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>> No.9876970 [View]
File: 92 KB, 640x480, kyle katarn.png [View same] [iqdb] [saucenao] [google]
9876970

>>9876785
>How come literally nobody gave a fuck that the Force Engine was completed?
I don't know about other people, but with the abysmal state that the franchise is in I've a hard time playing older Star Wars games that I used to enjoy. It's not something I'm consciously thinking about while playing, but the enjoyment is just muted as if they've been retroactively gayed somehow, and I don't really feel compelled to continue my save the next time I sit down to play something. It's like playing a Tom Clancy game after coming to certain geopolitical realizations, or a Halo game knowing the state of the series post-Bungie.

So when I see a Dark Forces source port being completed I can recognize the significance of it, but inclination to download it and play through the game again - even though I used to love it - just isn't there. I'd imagine I'm not the only one.
Or maybe I'm just getting old.

>> No.9471781 [View]
File: 92 KB, 640x480, kyle katarn.png [View same] [iqdb] [saucenao] [google]
9471781

>>9471756
>Kartan
Had a big dyslexia moment reading that.

>> No.9291935 [View]
File: 92 KB, 640x480, kyle katarn.png [View same] [iqdb] [saucenao] [google]
9291935

Anyone happen to know off-hand what default pixel density latter Quake 3 engine shooters (Jedi Outcast/Academy, Elite Force 2, etc.) use in map textures? I know Quake 3 proper is 2 pixels^2 per unit, but the latter games look larger.

Trying to figure out some limits I can push for something without looking *too* new.

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