#11720 posted by JneeraZ on 2014/09/21 22:00:31
I shudder to imagine his finishing move...
I'm Regretting Speculating About This Now
#11721 posted by ijed on 2014/09/21 22:33:21
I'd Also Add These For Additional Oldskoolness
#11722 posted by dwere on 2014/09/21 23:46:51
r_lerpmodels "0"
r_lerpmove "0"
@Necros
#11723 posted by quaketree on 2014/09/22 01:15:59
Reminds me of some coastal fort I visited in Florida.
St. Augustine? I visited there in the early 70's as a kid. It was quite the trip. We went from Key West to Jacksonville and back (my grandparents lived in Plantation at the time). We hit Disney World less than a year after it opened so no Magic Mountain for me (this is my sad face). We honeymooned in Florida but we went for Expo instead. That and Sea World, some water park next to Sea World that I can't recall the name of (the Der Stukka slide I remember though, jammed my swimsuit so far up my ass I'm still picking out threads over 30 years later. The wife also remembers it because it turned her swimsuit into a thong long before that was fashionable)and Coco beach because she wanted to go to Ron Johns surf shop.
#11724 posted by necros on 2014/09/22 01:25:52
nothing so fancy. there are a bunch of them that are nominally maintained yet still look pretty run down (eg: http://fortdesoto.com/ ).
Ok...
#11725 posted by quaketree on 2014/09/22 07:25:43
I was thinking east coast and not Tampa. St. Augistine is the oldest fort in Florida so that's what I thought you were talking about. Fort Myers was going to be my second guess. Desoto was my third.
I'm not a big fan of the Gulf. It's too shallow. Deeper is better when you happen to be inside a submarine. The North Sea and Irish Sea was also a problem in that regard (600 feet isn't the best depth band). The White Sea and the Barents were all good though. Deep water is better, less chances of hitting the dirt that way.
Very Nice Warren
I think this mapping scene is only getting better with age!
I need to get my pc sorted out so I can join in again
WiZaRD MeTaLS!!!!
Nice Broken Wizmet1_2
#11728 posted by czg on 2014/09/24 10:17:02
More Screenies Please!
Thank you!
Please Release Me
#11730 posted by madfox on 2014/10/25 20:44:38
Good Job, MadFox !
#11731 posted by czg on 2014/10/26 12:32:13
Nice... And Indeed...
#11732 posted by JPL on 2014/10/26 14:29:06
... it needs to be released now !
Nvidia DSR
#11733 posted by DaZ on 2014/10/27 03:16:42
So in the latest Nvidia driver they have included something called "DSR" or "Down Sample Resolution" that lets you boost the native rendering resolution of any game by up to 4X and then resize the image to your monitor (basically giving you controllable super sampling in any game you like).
So here is The Marcher Fortress in 4K resolution http://www.quaketastic.com/files/screen_shots/marcher4k.jpg
Great for screenshots! :D
Dsr
#11734 posted by jakub on 2014/10/27 10:13:58
nice screen. does nvidia dsr work with any dx version and opengl? i use gedosato sometimes - borderlands 2 in 4k downsampled to 1920*1200 looks amazing - but it works only with dx9.
#11735 posted by Spirit on 2014/10/27 10:48:57
What's the benefit to the gazillions of anti-aliasing options? Super sampling is from the 90s, right?
Aa Variants
#11736 posted by jakub on 2014/10/27 11:17:34
supersampling is extremely resource demanding and incompatible with some modern engines. post-procesing fake aa works always but the result is questionable at best. instead of sharpening the image it just blurs everything. the idea behind dsr is interesting. would be nice to have one standart for both amd and nvidia cards. i tested stalker: shadow of chernobyl in 4k donwsized to 1920*1200 and it it incomparable with those crappy fxaa or mlaa fake anitaliasing modes. proper supersampling doesnt work in stalker so downsampling is the only option. of course you need super fast gpu..
Jakub
#11737 posted by DaZ on 2014/10/27 13:17:41
The driver release notes state that is should work with any game, opengl/dx. I believe you do need a (somewhat) recent nvidia gpu for it to actually work however, I have a 660 and it works for me.
As for performance, yes it is super resource demanding. Quake was just about holding 35-40fps @ 4K resolution but I also had 8X msaa anti aliasing enabled as well which much be a huge resource hog with so many pixels on the screen.
Definitely recommending for screenshots only!
Old Games
#11738 posted by jakub on 2014/10/27 19:04:24
i think it's a good way how to play older games that are not so hardware demanding. in many older games we can set 4k resolution and even standard gpu can handle it at playable fps.
Stress Test
#11739 posted by mechtech on 2014/10/29 19:18:41
Not sure where to put this so I'll post here.
Seeing the trend towards large BSP2 maps. I wanted to see how far I could go before something broke. I used Hammer 3.5 and the ID map source. I was able to add the first 14 Quake 1 maps to a single BSP2 file.
I strung the maps together so you can play it. Somethings are broken due to redundant targetnames.
http://www.mediafire.com/download/ipdets9uiogdq3y/stress.zip
#11740 posted by necros on 2014/10/29 19:37:26
cool! i had tried to glue the other episodes into a single map and couldn't do it in bsp... maybe now that bsp2 is more widely supported, it might be time to revisit that project...
This Would Be Very Cool IMO
#11741 posted by killpixel on 2014/10/30 04:45:55
Run through quake in a single go. I like.
#11742 posted by [Kona] on 2014/10/30 10:42:20
How easy would it be to convert the q2 maps to q1, maybe string several together using bsp2? replace the baddies with their q1 equivalent, maybe rework some of the textures. could be a cool remix project.
#11743 posted by negke on 2014/10/30 12:15:07
Give me the sources of your Q2 maps and I'll tell you.
A Quick Thought
#11744 posted by Pekka on 2014/10/30 12:36:46
A glimpse at the original Id map sources shows they have targets and targetnames like this:
"targetname" "t143"
"targetname" "t143"
"targetname" "t141"
"targetname" "t142"
"target" "t53"
"target" "t144"
"targetname" "t144"
It's no wonder they clash if you try to join the maps together. However, I think it would be easy to transform them by adding the map name as a prefix, so you'd end up with names like
"e1m2t142" and e1m2t144" in map E1M2, which is where I got the above lines from. These names couldn't clash with those from any other map, because the other names would have different prefixes.
This a simple text-processing task that any programmer can quickly script together. If there aren't any serious problems with the simple solution that I am missing (not knowing the map format inside and out), it looks it could make joining multiple maps together much easier.
So, I guess I almost volunteered to write such a program with this post. Heh. Does anyone think a little helper program like this would be super useful to have?
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