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>> No.5567485 [View]
File: 53 KB, 670x531, archvile at 35 thousand feet.jpg [View same] [iqdb] [saucenao] [google]
5567485

>>5567283
>>5567465
No, what it needs is to get rid of that OpenGL shit.
Nine damn times out of Ten directX is faster and you just cant get around that.
People need to stop avoiding it.

>>5567471
Mostly I think its the preoponderance of Vores that make the episode hard.
But in some maps E4M3 and E4M4 shamblers, fiends, and death knights are used very effectively. But remember in quake all of the monsters have a short fuse so if you can get them to hit each other just once they're going to destroy each other. Its easy to get Fiends to infight with others because their leaping attack might as well be a projectile, let someone else get in the way of that.
Death Knights also deal 9 damage per firebolt and they shoot either 5 or 6 of them (I forget) so thats pretty much an SSG blast every time they deliver a spread into something.
Infighting is also the way to get these obsurdly tough bastards cut down to size too (250 health, and he's the size of a man).

In the Episode 4 finale youre in for a treat.
No, you cant just stand there at the entrance forever and hope it goes away...

>> No.5498169 [View]
File: 53 KB, 670x531, archvile at 35 thousand feet.jpg [View same] [iqdb] [saucenao] [google]
5498169

>>5496910
>>5498049
On my system map01 of standard stock Plutonia runs at about 15-20 fps using 3.72
This is compared to 3.25 which goes over vsync.

Ive been trying to ignore stuff like this like itll go away and, like windows10 will somehow get Faster and able to adapt itself to a user's environment in later versions.

>>5496430
>>5496359
Almost nobody compresses files these days. Just like the old days you still have to uncompress those files in memory when you're using them. Because HD space is getting cheap and because of increasing internet thoughput developers have less problems saying
> "Fuckit, just store the textures in TGA format, itll improve loading a tiny bit"

The developers over at OpenXcom did that pretty much with their game out of laziness. You can include .ogg music but the game decompresses it to something more like .wav when its in memory. Some really huge mods have alot of .ogg music which basically means loading a whole CD of raw audio into ram.
Same deal for all the graphics too, the .gif and .png files, nope those are decompressed too (even though there's like 0 overhead these days for decoding those on the fly). Those might as well be TGA files too.

ALL of this reflects POORLY on programmers. It makes people wonder if the programmers actually live in india.

>> No.5448887 [View]
File: 53 KB, 670x531, archvile at 35 thousand feet.jpg [View same] [iqdb] [saucenao] [google]
5448887

>>5448882
>>5448876
> when the elevator is so slow you have to keep dodging enemies on the elevator
> when they teleport onto the elevator with you and its one of those caged elevators

>> No.5444431 [View]
File: 53 KB, 670x531, archvillle.jpg [View same] [iqdb] [saucenao] [google]
5444431

>>5444248
Oh hey look, it's [REDACTED]

>> No.4798930 [View]
File: 53 KB, 670x531, archvillle.jpg [View same] [iqdb] [saucenao] [google]
4798930

just played some project msx with UAC Ultra, that was a lot of fun. Project MSX works pretty well with techbase/mars maps, I think more than hell maps.

Archviles suck dick even more in msx though. it's fucking annoying.

>> No.4132567 [View]
File: 53 KB, 670x531, 1498695015633.jpg [View same] [iqdb] [saucenao] [google]
4132567

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