![]() The horse was a consumable good, but the saddle was an interface that their bodies had gotten used to. ![]() But even if they were in the middle of a desert, they would take their saddle with them. It’s in HHKB’s slogan, but when America’s cowboys were in the middle of a trip and their horse died, they would leave the horse there. "Because keyboards are accessories to PC makers, they focus on minimizing the manufacturing costs. One problem throughout is that, for me, the player viewpoint felt as if the player was shorter than usual. The level architecture and basic GL-style lighting was presented very clearly, though, and I was able to breeze through the level and see all enemies at a distance. I noticed that the RTLights for those maps were not active here, the subtle lighting addons in the official campaigns are seemingly not enabled here. I was able to get the user levelset Beyond Belief up-and-running very easily, runs almost the same way you would do it in vanilla Quake. You see options like that in ports like Crispy Doom. It would be nice if it integrated support for the common texture packs and RTLights, and let you choose to have transparency and particle effects. detailed real-time lighting hand-drawn for levels I miss some of the things I am used to in the enhanced ports, such as: ![]() I have max FPS set to 60, as I'm not sure what my GTX 660 and IPS monitor can achieve.Īll-in-all, the graphical improvements are minimal. I couldn't see much effect from DoF, but distances are short. AO will put nearby models, such as corpses, out-of-focus. The latter two are very subtle in operation. I turned off texture softening, Ambient Occlusion, and Depth of Field effect. There are modern features available, such as AA, texture softening, and such. The models have small improvements, like actually-modeled teeth on the dogs. The textures have been subtly upscaled, I think, but they are still 8-bit and blocky-looking. As others have said, it does a good job at 'playing like you remember it,' which is also seen in ports like Doom Retro, although there's more of a labour of love there. You could almost believe that you are playing the original Quake. In terms of graphical improvements, they are subtle. That's novel for me at that ratio, and I can see a great deal more than traditionally, the mild fishbowl effect is in play. I am using a 16:10 monitor, and 100 FOV seemed a bit too constricted, so I have it on 105 right now. There is a problem right now where the movement speeds are a little off, but that can be corrected. It almost has the fundamentals down, in terms of rendering, UI and movement. In terms of the remaster, I just played it a little tonight, and have some thoughts on it. Yes, I mean, if there were to be a reboot, I could see a rationale for it.
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