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Posted by Baker on 2010/08/20 23:27:49 |
This engine needs its own thread.
Feedback: I like the OS X version, but I have to start it from the terminal for it to work and can't just double-click it like a traditional OS X app. I'm sure you guys already know this, either way great engine.
http://quakespasm.sourceforge.net/ |
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Jeez...
#2247 posted by Mugwump on 2016/08/23 00:00:24
"Hey, you dropped this turd on the carpet, don't think you're getting away without having a good sniff of it." No, I ONLY ASKED A SIMPLE DAMN QUESTION! You guys jumped on my back like a pack of hungry wolves on a pile of bloody meat. I'm not responsible for your behavior and I won't take any of that shit. Learn some manners.
"Mugwump, if you want rtlighting in quake, you need one of FTE, DP, or Tenebrae." You think I don't know that? Like I said earlier, I asked specifically because of those mods among my favorites that have trouble running in DP and whose readme recommends QS or Fitz.
"The artists literally sat in front of Deluxe Paint with the Quake palette loaded and painted stuff precisely at the pixel level." So they chose to add blue to... wooden planks? I remember reading a discussion about it among visibly knowledgeable people saying that the non-standard palette id chose caused weird artifacts like that.
"Anyway, I would love to see weather effects in quakespasm/maps." THIS. Weather effects, like dynamic lights, benefit greatly to immersion.
Dwere, you didn't think that the missing body from the texture was because the body was supposed to be rendered in 3D? Tsk-tsk...
Shambler
#2248 posted by Mugwump on 2016/08/23 00:09:48
At least my ass isn't located where my mouth should be. Opinions are subjective, therefore can be neither right nor wrong.
Nope Your Opinion Is Wrong.
Kinn
#2250 posted by mjb on 2016/08/23 00:19:49
I laughed, thanks.
Onetruepurple
#2251 posted by Mugwump on 2016/08/23 00:31:59
Sure, whatever floats your boat, pal...
Keep Sniffing, Mugchump.
#2252 posted by Shambler on 2016/08/23 00:36:51
Bet that hi-res bump-mapped dung smells gooood, man.
Oh, Grow Up
#2253 posted by Mugwump on 2016/08/23 00:40:45
Why do you feel the need to act like a jerk?
Sleepy Was Right
#2254 posted by mfx on 2016/08/23 00:51:10
this is good stuff here.
#2255 posted by Kinn on 2016/08/23 00:53:13
Learn some manners.
Says the guy who posted #2194 in response to #2191. lolbiscuits.
So they chose to add blue to... wooden planks?
Hehehe, just because you can find a few dodgy counter examples..hell, like another guy said, I'm sure you can find little elements that were photosourced if you dig hard enough...it doesn't change the fact that 95% of this shit was basically pixel pushed. I'm really not sure why this is such a tough thing to believe.
This Thread Delivers
#2256 posted by skacky on 2016/08/23 01:08:06
Func_ Is The School Of Hard Knocks
when it comes to dealing with trolls...
Like Seriously, Mugwump
#2258 posted by Kinn on 2016/08/23 01:16:31
Come the fuck on, dude.
and don't even get me started on the Rogue textures...
Kinn
#2259 posted by Mugwump on 2016/08/23 01:24:58
Unlike some of your and others' comments, #2194 wasn't intended to be mean, aggressive or insulting, it was a depiction of your attitude towards graphical enhancements. You gotta admit you DO sound like a bit of a zealot about it. I'm sorry if you felt offended, I know I can be blunt sometimes but it wasn't an attack. Can we please get past this once and for all?
I'm not saying they didn't do a hard job or didn't spend countless hours lovingly crafting their game, but putting it all on intent and disregarding technicalities is delusional. IMHO. With due respect. Do you think they would have gone with blocky pixels if they had a choice about it?
#2260 posted by mfx on 2016/08/23 01:30:03
If is a word god uses when he wants to have a laugh.
#2261 posted by Mugwump on 2016/08/23 01:33:40
God remains to be proven real.
Hey Im Here And Posting
#2262 posted by mfx on 2016/08/23 01:34:53
should be enough of a proof.
Hello, God
#2263 posted by Mugwump on 2016/08/23 01:56:34
Ha ha, nice one! You sure do create awesome worlds. Do you do that in seven days too?
It Took 6
#2264 posted by anonymous user on 2016/08/23 01:58:02
you infidel. even i need some rest.
Hmm...
#2265 posted by Mugwump on 2016/08/23 02:06:37
A supposedly omnipotent being needing some rest? Doesn't sound legit.
Yes, It Is Legit. Worlds Are Hard.
#2266 posted by anonymous user on 2016/08/23 02:09:01
troll elsewhere, leave this thread for engine-related topics please.
Troll?
#2267 posted by Mugwump on 2016/08/23 03:51:02
Since when off-topic=troll, exactly? But agreed, this whole discussion should've been taken elsewhere. I did say so myself a few posts ago. I was just making tongue-in-cheek responses to your humoristic comments. Mugwump out.
Just Leave This Place
#2268 posted by mfx on 2016/08/23 04:23:48
else is idc
#2269 posted by dwere on 2016/08/23 09:58:29
Dwere, you didn't think that the missing body from the texture was because the body was supposed to be rendered in 3D? Tsk-tsk...
Before you leave this thread, I'd like to see a screenshot of this body rendered in 3D, or a link to a mod that enables that.
I'm assuming other textures with similar detailing preserved, but merely stretched/filtered, were always made specifically for such a mod, so you're not supposed to see the lazy parts.
I'm really not sure why this is such a tough thing to believe.
There's a saying about thirteen strikes of the clock. I've clearly seen the assets that weren't made using pixel art techniques, so I find it logical to believe that such methods were used on a regular basis. Why not, if it can make your life easier?
I admit that I don't know the exact capabilities of the tool that id used at the time (Deluxe Paint?), but I've heard it had some advanced features like blurring, even though it wasn't a true color image manipulation program.
Do you think they would have gone with blocky pixels if they had a choice about it?
Again, you could say the same about early pixel art examples. This is irrelevant to the question of how aesthetically pleasing is the art itself, or if the technique used should be abandoned.
Low-res paletted art generally takes less time to create than high-res true color art despite the former's limitations, so it still has its applications in non-commercial works where your resources are very limited.
Even a "retro" project is hard to pull off with an acceptable level of quality, so it's no wonder that "modern" amateur projects are so rare (and typically look worse than their technical level allows).
Mugspunk Is Right About One Thing Tho.
#2270 posted by Shambler on 2016/08/23 10:18:35
MFX needs to go map...
OTOH. Yes, if you redid everything in Quake, including all hi-poly models, increased the brushwork tenfold, etc etc, then sure hi-res textures and bump-mapping and shit would look good in.
At the moment, it is simply a matter of objective scientific fact that pushing some graphical aspects very far forward whilst other graphical aspects lag behind makes the game look like ass.
(Conversely, some graphical aspects - coloured lighting, fog, transparency, particles etc - can be pushed a bit and still be perfectly harmonious with the basic graphics when used well. Why is this? Who knows, just another immutable law of the universe).
This doesn't mean the potential isn't there, but the whole lot has to be over-hauled in harmony, not disharmony.
Dwere
#2271 posted by Mugwump on 2016/08/23 10:35:55
I remember reading about this. If memory serves, QRP was originally a much more ambitious project designed to replace all textures AND all models in the game. After a while, they dropped the models part to focus on the retexturing. So the body was never actually made and the texture was "forgotten" and left as is. However, there is a fix for it: a hi-res body was added to the texture by someone else. You won't find it in QRP and I don't remember exactly who did it and where you can find it. Maybe in SMC but I'm really not sure.
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