"Retro" PC Games Megathread v9 - From Dusk Till Doom
999 replies, posted
reminds me of those "HD" Minecraft Texture Packs back in the day.
https://files.catbox.moe/7hjswz.jpg
off topic but I'll never get a chance so here goes: I once watched some Minecraft lets play way back when it was taking off and the guy had like a fucking 1024x1024 texture pack or some insane res like that, and his game was running at like 15 fps and the bitrate in the video was so fucked you couldn't see anything half the time. I haven't ever found it again so just imagine a video thats just a choppy 360p hellscape of color bleed and the occasional stillframe of an inventory or eye gouging ultra detailed blocks and pickaxes
idk how the fuck anyone can play a game with those ultra highres packs, that shit treats your eyes with less respect than an incel treats women
It was that weird period during the late 2000s and early 2010s where stuff like ENB, SweetFX and other shading hacks and post-processing solutions were starting to pick up some steam and anyone with a PC and a text editor could start configuring their sweet 4K TEXTURES HDR BLOOM DEPTH OF FIELD BUMP MAPPING REALISTIC SHARPENED PRESET (SO REAL) presets.
It didn't matter if they were eye bleeding or made your game a cinematic 15fps experience, all that matters is wow GRAPHICS SO REAL PC MASTER RACE. That carried over to other games with specific modding communities, which resulted in those really out-of-place realistic 1024x1024 texture packs for Minecraft, those Doom model and texture packs that made it 3D, Cinematic Mod with its 8k textures and fully modeled-down-to-cervix Alyx vagina.
Thankfully that at least died out a little bit in the recent years, including game devs actually not employing eye bleeding bloom everywhere anymore in every game. (Instead we get bad post-processing effects like chromatic aberration but at least it's not as prominent.)
Though it is coming back up in a smaller way thanks to the development of upscalers for images/textures as Raptor Dan posted about. But it's at least more far and between and most people who does use it tend to employ more care into it.
Someone was even praised for just straight up putting the textures though an upscaling algorithm without any modifications, so instead you have HUGE textures that have blurry edges where the pixels were. For some reason, they've also included the weapon icons and HUD as well, even though those were remastered already.
The forum's standards for polish and detail is incredibly low, probably because no one else have stepped up to do it better.
did you pull his head off with the crane?
HD mods for doom look terrible because it introduces inconsistent pixel sizes into a game and engine that were specifically designed around a consistent pixel size.
Every map unit, flat pixel, wall pixel and sprite pixel is exactly the same size so that everything looks good together. There were so many doom clones without that and they looked terrible for it.
I've been using a neural upscale mod for doom for a while now, and I must say it looks pretty good. You forget that you even have it on after 30 minutes (which I guess could be a downside, but to me it shows that nothing in it stands out).
https://files.facepunch.com/forum/upload/146362/120a4cb5-dfdd-45d2-beec-bad867b3cdb6/undertale.jpg
I feel like I spend too much effort on this
Quake 1.5 Single
Didn't expect you to use DarkPlaces for this, considering it was never intended for crusty unfiltered vanilla graphics and wasn't updated in 5 years. But I will definitely try this.
Well originally it was just going to be to offset the projectiles to the right and add a bit more gore, but it kind of turned into a learning project as well to see if darkplaces would be viable for an indie game that then kind of spiraled into its own full-fledged thing.
I also really liked the fact that you could do custom menus so it was a nice chance to learn about user interface creation and menu systems while keeping the customization options user friendly
There's going to be a Quakespasm/lite version which is currently based on AD as well
https://i.imgur.com/9fSjGyw.jpg
https://i.imgur.com/9rajvVV.jpg
I've done preliminary work on developing a gore system entirely using models and traces for surface "projection". If it wasn't for the fact that the models use alpha masks like sprites and also rely on the greatly expanded limits it's actually a pretty vanilla implementation.
It even works with the Mark V software renderer
I made a staircase room in GZDoom Builder
https://files.facepunch.com/forum/upload/146362/74c70089-0e49-490f-a857-f5b82ed48af9/Screenshot_Doom_20190118_012255.png
https://files.facepunch.com/forum/upload/146362/80e10fd4-f550-43c4-9b7a-9469e5906932/Screenshot_Doom_20190118_011827.png
https://files.facepunch.com/forum/upload/146362/36f56a05-7783-4c78-ae11-47979461fd66/Screenshot_Doom_20190118_011854.png
Bug Report: If you die and use the main menu for reloading, you get stuck in slow-ass hell.
I somehow missed that (probably because I barely ever use the load menu) despite the fact I had to do a workaround with quickloading to fix that.
I have a proper idea of how to fix that bug but for now just type "slowmo 1" in the console to restore it to the default
Loving this so far but there's one annoying issue I'm experiencing and not sure what's causing it. There's some sort of 'skipping' effect during gameplay for me, particularly when moving and aiming horizontally. It feels like a sudden acceleration and frame skipping. I tried changing my video settings and checked my sensitivity and DPI and nothing seems to resolve it. It only seems to happen with Quake 1.5 too. Using the included Darkplaces build in vanilla works fine without the same issue.
Try using -dinput in launch options and see if that makes a difference
Thank you! This fixed it for me.
Real-time 60fps raytracing in Quake 2 using RTX cards and Vulkan.
https://www.youtube.com/watch?v=vrq1T93uLag
Okay, this is pretty sick. I remember trying out path traced Q2 a while back, and it still ran at 30 FPS on my RX 480/R51600 (and was noisy as shit)
It's pretty awesome to see it run at a good sample count at 60FPS.
The raytracing already looks better that most of the graphical features that some people tend to overuse.
How come Quake 2 is always used for render demos? I remember all of the ones from years ago for cascaded shadow maps and all sorts
I'd just have thought people would use Quake 1
For some reason a lot of people like HD stuff, and I think maybe the HD stuff tends to work better with base levels since they generally don't require much geometry to look okay
I mean as much as people like the HD stuff for Quake 1 (for some reason) I feel like every single newer Q2 video I see somebody has either realtime lighting or a hires texture pack
My brain tells me there's something seriously wrong with this video. The contrast of graphical bells and whistles on those low textured, low poly assests is like an uncanny valley I never thought possible.
It reminds me of animations that uses the original low poly assets on a modern 3D program, like this one
https://www.youtube.com/watch?v=rFGl5neEzK8
Can someone send their preferred video settings for darkplaces? The longer I fuck with it the worse the game looks.
-Dinput worked for me when it came to the mouse skipping around on quake 1.5
But now i'm dealing with my mouse acting like m1 is held down. I'll erratically flick-shot at something, pump a few rounds in and let go of the m1 button. But a frame will skip or something and it'll act like my m1 button is still held down
https://youtu.be/kGik7FrHTDQ
I made another dev diary, this was a fun video to make
Try adding -nojoy to the shortcut as well, see if that makes a difference
Does this happen without the mod? Are you running the included DP build
I wanna try to host a UT2004 server. Is anyone interested?
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