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/vr/ - Retro Games


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File: 341 KB, 580x368, cQacWIElPizAPvcuuDE6_OWuRfTSkkKIqxkfTWa8dzs.png [View same] [iqdb] [saucenao] [google]
7914747 No.7914747[DELETED]  [Reply] [Original]

GLQuake was the biggest scam there ever was.

>> No.7914767

We just had this thread.

>> No.7915090

>>7914747
It looks good enough, but the input lag at that frame rate is unbearable. Software would be preferable for the responsiveness alone.

>> No.7915106

>>7914747
tell where texture filtering touched you

>> No.7915119

>>7915106
here in the pixel

>> No.7915125

>>7914747
You're a scam.

>> No.7915147 [DELETED] 

>>7914747
STFU Zoomer. You're modern day CPU's aren't retro or relevant to GLQuake.

>> No.7915152

you're getting hung up on the added bilinear filtering; what actually matters is the ability to toggle character shadows.

>> No.7915163 [DELETED] 

>>7915152
>what actually matters is the ability to toggle character shadows.

This triggers HL1 fans.

>> No.7915172

>>7915163
still seems like such a stupid option to omit. dynamic shadows can be a hog so I understand why most games would eschew them, but is it really so hard to add a toggle for a simple circular shadow underneath enemies?

>> No.7915236

>>7915172
>still seems like such a stupid option to omit.

The GoldSRC engine has shadow support. It really wasn't much of a system hog. It can be enabled using the command prompt in the game. Valve disabled the shadows for the final release. Because they looked buggy with hardware rendering, I guess. The meshes will overlap each other and you see "z-sorting" issues.

https://youtu.be/QEZWrAbSGsA?t=229

>> No.7915260 [DELETED] 

>>7915236
>Because they looked buggy with hardware rendering, I guess. The meshes will overlap each other and you see "z-sorting" issues.


Though the original Half-Life an be played in software rendering mode,m and enabling the shadows in software would not cause the buggy issues.

>> No.7915268

>>7915236 (You)
>Because they looked buggy with hardware rendering, I guess. The meshes will overlap each other and you see "z-sorting" issues.


Though the original Half-Life can be played in software rendering mode, and enabling the shadows in software would not cause the buggy issues.

>> No.7915535

What kills it is the light being screwed though the smooth textures are also kind of ugly at the low resolution and color palette they were made for.

>> No.7915740
File: 173 KB, 1152x864, missing staff.jpg [View same] [iqdb] [saucenao] [google]
7915740

>>7915163
HL1 had the same feature in pre-patched versions.
Not that it really matters, because the shadows look awful.

>> No.7915769

>>7915740
>HL1 had the same feature in pre-patched versions.
>Not that it really matters, because the shadows look awful.

Oh yeah. Looking it up. I guess it can't be re-enabled because of cheating in online matches. The shadows were buggy and would clip through walls to the other side.

>> No.7915774

I still remember the first time I experienced openGL. We had an ATI rage card that was only D3D. I installed the voodoo 3 3000 I got for my birthday and I opened up quake 2 multiplayer and q2dm8 loaded. Damn. I also got to play all evening on dial up cos it was my birthday (it was expensive on weekdays). GOOD TIMES

>> No.7915776

>>7915769
>I guess it can't be re-enabled because of cheating in online matches.

Can't be re-enabled with the current version on Steam, I mean. There seems to be a "HL1: Restored" MOD that adds them. Or go with an old unpatched version.

>> No.7915781

256 colors is based.

>> No.7915786
File: 8 KB, 512x128, Colormap.png [View same] [iqdb] [saucenao] [google]
7915786

>>7915781
SOVL

>> No.7915808

>>7914767
fpbp

>> No.7915815

>>7914747
Random fact but the reason GLQuake does not open on modern windows operating systems. Is its blocked by the DEP.

>> No.7915887

>>7915815
Never had any issues with GLQuake. Runs just fine on my Windows 10.

>> No.7915894

>>7915815
Isn't the default option to not use DEP for anything that's not OS related?

>> No.7915897

>>7914747
Having 65536 colors doesnt really matter when the game's art and lighting is still all 8-bit paletted.

>> No.7915920

>>7915897
That's 8-bit monochromatic lighting, which has the quality of 24-bit when color isn't used.

Besides, interpolation yields colors beyond the texture palette.

>> No.7916056

>>7914747
GLQuake was a demo for 3D accelerator hardware. It could have been better, but it is what it is. With the source code released people made better source ports anyway.

>>7914767
We did.

>>7915106
Texture filtering is absolutely disgusting.

>> No.7916080

>>7916056
>GLQuake was a demo for 3D accelerator hardware.

It was a testing ground for Quake II, and to help video card manufacturers implement OpenGL into their drivers. Quake 1 did not ship with OpenGL, initially. It did support hardware rendering, but only the 3D Rendition card. 3DFX made the MiniGL driver for OpenGL, but later incorporated OpenGL into their mainline driver. Other companies followed with OpenGL driver support. Quake II shipped with OpenGL in the box months after the release of QuakeGL in 1997.

>> No.7916087

>>7916080
>It was a testing ground for Quake II, and to help video card manufacturers implement OpenGL into their drivers.
Yes, this is basically what I said.

>Quake 1 did not ship with OpenGL, initially.
I know.

>It did support hardware rendering, but only the 3D Rendition card.
That I didn't know.

>> No.7916090

>>7916087
>That I didn't know.

https://youtu.be/pYXF_VhAhlI?t=7

>> No.7916110

>>7916090
What's up with that turbo nailgun

>> No.7916132

I can assure you that GLQuake made us cum in our baggy JNCO pants at the time. Pixel fetishization is a zoomer thing.

>> No.7916151

>>7914747
If you love strobing details that pop in and out of existence at oblique angles….

>> No.7916709

>>7916132
If you say so, moving from CRTs to LCDs I thought was a pretty serious improvement for PC gaming, I don't miss the blur or smudging at all, and games like Doom and Quake look downright awful with them applied.

>> No.7916798

>>7916709
You couldn't see any blur or smudging on PC CRT's unlike CRT TV's you cyptozoomer
By the time they were replaced any 19 inch CRT could do 1600x1200 resolution
If anything 00's LCD's were smudgier because motion blur was awful thanks to response times

>> No.7916858

>>7916798
>You couldn't see any blur or smudging
Yeah, you fucking could, CRTs were fuzzy for one thing, and linear filters still looked muddy.

>> No.7916871

>>7916087
Quake II had the strange case of receiving Texture and Model animation downgrade before being shipped.
The game was made with high res in mind but the textures shipped for Q2 worked better on 3dfx dithering.
All Q2 Screenshots are on 3dfx with 16bit scanline dithering in it.

Without it the game's textures are blurry as fuck, something that was fixed years later with better source ports and texture upscaling since the early 2000's, same goes to quake.

>>7916090
Someone needs to make a working wrapper out of rendition source code and matrox

>>7916798
PC CRT's mainly good ones had a bit of blur and aliasing.
3dfx took advantage of that shit a lot.

i cant remember seeing Wing commander 3 with interpolated scanlines on PC CRT unlike nowadays

>> No.7916875

>>7916798
You're retarded. The picture on a CRT tv was always a lot better than that on a similarly priced PC CRT since as you mentioned, the PC CRTs had higher resolution. TVs weren't some big scam, they were precisely developed for optimal transmission of a picture at that resolution (480 lines USA, 576 european).

The point of higher resolution on PC CRTs was so you could read text better, high resolution does very little good for games like quake and even makes them look jarring and unnatural, even with texture packs. Whatever the case you can stick your "smudging" idiot.

>> No.7916889

>>7916875
>jarring and unnatural
Never did to me.

>> No.7916925

>>7916875
Everything you wrote is true yet also not an answer to anything I wrote
Love or hate CRT's the TV specs do not apply to PC specs unlike the person I responded to was saying.

>> No.7916932

>>7914747
>65,536 colours
>somehow looks more greyish, washed out, and bland
HOW?

>> No.7916969

>>7916932
>The original quake (software) engine used overbright lighting, which means the lightmap brightness can go up to 200%. So, light.exe creates BSP files with lightmaps that go up to 200%.

>In glquake […] there is no overbright lighting, so every part of the lightmap that goes above 100% is flattened to equal 100%. This is why glquake looks just fine in darker rooms, but in bright areas the lighting looks very flat.

Also:

>Fullbrights are parts of textures (that includes model skins) that are always displayed in full brightness regardless of the surrounding lighting situation.

>Notable examples in stock Quake would be the slipgate teleporter sockets and of course all the blinking red buttons. Many light textures also have fullbright parts in them but those are not as noticeable as they usually have an actual light source nearby (normally textures do not emit light in Quake but mappers have to place light "points" into the levels).

>Fullbrights were part of Quake, good modern engines show them. GLQuake does not

Also the vaseline filter on everything just smushes together the grays and the browns for a very flat look

>> No.7916985

>>7916871
>Someone needs to make a working wrapper out of rendition source code and matrox

The first time I ever played Quake was on a Windows 95 PC with ok-ish specs, but the game ran in software rendering mode. Didn't play it again, until years later with a PC beyond spec. Never seen a Rendition card or the game running in this configuration. But it looks like a half-way step between software rendering and OpenGL. I was mostly into Quake II. Then I got into Unreal Tournament, and didn't give QI much attention. But I always thought that the earliest hardware supported 3D games looked rough when it came to texture filtering. I would disable it when possible.

>> No.7916997
File: 3.00 MB, 640x480, half life 16bit flashlight.webm [View same] [iqdb] [saucenao] [google]
7916997

>>7914747
For me it's lower color depth

>> No.7917464

>>7916080
Voodoo could never achieve full OpenGL support without a windowing system. Its OpenGL ICD was still a special file that could not be accessed conventionally.

>> No.7917476

>>7916997
That's actually the one thing I hate about software mode. If it had a 24-bit mode, it would be perfect.

>> No.7917563

Can't you guys just play with unfiltered textures in OpenGL ?
I'm sure Half Life had that option.

>> No.7917582

>>7915152
based

>> No.7917587

>>7917563
Might as well play with vkQuake at that point

>> No.7917590

>>7917563
I play with QuakeSpasm.

>> No.7917626

>>7917563
The only people left are the newfags that don't even remember the old drop down console variable settings to disable filtering like gl_texturemode linear_mipmap_linear

>> No.7917636

>>7917626
I just write it into my autoexec.cfg

>> No.7917660

>>7917636
tru

>> No.7917665

>>7917563
>>7917626
The real "newfag" zoomers are people who don't know software rendering isn't just about blocky textures

>> No.7917678

>>7917665
Explain

>> No.7917907

>>7917563
>>7917678
OpenGL scales textures that don't fit neatly into their strict size requirements.
Whether or not you are using filtering is irrelevant, it looks terrible either way.

Xash3D fixes this.

>> No.7917934

>>7916932
The textures are still the same (8bit), with or without filtering, so in this case it doesn't add much.They do add *new* colours by blending in between to two nearest ones, but it's not the same as a game that's entirely built around 16bit (65 536) colors, which Quake wasn't.

>> No.7917942

>>7917563
You can do GL_nearest and then also 'Scale 2/3' to make it chunky Minecraft zoomer mode.

>> No.7917945

>>7914747
Filtered

Seriously though, back in 1996-1998 bilinear filtering was genuinely considered looking good. See 3DFX.

>> No.7917951

>>7917626
What you just typed would enable bilinear filtering you gib head

>> No.7917953

Wouldn't you get like an extra 10-20 FPS in OpenGL with a gfx card too though?

>> No.7918093
File: 1.51 MB, 1920x1080, q2_0034.jpg [View same] [iqdb] [saucenao] [google]
7918093

>>7917907
Quake 2 source ports even on gl 1.4 does that, and they even look better with high res upscales.
there are times i feel that Q1 Source port devs keeps the shitty original GLQuake look intentionally instead of fixing it.

>> No.7918203

>>7917953
At that resolution, not really.
Especially not if you enable dynamic lights.

>> No.7918280

>>7917951
putting aside how autistic your interpretation of his post was, what he just typed in wouldn't change anything, it would return the currently assigned value. you don't even know your own shit.

>> No.7918304

>>7918093
If anything this screenshot puts Q2 from a 1996/97 game into 1999 period imo.
this really looks good

>> No.7918339

>>7917951
Technically trilinear, but he forgot the gl_ prefix

>>7918280
It would do that if you didn't follow the cvar with an argument, which that post did.

>> No.7918380

>>7915119
which one?

>> No.7918883

>>7918280
Except no, it would enable linear filtering.

He should have said nearest not linear, dorkster.

>> No.7918903

>>7918304
Until you see it moving and the shitty enemy animations, the warping fucking weapons with no muzzle flashes. Yikes. Quake 2 STINKS