Seven's the man!
Thanks a ton!
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Hgsz's retro quake, glsl retro shaders for darkplaces
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Ah ok. Cool, thanks for the link! Yeah I was looking over some of id's .map files, particularly DM6...there are a lot of sloppy map design flaws behind the scenes. Lots of brushes set extending into/through other brushes and what not.
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You could link them with this warning (as well as include it in a readme inside the download). If they were more well-known people would start using them and making .ent files for them.
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it were fixed versions of ID's maps that had fixes made to texture-alignment as well as fixing any z-fighting where brushed were clipping into each other
and fixing stuff like the ends of vertical beams accidentially extending to far and clip into any structure above/below cuz of sloppy mapping on ID's side
here's a link if you want them: https://www.dropbox.com/s/b0m3dp1kym...0maps.pk3?dl=0
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i didnt link KillPixel's Z-fixed maps in my definitive replacement content thread because the maps are incompatible with all available ent-files for the original un-fixed maps,
and thus they are not suited for anyone who wants to build and HD setup with ent-files to add effects like fog and rain and such,
(and i would get people asking again and again why their maps are broken and why all triggers appear as solid brushes and doors dont work and such)
and they probably couldnt be used online either cuz the maps wouldnt match the maps that the server is using which would probably cause conflictsLast edited by talisa; 10-30-2016, 06:25 AM.
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@talisa
looks like killpixel's link is down...what were his z-fixed maps? I don't recall these. I wonder where killpixel went. I remember his map that he made...I think it was called cartographer's nightmare. Still on my hard drive somewhere. He was really good at setting the atmosphere in a map. Always hoped he would make more.
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i created a low-res particle-font which has only basic square particles
https://www.dropbox.com/s/wxgingi8n7...icles.pk3?dl=0
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and my retro setup is really just the 'authentic model pack'
http://quakeone.com/forums/quake-mod...tml#post170035
+ KillPixel's Z-fixed maps http://www.killpixel.com/z-fixed_maps_v0.9_plus.rar
+ hgsz's retro-shader
AND the game's settings set to as to not filter textures and not interpolate animations and such
would be kinda pointless to share an entire setup since its just a mostly bare quake setup with a few files addedLast edited by talisa; 10-30-2016, 04:27 AM.
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How did you go about removing the circle particles? Any chance you might share your retro setup?Originally posted by talisa View Posti actually have a special DP setup for when i want the retro feel,
where i only included stuff like debugged and authentic-improved models and disabled linear filtering
and added a special particle-font to give particles taht old-school square look instead of the filtered circles
this could be interesting to add to that setup to simulate the look of a 256color monitor
to get a look thats even closer to how software quake looked
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thanx seven, for providing an updated version of HGSZ's shader for 2016 DP builds
also, the pages you linked gave me no answer whatsoever as to what color-range would equal to the look of 8bit/256 colors,
but i played around with values a bit and it seems using a value of 20 looks like 256 colors?Last edited by talisa; 10-29-2016, 11:38 AM.
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Hello talisa,
I fixed the shader for DP 2016 builds. Find the download below.
Could you find the answer to your color question already ?
Best wishes,
Seven
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just wanted to mention that these shaders DO NOT seem to work in the newer 2016 darkplaces builds.
trying to use these shaders in the new 2016 DP builds results in the screen just looking really blurry instead of pixelated.
i had to downgrade my retro setup to an older 2014 DP build to get the visuals to look like how they should.
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so a heads-up for anybody who wants to give this shader a try,
use a 2014 build instead, like the 2014-04-30th autobuildLast edited by talisa; 10-28-2016, 06:06 PM.
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Hello talisa,
There is a nice page that describes the relation/link between color depth, bit per channel and color range.
This is for english speakers: click me
It covers color depths: 1-bit till 40-bit.
You will find links in it to each color depth with more detailed information for that specific one. You are interested in 8-bit color depth, so this would be the link for you: click me
For german speakes there is even a better page which also has a table with a great overview of all color depths, their color range per channel and the available colors. I suggest to at least look at it. You do not need to understand german for reading the table: click me
It covers color depths: 1-bit till 48-bit.
Best regards,
Seven
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i got one question though about this glsl shader.....
it says to add a value for 'color range per-channel'
im afraid im not known with this type of measurement for colors?
i assume its an equivalent of how many colors are emulated... but what are good values for it?
like which value would make the shader emulate the look of 8bit/256 colors for example?Last edited by talisa; 10-27-2016, 04:41 PM.
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I do not think that stuff from 2014 is "old". It is quite new.Originally posted by nahuel View Postshader are published in 2014 so it's an old stuff right now!!
I am old !!
Thank you for your great find Nahuel and give hgsz a big warm hug.Originally posted by nahuel View PostA guy called hgsz upload this shaders to get a really retro style to darkplaces engine

Hehehe, that is correct.Originally posted by nahuel View PostPlease, avoid comments like "lol a new shader in a new engine to get an old look"...
no dude, this kind of comments are not intelligent. Write your own glsl shader for darkplaces if you do not like it 
It is always good to have additional options for a game to change it to ones personal liking. There are thousands files/mods/maps/etc available for this old game called Quake. Use the ones you want and avoid the others. Live and let live.
Best regards,
Seven
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I like it!
@bfg
DarkPlaces supports a lot of things mods like to use, like updated HUD, custom crosshairs, disabling the camera tilt upon dying to allow for a death camera...lots of subtle things that add to a mod without radically altering gameplay. Really, these are things ALL modern engines ought to support, but don't. It's nice to keep the retro look combined with sensible upgrades. Mod I'm working on falls in this category. After wrestling with QuakeSpasm for a good long while, I finally decided to just go DP and maintain the faithful look. It's easier to do art work for the faithful look as well, especially when there's only one guy working on the mod and he has to be Jack of all trades, master of none.
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