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Screenshot thread

Denim Destroyer

Learned
Joined
Mar 20, 2021
Messages
504
Location
Moonglow, Britannia
My tactic of pelting enemies with suicide bombers is surprisingly effective.
7z5bZ69.jpg
 
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HansDampf

Arcane
Joined
Dec 15, 2015
Messages
1,571
I'm done with Arcane Dimensions and played through every map on Nightmare except the test maps. Some screens of my favorites:

ad_mountain
quakespasm-spiked-winqze88.jpg

Equip the ring!

ad_swampy
quakespasm-spiked-wing4cdf.jpg

Insanely complex village thing.

quakespasm-spiked-winomiux.jpg

Of course, you only get the RL after you've reached the rooftops. It's a shame, many of the maps won't give you the most fun weapon in the game until the map is almost over. Or I missed the secrets.

Grendel's Blade
quakespasm-spiked-win9efl1.jpg


quakespasm-spiked-win90dia.jpg

Cool vertical map built around a giant sword. If you find all the runes you can destroy the blade. But the following battle is kinda lame.

The Realm of Enceladus
quakespasm-spiked-wini1cd5.jpg

Too bad the lighting doesn't look that good with the soft shadows.

Terror Fuma
quakespasm-spiked-winr2egm.jpg


quakespasm-spiked-winqji3l.jpg

Base with spider infestation.

The Forgotten Sepulcher
quakespasm-spiked-win1ue12.jpg

quakespasm-spiked-wineiejw.png

ct6DRNx.jpg

Yeah, fuck that! I swear, this map changes over time. I kept finding secrets in places I was sure I'd already checked before.

Nyarlathoteps Sand Castle
quakespasm-spiked-win01c98.jpg


quakespasm-spiked-winzhcps.jpg

Secret!

quakespasm-spiked-wini7eab.jpg

These enemies should have been used more often.

Ak-Alakha
quakespasm-spiked-win0zejs.jpg

This is basically just one complex arena that you slowly progress through upwards. But this was also the only time I found the combat to be somewhat challenging with nasty monster placement.

quakespasm-spiked-windoisz.jpg

Sir!

quakespasm-spiked-win3gfb2.jpg

The end.


But my initial excitement has now almost vanished. I just happened to have randomly picked the most impressive map first (Tears of the False God), and then continued with the other maps in chronological order, oldest first. Most of them are also pretty good. There are only two that I disliked, ad_magna and ad_lavatomb, made by Noel Lacaillade. Both have rather boring combat and progression, and lavatomb is also outright prosper.
I don't know what it is, but after I was halfway through AD's maps, it started to feel more like "going through the motions".
 

Vyadhis

Learned
Joined
Aug 7, 2020
Messages
185
I'm done with Arcane Dimensions and played through every map on Nightmare except the test maps. Some screens of my favorites:

ad_mountain
quakespasm-spiked-winqze88.jpg

Equip the ring!

ad_swampy
quakespasm-spiked-wing4cdf.jpg

Insanely complex village thing.

quakespasm-spiked-winomiux.jpg

Of course, you only get the RL after you've reached the rooftops. It's a shame, many of the maps won't give you the most fun weapon in the game until the map is almost over. Or I missed the secrets.

Grendel's Blade
quakespasm-spiked-win9efl1.jpg


quakespasm-spiked-win90dia.jpg

Cool vertical map built around a giant sword. If you find all the runes you can destroy the blade. But the following battle is kinda lame.

The Realm of Enceladus
quakespasm-spiked-wini1cd5.jpg

Too bad the lighting doesn't look that good with the soft shadows.

Terror Fuma
quakespasm-spiked-winr2egm.jpg


quakespasm-spiked-winqji3l.jpg

Base with spider infestation.

The Forgotten Sepulcher
quakespasm-spiked-win1ue12.jpg

quakespasm-spiked-wineiejw.png

ct6DRNx.jpg

Yeah, fuck that! I swear, this map changes over time. I kept finding secrets in places I was sure I'd already checked before.

Nyarlathoteps Sand Castle
quakespasm-spiked-win01c98.jpg


quakespasm-spiked-winzhcps.jpg

Secret!

quakespasm-spiked-wini7eab.jpg

These enemies should have been used more often.

Ak-Alakha
quakespasm-spiked-win0zejs.jpg

This is basically just one complex arena that you slowly progress through upwards. But this was also the only time I found the combat to be somewhat challenging with nasty monster placement.

quakespasm-spiked-windoisz.jpg

Sir!

quakespasm-spiked-win3gfb2.jpg

The end.


But my initial excitement has now almost vanished. I just happened to have randomly picked the most impressive map first (Tears of the False God), and then continued with the other maps in chronological order, oldest first. Most of them are also pretty good. There are only two that I disliked, ad_magna and ad_lavatomb, made by Noel Lacaillade. Both have rather boring combat and progression, and lavatomb is also outright prosper.
I don't know what it is, but after I was halfway through AD's maps, it started to feel more like "going through the motions".
Is this what the mod looks like out of the box or did you have to add more stuff to get those graphics?
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,321
Location
Djibouti
unreal26.png


we tomb raider now?

unreal27.png


these cute swinging crushing jaws would suggest as much

unreal28.png


as would this lava pit under them

unreal29.png


unreal30.png


actually we quake 2 now
 

schru

Arcane
Joined
Feb 27, 2015
Messages
1,143
unreal30.png


actually we quake 2 now
As I suspected, you have had the problem with both lightmaps blending and the skies looking wrong all along. It causes the world geometry to look darker than it should, while the layers of the skies just don't combine right. It's an old problem, though, so you may have seen the game like this not long after its release.

Here's the same scene on emulated Voodoo 1 (or Direct3D, or OpenGL without MultiTextures and OneXBlending):

Clipboard02-nocrt.png


Using Voodoo 2 does make the window on the right more transparent, though. Here's a screenshot from dgVoodoo with the same gamma ramp for comparison:

Clipboard03.png
 
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Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,302
Steve gets a Kidney but I don't even get a tag.
2023-09-0321_31_44-ftjlfco.png


Here we are, in a situation where my ship's lazorz aren't powerful enough to penetrate the flagship's shields, but all its weapons have been taken down by boarding parties. So now we're just sitting here, neither capable of damaging the other. :lol:

If it were any other ship I could jump away, but the flagship has to be destroyed. RIP this run. It was going so well.
 

Hag

Arbiter
Patron
Joined
Nov 25, 2020
Messages
2,604
Location
Breizh
Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
What game? And is that the Giant's Causeway?

I'm trying to work out if the angle makes sense for that to be Dunluce Castle in the distance
It's TT Isle of Man : Ride on the Edge 2.
The screenshot comes from the free roam mode that is supposed to take place in Ireland, but I think it's a mix of different places. Here is the full map :

D7C650FD78C3D815F313B79327506C1EBDC699CE
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,948
Ashes: Afterglow
AshesAfterglowVcpW5M.png
AshesAfterglowsKVdjk.png

AshesAfterglowi4xH8h.png

Nukes were involved last time my bike got stolen, just saying
AshesAfterglowaGfJNJ.png

A quick and simple death is not enough for me, huh?! Rotten muties :argh:
AshesAfterglowLJDdmD.png

It was nice of them to keep all of my upgraded weapon collection in one place tho
AshesAfterglowlNEbLG.png

You can skip the entire key hunting sequence on this map by using this route.
Cool but why would you want to miss out on a potential loot/junk though?
AshesAfterglowCHbZQG.png

"Hmm... Fresh victims for the evergrowing army of the undead."
AshesAfterglow27pSLP.png

AshesAfterglow9T5Pcc.png

AshesAfterglow68nnnn.jpg

The town ruins are my most favourite locations here. They're all very pretty and are fun to explore.
AshesAfterglowSGeONW.png

The next part was a bit painful indeed
AshesAfterglowUuGS6j.png

AshesAfterglow0lXcl1.png

Ok, i did not expect this.
 

schru

Arcane
Joined
Feb 27, 2015
Messages
1,143
Judging 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've used this blog article as a baseline: https://quake.blog/configuring-quakespasm-for-a-modern-retro-look.html
Also adjusted gamma and contrast.
If I decide to play through Quake again, it will probably be in DOSBox on Nightmare.

Is this what the mod looks like out of the box or did you have to add more stuff to get those graphics?
Sorry for the late response, but yes. This is what AD looks like in Quakespasm with mostly these settings plus "gamma = 1.2" and "contrast = 1.4".
I failed to pick up on it the first time, but do not use the music pack linked at the end of the article. It's a distorted modification made under the assumption that Quake's CD tracks had pre-emphasis, as I mentioned in the other thread. It seems that some pressings with it were issued by auxiliary publishers, but it was most likely a mastering error. The tracks lose detail when a de-emphasis filter is applied to them and Nine Inch Nails' 2020 official remaster of the sound track doesn't use this technique, and the music sounds even more crisp.

Here you are, I converted the lossless rips I have to MP3 and OGG, they're without a de-emphasis filter. The different titles are because they're named after maps they appear in, as there were no official titles at the time and the ones in the Quakeaddicted link appear to have some titles switched around even with respect to the fan-given names.

https://mega.nz/file/qNNGRAZb#LhieYn32lebkiX0DlfxsZks8CBJzEFyiYJJ1MKxMBIg
 

Vyadhis

Learned
Joined
Aug 7, 2020
Messages
185
Judging 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've used this blog article as a baseline: https://quake.blog/configuring-quakespasm-for-a-modern-retro-look.html
Also adjusted gamma and contrast.
If I decide to play through Quake again, it will probably be in DOSBox on Nightmare.

Is this what the mod looks like out of the box or did you have to add more stuff to get those graphics?
Sorry for the late response, but yes. This is what AD looks like in Quakespasm with mostly these settings plus "gamma = 1.2" and "contrast = 1.4".
I failed to pick up on it the first time, but do not use the music pack linked at the end of the article. It's a distorted modification made under the assumption that Quake's CD tracks had pre-emphasis, as I mentioned in the other thread. It seems that some pressings with it were issued by auxiliary publishers, but it was most likely a mastering error. The tracks lose detail when a de-emphasis filter is applied to them and Nine Inch Nails' 2020 official remaster of the sound track doesn't use this technique, and the music sounds even more crisp.

Here you are, I converted the lossless rips I have to MP3 and OGG, they're without a de-emphasis filter. The different titles are because they're named after maps they appear in, as there were no official titles at the time and the ones in the Quakeaddicted link appear to have some titles switched around even with respect to the fan-given names.

https://mega.nz/file/qNNGRAZb#LhieYn32lebkiX0DlfxsZks8CBJzEFyiYJJ1MKxMBIg
Thanks, you're awesome!
 

Kruyurk

Learned
Joined
Nov 16, 2021
Messages
529
2023-09-0321_31_44-ftjlfco.png


Here we are, in a situation where my ship's lazorz aren't powerful enough to penetrate the flagship's shields, but all its weapons have been taken down by boarding parties. So now we're just sitting here, neither capable of damaging the other. :lol:

If it were any other ship I could jump away, but the flagship has to be destroyed. RIP this run. It was going so well.

Maybe you could have tried to damage a subsystem far from the enemy healing room, maybe the pilot one since it is only two tiles. If you can eventually damage the subsystem, it will also damage the hull. It would have been a really long and boring process, but if you can damage the subsystem while keeping your guys alive, you can win.

You could also have tried something with the mind control: board on the enemy ship, hurt an enemy crew member, then mind control him when he finally goes to the healing room. I think he would fight there with his crewmates then hopefully gets killed.

Another way would have been to board the shield room and try to damage the subsystem enough to let some laser through, but it is complicated since there are still six enemy crewmembers.

All these tactics could be easily ruined by the enemy cloak.

And probably that the other phases of the fight against the flagship would have been even more complicated. But maybe winnable if you could kill the enemy crew.
 

Dr1f7

Scholar
Joined
Jan 25, 2022
Messages
1,588
guys this game's so fucking hype, vs vegeta was intense af

5.png
6.png
7.png
8.png


fight took like 20 attempts and i haven't had this much fun since like.. dark souls 1 or something
 
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