#2380 posted by Kinn on 2016/09/10 16:02:46
in all seriousness, a low-res weather system is imho just going to look as goofy as eg the gloss in that youtube clip
What I had in mind visually, was something that follows the same kind of aesthetic as sock's particle stuff. It's totes quakey. Just simple pixelley spritey things.
#2381 posted by Baker on 2016/09/11 07:26:08
@Spike -- interesting points ... of course my attempt to was to chart out existing bodies of work --- I was curious as to R00k's method of picking rain origin points.
Snow? I was thinking a bit subtle along the lines of Nehahra snow.
https://www.youtube.com/watch?v=6141F64dB0k
... but adapted to look a little more like Seven's DarkPlaces snow.
I'm in the school of thought that map effects in this game should add very gently to the content they appear in. Versus the idea of the effects being the center of the attention.
/Which may be largely academic, lack of time and all that ...
Baker, that video almost perfectly describes what I was thinking in terms of weather effect quality.
Well.
#2383 posted by Shambler on 2016/09/11 10:51:42
"I'm in the school of thought that map effects in this game should add very gently to the content they appear in. Versus the idea of the effects being the center of the attention. "
Wins the thread.
Also that video is nice and subtle, yeah. Works well.
Yes That's The Stuff
#2384 posted by Kinn on 2016/09/11 11:04:58
Nice and inoffensively quakesque.
Pixellated Snow/rain
is perfectly fine for those engines aiming for a "classic" feel. Anything else would be jarring.
#2386 posted by Kinn on 2016/09/11 13:29:36
Looking at the neh snow video, it's striking how something so simple adds so much life to an otherwise static scene. A Good Addition To Quake.
Innit,
#2387 posted by Shambler on 2016/09/12 10:27:05
The same way as Sock and other top modern mappers use fog and coloured lighting.
Custom Resolutions
#2388 posted by Kinn on 2016/09/13 11:52:28
So, is it possible to use a custom screen resolution in full screen mode? Setting vid_height, vid_width in the config appears to do nothing unless it fits one of the standard resolutions available in the in-game menu.
#2389 posted by metlslime on 2016/09/13 17:23:57
The menu should list all the video modes that your driver says it can support, so probably not, unless the list is incomplete.
Bah Humbug
#2390 posted by Kinn on 2016/09/13 18:01:26
Well, I'm trying to set it to 960x540 on my 1920x1080 laptop lcd (so, exactly half-resolution).
960x540 doesn't appear in the menu :{
Reason I'm trying this is because I think quake looks best at around 480 vertical resolution. I figured if I could set it to exactly half-resolution of my LCD it might minimise the shitty blurring that happens when LCDs try to display lower than native res.
Play It Windowed At 1280x960
that is 2x scaling
nice and simple.
Kinn
#2392 posted by killpixel on 2016/09/13 18:29:12
Well, I'm trying to set it to 960x540 on my 1920x1080 laptop lcd (so, exactly half-resolution).
I tried exactly that a few days ago with no luck :( I thought I was just doing something wrong, guess not...
Shambernaut
#2393 posted by Kinn on 2016/09/13 18:30:20
I'm trying to get a low-resolution display of the game blown up on the screen so I can see da pixels nice and chunky.
Anything in windowed mode isn't going to be blown up - unless I'm missing a trick here?
Also, I still kinda want it fullscreen and using the same aspect ratio as my monitor....
Killpixel
#2394 posted by Kinn on 2016/09/13 18:32:24
I always felt you had impeccable taste.
Me Too
#2395 posted by killpixel on 2016/09/13 18:33:01
Uh, Run In Dosbox With Dosquake?
might have more luck
-width 960 -height 540 -fullscreen quakespasm in linux just defaults to 720p with a black border
also, i assume you've run vid_describemodes in the console?
#2398 posted by Kinn on 2016/09/13 19:01:15
Uh, Run In Dosbox With Dosquake?
Nah, that sounds like a rubbish way to play QuakeSpasm.
Ah Gotcha
so install windows in dosbox then install and play quakespasm
#2400 posted by Kinn on 2016/09/13 19:07:42
also, i assume you've run vid_describemodes in the console?
Yes, hence:
960x540 doesn't appear in the menu
Anyway, if my laptop just can't display 960x540, then I guess I'm out of luck. Stupid laptop.
#2401 posted by Rick on 2016/09/13 19:20:57
What kind of GPU is in the laptop? On this computer (Geforce 210) the Nvidia control panel seems to think it can set a custom resolution not supported by the monitor (LCD 27" 1920x1020"), but by default only lists the standard resolutions down to 800x600. I've never tried it though.
GeForce GTX 765M
#2402 posted by Kinn on 2016/09/13 23:44:24
Creating Work For Other People
#2403 posted by Spike on 2016/09/13 23:46:15
This is my attempt at getting some of the things that annoy me about quakespasm resolved, as well as some stuff that I think people like Sock would want to use if they could.
http://triptohell.info/moodles/junk/quakespasm-spike-r1.zip
contents:
1 patch
1 readme
1 qsextensions.qc file
1 win32 binary (without deps)
some source files (without libraries)
1 copy of the gpl license...
Check the readme for the actual changes.
I'll probably update it a bit when people find all my bugs, or if someone I respect critisies me for not bothering adding something I was too lazy to bother with or didn't think of. Or other weasel phrases that get me out of any obligations both expressed or implied...
Wow!
#2404 posted by Baker on 2016/09/13 23:53:36
Spike makes it sound boring. Has some very, very serious Kung Fu in the patch.
/Laughs are strlcat/strlcpy inclusion, I can't stand to see code that doesn't use those BSD originated functions.
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