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/vr/ - Retro Games

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>> No.9128629 [View]
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9128629

>>9127953
I think Valve fixed the texture scaling recently.

The real issue is the lighting. The overbrightness is nonfunctional, so I restored it in Xash3D.

>>9127941
Kind of overrated. Despite having more detailed models, some of the textures are extremely blurry. The framerate is also ass.

>> No.8822674 [View]
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8822674

>>8822665
gammafix.zip:
https://files.catbox.moe/lggw1p.zip
got the sources as well, but it's 400megs

>> No.8698176 [View]
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8698176

>>8697884
Sure it does. It just has a grenade launcher attachment.

>> No.8671263 [View]
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8671263

>>8661019
Isn't this called aaatrigger?

Why is it sometimes represented as a lambda instead? I'm confused as to when each variant applies.

>> No.8482879 [View]
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8482879

>>8481917
>Dithering and blur good

Fucking hell. These games are to be enjoyed on beautiful CRT's with high contrasts and sharp low-res display. The last thing you want is even less framebuffer precision.

I'll tell you what's soul, software-esque overbrightening, which the NVIDIA TNT is capable of in hardware, but not 3dfx.

>> No.8457967 [View]
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8457967

>>8454661
Xash3D if it weren't legally questionable.

>> No.8422853 [View]
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8422853

It doesn't even work consistently. Some updates changed its behaviour (purely cosmetic).

The code has an unused mode toggle between wide and narrow beams.

>> No.8269117 [View]
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8269117

Is there still an active mapping community for Half-Life? Can be a mod, just not multiplayer ones.

>> No.8034519 [View]
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[ERROR]

>>8033423
Because they seriously suck.

I think they even have some missing hitbox tags, making it impossible to headshot certain enemies.

>> No.7985951 [View]
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7985951

>>7985552
Remember, that's the only thing Unreal launched with. D3D wasn't added until later, so you can't just say it was meant to go beyond.
But entertaining the idea that it did, acceleration also misses out on overbrights, a common flaw across games.
Oh, and then there's this quote.
>Unreal used a scan-line visibility algorithm, which crippled it’s ability to
have high poly counts or high framerates with hardware accelerators.
>Tim Sweeny knows full well that the architecture is very wrong for modern systems, but many of the original decisions were based on earlier
software technologies. Unreal was supposed to be a ”killer app” for the
Pentium-200 MMX processor.
>I have a lot of respect for Tim and Unreal, but the visibility algorithm in
Unreal turned out to be a bad call. He is changing it for future work.

>> No.7796949 [View]
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7796949

>>7796745
On the visual department, it can be made to look pretty much like it was intended. The original game has some conflicting gamma settings that prevent it from looking just right.

Overbrights never worked well in OpenGL, and it could not even be turned on when using multitexturing. I restored it here.

>> No.7777797 [View]
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7777797

>>7777667
>transparent
That depends on the surface, not the renderer. That same one at the tentacles is also opaque in software mode.

>> No.7761691 [View]
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7761691

Are they from Half-Life? I swear I heard them in STALKER.

>> No.7748317 [View]
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7748317

>>7748056

>> No.7704641 [View]
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7704641

>>7704559
>Bilinear filtering on the slaves
>Nearest on the ground

What.
Also, the gamma looks terrible.

>> No.7684895 [View]
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7684895

>Increase the polycount of certain models
>Regress in everything else
>DEFINITIVE GUYS

The definitive edition is just PC with a few enhancements.

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