I never had any issue playing this at 9 years old on my PS1 & N64 like a consoletard
How did you handle progress in those versions? I assume you can't save in those. Got gud, or played on easy?
I never had any issue playing this at 9 years old on my PS1 & N64 like a consoletard
have you ever heard of memory cardsI never had any issue playing this at 9 years old on my PS1 & N64 like a consoletard
How did you handle progress in those versions? I assume you can't save in those. Got gud, or played on easy?
have you ever heard of memory cardsI never had any issue playing this at 9 years old on my PS1 & N64 like a consoletard
How did you handle progress in those versions? I assume you can't save in those. Got gud, or played on easy?
I've never actually played it before and am weighing the pros and cons of picking it up for the first time. What fundamental issues persist despite the extensive facelift?
I never had any issue playing this at 9 years old on my PS1 & N64 like a consoletard
How did you handle progress in those versions? I assume you can't save in those. Got gud, or played on easy?
However, can it actually be determined whether the textures and lighting in the game were created with this look in mind, or rather how the OpenGL renderer looks, just with a higher brightness or gamma value?
Thanks, this does seem like the most reasonable explanation. Did the Voodoo 2 and 3 lines of cards also have linear gamma? Was there a similar problem with how games from 1998 or 1999 looked on these cards? Or was it generally accepted that games at the time wouldn't really have very deep dark tones or saturated colours? I'm thinking of titles like Unreal or Thief.However, can it actually be determined whether the textures and lighting in the game were created with this look in mind, or rather how the OpenGL renderer looks, just with a higher brightness or gamma value?
I don't think there is a precise brightness that the game was created with in mind - remember that while 3dfx was the most popular, it had a stupid linear gamma (no other graphics card, GPU or whatever before or after had this) but at the same time Quake 2 was actually made using Windows NT machines running professional 3D cards that could do windowed OpenGL - which did not have that sort of blown out gamma.
Here is a screenshot of the original Quake 2 editor from 1997 which shows hardware accelerated graphics (notice the bilinear filtering), 3dfx voodoo was incapable of running OpenGL in a window (that'd happen way later with Voodoo 3 and even then the driver was very unstable):
...
Chances are they tried to use brightness that looked good enough for both 3dfx and non-3dfx users.
I played Q2 on PSOne back then tooI never had any issue playing this at 9 years old on my PS1 & N64 like a consoletard
How did you handle progress in those versions? I assume you can't save in those. Got gud, or played on easy?
Heh, I searched for ‘Voodoo linear gamma’ on Google and this came up, so I suppose that's settled:Thanks, this does seem like the most reasonable explanation. Did the Voodoo 2 and 3 lines of cards also have linear gamma? Was there a similar problem with how games from 1998 or 1999 looked on these cards? Or was it generally accepted that games at the time wouldn't really have very deep dark tones or saturated colours? I'm thinking of titles like Unreal or Thief.However, can it actually be determined whether the textures and lighting in the game were created with this look in mind, or rather how the OpenGL renderer looks, just with a higher brightness or gamma value?
I don't think there is a precise brightness that the game was created with in mind - remember that while 3dfx was the most popular, it had a stupid linear gamma (no other graphics card, GPU or whatever before or after had this) but at the same time Quake 2 was actually made using Windows NT machines running professional 3D cards that could do windowed OpenGL - which did not have that sort of blown out gamma.
Here is a screenshot of the original Quake 2 editor from 1997 which shows hardware accelerated graphics (notice the bilinear filtering), 3dfx voodoo was incapable of running OpenGL in a window (that'd happen way later with Voodoo 3 and even then the driver was very unstable):
...
Chances are they tried to use brightness that looked good enough for both 3dfx and non-3dfx users.
Of course, such editors don't have lighting, so using it to judge brightness would have been pointless.However, can it actually be determined whether the textures and lighting in the game were created with this look in mind, or rather how the OpenGL renderer looks, just with a higher brightness or gamma value?
I don't think there is a precise brightness that the game was created with in mind - remember that while 3dfx was the most popular, it had a stupid linear gamma (no other graphics card, GPU or whatever before or after had this) but at the same time Quake 2 was actually made using Windows NT machines running professional 3D cards that could do windowed OpenGL - which did not have that sort of blown out gamma.
Here is a screenshot of the original Quake 2 editor from 1997 which shows hardware accelerated graphics (notice the bilinear filtering), 3dfx voodoo was incapable of running OpenGL in a window (that'd happen way later with Voodoo 3 and even then the driver was very unstable):
Chances are they tried to use brightness that looked good enough for both 3dfx and non-3dfx users.
cl_maxfps
and r_maxfps
. Disabling vsync and the framerate limiter doesn't work. r_maxfps
wasn't on release, it was added in r1q2 or q2pro, don't remember which.m_*
settings and even uses mouse acceleration by default!gl_modulate
/intensity
and friends, they were more flexible than brightness/gamma alone.GL_NEAREST
magnify filter and GL_LINEAR_MIPMAP_LINEAR
minify filter (it's actually trivial to implement). No idea how this port does it, but probably uses GL_NEAREST
for minifying when texture filtering is disabled (there are only yes/no options).Maybe if you liked having all the texture quality obliterated by clamped brightness. Those settings were trash.Nogl_modulate
/intensity
and friends, they were more flexible than brightness/gamma alone.
For those who care, there's a story in the new chapter of Quake 2:
It turns out that the creators of the Strogg are 2 of these electric-throwing monsters from Quake 1, in a final battle that's absolutely disappointing. In addition, the ending is pretty much "you win, enjoy being lost in the void!", similar to Quake 1's one.
When tuned properly you could make the difference between shadows and highlights be arbitrarily large or small, and how bright were the textures overall (excessive contrast). It looked good with stock textures like ~~q2dm1~~, q2duel8 and other maps like that.Maybe if you liked having all the texture quality obliterated by clamped brightness. Those settings were trash.Nogl_modulate
/intensity
and friends, they were more flexible than brightness/gamma alone.
seta vid_gamma 1
seta vid_hwgamma 1
seta intensity 1.25
seta gl_brightness .5
seta gl_modulate 1.25
seta gl_modulate_world 1.25
seta gl_modulate_entities 1.5
seta gl_saturation .6
seta gl_doublelight_entities 0
seta r_override_textures 1
seta gl_multisamples 0
seta gl_dotshading 1
seta gl_dynamic 0 // YMMV
seta gl_dlight_falloff 1