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  • Krymzon 45
    replied
    Thank you Talisa.

    So with that being said I just need a more powerful computer to run it properly with The SMC and Lights. It blows my mind how much cpu the new stuff can take. So I will just frag em out with the updated textures minus the rest until I get a better system.

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  • talisa
    replied
    @gypsy
    i didnt say modern games dont support it but limited reflections.
    as i explained they tend to have limited reflections which are only reflect certain elements and not everything or are low-res reflections,
    and not fully 100% high-res reflections of everything in detail like darkplaces, cuz such highly detailed 100%everything reflections require such a crazy amount of resources

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  • MadGypsy
    replied
    darkplaces supports a lot of features which even most modern games dont have.
    perfect example: realtime reflections on water.
    Ogre supports reflective water. I believe the CS:S engine does as well if you turn that effect on (ie...it's not default). If CryEngine doesn't support reflective water I would be hella surprised. I think most current game engines totally support it, it's just so processor intensive that it is either turned off and/or excluded as a menu option from the final game.

    Leave a comment:


  • talisa
    replied
    @JD
    it wouldnt be anything else other then a re-organized list of my drake-items thread?
    there wouldnt be a point to have another thread with the same list

    Leave a comment:


  • JDSTONE
    replied
    You need a drake post too!!!

    Leave a comment:


  • talisa
    replied
    Originally posted by Syluxguy28O3 View Post
    some 20 years later, quake is still ahead of the pack!
    was there ever any doubt?

    Leave a comment:


  • Syluxguy28O3
    replied
    some 20 years later, quake is still ahead of the pack!

    Leave a comment:


  • talisa
    replied
    darkplaces supports a lot of features which even most modern games dont have.

    perfect example: realtime reflections on water.
    try playing your fave game and find a water-surface which you can position yourself above, like a puddle of water...
    90% chance that if you look down at it you wont even see a reflection of yourself in it


    dp_pretty-water does have realtime reflections, and it reflects litterally EVERYTHING in the map.
    which effectively means that everything you see reflected gets rendered twice, even the RT-lights get rendered twice.

    if you just use low-poly models and have no other reflective surfaces and no realtime lights and reliefmapping and such,
    this isnt a problem and you can use dp_pretty-water without much noticable loss of framerate.

    but if you use all these resource-demanding features which already eat up a whole lot of cpu-power,
    adding reflections on top of that means that your machine will have to do even twice the amount of work cuz everything gets rendered two times,
    once normal and another time for the reflection

    .

    modern games tend to avoid having reflective surfaces as much as possible
    or if they do have them the engine is coded so that only the world itself gets reflected but not entities,
    or the reflections are low-resolution reflections or the reflections they show lacks detail on models,
    or even only have fake reflections using cubemaps just for this this particular reason.

    Leave a comment:


  • Syluxguy28O3
    replied
    haha it's surprising just how much it takes to run HD quake.

    Leave a comment:


  • talisa
    replied
    darkplaces with RT lighting, dp_pretty-water, new redone particle-effects from SMC, reliefmapping,
    and perhaps even particle-effects in maps is waaaay more resource-heavy then stock doom3 and quake4 ever were

    especially RT lighting and reliefmapping are big resource-hogs,
    and running RT-lights combined with dp_pretty-water will require even more resources


    unless you have a really powerfull machine i suggest to at least disable reliefmapping as its a seriously resource-demanding feature,
    and after that RT-lights are the most resource-demanding feature.

    .

    i got a core i7 (quadcore) 3.2ghz, an MSI GTX 580 twin frozr OC-edition and 12GB ram, and even i get slowdowns at moments with all the HD replacement content i listed

    darplaces with all these resource-demanding features can bring even the most powerfull machine down to its knees.
    RT-lights, realtime reflections, reliefmapping, refraction, fancy particle-effects.... all seriously resource-demanding features

    did you also switch to the DP build i recommended in the first post of thread? it has quite better performance then older builds


    either way.... just cuz you can run quake4 and doom3 on ultra doesnt automatically mean darkplaces with all these resource-demanding features will run perfectly smooth too,
    darkplaces can be waaay more heavy on your machine depending on which addons you add

    Leave a comment:


  • Krymzon 45
    replied
    What gives?

    Alright this Quake is really beginning to aggravate me to no end. I can play DOOM 3, QUAKE 2, QUAKE 3, AND EVEN QUAKE 4 on damn near ULTRA quality but this Quake 1 is giving me so much greif I want to pull my hair out. I even downgraded to the QRP world textures over the Rygels and I am still getting offset mapping 49 shader errors. I have downloaded everything from within this thread and carefully looked into the read me's and did it all down to the very last letter and I still get all these crazy lags and freezes. For instance on E1M1 it either freezes for half my life while trying to load the spider.mdl's and spider_gib_mdl's or it will do it on the soldier.mdl's. Then when it does load up it will just have the ungodly moments where it will completely drop all frame rates skipping the music and everything. I'm not even using rain.ent's or Z refecting overload which should give me a lot of fps. Is there a specific order I have to set this up or something or what is the deal? I had it running at 100% at one time with RTWORLD Lighting and everything and then I added the Z refecting overload and it just completely went to hell. I deleted the pk3 and removed it from my config and it was still messed up. I even deleted the entire config to start from fresh and no change. I have completely deleted the entire darkplaces folder like 4 times already to start over. When I use EPSILON on ultra with weather, and lights and reflection it is flawless but I hate epsilon!

    Leave a comment:


  • talisa
    replied
    just added list for 1st mission-pack, which i could easily make cuz of fact
    I & seven already listed the items in thread where sylux asked for stuff for mission-packs

    so it was mostly a matter of copy&paste from that thread


    EDIT:
    also just added link to my-key's amazing explosives-pack for quake,
    had totally forgot about these and just suddenly remembered them

    EDIT2:
    also just added Andexh's great-looking alternate set of authentic hud-faces for quake
    Last edited by talisa; 06-02-2014, 01:32 PM.

    Leave a comment:


  • talisa
    replied
    @sylux
    ah yus, ive been thinking about adding to first post that this is all for darkplaces, but wasnt sure if neccesary or not.
    will add it now so people wont be confused and try using this stuff with other engines and wonder why it doesnt work

    .

    also, i just added links for stuff for hud&menu of quake!
    Last edited by talisa; 06-02-2014, 05:44 AM.

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  • Syluxguy28O3
    replied
    i think or might be a good idea to add a "recommended engine" post, because users are inevitably going to ask about it when they want to use this stuff.

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  • talisa
    replied


    blood vengeance has collected and compiled all available HD content for AoP:

    http://quakeone.com/forum/quake-mod-...d-and-reforged

    ModDB page of BV's pack

    .

    .
    Last edited by talisa; 08-22-2017, 09:53 AM.

    Leave a comment:

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