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/vr/ - Retro Games

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>> No.8083802 [View]
File: 49 KB, 337x343, 1617564588309.jpg [View same] [iqdb] [saucenao] [google]
8083802

>>8082512
big if true

>> No.5434259 [DELETED]  [View]
File: 49 KB, 337x343, rare original pepe.jpg [View same] [iqdb] [saucenao] [google]
5434259

>>5434237
could give a fuck less about defining new functions myself
how about the developers take requests, design those functions themselves, and stick it in
...vanilla doom and none of the ported games of it have a Railgun function but yet its in there.

Also the overbearing emphasis on "graphics" in a retro themed game is NOT going to keep zdoom alive. It absolutely will not. Especially since graf keeps fucking up with voxels and 3d models. Anybody who's making Quake remakes in zdoom is doing it with sprites and so far its looked like they're going to maximum port compatability with it.
> most of the fancy graphics shit people have been doing can be done at a lower level with legacy effects, fuck even the Additive blending capabilities alone are enough to pull off alot of shit.

Graf is a dumbass for trying to make the game functional at a modern level with shaders and all that bullshit. Nobody wants that here, it doesnt fit with the level of pixelation in the game engine. If they want that shit they're far more interested in some other game, like Unreal Engine 4 or 5 if its out, which this game is certainly seeming to have the same requirements for now.
> solving a problem nobody wants solved, at great expense

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