#201 posted by JneeraZ on 2015/02/01 17:09:47
DropBox links are fine if you know how to use them. Click this ... nice, huh?
https://dl.dropboxusercontent.com/u/161473/Misc/QuakeStuff3.jpg
#202 posted by JneeraZ on 2015/02/01 17:11:00
"Why Wouldn't I Use Obnoxious Bloatware? "
DropBox? It's literally one of the most useful things I have installed on my machine. It's always the first thing that gets installed on a new machine because I store pretty much everything in there from app installers to settings to ... whatever!
Weapon Bobbing
#203 posted by qbism on 2015/02/02 03:28:07
Most people either love or hate this engine. Personally I hate it but I can't quit it ;)
The default weapon bobbing might be a tad too much motion (the tendency with a new feature). But like dwere, I am unable to duplicate the compass effect.
Kinn: Did this happen on a particular map or settings change?
Fifth: great shots. I am waiting patiently for the pack.
Classic settings: r_palette palette; fog 0; r_coloredlighting 0. Maybe a couple other tweaks to meet tastes. I likely won't do a menu preset due to lack of consensus... most existing users want a finer grain of control (cvars).
Fog: Imagine a world without fog, only well-composed lighting and textures to lend a sense of depth. As much effort was spent on fog as any other feature. Maybe that's why I feel burnt-out on this effect. Colored-lighting + fog +8bits = compromise, and there are many ways to slice it. Engoo has a different approach and aesthetic for fog and lighting as a comparison.
RRP burn: WTF? --> 'oh yeah...' --> LOL
MFX X 2
#204 posted by qbism on 2015/02/02 15:20:06
I was starting a vid of the OTHER mfx map, then decided to do something different, not realizing at first there were two.
For classic config, I might do a separate commented cfg file. Most users interested in that can handle cfg.
Dropbox Is Pretty Cool
#205 posted by RickyT33 on 2015/02/02 18:52:17
Loads of free cloud storage!
Why Would I Want To Store Clouds
#206 posted by Kinn on 2015/02/02 19:28:23
Qbism
#207 posted by Kinn on 2015/02/02 19:40:18
Cheers, sorry if I come across as harsh/unreasonable - many of us here are purists who roll our eyes at anything that deviates from the original aesthetic as laid down by WinQuake, although tasteful fog, and subtle coloured lighting (although my right eye does a little involuntary twitch at the mere mention of it), seems to have caught on around here in recent years.
When I get a moment i'll post some screens to illustrate what I mean by the "compass problem".
A "purist" .cfg file would be grand, thanks.
I Think
when it comes to "purist" engines we already have several that do an excellent job. I don't mind seeing other engines, I think at some point I need to configure Darkplaces to how Sock seems to use it because it looks nice.
#209 posted by Spirit on 2015/02/02 19:59:25
To be honest, qbism looks a lot more like how I remember Quake looking when I first played it compared to a modern OpenGL engine in high resolution.
+1
#210 posted by JPL on 2015/02/02 20:02:52
Pi"Quake"sso is the 1996 best game !
#211 posted by quaketree on 2015/02/02 20:21:49
Why Would I Want To Store Clouds
For the same reason that you have a locker for your own personal rain of course. Because you can.
(rain locker = shower in case you didn't know that)
#212 posted by Kinn on 2015/02/02 20:45:21
when it comes to "purist" engines we already have several that do an excellent job
super8 does software rendering tho - this is important.
That said, if Quakespasm were to introduce some shader magic that truly emulated the look of software Quake...droooooooool
Theres an engine for doom called Chocolate Doom that's very much a "pure" engine, we could do with a Chocolate Quake
Chocolate Quake Already Exists
#214 posted by dwere on 2015/02/02 21:06:54
It's called Winquake.
Dwere
#215 posted by Kinn on 2015/02/02 21:09:50
well obviously WinQuake doesn't run maps with modern limits, bsp2 and all that bojangles.
Hahaha... yeah I guess it does. :)
#217 posted by dwere on 2015/02/02 21:11:43
Chocolate Doom also doesn't run maps with modern levels of detail.
Sigh
#219 posted by Lunaran on 2015/02/03 04:53:07
I wonder if there's an argument going on right now on the Chocolate Doom forums where people are saying "Over in the Quake community they've got this whole engine family called Fitzquake that plays modern maps with raised limits and levels of detail but visually stays true to the original aesthetic, why can't we have that?"
Spirit Hits The Nail On The Head
#220 posted by qbism on 2015/02/03 05:13:14
I ripped-off the trendy adjective 'meta-nostalgic' from a news post to differentiate from pure retro. Time candy-coats past game memory and dilutes it with MW3.
Kinn: No offence taken, candid first impressions are valuable. Sustaining the genuine feel of classic Quake while removing the burrs and sharp edges is a major historical preservation/ UI project on it's own.
Aside: The Requeim engine includes deep and subtle tweaks to improve gameplay of older maps and nasty old progs. This is code worth stealing. For example, the 'impulse 12' hack gives weapprev support to mods like Mexx.
Magic 8-bit shader: Everyone wants it. Is it even possible? Can the palette be shoved far enough upstream not to look like a downsampled fake?
Doom Retro
#221 posted by qbism on 2015/02/03 05:26:07
...is a limit-removing fork of Choco Doom, but demo recording is disabled.
Doomsday can be set up for classic aesthetic. The slick GUI provides amazing fine grain control but feels more like Doom3 than Doom.
#222 posted by Spike on 2015/02/03 06:43:34
@qbism:
Regarding 8-bit gl shaders, try quakeforge's gles renderer which uses the colourmap and everything.
Lunaran
#223 posted by dwere on 2015/02/03 12:24:54
Fitzquake renders in OpenGL, so I doubt that it would be considered true to the original aesthetic by Doom community's standarts.
There are plenty of different Doom source ports out there. Most of them have increased limits, a lot of them have at least some additional modding capabilities, and it's not uncommon for them to preserve the software renderer.
Spike
#224 posted by Kinn on 2015/02/03 13:26:28
Well tickle my ptarmigan - that's the first I've heard of quakeforge, and that looks awesome. Ok, we need that in quakespasm.
@Kinn
#225 posted by mh on 2015/02/03 13:33:20
Doing it requires bumping the hardware requirements to something that supports fragment shaders and dependent texture reads, with good performance. Broadly equivalent to something that can run Doom 3.
Since this is something that the Quake community as a whole seems incredibly reluctant to accept, it's unlikely to happen in an engine like QS.
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