Yeah UT Sounds That Was It
#11 posted by Kinn on 2015/04/01 15:22:25
Unreal was pretty ambient and chillax, with all the game's sounds perfectly balanced. UT was exxxtreeeme m-m-m-monster-kill excess, with loud bombastic weapon sounds.
Putting the UT weapon sounds into Unreal was an artistic misfire on a par with those terrible quake mods that add all those weird "updated" weapon noises no doubt sampled at 256-bit, 12 million kHz or whatever the fuck.
B-but
They have more kHZ's, they are objectively better! No more "woof woof" DBS!
#13 posted by JneeraZ on 2015/04/01 15:31:42
The general feeling here is that the original Unreal weapons lacked any real bass or impact. And they didn't. Most of them sounded like a very polite vacuum cleaner.
So replacing the sounds was an attempt to rectify that.
#14 posted by JneeraZ on 2015/04/01 15:32:01
Weapon SOUNDS, I mean. Not speaking to the designs or whatever.
#15 posted by anonymous user on 2015/04/01 15:49:36
Right, thanks, Nitin, I'll keep both installs so I can play Oldskool UT-mods.
#16 posted by anonymous user on 2015/04/01 15:50:55
And thanks for the info on weapon sounds. I'll compare at some point but I chose Classic sounds.
#17 posted by Kinn on 2015/04/01 16:18:28
The general feeling here is that the original Unreal weapons lacked any real bass or impact. And they didn't. Most of them sounded like a very polite vacuum cleaner.
So replacing the sounds was an attempt to rectify that.
Thing is, the weapons were very weak and enemies always took tons of hits before they went down, so having massive booms rattling your speakers continuously as you slowly chip away at Skaarj Number 2853 gets old very quickly.
#18 posted by arkngt on 2015/04/03 21:49:31
I have to say that the game still looks rather nice. This is with the OpenGL renderer and Unreal Extreme End texture replacers:
http://i.imgur.com/jLoNqu4.jpg
http://i.imgur.com/mqRIem8.jpg
The Game Looks Nice
#19 posted by nitin on 2015/04/04 15:33:22
with standard textures too IMHO, especially with 'deatil textures' turned on. That was always a nifty feature IMHO.
#20 posted by arkngt on 2015/04/04 18:31:50
Sort of, but there's a big difference IMO. And it's a nice texture replacer, sticking close to vanilla while being much sharper and more detailed.
#21 posted by Kinn on 2015/04/04 19:02:52
http://i.imgur.com/mqRIem8.jpg
Pffft, looks just as bad as those crappy "programmer art" hi-res textures for quake
#22 posted by arkngt on 2015/04/04 19:16:57
Pointless to argue about taste, but I don't agree. I think it looks very close to vanilla, but much better. Here's a comparison shot with vanilla textures:
http://i.imgur.com/Hs4zLU6.jpg
#23 posted by JneeraZ on 2015/04/04 19:41:00
Adding perlin noise to a texture doesn't add detail or make it higher res. Just my 2 cents. :)
#24 posted by Kinn on 2015/04/04 20:01:29
Thanks for reinforcing my point by posting the far superior original.
#25 posted by arkngt on 2015/04/04 20:11:01
Exactly how are the original textures "far superior"?
I mean, they can be technically nicely done, but they are simply too small to look good in 1920x1080 IMO.
I prefer the originals in that instance. Although to be honest it's a really terrible texture in general. I used to map for Unreal and it's one of the worst textures in the game.
#27 posted by arkngt on 2015/04/04 20:14:34
Note: I DO have the original game somewhere, but the current install is from a torrent, so it's the compressed vanilla textures in the screenshot rather than the uncompressed ones that also come with the game IIRC. So they might look better - can't say.
#28 posted by arkngt on 2015/04/04 20:59:10
Also, I do see your point, Kinn, and I agree with you regarding certain textures, but some of the replacers are quite good - and the ones in the screens are one example IMO.
Hmmm
#29 posted by necros on 2015/04/04 21:59:43
i feel they are both shit.
is there a way to run unreal with nearest neighbour instead of linear/bilinear filtering?
Necros
Yes there is. Press TAB to get the command line up and type in "preferences" and it will bring up an advanced menu where you can make all kinds of tweaks. Here you should be able to disable filtering on textures (amongst a shit load of other things).
Texture Filtering In Unreal
#31 posted by Kinn on 2015/04/04 22:14:46
let me know if you find a way to use different texture filtering settings for the lightmaps vs other textures.
#32 posted by Lunaran on 2015/04/04 23:28:15
equating "high res" with "good" without qualification or exception is a disease
To Be Fair
#33 posted by nitin on 2015/04/05 01:03:23
in that shot, the original textures arent exactly great to start off with and I would tend to agree the replacement is as 'good' if not better.
It's certainly very different to some of the quake hi res textures that get shown.
Also
#34 posted by nitin on 2015/04/05 01:04:21
pretty sure Unreal was not meant to be run without texture filtering, mainly because the 'detail texture' setting meant that you dont get the blurriness when up close.
Original Unreal Textures
#35 posted by starbuck on 2015/04/05 13:42:47
Look fine, or even good in that shot. I mean at least they have a bit of shading, and a bit of detail (scratches, chips in the rock). The replacements look like "noise filter; draw some black lines".
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