All this gothic architecture in the late game is a little out of place.
behead all skaarj including their women and children
this is totally not a trap
OMG IT WAS A TRAP AFTER ALL
how it started
how it's going
well this place looks familiar
Going above 72 fps messes with the game's physics. Spiked fixes this. There are some other improvements, but this is the reason why I needed it.What's the difference between Quakespasm and Quakespasm Spiked?
Yeah, that works great in those big fights in AD.The trick to vores (that's what they're called) is to keep moving until you can make a really sharp turn to guide their missiles into walls. Luckily, the missiles don't move very fast so you can keep outrunning them forever!
The even better trick is to guide their missiles into hitting other enemies, who will then attack the vores. Enemy infighting is even more important in Quake than it was in Doom.
Hmmm... I hope this doesn't turn into yet another addiction. How am I supposed to play all these Doom WADs, SMW hacks, and Quake mods, and still have time left for other games?Honestly, Tears of the False God isn't even the best Arcane Dimensions map. Maybe the most visually impressive, but not the best.
And once you're done with Arcane Dimensions, there's Alkaline waiting for you...
No, exploring the levels was fun. I was mostly annoyed by how monsters are placed. There were some maps where I was often thinking, "ugh, not another one of those bastards!" Like the game was slowing me down.The level design was underwhelming? I think it's among the most interesting in early shooters because the designers could finally make full use of three dimensions and unrestrained movement, while at the same time the approach to geometry and hazards was still quite abstract, not being constrained by attempts to create realistic-looking locations.
I've used this blog article as a baseline: https://quake.blog/configuring-quakespasm-for-a-modern-retro-look.htmlJudging by the screenshots, you've turned off most of the graphical ‘enhancements’, which makes the game look close enough to its original version. Maybe only fires and particles are different, if what I tried (Quakespasm Spiked Multiplayer) is the same as the version you're using. Then there's the missing distortion on the weapon textures which only appears in the software renderer. You can always try Mark V, I think all it needs to run is to be extracted into a base folder with id1 folder in it, and PAK0.pak and PAK1.pak inside the latter.
I prefer this style. I've played a few more maps now (trying to go through them in chronological order), and there is some more variety here. It's not all big arena fights like in Tears of the False God.I wouldn't say it's as good as the original game, as it deviates in some important ways from its encounter design, levels, and pacing.
I take it you're playing in 16-bit colour mode, but does the sky look quite correct in that last screenshot?
All this gothic architecture in the late game is a little out of place.
behead all skaarj including their women and children
this is totally not a trap
OMG IT WAS A TRAP AFTER ALL
how it started
how it's going
well this place looks familiar
It's an option in dgVoodoo, scaling settings in the first tab.schru How do you get that scanlines effect?
Unreal's skyboxes are special, though come to think of it, many other games of the time had unique or at least very atmospheric skyboxes—Quake, Half-Life, Duke, even Quake II. None of these games would feel right without them.An impressive level of autism for a skybox.
I take it you're playing in 16-bit colour mode, but does the sky look quite correct in that last screenshot?
I don't know what your set-up might be, perhaps the game looks different than in screenshots, but trying it with Old Unreal patch (or without) and dgVoodoo (emulating the first Voodoo card, gamma ramp off) with 3dfx renderer (so 16-bit colour mode), the sky in this map looks like this for me:
This is how it's supposed to look:
Running it in 16 bits is good in my book as that's what it was made for. And yes, the old OpenGL renderer has compatibility problems; the one included with the Old Unreal patch is fully functional and maintains the original look, however. Not that it's needed, if the 3dfx one can be made to work correctly.I take it you're playing in 16-bit colour mode, but does the sky look quite correct in that last screenshot?
The screens look slightly off because they save at 0 brightness, which hides a lot of the detail.
And yeah I'm running it 16-bit because that's the only mode available with 3dfx, and I can't run OpenGL because that makes the brightness not work at all - which must be a problem with the engine vis a vis modern setups because I had the same issue when playing Rune.
I don't know what your set-up might be, perhaps the game looks different than in screenshots, but trying it with Old Unreal patch (or without) and dgVoodoo (emulating the first Voodoo card, gamma ramp off) with 3dfx renderer (so 16-bit colour mode), the sky in this map looks like this for me:
Listen fella, when I play games that are 25 years old, I'm generally happy if they just launch when hitting .exe after a standard installation and I don't need much more. If that's the case, and it is the case with Unreal, I don't browse the web in search of every single patch or mod out there, because I simply don't see the point and I also can't be bothered spending time on this. It looks, plays and feels good, as it should, and as I remember it. Cranking the juices up to 11 for whatever purpose has no importance whatsoever to me.
This is how it's supposed to look:
And again, as someone who's played this game at release and remembers what it looked like back then, it is absolutely not what it's supposed to look. Those ugly fucking scan lines that some people seem to have a fetish for have simply never been there originally, and I'd have get dropped on my head to consciously rape this game's visuals by pursuing that kind of effect.
I take it you're a little irritated, but you're welcome.
Edge of War
I've just played about thirty minutes.Edge of War
This any good in current state or too early?
Solo F/M/T run. Never played solo before, pretty sun so far.
Oh yeah, The Celestial Fury!Solo F/M/T run. Never played solo before, pretty sun so far.
And some Forza
Always wear sunglasses because the sun doesn't set on a baller.Never played solo before, pretty sun so far.