Fedora Master
Arcane
- Joined
- Jun 28, 2017
- Messages
- 28,105
How many of them are actually little boys?
(Space Haven)
The burden of having issues lies solely upon you, Fedora Master, for harbouring such vile and abhorrent thoughts!How many of them are actually little boys?
This update made the game more fun than ever before. It's so nice to just relax and decorate your city. No need to rush through the mission, just enjoy the scenery.
Nix that's Zeus Master of Olympus.This update made the game more fun than ever before. It's so nice to just relax and decorate your city. No need to rush through the mission, just enjoy the scenery.
Is this a city for ants?
Nix that's Zeus Master of Olympus.This update made the game more fun than ever before. It's so nice to just relax and decorate your city. No need to rush through the mission, just enjoy the scenery.
Is this a city for ants?
Nobody, that's who.Nix that's Zeus Master of Olympus.This update made the game more fun than ever before. It's so nice to just relax and decorate your city. No need to rush through the mission, just enjoy the scenery.
Is this a city for ants?
Who's Nix?
It's a city for romans.This update made the game more fun than ever before. It's so nice to just relax and decorate your city. No need to rush through the mission, just enjoy the scenery.
Is this a city for ants?
GZDoom with widescreen HUD.
Is this GZDoom? If yes, what lighting settings do you use? I played this recently, and it didn't look this good.
The software renderer should be used for most maps, unless they're recent and incorporate some special effects (but it's probably best to check the readme in each case). The default settings in the hardware renderer spoil the original visual style and I'm not sure if just using the software sector light mode is enough.Is this GZDoom? If yes, what lighting settings do you use? I played this recently, and it didn't look this good.
Indeed, the software renderer looks better than the hardware with software sector light mode on. (Though there may be some discrepancies between my sreenshots and GZDoom's software mode as I currently don't have a working graphics card and had to use ZDoom.)
Is this GZDoom? If yes, what lighting settings do you use? I played this recently, and it didn't look this good.
Well, it's worth keeping in mind that the original games at least were intentionally locked at 35 frames even though it wasn't an inherent hardware limitation. All those mods are fine for replays, but I wouldn't change anything about the original feel.I'll try switching to software mode just to see how it is. But still, I like GZdoom because of how fluid it feels on 144hz monitor. Also, I found a mod called Vsmooth that adds additional frames to weapons without changing anything else. It's smooth as butter. Some mods like Smooth Doom change too much for my taste. Also, the minimal HUD in GZdoom is nice. Together with perkristian HQ sound effects and Patch93's SC-55 soundfont, I think I've turned Doom into the best vanilla+ experience it can be.
It truly is. I used to be dismissive of it for a long time, assuming it was too basic or inherently limited in one way or another, but when I finally played it properly I was amazed at how good the gameplay and feel of it were.Truly the best FPS ever made, and it will never be surpassed.
That's a shame about the port, I thought it might be something that could be recommended to others as a simpler solution. About the weird movement though, note that Doom had rather strong forwards and backwards mouse-pan movement, which is considerably decreased in GZDoom by default. It does actually feel good to play it with that original set-up as it allows for very fine and flowing movement and complements the keyboard input nicely.EDIT: For comparison, here's the same part but taken in the Unity port. It's not that bad tbh. But that port has other problems: shitty MIDI reproduction, locked to 60fps, movement feels weird, mouse acceleration. It they manage to fix it, I wouldn't even bother with source ports for vanilla playthroughs.
Yes, I think only the first track was actually composed for the episode, the others are just his earlier works. I do agree that they don't fit quite so well in the game due to their rather sweeping and irregular pace. I think they'd fit better in much larger levels with larger spaces that would involve more exploration, or something along these lines.Yeah, I listened to a few Buckethead tracks outside the game, some of them sounded very similar to his old songs like Welcome to Bucketheadland etc. and they sound great of course, but I prefer the MIDI version while playing tbh. Especially the first track is great and gets the blood pumping for the rest of the episode. Sigil was amazing imo, he used darkness in clever ways, visual design is striking without going overboard like many wads nowadays do (less is more sometimes), a lot of levels have that trademark Romero asshole design where he drops you in a narrow space full of enemies, or how he places cyberdemons in tricky parts. It's the art Romero has mastered with Thy Flesh Consumed and perfected in Sigil. But Sigil definitely deserves to be the official episode. The only map I really hated was Abaddon's Void, all others were great, with 6 and 7 being my favorites.