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Overbite posted:So here's a kind of dumb question! Might be the first time I ever heard of someone call the PSX version of something sharper Try playing it in software rendering mode... early PC 3D acceleration made everything a blurry and oddly colored mess. I still think software Quake 1 looks way better than QuakeGL.
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# ? Aug 3, 2014 18:23 |
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# ? May 31, 2024 02:04 |
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Tippis posted:Nah. At least Resurrection of Evil has a fun gimmick or two. The base game becomes pointless half-way through. Yeah, the game became boring after a while, I think that's the reason I quit playing. But I really loved the atmosphere even though I thought that the game was too different to be a true Doom sequel.
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# ? Aug 3, 2014 18:25 |
Can you turn off model lerping in Quake 2? I cannot stand how the super shotgun appears to... bubble and morph in the guy's hands.
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# ? Aug 3, 2014 18:36 |
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Nope, it's a limitation of the entire quake 2 model format! At least it's not quite as bad as the Kingpin weapons, which sometimes look like they're literally boiling.
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# ? Aug 3, 2014 18:44 |
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Meowbot posted:I'm not sure if you've actually played them side by side but the PC version still looks better. I just loaded both of them up and took a screenshot in the same location. Here's PC with everything on max using knightmare Here's the PS1 version in an emulator The geometry is simpler and the textures worse but it has more color and I like how it looks more than the PC version. It also has new areas to make up for the smaller zones. Too bad the controls are awful. Double Stick mode is Move forward/backward and look left/right on left stick, strafe and look up/down on right which is awful. It can be changed so that right stick is look and the D-Pad is move/strafe but then jump is L2 and shoot is L1 which is even weirder.
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# ? Aug 3, 2014 18:46 |
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mod sassinator posted:It was even better than that, I remember the CD had the full versions of every single id game locked up and of course there was a crack released shortly. If I remember well, you could use only 0s as a cd-key and it would work. Bleusilences fucked around with this message at 01:16 on Aug 4, 2014 |
# ? Aug 3, 2014 18:50 |
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Overbite posted:The geometry is simpler and the textures worse but it has more color and I like how it looks more than the PC version. It also has new areas to make up for the smaller zones. Too bad the controls are awful. Double Stick mode is Move forward/backward and look left/right on left stick, strafe and look up/down on right which is awful. It can be changed so that right stick is look and the D-Pad is move/strafe but then jump is L2 and shoot is L1 which is even weirder. You could always boot up the game in an emulator and re-map the controls to your liking.
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# ? Aug 3, 2014 18:58 |
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Kamrat posted:You could always boot up the game in an emulator and re-map the controls to your liking. I dunno man that sounds like effort. Also I play multiple games on this emulator and I don't wanna have to keep messing around with the controller config. And I'd rather just use mouse+keyboard anyway. Though the PS1 Q2 supports mouse.
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# ? Aug 3, 2014 19:01 |
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http://quake2xp.sourceforge.net/?p=117 There is this sourceport that looks less orange and has bigger textures, but a lot of the issue is just that Id wanted the game to be orange as gently caress.
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# ? Aug 3, 2014 19:09 |
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Elliotw2 posted:http://quake2xp.sourceforge.net/?p=117 There is this sourceport that looks less orange and has bigger textures, but a lot of the issue is just that Id wanted the game to be orange as gently caress. Thanks for the link but it doesn't seem that much different from Knightmare. I'll either use that or software mode then
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# ? Aug 3, 2014 19:22 |
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It's fun reading old Quake 2 previews and seeing them talk about how incredible the game looks, the beauty of colored lighting, and how the advanced AI will be awesome. Looking at it now, the graphics look pretty poo poo and the "advanced AI" is just the Gunner and Guards ducking if you fire a projectile at them, which can be easily bypassed.
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# ? Aug 3, 2014 19:35 |
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The Kins posted:Or if you want a twist to your nostalgia, here's the 2002 E3 demo played through "as intended". I downloaded the demo from Usenet after it was leaked. The one part in the video that he didn't show off is that the normal zombies can't be killed. Shooting them a bunch knocks them down and a little while later they get right back up. You can stand on them and they helplessly flail around as they try to stand. Elliotw2 posted:Nope, it's a limitation of the entire quake 2 model format! At least it's not quite as bad as the Kingpin weapons, which sometimes look like they're literally boiling. Forget the weapons, even the characters in Kingpin looked like they were made of Jell-o.
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# ? Aug 3, 2014 19:42 |
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That screenshot of the PS1 version of Quake 2 just looks like Quake 2 in software mode to me. Is there really no source port that replicates that look? I guess you could just try to get stock standard Q2 working and play it that way. If anything, turning off hardware acceleration would probably make it less likely to be incompatible with your newer hardware.
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# ? Aug 3, 2014 20:06 |
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https://www.youtube.com/watch?v=ZSxCjULoYV4&t=38s
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# ? Aug 3, 2014 20:08 |
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The PS1 shot is an emulator that applies advanced scaling and texture effects so that games can be rendered in much higher than native resolution, you could probably get that effect with a texture pack and actually turning down some of the settings in a modern Quake 2 port.
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# ? Aug 3, 2014 20:08 |
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Yeah Kingpin made the mistake of using an engine with vertex animation and not skeletal animation. Since you can blow the limbs off characters, the game had to store a bunch of alternate models in memory all the time, and since the minimum RAM requirement was probably 64 MB or something silly like that, they had to compress all the animations to poo poo. That's literally what the weird jello lerping is -- lossy compression.
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# ? Aug 3, 2014 20:13 |
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Nintendo Kid posted:The PS1 shot is an emulator that applies advanced scaling and texture effects so that games can be rendered in much higher than native resolution, you could probably get that effect with a texture pack and actually turning down some of the settings in a modern Quake 2 port. It's actually really weird but all of the Quake 2 source ports use the GL renderer base, so they all have the orange lighting all the time. You can just run bog standard quake2.exe though on basically any computer and use software mode, or find a texture pack that relights the maps.
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# ? Aug 3, 2014 20:30 |
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I decided to try running vanilla Quake 2 in software mode edit: I found a program that fixes this but it crashes whenever I go in water. I guess I'll stick with GL. Quake 1 doesn't have this issue! Overbite fucked around with this message at 21:16 on Aug 3, 2014 |
# ? Aug 3, 2014 21:09 |
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At least with the fan patch, software mode works fine for me, and I'm on Win 8.1 and using an AMD processor
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# ? Aug 3, 2014 21:18 |
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Elliotw2 posted:At least with the fan patch, software mode works fine for me, and I'm on Win 8.1 and using an AMD processor I couldn't find a way to enable software with the Knightmare port so I used "ShamHawke's Lazy Quake 2 Patcher" which just enables higher resolutions and the music.
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# ? Aug 3, 2014 21:20 |
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Nah, use the 3.24 fan patch at the bottom here, it also adds the extra resolutions and ogg music.
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# ? Aug 3, 2014 21:32 |
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mod sassinator posted:It was even better than that, I remember the CD had the full versions of every single id game locked up and of course there was a crack released shortly. I had that disk and hell yes I had a crack for it. It involved a keygen using the codes the unlocker used for the purchase by phone option.
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# ? Aug 4, 2014 03:05 |
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Nintendo Kid posted:The PS1 shot is an emulator that applies advanced scaling and texture effects so that games can be rendered in much higher than native resolution, you could probably get that effect with a texture pack and actually turning down some of the settings in a modern Quake 2 port. Or go in the other direction and jump right to Quake 2 redone in Quake 4. https://www.youtube.com/watch?v=YvIoZEqvpYE
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# ? Aug 4, 2014 03:22 |
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You guys are tempting me to find and crack this thing just out of curiosity. I'm almost certain I already have everything on it already, too. I just want to see how the old crack worked.
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# ? Aug 4, 2014 03:23 |
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The only thing that bothers me is about Quake 2 sourceports is that none of them stop the gibs from disappearing, like Darkplaces Quake 1. :| Speaking of which, I've heard Darkplaces is coming to Quake 2 eventually.
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# ? Aug 4, 2014 03:33 |
Keiya posted:You guys are tempting me to find and crack this thing just out of curiosity. I'm almost certain I already have everything on it already, too. I just want to see how the old crack worked. If you ever used a keygen it's probably the same thing. Chiptune music plays from a little window with a Fairlight logo and a Starfield effect, you click a button and it makes a key for you to use.
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# ? Aug 4, 2014 07:54 |
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Segmentation Fault posted:Chiptune music plays from a little window with a Fairlight logo and a Starfield effect Man, I miss this stuff from back when I pirated everything under the sun. There were some good tunes in some of those things.
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# ? Aug 4, 2014 13:43 |
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http://keygenjukebox.com/ Enjoy
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# ? Aug 4, 2014 15:59 |
http://www.keygenmusic.net/ as well
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# ? Aug 4, 2014 16:03 |
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Overbite posted:I just loaded both of them up and took a screenshot in the same location. Here's PC with everything on max using knightmare In Q2 source ports mess with overbrights to help reduce the orange tint. You can make Q2 look okay using the openGL renderer and tweaking the config. Some say Q2Pro is the best port but I am still using R1Q2 and can connect to servers just fine. The other day I played basic q2 dm for a couple matches and surprisingly there were at least 10 people playing. I remember going from software rendering, which at the time was low res; gritty; and brown, to using 3dfx's Glide and good lord it went to an orange/red disco (which looked cool at the time).
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# ? Aug 4, 2014 16:33 |
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JackMackerel posted:The only thing that bothers me is about Quake 2 sourceports is that none of them stop the gibs from disappearing, like Darkplaces Quake 1. :| The code for the gibs is in gamex86.dll rather than quake2.exe so you could potentially have persistent gibs in the original game or any sourceport. You might run out of entities though unless the source port jacks up how many simultaneous entities it's willing to allocate. I was playing with the gamex86.dll source last summer and I added a bunch of custom enemies (based on a bunch of mecha anime player models, and shrunk down Grunts for infantry like in Shogo) and in one build I accidentally had the gib sequence for one enemy in a loop and it would spawn too many gibs within a second or two of dying and overload the game.
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# ? Aug 4, 2014 21:17 |
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SPACE HOMOS posted:In Q2 source ports mess with overbrights to help reduce the orange tint. You can make Q2 look okay using the openGL renderer and tweaking the config. Some say Q2Pro is the best port but I am still using R1Q2 and can connect to servers just fine. The other day I played basic q2 dm for a couple matches and surprisingly there were at least 10 people playing. I use KMQuake2 and play on the tastyspleen servers. There is always a DM server to play.
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# ? Aug 4, 2014 21:32 |
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I kind of forgot about Doom: but on the Amiga Monster (Monstrum), 1995, L.K. Avalon I'm going to have to break out some video for this. Look at the intro. Pretty , hmmm? Well, I guess the imagery is probably nicked and I can't speak a word of Polish so it could be on about kittens and bunnies for all I know, but it's still quite Now look at the game. And this isn't even the worst one of the drat things I've played tonight
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# ? Aug 5, 2014 00:19 |
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Prenton posted:I kind of forgot about Doom: but on the Amiga gently caress, I think I cut my eyes on those pixels!
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# ? Aug 5, 2014 00:32 |
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You gotta admit, Skinny Werewolf Repeatedly Stabbing Himself In The Dick With Butcher Knives is an inventive concept for a video game monster.
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# ? Aug 5, 2014 00:41 |
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Wow, that game makes Wolfenstien 3D look Next-Gen.
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# ? Aug 5, 2014 01:03 |
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Welp, Amiga (even with AGA chipset) really wasn't powerful enough to do raytraced 3D, and with advent of Doom clones on PC, those loyal to good ol' Commodore had some real slim pickings: Citadel https://www.youtube.com/watch?v=ZWpJ6YvwcIM (it also has kickass intro: https://www.youtube.com/watch?v=ux87ec_5kXM) Gloom https://www.youtube.com/watch?v=uRk-TX2RaOs Alien Breed 3D https://www.youtube.com/watch?v=9ZARnYNg_sU Ubek https://www.youtube.com/watch?v=tWnSRDYBsBU Behind The Iron Gate https://www.youtube.com/watch?v=hgQKiiCAwlI (starts at 2:08) Testament https://www.youtube.com/watch?v=lRdHNg65YC0 Fears https://www.youtube.com/watch?v=zWn-ujoutjI Note that most of those games only run on a beefier Amigas, if you had the 600 model, all you could play was some Death Mask! (https://www.youtube.com/watch?v=842i-OqL18U starts at 3:20) Probably the most technologically "advanced" FPS was Alien Breed 3D 2, released on the tail end of Amiga popularity, and it was absolutely impossible to buy a configuration which would run it at full detail, fullscreen: https://www.youtube.com/watch?v=6nY8nNNNBfE If someone's interested, I may post the emulated, ready-to-run versions of some of those games, but they are bundled with copyrighted firmware, so it may be considered as Oh, for the hell of it, I will translate the intro to Monster. It's really stilted and bad: quote:Eons of dreams ago, when time and space did not belong to each other, the gods gathered to make together new order and rules of existence... laserghost fucked around with this message at 02:23 on Aug 5, 2014 |
# ? Aug 5, 2014 01:24 |
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Wamdoodle posted:gently caress, I think I cut my eyes on those pixels! Hey man, you gotta hit 60fps somehow.
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# ? Aug 5, 2014 02:38 |
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laserghost posted:
The cool thing is that with emulators make Alien Breed 3D 2 almost playable if you uncap the execution speed. It had some neat features for the time too, like free look.
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# ? Aug 5, 2014 03:38 |
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# ? May 31, 2024 02:04 |
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Overbite posted:So here's a kind of dumb question! The "blurry" effect is bilinear texture filtering. A slightly more advanced version, trilinear filtering, is standard in most modern games, but only works well with high-resolution textures. Quake II's textures are way too small to look decent with it on. You can disable it with the console command "gl_texturemode GL_NEAREST". Also some source ports have an intensity setting for colored lights. I set it to 0.5 for a much more subdued look. Now old 3DFX cards (Voodoo and Voodoo2) actually made your screen blurry due to the Voodoo output pipeline but those cards have been obsolete for around 15 years. What Quake II really, really needs, though, is for someone to re-light all the levels and distribute the .lit files as a pack. That "remake" for Quake IV looks like total rear end, it's even worse than the original running Berserker@quake2. Woolie Wool fucked around with this message at 05:34 on Aug 5, 2014 |
# ? Aug 5, 2014 05:27 |