer -> Merge Layers , Image -> Image Size; Click "Pixels" and Select "Percentage", 25%.
File -> Save , Close.

This should give you an Action to nearly automate the process, you can't batch use though.

5. Import into SLADE, Convert ino PNG Pallete at 200 transparency Thereshold.
6. Export those and repeat Steps 2-5.

It adds Alot of detail and keeps the AI upscale from adding willy-nilly details from the base sprite (in which I've thrown away a TON of upscaled Sprites). Keeping them overall true to the base sprites.
Renzokuken
Posts: 9
Joined: Fri Aug 23, 2019 10:10 pm

Re: Project S.I.D.E. - A Complete Overhaul PLUS Upscale

Post by Renzokuken »

With the the doom_complete .pk3 that wadsmoosh outputs, I've noticed a few minor things, but I've got no idea where it's breaking.

When running SIDE Complete alongside doom_complete, brightmaps refuse to work on anything regardless of level or episode, and the fullscreen HUD is garbled and un-centered as seen here. https://i.imgur.com/0c10UNl.png

It works just fine with everything else.
Kazudra
Posts: 126
Joined: Mon May 25, 2015 10:52 am

Re: Project S.I.D.E. - A Complete Overhaul PLUS Upscale

Post by Kazudra »

Renzokuken wrote:With the the doom_complete .pk3 that wadsmoosh outputs, I've noticed a few minor things, but I've got no idea where it's breaking.

When running SIDE Complete alongside doom_complete, brightmaps refuse to work on anything regardless of level or episode, and the fullscreen HUD is garbled and un-centered as seen here. https://i.imgur.com/0c10UNl.png

It works just fine with everything else.
Sadly, Wadsmoosh isn't supported, I'll experiment if it can though ( I really need to know if the texture Renames are Constants or Randoms).
The main reason is the 2x Upscaled graphics pack advertised to be released along side... Side. (It did get released but I hated most of the newest upscales and redid most of it)
Kazudra
Posts: 126
Joined: Mon May 25, 2015 10:52 am

Re: Project S.I.D.E. - A Complete Overhaul PLUS Upscale

Post by Kazudra »

Upscale has been uploaded - I think I threw away maybe 5-10 complete batches to get to this point...
Small update to main file.
Randomguy7
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Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Project S.I.D.E. - A Complete Overhaul PLUS Upscale

Post by Randomguy7 »

this is great! The only thing it needs now is livereverb!
MindbendeR
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Re: Project S.I.D.E. - A Complete Overhaul PLUS Upscale

Post by MindbendeR »

Thank you.
This is by far the most awesome vanilla mood to restore and enhance the full high fidelity to Doom.
I just love it.
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Gorec
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Re: Project S.I.D.E. - A Complete Overhaul PLUS Upscale

Post by Gorec »

pain elementals can summon lost souls even if there is an obstacle of any source, the spawn is 100% of the time which may lead to big ammo consumption while being unable to stop pains from summons, two of them already pose a huge problem
Kazudra
Posts: 126
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Re: Project S.I.D.E. - A Complete Overhaul PLUS Upscale

Post by Kazudra »

Gorec wrote:pain elementals can summon lost souls even if there is an obstacle of any source, the spawn is 100% of the time which may lead to big ammo consumption while being unable to stop pains from summons, two of them already pose a huge problem
Here's a small update.
Small Fixes;
Pain Elemental Attack blocking fixed (and probably a tad easier to pull off)
Cyberdemon and Mastermind updated steps to be more accurate to animation.
Randomguy7 wrote:this is great! The only thing it needs now is livereverb!
This is in my "atmospheric" load order, Usually placed with Dark Doom and HQPSXmusic. I love the horror/action vibes.
MindbendeR wrote:Thank you.
This is by far the most awesome vanilla mood to restore and enhance the full high fidelity to Doom.
I just love it.
I read this more times than you know, thank you >9000.
JeremiahW037
Posts: 3
Joined: Sun Mar 27, 2022 11:09 am

Re: Project S.I.D.E. - A Complete Overhaul PLUS Upscale

Post by JeremiahW037 »

Doesn't seem compatible with Doom Zero for some reason. When starting the Doom Zero WAD you are blocked in by dead zombie men at the starting gate.
https://drive.google.com/file/d/1-jb5ym ... sp=sharing

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