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        <title>Addons for DOOM — dengine Forums</title>
        <link>https://talk.dengine.net/</link>
        <pubDate>Mon, 11 May 2026 02:57:41 +0000</pubDate>
        <language>en</language>
            <description>Addons for DOOM — dengine Forums</description>
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    <item>
        <title>DHMP (DOOM High-res Model Project)</title>
        <link>https://talk.dengine.net/discussion/877/dhmp-doom-high-res-model-project</link>
        <pubDate>Wed, 14 Dec 2011 03:19:15 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>KuriKai</dc:creator>
        <guid isPermaLink="false">877@/discussions</guid>
        <description><![CDATA[<img src="https://talk.dengine.net/uploads/editor/bo/dvclpcq02goq.png" alt="dvclpcq02goq.png" /><br /><br /><br /><br />
What is the DHMP?<br />
The DHMP is a DOOM community effort to recreate the original DOOM,DOOM2, and Final DOOM sprites as 3D models, to be used by DOOM engines that support it.<br />
This is while keeping the same style and feeling of the originals(highly important) that may also have inspiration from the concept sketches and models the id create when making DOOM.<br /><br />
The aim is to create high resolution 3d models so things like normal maps, ambient occlusion and diffuse maps can be applied to lower resolution models.<br /><br />
You can download from here <a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fdhmp.hiriwa.com">http://dhmp.hiriwa.com</a><br />
You can see installation instructions here <a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fgithub.com%2FKuriKai%2FDHMP%2Fwiki%2FInstallation">https://github.com/KuriKai/DHMP/wiki/Installation</a><br />
You can report bugs here <a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fgithub.com%2FKuriKai%2Fdhmp%2Fissues">https://github.com/KuriKai/dhmp/issues</a><br /><br />
For helping improve the models and textures you can grab the src files from github here <a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fgithub.com%2FKuriKai%2Fdhmp">https://github.com/KuriKai/dhmp</a><br /><br />
All models are under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. cc by-nc-sa<br /><br /><img src="https://talk.dengine.net/uploads/editor/p3/2whk7omkde8z.png" alt="2whk7omkde8z.png" /><br /><img src="https://talk.dengine.net/uploads/editor/la/3k7w0xnvs4o6.png" alt="3k7w0xnvs4o6.png" /><br /><br /><br />]]>
        </description>
    </item>
    <item>
        <title>Cheello's Voxel Doom for DE</title>
        <link>https://talk.dengine.net/discussion/2960/cheellos-voxel-doom-for-de</link>
        <pubDate>Wed, 04 Oct 2023 19:23:36 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>M_S</dc:creator>
        <guid isPermaLink="false">2960@/discussions</guid>
        <description><![CDATA[Hi, I'm thinking about starting a port of Voxel Doom for Doomsday, I have already downloaded the mod and SLAB6, now I need to convert the files into something the engine can recognize, since it doesn't have native voxel files support. I was thinking MD2 would be a good fit, and I didn't look too much into what is needed to make a package, but it seems to be very straight forward. In case there's something more I need to know I would appreciate the help. You can expect some updates in the following weeks.]]>
        </description>
    </item>
    <item>
        <title>I'm getting a bunch of &quot;Fail to load&quot; errors with DHMP</title>
        <link>https://talk.dengine.net/discussion/2970/im-getting-a-bunch-of-fail-to-load-errors-with-dhmp</link>
        <pubDate>Thu, 08 Aug 2024 02:45:36 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>Mighty_Lu_Bu</dc:creator>
        <guid isPermaLink="false">2970@/discussions</guid>
        <description><![CDATA[I must have done something wrong (Win 10), because I am getting a bunch of Failed to load diffuse texture for mesh errors.<br /><br />]]>
        </description>
    </item>
    <item>
        <title>Will we ever get a compilation add-on for Doom/Doom II ?</title>
        <link>https://talk.dengine.net/discussion/2969/will-we-ever-get-a-compilation-add-on-for-doom-doom-ii</link>
        <pubDate>Tue, 06 Aug 2024 15:29:01 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>Mighty_Lu_Bu</dc:creator>
        <guid isPermaLink="false">2969@/discussions</guid>
        <description><![CDATA[I really like the one for Heretic - I think it is amazing (3D models, HD textures, better lighting, etc.)<br /><br />
We will ever get a compilation add-on for Doom / Doom II? ]]>
        </description>
    </item>
    <item>
        <title>DHTP (DOOM high resolution texture project)</title>
        <link>https://talk.dengine.net/discussion/875/dhtp-doom-high-resolution-texture-project</link>
        <pubDate>Wed, 14 Dec 2011 01:59:37 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>KuriKai</dc:creator>
        <guid isPermaLink="false">875@/discussions</guid>
        <description><![CDATA[<img src="https://talk.dengine.net/uploads/editor/fy/lrsnu3egzxn3.png" alt="lrsnu3egzxn3.png" /><br /><br /><b>What is the DHTP?</b><br />
The DHTP is a DOOM community effort to recreate the original DOOM,DOOM2, and Final DOOM textures in high resolution, while keeping the same style and feeling of the originals and be to be used by DOOM engines that support it. There are no upscaled original in this pack. If it does not fit the style then it can't go in.<br /><br /><b>How to help</b><br />
You can help the pack by reporting bugs in the pack, report bugs here <a href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fgithub.com%2FKuriKai%2FDHTP%2Fissues" rel="nofollow">https://github.com/KuriKai/DHTP/issues</a><br />
You can also by submitting new textures. To see what needs to be done, browse to the <a href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fgithub.com%2FKuriKai%2FDHTP" rel="nofollow">github</a> page and look for ###.placeholder files. these are the ones that have not been done yet.<br /><i>Please be aware, when you post your textures, people(myself included) will offer suggestions on how to improve it. It is also ultimately up to me whether to accept the textures into the released pack; this is to try and have consistency in the project.<br />
I also urge you to release your textures under a free to use and edit as anyone else sees fit; this will allow others to tweak and improve your textures to give greater consistency, and also help out the community</i><br /><br /><b>The DHTP is now hosted on github.</b><br />
Where you can see the latest versions of the files that will be in the next pack and what textures still need to be made(look for ###.placeholder). You can download each image separately, as a zip or by cloning it to your computer.<br /><br />
Linux scripts are also included for people to compile the pack automatically (I'm not responsible if anything happens to your computer)<br /><br />
This will also allow for revisions of textures to be kept.<br /><b>website</b> <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fdhtp.hiriwa.com" rel="nofollow">http://dhtp.hiriwa.com</a><br /><b>Github page </b><a href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fgithub.com%2FKuriKai%2FDHTP" rel="nofollow">https://github.com/KuriKai/DHTP</a>]]>
        </description>
    </item>
    <item>
        <title>Zoow: Alien Dimension</title>
        <link>https://talk.dengine.net/discussion/2358/zoow-alien-dimension</link>
        <pubDate>Mon, 16 Jan 2017 17:29:42 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>Dynamo</dc:creator>
        <guid isPermaLink="false">2358@/discussions</guid>
        <description><![CDATA[Hello! I've been trying to find a Doomsday TC called Zoow: Alien Dimension (<a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fwww.wadsinprogress.info%2Findex.php%3Fa%3Dlistwads%26wad%3D22" rel="nofollow">http://www.wadsinprogress.info/index.ph ... ads&amp;wad=22</a>). However it appears that all links to download it are dead. Perhaps anyone here still has the files and could upload it again? I really would like to play it, even if it requires an older version of Doomsday.<br /><br />
Thanks and keep up the good work <img src="https://talk.dengine.net/resources/emoji/smile.png" title=":)" alt=":)" height="20" /> I remember first playing jDoom/Doomsday in 2003-2004, glad to see it's still around!]]>
        </description>
    </item>
    <item>
        <title>Download link for DHRP and DHTP not working.</title>
        <link>https://talk.dengine.net/discussion/2934/download-link-for-dhrp-and-dhtp-not-working</link>
        <pubDate>Fri, 18 Feb 2022 09:57:17 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>arablover</dc:creator>
        <guid isPermaLink="false">2934@/discussions</guid>
        <description><![CDATA[The download link for DHRP and DHTP is not working.<br /><br /><a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fdhmp.hiriwa.com%2F">http://dhmp.hiriwa.com/</a><br /><br />
Please help!]]>
        </description>
    </item>
    <item>
        <title>Can someone send me the compiled DHTP file.</title>
        <link>https://talk.dengine.net/discussion/2935/can-someone-send-me-the-compiled-dhtp-file</link>
        <pubDate>Mon, 21 Feb 2022 11:30:17 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>arablover</dc:creator>
        <guid isPermaLink="false">2935@/discussions</guid>
        <description><![CDATA[I have tried to compile the DHTP, on Windows 10 and on Linuxlite.<br /><br />
I have been unsuccessful.<br /><br />
Can someone please send me this file?<br /><br />
Regards.]]>
        </description>
    </item>
    <item>
        <title>Some compilation packs</title>
        <link>https://talk.dengine.net/discussion/439/some-compilation-packs</link>
        <pubDate>Wed, 29 Sep 2010 10:28:29 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>kingennio</dc:creator>
        <guid isPermaLink="false">439@/discussions</guid>
        <description><![CDATA[Hi all,<br />
I'm posting this hoping to be helpful to somebody. I've compiled some rsource packages for jdoom/jheretic 1.9.0. All credits go to the respective authors, mine has only been a job of repackaging to have in few single packages all the best resources one can gather. So here it goes:<br /><br />
"<b>jhrp+psy-20100928.pk3</b>" [ <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fwww.filefront.com%2F17328700%2Fjhrppsy-20100928.pk3%2F" rel="nofollow">http://www.filefront.com/17328700/jhrppsy-20100928.pk3/</a> ] is the latest jHeretic Resource Pack 1.01, with the addition of Cain's models and the latest Psychikon improvements: Gargoyle, Wand (ammo and HUD) and menu-skull. All credit to them<br /><br />
"<b>jdep-all-slide-skyboxes-20100401.pk3</b>" [ <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fwww.filefront.com%2F17328714%2Fjdep-all-slide-skyboxes-20100401.pk3%2F" rel="nofollow">http://www.filefront.com/17328714/jdep-all-slide-skyboxes-20100401.pk3/</a> ] is basically a single package that contains all slide-skiboxes by DaniJ, KuriKai, Slide in one single pack. It matches the right ski-boxes with the respective games (Doom1/Doom2/FinalDoom), like it was with the original JDEP.<br /><br />
"<b>jdui-20100928+statusbar+face11.pk3</b>" [ <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fwww.filefront.com%2F17328745%2Fjdui-20080614statusbarface11.pk3%2F" rel="nofollow">http://www.filefront.com/17328745/jdui-20080614statusbarface11.pk3/</a> ] is based on JDoom User Interface Pack and includes the hi-res HUD face v1.1 by Mr.Rocket with cleanup work by Searinox. This version also fixes the status bar that didn't display correcly in jDoom 1.9.0.<br /><br />
"<b>jdrp101+11a+fixes.pk3</b>" [ <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fwww.filefront.com%2F17328814%2Fjdrp10111afixes.pk3%2F" rel="nofollow">http://www.filefront.com/17328814/jdrp10111afixes.pk3/</a> ] is a compilation of DaniJ's jDoom Resource Pack 1.01, and contains all new completed models by DaniJ's jDRP 1.1alpha, except these incomple packs: GUI, StatusBar, Font, LostSoul, Spectre, Deamon. In addition, the following changes have been applied: HUD-Chainsaw has skins from Abbs pack with yellow glove; HUD SuperShotgun from 1.1alpha has been fixed to implement shot flashes and gun lowering in the ded file; BFG and Chaingun pickups have skins from Abbs pack; FormerCommando has Chaingun skins from Abbs pack; Imp and Demon monsters have filtered skins in PNG, and Demon's md2 and ded are from 1.1alpha with transparency for the Spectre, so therefore the Spectre is not included; BFG and Plasma explosion effects from Abbs.<br /><br />
I hope not to hurt the sensitivity of the original authors, again all credits to them, I just wished to provide a "rational", easy-to-use compilation of the respective resource packs.]]>
        </description>
    </item>
    <item>
        <title>New Neural Upscale Project</title>
        <link>https://talk.dengine.net/discussion/2838/new-neural-upscale-project</link>
        <pubDate>Wed, 20 May 2020 23:33:49 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>flamepanther</dc:creator>
        <guid isPermaLink="false">2838@/discussions</guid>
        <description><![CDATA[Hi everyone! I don't think I've really been active here since the old forum, but I've been lurking periodically and benefiting from projects like the DHTP and DHMP. That's why I want to share something with the DE community that I've been working on for a few weeks. Even though it's a long way from finished, and not yet ready for a wider release, I think it's far enough along that it's "useable."<br /><br /><a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fdrive.google.com%2Fopen%3Fid%3D1XJcOykz2xhnyVZVwl9gF1TVT9QONDXq-">https://drive.google.com/open?id=1XJcOykz2xhnyVZVwl9gF1TVT9QONDXq-</a><br /><br />
I know there's already a neural up-scaling project, but it's limited to only 2x the original resolution, and the tools available have improved since it was made. Using a variety of pre-trained models, I currently have every patch and flat in The Ultimate Doom (including monster sprites) scaled up by 4x. Wall textures are scaled by 8x.<br /><br />
In terms of detail and realism, these are inferior to the flats and textures in the DHTP, but my goal is to complement and supplement other resource packs, not to compete with them. I've tried loading the DHTP and DHMP on top of my project, and I think it works pretty well as a way to fill the gaps. By itself, I think it meshes better with PWADs that introduce new sprites and textures alongside the originals.<br /><br />
At this point, this is mostly raw output from several pre-trained neural networking models (which I will catalog once I've made more final decisions on what to use) that I've hand-selected. Very little editing has been done so far, and most of what has been was automated. I've retouched a handful of sprites where I felt it was desperately needed. Later on, I will be selectively compositing pieces from different results for the textures, so the finished project should be much better. I'm not sure the sprites will ever look great under close scrutiny, but I think they look pretty good in action during regular play.<br /><br />
Still to do:
<ul><li>Test more models</li>
<li>Fix minor alpha channel errors</li>
<li>Correct seams and tiling issues</li>
<li>Cover assets from DOOM II, Final DOOM, and SIGIL</li>
<li>Rebuild textures from the output of multiple models, according to which ones give the best results for different parts of a texture</li>
<li>Harmonize textures and flats that share similar materials (wood textures should all use the same neural model, etc)</li>
<li>Adjust colors and brightness levels to be more faithful to the original assets</li>
</ul><br />
I'll post some example textures and sprites below, but I think the best way to check it out is to try it. It all looks much better in game than it does on its own. Let me know what you think, but it <i>is</i> a long way from complete, so please be kind!  <img src="https://talk.dengine.net/resources/emoji/lol.png" title=":D" alt=":D" height="20" />]]>
        </description>
    </item>
    <item>
        <title>Gore mod</title>
        <link>https://talk.dengine.net/discussion/2922/gore-mod</link>
        <pubDate>Fri, 03 Sep 2021 12:56:14 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>Darklight</dc:creator>
        <guid isPermaLink="false">2922@/discussions</guid>
        <description><![CDATA[Hello guys I am back !!<br /><br />
Wanted to work again on my doom gore mod it’s been a few years so it’s work looking at it again lol.<br />
Having a quick play through the first thing that stands out is the blood when contacts a surface forms random size circular pools.<br />
If you have ever flicked paint onto a surface you know that the splatter pattern can be circular and Elongated and I wanted to mimic this effect with the particle generator, is that at all possible ?<br />
Here is an example picture of what I mean ]]>
        </description>
    </item>
    <item>
        <title>JDoom, JHexen and JHeretic</title>
        <link>https://talk.dengine.net/discussion/2912/jdoom-jhexen-and-jheretic</link>
        <pubDate>Tue, 22 Jun 2021 19:19:54 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>cacodemon777</dc:creator>
        <guid isPermaLink="false">2912@/discussions</guid>
        <description><![CDATA[Hi, I'm new to this, and with so many ports I'm really confused, so what is JDoom, JHeretic, and JHexen? I downloaded Doomsday a few weeks ago and I really liked it, the lighting, the graphics, the interface, they are great, but then I discovered these j ports, I asked some friends what they are (they are the same ones who recommended doomsday to me). They told me that they are a source port that transforms everything into 3d models and that Doomsday has it integrated.<br />
They confused me more, when I play, the models look like old doom, the figures always rotate to look good and not deformed, 2.5 d, I hope you understand me. what i want to get to is how do i make the models look real 3d, not 2.5 d? should i install something external or is it configurable from doomsday? in that case how do i configure it from doomsday? As i said i'm really confused<br /><br />
Oh, and i am using google translator because i don't live in U.S.A. or Canada or England or some other country like those, so i don't speak english, sorry if there is something wrong with my text. if that's the case notice me plz.  <img src="https://talk.dengine.net/resources/emoji/smile.png" title=":)" alt=":)" height="20" />]]>
        </description>
    </item>
    <item>
        <title>These addons don't exist?</title>
        <link>https://talk.dengine.net/discussion/2541/these-addons-dont-exist</link>
        <pubDate>Thu, 29 Mar 2018 17:26:16 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>SegaDoomer1223</dc:creator>
        <guid isPermaLink="false">2541@/discussions</guid>
        <description><![CDATA[Sorry to bother, I need the HD Pack and HD Face addon as seen in this video:<br /><br /><span data-youtube="youtube-3uVUxhoM7tY?autoplay=1"><a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D3uVUxhoM7tY"><img src="https://img.youtube.com/vi/3uVUxhoM7tY/0.jpg" width="640" height="385" border="0" alt="image" /></a></span>]]>
        </description>
    </item>
    <item>
        <title>JDRP which one ist the right one?</title>
        <link>https://talk.dengine.net/discussion/2883/jdrp-which-one-ist-the-right-one</link>
        <pubDate>Sun, 10 Jan 2021 23:41:34 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>P.Marlowe</dc:creator>
        <guid isPermaLink="false">2883@/discussions</guid>
        <description><![CDATA[I found different versions of the jdrp Pack.<br />
On the addons page the boxed version. And there ist a PK3 Version with fixes (jdrp101+11a+fixes.pk3).<br /><br />
I found some interesting differences.
<ul><li>In the PK3 version there are some lightmaps included which ilumminate several textures e.g. in Doom II M02 Underhalls (Red and Blue Key Doors, small lights in the Walls).<br />
They are not lid using the Box Version.</li>
<li>However the Box Version has Barrels with animanted toxic liquid....</li>
</ul><br /><br />
So in my opinion the mixture of both would be best.<br />
I'm not a modder, more "user".<br />
Maybe some skilled modder can build a "best of", or most recent Version of JDRP and it should be linked in the addons page.<br /><br />
A appriciate your work and after using some other Port with some brutal mods, <b>i fell in love with DEngine again</b>.<br />
The aesthetics with 3D mod1els are in this engine best. On the other side imho sprites look sometimes a bit odd.<br /><br />
Kind regards Phil]]>
        </description>
    </item>
    <item>
        <title>Halls of The Goat Child - A map for Doomsday</title>
        <link>https://talk.dengine.net/discussion/2872/halls-of-the-goat-child-a-map-for-doomsday</link>
        <pubDate>Sat, 14 Nov 2020 01:56:20 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>RemiliaScarlet</dc:creator>
        <guid isPermaLink="false">2872@/discussions</guid>
        <description><![CDATA[<b>Quick Overview:</b>
<ul><li>Singleplayer only.  Designed with UV in mind, but the other difficulties are (somewhat) tested.</li>
<li>Tested with v2.2.2 plus the latest (as of November 13th, 2020) source code.</li>
<li>This uses Doom2.wad for the IWAD</li>
<li>This requires OTEX v1.1 (not included).  Download the WAD file <a href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fdoom.ukiro.com%2Fotex-downloads%2F" rel="nofollow">here</a>.</li>
<li>Mouselook is suggested.  No jumping or crouching allowed, including rocket jumps.</li>
</ul><br />
Halls of The Goat Child is a semi-speedmap that I started on a whim.  I was needing a break from Quake mapping, but didn't want to do anything too elaborate.  It's been ages since I've done a Doom map in vanilla format, and so I decided it was a good time to scratch that itch.  For added fun/nostalgia, and to remove some of vanilla Doom's stricter limitations (I didn't want to go <i>that</i> vanilla), I decided to do it for Doomsday, an engine I have a soft-spot for.<br /><br />
Unlike my usual maps, this one is short and sweet, taking me about 12-15 minutes to complete on UV.  It gets to the point and doesn't do anything too elaborate.  All in all it took about 22 hours spread out over five days to build, which for me is an incredibly short amount of time.<br /><br />
Known bugs: there's some known slowdown in a few areas.  Turning off ambient occlusion seems to help a bit, but I think the real culprit is just the map geometry.  Also, one or two switches also don't make a sound, which I think has something to do with the XG line type that I couldn't figure out.<br /><br />
Screenshots:
<div><img src="https://i.imgur.com/hJqsFQy.png" alt="hJqsFQy.png" /><br /><img src="https://i.imgur.com/dv9fThC.jpg" alt="dv9fThC.jpg" /><br /><img src="https://i.imgur.com/vZW9wR2.png" alt="vZW9wR2.png" /><br /><img src="https://i.imgur.com/LSMworq.png" alt="LSMworq.png" /><br /><img src="https://i.imgur.com/OBuaZOn.png" alt="OBuaZOn.png" /></div>
<br />
Download here:<br /><a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Falexa.partition36.com%2Ffiles%2Fdoom%2Fgoatchild.zip">http://alexa.partition36.com/files/doom/goatchild.zip</a><br /><br />
README: <a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Falexa.partition36.com%2Ffiles%2Fdoom%2Fgoatchild.txt">http://alexa.partition36.com/files/doom/goatchild.txt</a>]]>
        </description>
    </item>
    <item>
        <title>DSMP (Doom ShineMap Pack)</title>
        <link>https://talk.dengine.net/discussion/1277/dsmp-doom-shinemap-pack</link>
        <pubDate>Thu, 29 Nov 2012 00:31:41 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>KuriKai</dc:creator>
        <guid isPermaLink="false">1277@/discussions</guid>
        <description><![CDATA[This is a shinemap addon pack for original textures<br /><br />
It adds shiny textures to the original doom textures,<br />
For example, it makes marble, metal and glass textures have a shiney reflection.<br /><br />
This is the first release and is a heavy work in progress, you can view most of the textures in doom ep1 mp1<br /><br />
If you have any comments on how to improve it or have ones you have made for textures yourself and would like it included feel free to help.<br /><br /><b>Not to be used with the DHTP</b><br /><br /><a href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fmega.nz%2Ffile%2FkxQBXIqQ%23APln9ZJIG5Mk5Q4nPKclL0TNIIq3BSzhMdKt16lOySQ" rel="nofollow">Download here</a>]]>
        </description>
    </item>
    <item>
        <title>SmoothLiquids and Gore mods wanted</title>
        <link>https://talk.dengine.net/discussion/2740/smoothliquids-and-gore-mods-wanted</link>
        <pubDate>Wed, 02 Oct 2019 19:29:53 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>P.Marlowe</dc:creator>
        <guid isPermaLink="false">2740@/discussions</guid>
        <description><![CDATA[For GZDoom there are different Mods for smooth liquids (shaders) out, or different Blood-Mods (Bolognese Mod e.g.).<br />
Will be similar things for dengine, too? Or will deinge be compatible some day?<br />
I think in gfx dengine is most advanced, today.]]>
        </description>
    </item>
    <item>
        <title>Andrew's Doom Music</title>
        <link>https://talk.dengine.net/discussion/2669/andrews-doom-music</link>
        <pubDate>Fri, 25 Jan 2019 19:36:37 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>andrew603</dc:creator>
        <guid isPermaLink="false">2669@/discussions</guid>
        <description><![CDATA[Hi all!<br /><br />
Here is a collection of the Doom and Doom 2 soundtracks remixed using my Roland Sound Canvas SC-8850.<br /><br /><a href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fwww.dropbox.com%2Fsh%2F9x42zka2erb587s%2FAACeMl8OQgNlLOtKlUiXlBEYa%3Fdl%3D0" rel="nofollow">They are available in both FLAC &amp; OGG</a>.<br /><br />
Many of the tracks I had remixed years ago, but never finished every single track of the game or compiled them into a pack for Doomsday.<br /><br /><a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fwww.midimusicadventures.com%2F2017%2F02%2Fdoom-revisited%2F" rel="nofollow">Here is a link to a post on my website about them</a>.  Note the website post contains older recordings compared to the ones in the packs above as well as missing a few songs.<br /><br />
Cheers!<br />
Andrew<br />]]>
        </description>
    </item>
    <item>
        <title>One Doomed Marine</title>
        <link>https://talk.dengine.net/discussion/2668/one-doomed-marine</link>
        <pubDate>Tue, 22 Jan 2019 00:36:02 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>kmxexii</dc:creator>
        <guid isPermaLink="false">2668@/discussions</guid>
        <description><![CDATA[I am putting the finishing touches on a review for <b>One Doomed Marine</b> by Alexa Jones-Gonzales. This is also my first experience with the most recent version of Doomsday (2.1) since I downloaded the <b>Doom 64: Absolution</b> package around the first time it came out, so I wanted to make sure that I had all my facts straight since it wasn't the greatest first impression (but I eventually found all the information that I needed to know!).<br /><br />
The only thing that I haven't been able to resolve - there are two versions of <b>ODM</b>, the one on /idgames available <a href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fwww.doomworld.com%2Fidgames%2Flevels%2Fdoom2%2FPorts%2Fm-o%2Fodm" rel="nofollow">here</a> and the one available on Alexa's personal website <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Falexa.partition36.com%2Fdoom%2F" rel="nofollow">here</a> (more specifically, the .zip package <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Falexa.partition36.com%2Fwp-content%2Fuploads%2F2016%2F04%2Fodm-v1.1.zip" rel="nofollow">here</a>). Doomsday sees odm.pk3 as a mod but it does not see odm-v1.1.pk3 as a mod. I know that Doomsday can SEE odm-v1.1.pk3, because it's available to be loaded as a "game data file", but of course that just causes Doomsday to bomb out.<br /><br />
What is wrong with odm-v1.1.pk3 that is causing Doomsday to recognize it as only base game data? Is it something that's easily fixible?]]>
        </description>
    </item>
    <item>
        <title>Haven't played doomsday in years!</title>
        <link>https://talk.dengine.net/discussion/2664/havent-played-doomsday-in-years</link>
        <pubDate>Sun, 13 Jan 2019 06:57:54 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>thechadisgr8</dc:creator>
        <guid isPermaLink="false">2664@/discussions</guid>
        <description><![CDATA[As the title says, haven't played in years. Glad to see things are still active!! What are the current "best" addons these days. I've become partial to high res 2D sprites wepons/monsters as of late with other engines and was wondering if there are any that are compatible with the new iteration of doomsday. I have been using the doom64 high res weapons with the other engines and the hdsprites as well as jdht.]]>
        </description>
    </item>
    <item>
        <title>Problem with models in jd3rp .</title>
        <link>https://talk.dengine.net/discussion/2627/problem-with-models-in-jd3rp</link>
        <pubDate>Thu, 29 Nov 2018 04:50:51 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>drako</dc:creator>
        <guid isPermaLink="false">2627@/discussions</guid>
        <description><![CDATA[I have noticed the following problem with jd3rp addon. When player is far enough from enemies (or power ups models) then the standard sprites are visible instead of models - watch 30 seconds video: <span data-youtube="youtube-K4dnyxSBD_Y?autoplay=1"><a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DK4dnyxSBD_Y"><img src="https://img.youtube.com/vi/K4dnyxSBD_Y/0.jpg" width="640" height="385" border="0" alt="image" /></a></span><br />
I wonder whether it is doomsday problem or with the jd3rp addon. ]]>
        </description>
    </item>
    <item>
        <title>Is it possible to distinguish between maps with the same ID (MAPINFO/DED/package ID)?</title>
        <link>https://talk.dengine.net/discussion/2624/is-it-possible-to-distinguish-between-maps-with-the-same-id-mapinfo-ded-package-id</link>
        <pubDate>Fri, 23 Nov 2018 04:37:52 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>drako</dc:creator>
        <guid isPermaLink="false">2624@/discussions</guid>
        <description><![CDATA[I would like to "attach" map e1m4b (<a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fwww.moddb.com%2Fgroups%2Fdoomdb%2Fdownloads%2Fjohn-romeros-e1m4b%29">https://www.moddb.com/groups/doomdb/downloads/john-romeros-e1m4b)</a> to the original Ultimate Doom episode in the following way. From E1M4 go to E1M4b, from E1M4b go to E1M5. It seems that the problem is that the map ID in e1m4b PWAD is E1M4 (so it is exactly the same as in doom.wad). I tried the following approach: I created a DED file as here: <a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fmanual.dengine.net%2Fded%2Fepisode%23map">https://manual.dengine.net/ded/episode#map</a> and modified it in the following way<br /><br />
Map {<br />
ID = "E1M4";<br />
Warp Number = 4;<br />
Exit { ID = "next";   Target Map = "file.pwad.e1m4b:E1M4"; }<br />
Exit { ID = "secret"; Target Map = "E1M9"; }<br />
}<br /><br />
Map {<br />
ID = "file.pwad.e1m4b:E1M4";<br />
Warp Number = 4;<br />
Exit { ID = "next";   Target Map = "E1M5"; }<br />
Exit { ID = "secret"; Target Map = "E1M9"; }<br />
}<br /><br />
Then I load that DED file and e1m4b.wad as packages.<br /><br />
The exit from E1M1 sends me to E1M1, so the map E1M4 from e1m4b.wad is not recognized. It seems it should be.<br />
I tried also several similar modifications in the MAPINFO file, but nothing worked.<br /><br />
Is there another way to reach my goal? I do not want to modify the file e1m4b.wad in any way (in particular I do not want to rename the map from E1M4 to something else).]]>
        </description>
    </item>
    <item>
        <title>Doom Gore</title>
        <link>https://talk.dengine.net/discussion/2335/doom-gore</link>
        <pubDate>Thu, 03 Nov 2016 13:14:44 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>Darklight</dc:creator>
        <guid isPermaLink="false">2335@/discussions</guid>
        <description><![CDATA[hey guys awhile back I linked a gore mod I found on this site <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fvoat5.angelfire.com%2FDoom.html" rel="nofollow">http://voat5.angelfire.com/Doom.html</a> I havnt been able to find a way to contact the creator of the mod but I always felt the blood was very cartoony in style so I decided to start editing the blood to see what results I could get.<br /><hr />
&gt;&gt;&gt;&gt;&gt; I know nothing about modding &lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;
<hr /><br />
this is all practice for me and I want to learn so any advice would be great.<br /><br />
here is the link for the edited file <a href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fwww.4shared.com%2Ffile%2FBYWwyzBJce%2Fdoomgore.html" rel="nofollow">https://www.4shared.com/file/BYWwyzBJce/doomgore.html</a><br /><br />
i do plan to edit more but i would like some advice first and i will try and contact the creator of the original file so all credit to the orginal creator over at anglefire.]]>
        </description>
    </item>
    <item>
        <title>Flashlight</title>
        <link>https://talk.dengine.net/discussion/2611/flashlight</link>
        <pubDate>Tue, 30 Oct 2018 16:43:20 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>Darklight</dc:creator>
        <guid isPermaLink="false">2611@/discussions</guid>
        <description><![CDATA[hi just wondering if anyone has ever made a flashlight for doomsday engine ? or is such a thing even possible ?]]>
        </description>
    </item>
    <item>
        <title>good program to prototype particle effect?</title>
        <link>https://talk.dengine.net/discussion/2617/good-program-to-prototype-particle-effect</link>
        <pubDate>Sat, 10 Nov 2018 01:13:51 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>Gordon</dc:creator>
        <guid isPermaLink="false">2617@/discussions</guid>
        <description><![CDATA[I am looking to try and revamp some of my particle effects and was wondering what tools free or otherwise, I can use to view them before I get them into the game? I am starting on the imp fireball and even tho right now it's using the PT_Point I can try to make it look good for texturing of the particles down the line.]]>
        </description>
    </item>
    <item>
        <title>Doom sprites HD (8x) for Doomsday?</title>
        <link>https://talk.dengine.net/discussion/2574/doom-sprites-hd-8x-for-doomsday</link>
        <pubDate>Tue, 21 Aug 2018 11:58:17 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>azz</dc:creator>
        <guid isPermaLink="false">2574@/discussions</guid>
        <description><![CDATA[Hello guys! I <a href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fforum.zdoom.org%2Fviewtopic.php%3Ff%3D45%26t%3D30879" rel="nofollow">found</a> Hi-Res sprites, maked by thief666 for (G)ZDoom (download <a href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fwww.moddb.com%2Faddons%2Fdoom-hdv03" rel="nofollow">link</a>). It's much more cool than vanilla sprites. Is there a way to adapt these sprites to doomsday?]]>
        </description>
    </item>
    <item>
        <title>Hud weapon models suck -&amp;gt; alternatives?</title>
        <link>https://talk.dengine.net/discussion/2446/hud-weapon-models-suck-gt-alternatives</link>
        <pubDate>Mon, 05 Jun 2017 22:45:15 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>3DMaster</dc:creator>
        <guid isPermaLink="false">2446@/discussions</guid>
        <description><![CDATA[So the hud weapon models completely suck, I couldn't even see the bloody chaingun, it was completely obscured by a tiny hud bar; so I turned them off; and found the original sprites rather blurred and pixely, obviously.<br /><br />
Looked around to alternatives to the jdoom pack; found two that work with higher res sprites: Smooth Doom and Beautiful Doom.<br /><br />
So I was wondering if they work with the Doomsday Engine?]]>
        </description>
    </item>
    <item>
        <title>How to remove a loaded Pwad from the server v 2.0.3</title>
        <link>https://talk.dengine.net/discussion/2547/how-to-remove-a-loaded-pwad-from-the-server-v-2-0-3</link>
        <pubDate>Sat, 05 May 2018 06:08:14 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>JohnBob1674</dc:creator>
        <guid isPermaLink="false">2547@/discussions</guid>
        <description><![CDATA[As the title says, i had to jump through hoops &amp; forum messages to find all the needed info to run the server.<br /><br />
Got it going and runs now as a private server.<br /><br />
added the dwango5.wad file<br /><br />
for the life of me cant remember what or where to enter a command to remove the dwango.wad file, i even renamed the wad file hopping if the server couldn't find it so wouldn't load it....<br /><br />
Apparently once the server loads a wad file, it saves that wad file somewhere so renaming didn't prevent it from loading.<br /><br />
Restarted the server a number of times.. still loads it..<br /><br />
PS there are 3 pages missing from the doomsday wiki help pages, all relating to server info and are all but required, but NOT there... ???<br /><br />
So whats the server command to unload a pwad file once loaded, and is the command line on the server UI where that command goes ??]]>
        </description>
    </item>
    <item>
        <title>Need help identifying status bar addon</title>
        <link>https://talk.dengine.net/discussion/2531/need-help-identifying-status-bar-addon</link>
        <pubDate>Tue, 06 Mar 2018 08:34:22 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>MD_Roche</dc:creator>
        <guid isPermaLink="false">2531@/discussions</guid>
        <description><![CDATA[Can someone please tell me what status bar addon is being used here? I found the addon for the Wolfenstein face but not the other parts of the status bar.<br /><br /><img src="http://talk.dengine.net/uploads/editor/7n/whcqhajx33af.png" alt="whcqhajx33af.png" /><br />]]>
        </description>
    </item>
    <item>
        <title>Cannot get Doom Classic Music Add-on to Work</title>
        <link>https://talk.dengine.net/discussion/2521/cannot-get-doom-classic-music-add-on-to-work</link>
        <pubDate>Fri, 26 Jan 2018 05:04:22 +0000</pubDate>
        <category>Addons for DOOM</category>
        <dc:creator>xINFLAMES325x</dc:creator>
        <guid isPermaLink="false">2521@/discussions</guid>
        <description><![CDATA[I have the Doom Classic Music Add-on downloaded (.pk3 file) and no matter what I tried to get this running in Ultimate Doom for doomsday engine, it won't load. The game just loads the "high definition music" no matter how the add-ons are configured. Can someone walk me through the process for this? I have spent the last 3 hours trying absolutely everything and nothing works. Thanks]]>
        </description>
    </item>
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