10 March 2024, 14:35 | #61 | |||
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Yes, eventually, glQuake came (and made things better), but at that time, there were other games... Quote:
Meaning, dropping to 8 fps from 12 fps doesn't bother me and I'll happily finish the game. But dropping to 10 from 30 enrages me and I just turn it off. Quote:
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10 March 2024, 14:48 | #62 | |
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1. RTG gfx cards - which support native chunky (thus no C2P per frame). 2. CPU accelerator cards - which still run on original HW (e.g. A1200), hence they must convert Chunky to Planar. I think I just realized that RTG basically makes life easier for me as a coder, because I don't have to spend 2 weeks optimizing C2P routine. As long as the engine can support all color spaces (4-bit and 8-bit) - the RTG driver will make it "just work" even on the lowest HW (A1200@14 MHz). Granted, 8 bitplanes on vanilla AGA on A1200 would be highly likely a slide show, but an 030 accelerator should provide some meaningful framerate ... |
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10 March 2024, 14:57 | #63 | |
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Code:
c2p Gloom 1x1 256 colors 68020/14 - 61.6 ms 68020/14+fast - 54.6 ms 68020/14+akiko - 24.2 ms 68020/14+fast+akiko - 17.6 ms 68030/50+fast - 21.7 ms 68040/25+fast - 18.6 ms 68060/50+fast - 9.1 ms So, a CD32/Fast/Akiko can do C2P in ~1.1 frame (17.6 ms) ? That implies it's possible to do a 30 fps 3D game on CD32 (as long as you can fit your code into the ~0.9 frame), right ? Never thought that it would be possible before. Any games doing that ? |
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10 March 2024, 16:02 | #64 |
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IDK either. There was a chance for games with actual ideas and gameplay for a while, then it all turned into fighters, racers, and shooters.
It's a dull cardboard 2.5D shooter where you can't even press buttons, you have to bump into them. We are not impressed. I blame Americans. |
10 March 2024, 16:38 | #65 |
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10 March 2024, 17:01 | #66 | ||
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Quote:
You didn't like Quake? |
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10 March 2024, 17:13 | #67 |
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I meant that it was the game that you didn't press switches but had to bump into them.
Last edited by TCD; 10 March 2024 at 18:13. |
10 March 2024, 17:17 | #68 | |
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Quake's DNA is everywhere. Far more influential on the industry than Doom ever was in terms of titles either directly using or evolved from the engine. Take a look at the quake family tree. |
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10 March 2024, 17:24 | #69 |
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10 March 2024, 17:57 | #70 |
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The solution to this from a modding perspective would be to reserve an impulse value (there are 255, but some are fixed/reserved) and design your switch to react to that value (few lines of Quake C). Next, put an alias in the quake.rc for the impulse and let the player bind it to the key of their choice. Et voila, your mod has switches they you need to press a key to activate.
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10 March 2024, 18:06 | #71 |
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I could point out that you completely missed the point of my posts, but I don't think it would help
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10 March 2024, 20:46 | #72 |
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11 March 2024, 03:09 | #73 |
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At the root of Quake's family tree is Doom (well, Wolfenstein 3D, really) so saying Quake is "far more influential" than its groundbreaking parent is a strange way of looking at things.
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11 March 2024, 10:43 | #74 |
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Quake isn't particularly based on Doom's sourcecode though. There are some common utility bits, but that's it. The quake family tree are engines/games derived directly from quake's original source code, either under license or since going GPL.
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11 March 2024, 12:37 | #75 | |
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If we took only code and its subsequent derivatives as the yardstick then it could be said that Unreal is actually the most influential FPS ever...and I don't think it's exactly true |
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11 March 2024, 14:02 | #76 | |
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The ambience in Unreal 1 is most definitely a yardstick that neither Quake 1, Doom nor Wolfenstein delivered. And I played Wolfenstein, in small window, on 80286 and it was amazing, but sure as hell wasn't as cinematic as Unreal 1, despite making the jump from Atari 800 XL's TwoMaze straight to Wolfenstein. |
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11 March 2024, 14:19 | #77 | |
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Of course Unreal looked unreal, and then Half Life did a little thing or two too, and Halo after that, but these games did not appear out of thin air. id Software was first to the party (inb4 3D Monster Maze from ZX81) and there's just no wiggling out of this one. |
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11 March 2024, 15:25 | #78 | |
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11 March 2024, 15:35 | #79 | ||
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But it brought us a loading screen in the middle of an empty corridor - that I think is the greatest technical achievement of HL ! Nothing beats a 10-second loading screen in the middle of a shootout with an enemy in the empty corridor - that, for sure, I never experienced before ! Do not get me started on Halo - the power of marketing. Indisputably it proved that if you spent $100M on marketing, any turd can become a mass hit (even Halo !!!). I still remember the long lines in ECTS (at Earl's Court in London) of people spending half day just to get a 10-15 minute slot. It was surreal! Last edited by VladR; 11 March 2024 at 15:59. |
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11 March 2024, 19:31 | #80 | |
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The Quake engine brought us true 3D, but what use was that when the game itself sucked? Doom was 'only' 2.5D, but made much better use of it IMO. The 2D enemies were more realistic and had more character than the polygon creatures in Quake, and the scenery was a lot more interesting too. |
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