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Crispy Doom

github.com

51–60 of 60 posts

Re: Crispy Doom

#51
post #6

I'll have to give this a try. Maybe it's a nostalgia thing, but Doom feels "wrong" at higher resolutions and hardware-accelerated texture smoothing. In the past I usually set GZDoom to a 720p resolution with software rendering while disabling up/down mouselook. This to me is the best of maintaining a "classic" Doom feel while still supporting widescreen.

I agree with the resolution and texture smoothing, but I really like the mouselook, though. On the higher difficulty levels, with autoaim disabled, the experience is really intense. Of course I like the Brutal Doom mod as well.

However, the software rendering in GZDoom does that 256-color-only fade out thing which really contributed to the scary, gritty look of the original. Game looks "better" with that enabled even if it's not truly 3-d rendered.

That's the awesome thing about GZDoom though. Everyone can make it their own game and customize it how they want. It's fascinating people are still making new levels for it.

Re: Crispy Doom

#52

I'd love to try this, but but I tend to get motion sick playing doom. It seems to be one of the few FPS games that I can't handle for more than a couple minutes at a time.

That comes from using "always run" in classic Doom/Quake etc.

Re: Crispy Doom

#53
post #31
post #30

I wish there was a good Java port of the Doom engine. Seamless portability matters!

Have you seen Mocha Doom? https://github.com/AXDOOMER/mochadoom

Thanks - just built it using the latest NetBeans and Liberica, works well. Nice!

Re: Crispy Doom

#54

Earlier quoted context omitted.

I find it really hard to play Doom, Quake and Quake II with any sort of filtering or texture packs. There's always something that ruins the immersion for me. Round pixels, for example? Can't do it.

You can turn texture filtering off in the modern Doom 64 port and its night and day

But Doom 64 on the 64 had filtered textures! It's the one place where that was default!

Re: Crispy Doom

#55

Earlier quoted context omitted.

Funny, I grew up playing the original DOOM and Quake, and when the Nintendo 64 came out with texture filtering I wanted to get that look into those games more than anything in the world (at least in Quake it did eventually get official support via GLQuake). My last playthroughs were at my screen's native rez with texture filtering, a remixed music pack, remastered audio, and with Brutal Doom installed, and the experi…

I feel like you're my exact opposite. Quake 2 is a boring game and the RTX version is like spraying a fine mist of water all over Quake 2 and shining at it with a flashlight. Doom is best enjoyed largely untouched mechanically because its design is still unique and unrivaled. Brutal Doom completely throws everything off and turns it into an obnoxious gorefest. We should meet and fight in a schoolyard some time.

Q2 is pretty boring compared to modern shooters, but it is one of the last games from it's particular vintage style of corridor-shooter FPS, and it does it better than it's priors mechanically. Full 3D, autorun, mouselook, none of this click-to-aim, walk-by-default crap

Soon thereafter Call of Duty hit the scene and everything goes downhill from there (save Half-Life)

edit- I remember seeing the fake screenshots on the back of the box of D-ZONE and getting pissed my game didn't look like that. It only took 20 years or so!

Re: Crispy Doom

#56
post #25

If you'd like to play this without pirating the official WADs, I quite enjoyed the level design from Freedoom Phase 1: https://freedoom.github.io/download.html

You can buy the games on GOG to get the .wads

Re: Crispy Doom

#57

Earlier quoted context omitted.

Same with retro emulators. Smooth, blended pixels just feel wrong.

Thing is, CRT displays do a kind of smoothing on pixels https://twitter.com/CRTpixels/status/1408451743214616587

That's a wonderful Twitter account. Instant follow.

Re: Crispy Doom

#58
post #50

Earlier quoted context omitted.

Same with retro emulators. Smooth, blended pixels just feel wrong.

But old games were not pixelated. The low resolution tied with the blurry, leaky old CRTs made sure of that. The problem is our monitors, nowadays, are too good so we see pixels that we never saw back then.

That is true. I don't mind the pixel-perfect upgrade, but I wonder if any texture filter can do justice to vector games like Asteroids, where the bullets really lighted up the screen, it felt like they were dangerous and explosive.

I guess it all boils down to personal preferences. I grew up with consoles that used huge pixels, so in my mind they were perfect squares.

Re: Crispy Doom

#59

Earlier quoted context omitted.

Same with retro emulators. Smooth, blended pixels just feel wrong.

Thing is, CRT displays do a kind of smoothing on pixels https://twitter.com/CRTpixels/status/1408451743214616587

also there are shaders in many emulators that apply this effect on modern monitors. but this is usually only for old console games, never seen one for pc games (but this crispy doom - or other doom modernizartion - could maybe incorporate them?)

https://www.reddit.com/r/emulation/comments/74hzx3/what_is_t...

https://emulation.gametechwiki.com/index.php/CRT_Shaders

https://emulation.gametechwiki.com/index.php/CRT-Royale

Re: Crispy Doom

#60

Earlier quoted context omitted.

You can turn texture filtering off in the modern Doom 64 port and its night and day

But Doom 64 on the 64 had filtered textures! It's the one place where that was default!

Oh I know that's how it originally was. I think the N64 required it but I'm not sure. Either way I didn't play it at the time so I don't have any nostalgia for the look. But IMO it looks leagues better without.
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