[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 177 KB, 1024x768, ad.jpg [View same] [iqdb] [saucenao] [google]
6992176 No.6992176 [Reply] [Original]

Happy Samhain /vr/
Sköl!

http://www.simonoc.com/pages/design/sp/ad.htm

>> No.6992295

>>6992176
They recommend Quakespasm-spiked, should I follow their advice? I used to use vkQuake but I wonder if there is actually any advanced in using Vulkan over OpenGL.

>> No.6992368

>>6992295
Quakespasm spiked has particle effects and can run at 120hz if you have a monitor capable of displaying high refresh rates.

Normal quakespasm works just fine.

Spiked and normal quakespasm are similar in everything else.

>Vulkan over OpenGL.
No idea, i use OpenGL with texture filtering disabled and it looks beautiful.

>> No.6992407

>>6992295
There is also this engine which has beautiful lighting effects and many more graphical presets, but some maps dont render correctly on the higher settings such as Necromancers Keep (the fog in the beginning renders as water).

It works with Arcane Dimensions but you need to tinker with the settings.

https://fte.triptohell.info/

>> No.6992445

>>6992407
Thanks, I'll give it a try.

>> No.6992547

>>6992407
For me, the lack of "fancy" stuff is why I like quakespasm. All those effects and high res texture packs tend to make these kinds of games look like shitty unity games.
That doesn't seem like a bad port at all though if those are your thing.

>> No.6992550

>>6992547
Yeah, I gave it a try and I do find the high resolution textures and maps out of place as well. Lighting and particles fit well though.

>> No.6992603

>>6992547
You can make FTE look exactly like quakespasm, but with much better lighting effects. Best of both worlds and highly atmospheric.

>> No.6992613

>>6992547
>texture packs
I agree this makes quake look like shit.

>> No.6992621

come on people, start making grapple hook maps

>> No.6992626

>>6992603
I got to say that I like how configurable FTE seems but I think I will still stick with the "vanillla" experience of quakespasm.
if you can really even call fullhd and 120fps vanilla

>> No.6992858

>>6992176
sweet, how many new maps are there?

>> No.6992975

>>6992858
4 new big maps, longer, bigger and better than the entire vanilla quake campaign by a longshot.

>> No.6992983

>>6992975
I really dislike this new trend of overdesigned 2 hour long maps to be honest.

>> No.6992986

>>6992983
Quake is way to short. I can finish the game within an hour. AD maps are big but you can rush through them missing all the secrets and hidden paths if you choose to do so.

>> No.6993003

>>6992176
>Sköl
What?

>>6992295
Regular QuakeSpasm has worked just fine for me the last time I played it.

>>6992368
IIRC Vulkan is supposed to be more efficient hardware rendering, at least, people tell me it gives them better performance when using it for GzDoom.

>>6992547
Yeah, just leave the filters off, and put in some colored dynamic lights, the game already looks gorgeous.

>> No.6993014

>>6992613
I don't see much of a point when Quake and its expansions' stock textures are actually quite nice to look at and very well made for their resolution. Most of the new textures in AD are stylized to fit with them as well, and does a good job overall.

>>6992983
I can kind of see your gripe in a way, but most of the levels are doable in like 15 to 30 minutes, depending on how excited you are to explore every nook and cranny. Some of the levels are really long, but a lot of their length really comes from scavenging the map for secrets and stuff.

>> No.6994218

>>6993003
>IIRC Vulkan is supposed to be more efficient hardware rendering, at least, people tell me it gives them better performance when using it for GzDoom.
That's definitely true for AMD cards, but largely because ATI quit supporting OpenGL versions older than 3 about fifteen years ago. That's why Graf added the OpenGL 3 renderer, and now Vulkan.
Basically for GZDoom, if you have an AMD card, you go with Vulkan, and if you have an Nvidia card, you go with OpenGL.

>> No.6994229

>>6994218
What do I do if I have Intel

>> No.6994339

>>6994229
You use LZDoom with the softpoly renderer. Even OpenGL is fine assuming you don't play gameplay mods with a fuckload of particle effects.

>> No.6994420

>>6994339
I see. I was hoping that updating to a new version and using Vulkan would improve performance for me. I'm not doing anything too crazy with GzDoom I guess, yet.

>> No.6994543

>>6992368
vkQuake also properly supports high framerates. I run it on CRT at 800x600 180hz, looks absolutely stunning. It lacks advanced particle effects though, but honestly I don't think that they fit the game.

>> No.6994568

>>6992176
map from op's pic is in ad 1.8, but sadly it seems to be the map from 2018, which I played on release, just pushed into ad

>> No.6994604

>>6992176
Thanks for the heads up, OP. Just now installed and started playing Aracane Dimensions for the first time. I'm using Quakespasm Spiked. Any essentials settings beside besides resolution, fullscreen and 120 Hz that I should change?

>> No.6994681

>>6994604
down to taste, but:

gl_texturemode 3 //unblur textures
gl_texture_anisotropy 16 //less blur at a distance
r_particles 2 //square particles
gl_cshiftpercent_contents 50 //better visibility underwater
contrast 1.5 //a more saturated look
gamma 1.2 //compensate for the contrast

>> No.6994720

>>6994681
Thanks, I'll try these. Do you know the difference between gl_texturemode GL_NEAREST_MIPMAP_LINEAR and gl_texturemode 3? On Quakeaddicted.com I read the first one gives highest visual quality results if one wants chunky textures.

>> No.6994729

>>6994720
Here's the link - it's really not very detailed however: https://www.quaddicted.com/engines/software_vs_glquake

>> No.6994750

>>6994720
no difference at all, 3 is just a shorter alias for the same thing used in QS/QSS.
you can check it by just typing "gl_texturemode" without a number.

>> No.6994764

>>6994750
Okay cool. I had texture filtering and particles set up already but cranked up the AF thanks to your input.

>> No.6994852

>>6994420
It helps if you turn off the rendering interpolation. Doom's physics are hardcapped at 35fps anyway. The real problem with 30fps on consoles is that it can't even hit that most of the time.

>> No.6995115

with ad 1.8 I moved to quakespasm spiked, and everything works great except that choosing a new game does nothing, I have to type map start in the console for it to work, any ideas?

>> No.6995130

>>6994604
its up to a personal taste, but if you want more choppy animations, do these

r_lerpmodels 0
r_lerpmove 0

>> No.6995141

>>6995115
1. Quakespasm goes into your quake directory
2. Arcane Dimension goes into a new directory "ad" inside your quake directory
3. Create a shortcut targeting "quakespasm-spiked-win64.exe" and add "-game ad" at the end.
4. Use the shortcut to launch Arcane Dimension
5. ???
6. Profit

>> No.6995148

>>6995141
no no, that works, its only that when I choose single player>new game, a console pops up and nothing happens. I have to type "map start" for the game to actually start, same with vanilla quake

>> No.6995168

>>6995148
Now that you meantion the console popping up I feel like that happened to me as well back in the day but I can't remember how I solved it or if I did.

>> No.6995187

This is great, shame some levels chug on my toaster.

>> No.6995364

What's everyone's favourite map in Arcane Dimensions?

>> No.6995407
File: 702 KB, 800x600, spasm0065.png [View same] [iqdb] [saucenao] [google]
6995407

>>6995364
I think I have to say Foggy Bottom, even though it actually kind of exhausted me as I tried to find every secret in the level, it still felt great to go through it. Eventually I gave up and started noclipping around to find the rest of the secrets, but I actually never did find them all. That was maybe a year back, perhaps I'll give it another go now that it's updated, I still had hell of a good time.

>> No.6995409
File: 623 KB, 800x600, spasm0033.png [View same] [iqdb] [saucenao] [google]
6995409

I'll just post a couple of screens of it. We all know the levels are gorgeous, but I took some pics of some of the stuff I thought was real cool to see.

>> No.6995413
File: 626 KB, 800x600, spasm0002.png [View same] [iqdb] [saucenao] [google]
6995413

>> No.6995415
File: 2.14 MB, 1920x1080, ad_azad.png [View same] [iqdb] [saucenao] [google]
6995415

>>6995364

>> No.6995425
File: 771 KB, 800x600, spasm0017.png [View same] [iqdb] [saucenao] [google]
6995425

>>6995415
I loved the surprise Spawn in that level, cheeky as fuck. Just jumping over the wall and hello, there's that motherfucker.

>> No.6995430
File: 558 KB, 800x600, spasm0113.png [View same] [iqdb] [saucenao] [google]
6995430

>> No.6995489

So this is just a bunch of random (and huge) levels in one hub world, right? What's the the test levels you can visit?

>> No.6995675
File: 1.69 MB, 1920x1080, quakespasm-spiked-win64_2020_10_16_23_40_32_791.png [View same] [iqdb] [saucenao] [google]
6995675

>> No.6995692

>>6995115
>>6995168

are you guys using an integrater Intel gpu?

I've just faced the same issue and solved it by forcing the game to run un the discrete Nvidia gpu

It's a weird behaviour, so I've opened a ticket over at qss' github

>> No.6995742

>>6995489
Yeah, pretty much. Honestly, they're all worth playing, because they're all good. Just pick a few at random, then see how you feel and if you'd like more.

>> No.6995780

>>6992983
I don't like the obnoxiously big Quake AD maps either. The Great Sepulcher or whtaever, it's just crap. You can skip so much of the map and just go to the exit, to me that shit always feels pointless.

>> No.6997105

>>6995692
on my laptop, sadly I cant confirm it on a proper pc atm.
it might be the case, how do you force the game to run on nvidia gpu?

>> No.6997120

>>6992983
>>6995780
I on the other hand love those huge maps. the only downside is that it's heavy on older machines, but that's also true to some regular sized maps, just with a lot of details.

the reason I like the huge maps is the additional aspect it gives to the quake, exploration.
quake is usually pretty straight forward, but with sepulcher for example, it gave me the moments to breath, look around, explore.
It gives me dungeon crawling vibes, actually something I expect from the upcoming Graven, and I always loved oldschool dungeon crawlers.

>> No.6997180

>>6997105
right click on the qss executable > run on dedicated nvudia gpu

>> No.6997203

What reason is there regular QS can't run custom hubs?

>> No.6997210

>>6997180
you are right anon, thanks. It works now

>> No.6997229
File: 136 KB, 1280x720, Leptis Magna.jpg [View same] [iqdb] [saucenao] [google]
6997229

>>6995364
Hard to say, they are all good.
I liked this map, the wizard towers and the golem boss at the end was epic.

>> No.6997235

>>6995489
There are 4 runes to collect in AD which unlocks a secret final level.

Vanilla quake was also random with it's levels.

>> No.6997242

>>6995489
* start_test - Round brick hub map with portals in all directions (SimonOC)
* ad_test1 - Breakables, new ambush surprises and monster reactions (SimonOC)
* ad_test2 - Egyptain blast from the past hanuted by Wraiths (SimonOC)
* ad_test3 - Hipnotic rotation; cogs, wheels and medieval fans! (MFX)
* ad_test4 - Small medieval courtyard with statues and Golems (SimonOC)
* ad_test5 - Large village square guarded by Minotaurs (SimonOC)
* ad_test6 - Tall medieval courtyard full of knights and ogres (SimonOC)
* ad_test7 - Multi level library full of teleporting skull wizards (SimonOC)
* ad_test8 - Giant runic room occupied by gaunts and droles (EricW)
* ad_test9 - Dark medieval chamber guarded by hammer ogres (EricW)
* ad_test10 - Plasma gun carnage in a giant brushwork box! (SimonOC)
* ad_test11 - Shooting range to test all projectile weapons (SimonOC)
* ad_test12 - Does not exist!!! or does it ...

>> No.6997260
File: 1.99 MB, 1920x1080, quakespasm-spiked-win64_2020_10_17_10_59_51_325.png [View same] [iqdb] [saucenao] [google]
6997260

Damn this map is pretty.

Also, adding fsaa 8 to autoexec.cfg seems to do nothing for me?

>> No.6997270
File: 17 KB, 740x64, Untitled.png [View same] [iqdb] [saucenao] [google]
6997270

>>6997260
Nevermind the fsaa part. Adding it to the shortcut did the trick.

>> No.6997272

>>6997260
it's vid_fsaa, and you'll need a restart

>> No.6997286

>>6997272
Thanks.

>> No.6998223

>bind q "impulse 2; wait; impulse 3"
>bind e "impulse 4; wait; impulse 5"
>bind f "impulse 6; wait; impulse 7"
>bind x "impulse 8"
is there a better way to bind these? the idea is, if I have double shotgun, I switch to it, if not, its regular one, same with nail guns and explosives

>> No.6998227

>>6992176
Holy dimes

>> No.6998242

>>6997260
Fucking hell, visuals that pretty should be illegal.

>> No.6998250

>literally 5fps on my Nintendo™ Switch

Is all resource hogging detail necessary? At least the big sword level ran good. It was fantastic.

>> No.6998276

>>6998250
What port are you running? Anyway, one of the 'sellingpoints' is to make the levels look stupidly gorgeous, they're very indulgent on detailing and size.

>> No.6998285

>>6998276
Quakespasm. Some of the levels are just massive and chug along.

>> No.6998291
File: 2.07 MB, 1920x1080, ad_heresp1.png [View same] [iqdb] [saucenao] [google]
6998291

>>6998223
Mark V and JoeQuake have this as a command, e.g. "bestweapon 5 4".
other than that, not really. could add "-attack" before impulses to trigger more reliably, and then a bunch of "echo" at the end to clear the spam in the top-left. or a "clear", but that clears the whole console as well.

>> No.6998495
File: 1.22 MB, 1920x1080, quakespasm-spiked-win64_2020_10_17_20_44_21_136.png [View same] [iqdb] [saucenao] [google]
6998495

This shit is FUCK YOU hard.

>> No.6998516

>>6998285
Same. I have this issue on my toaster, the mod looks amazing and I can at least play the classic levels on Chaos just fine, but these nice new AD maps make me feel like I'm playing Quake on its release with a minimal spec computer.

>> No.6998632
File: 3.21 MB, 2880x1620, Tears of the False God.jpg [View same] [iqdb] [saucenao] [google]
6998632

>> No.6998635

>>6992295
Vulkan performance will realistically vary widely from one video card to another. You just have to test which settings would out for you.

>> No.6998650

>>6998516
I'm curious what your specs are because I generally think of my 2011 PC (with a middle class 2013 GPU) as old now. But it is still enough to run this maxed out at 120 fps in 1920x1080 - not that there is much to max out to begin with.

>> No.6998731

>>6998650
It's just some shitty budget laptop meant for generic internet browsing and maybe work. You'd be surprised at some of the games it can run smoothly, but the larger AD maps and some ZDoom mods suffer for some reason.

>> No.6998773

>>6998516
Have you tried turning down your resolution a little? Are you playing with filters?

>> No.6998884

>>6998773
Probably should try turning down the resolution, sure.

>> No.6998912

>>6995489
Even some of the test levels are good maps in their own right.

>> No.6998998

>>6998632
This pic makes modern games look like absolute dogshit