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>> No.6459578 [View]
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6459578

>>6459425
>>6458656
Now that my question was answered. let me just show how vsmooth looks under normal circumstances, in Scythe MAP27

Featured in this webm:
>GLBoom+, using Shaders sector lightmode (gl_lightmode 3) to better approach the software lighting look (with doomguy emitting light and things not looking too bright or too dark, just right)
>It's Scythe, so we're using -complevel 2
>D2 minor sprite fixing project + DEH patch that comes with it to fix sprite illumination
>Vanilla Smooth Weapons from fraggle
>Perkristian's DoomSFX

https://streamable.com/qa27hu

All of those should work in any other sourceport of course. But the appeal here is that you don't have to sacrifice demo compatibility and accuracy to get these bells and whistles. GZDoom can afford fancier options due to its heavily modified nature. but loses the demo compat and accuracy of course.

The only thing I'm missing from Crispy right now in GLBoom+ is the brightmaps so that you can see demons' eyes glowing in the dark, that's really nifty. And I think that will get implemented in the currently active fork.

>>6459545
Fraggle is just kind of a wizard basically. You can read more about it in the thread that I linked in the first post.
>This was indeed probably the biggest challenge with porting this to vanilla. DEH9000, my Python library for generating Dehacked patches, has a built-in set of reclaim strategies that can make subtle (or invisible) changes to Doom's frames table to get you 100+ extra frames. The strategies become more invasive and visible the more you request, but the ones used for this patch are subtle enough that you probably won't notice.

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