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As previously hinted/leaked, Shadow Warrior 3 will be on Xbox Game Pass on Feb 16.
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# ? Feb 8, 2023 15:15 |
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# ? Jun 3, 2024 06:26 |
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haveblue posted:*once you installed GLQuake and re-vised the maps. Software 1996 Quake had opaque liquids
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# ? Feb 8, 2023 15:35 |
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ExcessBLarg! posted:Wait what's this? If you extract the bsps from Quake 1.06 and re-run (presumably a later build of) vis on them, the maps are different? https://github.com/sezero/vispatch
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# ? Feb 8, 2023 15:39 |
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Interesting. So when did water get added to vis then? Quake is such a weird game. It always felt like a string of tech demos more than actual game to me, although I realize that's very reductive. Back when it was released my 486 SX2 couldn't play it, but I had opportunities to try the shareware DOS version here and there. Then came WinQuake, GLQuake (which is where I finally got in), (GL)QuakeWorld, and I guess vQuake. Also I recall that while GLQuake used standard OpenGL fixed-function models it looked quite different across card manufacturers too. So people's experience with Quake even during its contemporary-release era was really variable depending on exactly when and on what hardware they got into it. Compare to say, DOOM, for which vanilla DOS DOOM was the standard for years before hardware-accelerated source ports, and (or Chocolate, I guess) remains the standard for which things are compared against. And the Voodoo2 presentation of Quake II always felt canonical to me (even though I didn't own a Voodoo2).
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# ? Feb 8, 2023 15:56 |
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Hasturtium posted:Raise your hands if you remember how long it took to calculate VIS information for Quake maps when the game was new. Now it's amusing, as you can do it in real time with raytracing (and with better results).
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# ? Feb 8, 2023 15:58 |
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I recently noticed that the intermission screen map from Doom episode 3 seems to be a composite of a bunch of different landscape and other environment photographs. It doesn't appear to be drawn like the others are (except for the level objects like the skull and castles and such). Is that right? If so, what are the sources for them? Were they in that MediaClips CD too? I search and find a lot of chat about the origins of all the other textures and sprite work, but can't seem to find anything on this. The Wiki says the other intermission screens are drawn by Adrian Carmack, but doesn't say anything about this one.
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# ? Feb 8, 2023 16:01 |
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Is there a Doom 2 mod that adds fan made intermission maps?
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# ? Feb 8, 2023 16:16 |
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Woolie Wool posted:E2M8 apparently has 700+ monsters on Easy and 1155 on Hard. Quake slaughter? I'm more alarmed by this secret count tbh 60?? And there's a twelve part super secret I have discovered, buddy come on now
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# ? Feb 8, 2023 16:19 |
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Over in the Doom thread I've posted a write up for a new community mapping project. It's based around using prefabricated templates to create a coherent Doom experience. Head on over to https://forums.somethingawful.com/showthread.php?threadid=3894926&pagenumber=167&perpage=40&userid=0#post529650996 and check it out. If you think you might be interested check out the Discord server I set up.
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# ? Feb 8, 2023 16:27 |
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looks kinda neat https://www.youtube.com/watch?v=Gr9M9LqdjWU
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# ? Feb 8, 2023 16:54 |
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ExcessBLarg! posted:Also I recall that while GLQuake used standard OpenGL fixed-function models it looked quite different across card manufacturers too. So people's experience with Quake even during its contemporary-release era was really variable depending on exactly when and on what hardware they got into it. A lot of that ended up being due to different levels of support between cards - some chips forced cruddy dithering in 16-bit color modes, some flat-out choked due to memory bandwidth limitations or small framebuffer sizes (which is where r_picmip and other detail reduction schemes came into play), and cards without multitexturing generally took a dump when dynamic lights started flying around, so gl_flashblend (which replaced those dynamic lights with a shaded spheroid around the light emitters) was invaluable. GLQuake was pretty cool, but reading the documentation was important for getting good performance or setting resolutions besides 640x480, since you couldn’t do that within the game. It bears mentioning that GLQuake didn’t bother implementing overbrights because they’d incur a performance penalty on every card available in 1997. That’s why it tends to look washed out versus software Quake. And yeah, 3Dfx cards had such a characteristic look to their output. The Banshee, Voodoo3, and VSA-100 cards’ effective 22-bit color quality output optionally put the kibosh on that, but I usually left the defaults in place because it looked so right. Plus that 22-bit business tended to make transparencies turn green…
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# ? Feb 8, 2023 17:15 |
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ExcessBLarg! posted:Interesting. So when did water get added to vis then? Let's see... GLQuake I think was near the end of January '97. I found a BluesNews reference in April 4 '97 to a "transparent water utility" for patching the existing maps: https://web.archive.org/web/19970606234721/http://www.allgames.com/quake/ Not sure when the transparent water option got added to the compile tools but it must have been around the GLQuake release. Some of the sexy promo screenshots for GLQuake were showing the transparent water effect.
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# ? Feb 8, 2023 17:15 |
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Quake straddled the pc transition from 2d to 3d, and was probably the first thing everyone tried when they bought a 3d accelerator. And having a separate 3d card that connected to your 2d graphics card was a very odd system now that I think about it.
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# ? Feb 8, 2023 17:32 |
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haveblue posted:*once you installed GLQuake and re-vised the maps. Software 1996 Quake had opaque liquids You're absolutely right, I had completely forgotten about that. Still, I remember trying my hand at (very briefly) making a Quake map, and being in awe of the fact that I didn't need to loving teleport the player away in order to have them swim. Just place down a big ol' block of water that extends beyond your swimming area, and boom.
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# ? Feb 8, 2023 18:10 |
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ponzicar posted:And having a separate 3d card that connected to your 2d graphics card was a very odd system now that I think about it. The Voodoo was a funny chipset. 3dfx took the bet on RAM speeds getting faster and prices dropping in order to build cards that could raster pixels as fast as possible and do nothing else, and the Voodoo2 was basically the same thing. But it was a strategy that worked, at least for a few years.
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# ? Feb 8, 2023 19:06 |
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ExcessBLarg! posted:Are professional grade GPUs still a thing? This was a weird concept, and didn't work for professional applications where you might need to run an OpenGL context in a window, or more than one context. Yes. They don't really perform better than gamer GPUs at this point, but they come with much more VRAM, way better drivers meant for working with 3D content creation software, and features most gamers wouldn't use like a large number of video outputs
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# ? Feb 8, 2023 19:11 |
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Yep I have one in my work machine, it's great for rendering.
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# ? Feb 8, 2023 19:19 |
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Automata 10 Pack posted:Is there a Doom 2 mod that adds fan made intermission maps? https://www.doomworld.com/forum/topic/129057-doom-2-intermission-maps-complete/ If you don't want to play through the maps to check them out, use "special exit_normal 0" in the console to end the map with the intermission
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# ? Feb 8, 2023 19:57 |
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ExcessBLarg! posted:Are professional grade GPUs still a thing? This was a weird concept, and didn't work for professional applications where you might need to run an OpenGL context in a window, or more than one context. Professional 3D cards are absolutely still a thing, but dedicated 3D in the sense of being a graphics card that could only effectively render to fullscreen, no. There was at least one attempt at creating a solution for windowed rendering from Voodoo1 and Voodoo2 cards called WinGlide. I think it involved pumping finished frames over the PCI bus to the host video with some other trickery, but that was buggy and eventually abandoned. PowerVR’s early PCX cards were also dedicated 3D, but worked without a passthrough cable by overtaking the 2D signal over the PCI bus. To my knowledge they never rendered to a window, and were both limited and fairly slow.
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# ? Feb 8, 2023 20:40 |
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IIRC if you didn’t run the vis utility on the Quake maps some of the water would still look correct when you enabled transparency, but most of them would show a HOM effect. I seem to remember running into that the hard way one of the times I revisited Quake several years past it’s prime but before the retro resurgence (when it was just “old” and not “retro”).
david_a fucked around with this message at 21:10 on Feb 8, 2023 |
# ? Feb 8, 2023 20:57 |
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I assume the maps in the Quake Remaster have already been fixed up, no?
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# ? Feb 8, 2023 22:02 |
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ExcessBLarg! posted:I assume the maps in the Quake Remaster have already been fixed up, no? I'm not super sure if we re-vis'd the maps or just didn't use vis at all and thus weren't affected by the problem.
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# ? Feb 8, 2023 22:20 |
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I think the Quake Remaster just kinda ignores vis data and renders the whole map no matter what, because modern systems can just kind of grunt through that when they're not the Arcane Dimensions monstrosities. Just announced for Switch and scheduled for release today: Metroid Prime Remastered. No, it's not the trilogy, it's just the first game. New features include the choice between modern dual-stick FPS controls or the original control scheme, and... not much else, really. I assume they'll kill a lot of the sequence breaks like Trilogy did. https://www.youtube.com/watch?v=ML810FkoIWw
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# ? Feb 8, 2023 23:57 |
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Having just played MP1 a few weeks ago and seeing that trailer they definitely redid just about every texture and 3D model. The remaster looks stunning. In the opening shot for the original you can actually see where the corners intersect of the skybox and the PNG of space pasted over it. This one actually looks like a real 3D space.
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# ? Feb 9, 2023 00:35 |
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I've never even seen Software Quake, is there video of what this looks like?
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# ? Feb 9, 2023 00:49 |
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In Training posted:I've never even seen Software Quake, is there video of what this looks like?
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# ? Feb 9, 2023 00:51 |
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Quake was the original Brown Game, the mid 2000s had nothing on it.
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# ? Feb 9, 2023 00:54 |
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It had purple too.
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# ? Feb 9, 2023 00:55 |
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Quake has a variety of colours, all specifically chosen to blend well with brown.
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# ? Feb 9, 2023 01:02 |
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If it ain't brown, we ain't down. As for games with actual color I had the great idea to do another run of Amid Evil on the hardest difficulty. Then I remembered how much I hated the trippy dimension.
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# ? Feb 9, 2023 01:04 |
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I remember the first time I fired up qtest on my 486 DX2/66, it ran so slow. But the shadows were so smooth.
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# ? Feb 9, 2023 01:07 |
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This looks so tight.
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# ? Feb 9, 2023 01:12 |
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I can't even imagine how fuckin incredible it must have been for the 90s PC gamers. Could you imagine, for instance, your freshman year of high school is 1994. Doom II. by 96 your gibbing freaks on Quake, Half Life 1 when you graduate in 98 and then spending all 4 years of college getting drunk at Quake 3 lans. Good lord. We need to go back.
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# ? Feb 9, 2023 01:14 |
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In Training posted:I can't even imagine how fuckin incredible it must have been for the 90s PC gamers. Could you imagine, for instance, your freshman year of high school is 1994. Doom II. by 96 your gibbing freaks on Quake, Half Life 1 when you graduate in 98 and then spending all 4 years of college getting drunk at Quake 3 lans. Good lord. We need to go back.
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# ? Feb 9, 2023 01:15 |
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The Kins posted:I think the Quake Remaster just kinda ignores vis data and renders the whole map no matter what, because modern systems can just kind of grunt through that when they're not the Arcane Dimensions monstrosities. Yeah I figured they’d be doing less than what you get with PrimeHack. Nintendo’s rereleases/remasters are always the bare minimum.
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# ? Feb 9, 2023 01:19 |
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In Training posted:I can't even imagine how fuckin incredible it must have been for the 90s PC gamers. Could you imagine, for instance, your freshman year of high school is 1994. Doom II. by 96 your gibbing freaks on Quake, Half Life 1 when you graduate in 98 and then spending all 4 years of college getting drunk at Quake 3 lans. Good lord. We need to go back. It was very easy to get hyped about the next new thing, since better gfx meant high production values and you knew you where in for a treat. Also, a fully loaded 'multimedia PC' where being sold for 5-10 thousand dollars, so, uh, it was kind of a different world.
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# ? Feb 9, 2023 01:20 |
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In Training posted:I can't even imagine how fuckin incredible it must have been for the 90s PC gamers. Could you imagine, for instance, your freshman year of high school is 1994. Doom II. by 96 your gibbing freaks on Quake, Half Life 1 when you graduate in 98 and then spending all 4 years of college getting drunk at Quake 3 lans. Good lord. We need to go back. Think about the people who were freshmen in 2013. They were playing GTA Online on a 360 their freshman year, when they graduated they were playing GTA Online on a PC, and now they've finished college, graduated and come home to play GTA Online on a PS5.
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# ? Feb 9, 2023 01:22 |
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In Training posted:I can't even imagine how fuckin incredible it must have been for the 90s PC gamers. I mean, PC gaming is still expensive but games are generally playable on a two year old GPU instead of straight up nope.
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# ? Feb 9, 2023 01:25 |
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Fond memories of Quake III LAN parties, a game which I'm not sure anyone ever actually bought
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# ? Feb 9, 2023 01:26 |
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# ? Jun 3, 2024 06:26 |
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Tiny Timbs posted:Yeah I figured they’d be doing less than what you get with PrimeHack. Nintendo’s rereleases/remasters are always the bare minimum.
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# ? Feb 9, 2023 01:26 |