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mhmh

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About mhmh

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    Green Marine

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  1. mhmh

    opinions on pineapple on pizza?

    It's the devil's abomination.
  2. Walton Goggins will at least be good.
  3. mhmh

    Doom 3 or Doom 3: BFG Edition?

    The lighting intensity was doubled, but that was the only meaningful "upgrade" done (and could be easily hacked into the original game anyway); otherwise they also changed some of the models to higher-polygon variants.
  4. mhmh

    Doom 3

    Yes, but play the original if at all possible, not the BFG edition.
  5. mhmh

    Doom 3 in 2023

    Somebody at id really should mod the original gameplay and content into the BFG engine and reissue it for all platforms. If only there was a 20th anniversary of Doom 3 coming up...
  6. mhmh

    Texture filtering: how do they look on CRT?

    The problem is nothing to do with the type of monitor. Games like Quake used 64x64 textures (or even smaller) that had lots of fine, pixel-level detail in them; for example, this one: When that's filtered via linear filtering, the texels are interpolated with their neighbours which causes them to blur and become smudged-out. Quake also had a lot of rock and brick textures where the effect was less pronounced, but still noticeable once you knew what you were looking for. The textures didn't look as crisp, and the colours were washed-out rather than popping. At the time, linear filtering was all new and cool and shiny, and people simply overlooked (or didn't even notice) this as an issue. The lure of the new was sufficient enough to do that. Over time as texture resolutions got larger it was less and less of an issue, but at the same time people just started noticing the problem in older games. Here are some other examples:
  7. mhmh

    Quake II Remastered

    Thanks for comfirming; I wasn't sure what cartridge sizes Q1 and Q2 used and had just assumed they would be on the high side. There must have been some serious compression going on with them. I'd also forgotten how expensive memory was for a short while back then.
  8. mhmh

    Quake II Remastered

    My memory from the time is that the claim was that geometry was simplified and texture resolution reduced in order to fit on the limited storage available to the N64. Some of the best maps in the base game were also removed, which was a bigger shame. PC Quake 1 consisted of pak0.pak and pak1.pak, which totalled about 50mb. N64 cartridges could hold up to 64mb of data, and there is of course some content in the game that didn't go into the PAK files, including the music, and the addition of coloured light to the maps would have made them somewhat larger, so it seems it would have been right on the limit whichever way you cut it. Personally I would have preferred no coloured light and better texture or geometry detail, but I'd guess the developers wanted to add something that wasn't in the PC version instead. The bigger limit of the N64 was 4mb of memory. PC software Quake was designed around a MS-DOS machine with a minimum of 8mb of memory. so something would have had to be cut to fit, and again it seems that reducing texture resolution and geometry detail was what was chosen. The N64 did have an expansion pack which increased it's memory to 8mb, but there may have been unwillingness to make it mandatory. It was a mandatory requirement for some later games, but I can't remember if Q2 64 required it or not.
  9. mhmh

    Quake II Remastered

    There's a pattern of Willits slowly eliminating the competition at id, among both the other level designers and the other owners. I'd imagine that when the next round of pop psychology books on workplace psychopaths are written, he'd make a good example. That's not to deny his mapping work on Q1 and Q2, which is good. But for his personal behaviour, I'd run a mile.
  10. mhmh

    Quake II Remastered

    The base textures are, but when you modulate them with a lightmap (particularly a coloured lightmap) then they can have more than 256 colours. Doom doesn't have lightmaps. Software Quake does work around this to a limited extent with it's surface cache and colormap, but that's inefficient (compared to a straight-up modulate blend) to implement in a hardware-accelerated engine and doesn't work well with linear filtering.
  11. The big problem at the time was that a C compiler and linker was needed to mod the gamecode, which was a barrier back then, true. Q1's QC had a very low bar to entry, by comparison: a text editor and a bunch of enthusiasm were often enough. The disadvantage of the Q1 approach is of course that it's easier to create a glut of poor-quality mods (which did indeed happen). I don't personally favour either, both have their pros and cons. Q1 and Q3A also had the same bug; the print buffer was too small for the GL extensions string as the latter grew over time. Some drivers even went so far as to detect when a Quake game was running and truncate the extensions string.
  12. Yup, Mad Max 2 for the Atoll siege and Mad Max 3 for the search for Dryland.
  13. Waterworld. Kevin Costner was due a backlash, the hubris was certainly there, and the critics took immense pleasure in watching the disastrous production unfold. Meanwhile, despite a plot that's a little hokey and derivative, the movie itself is not too bad at all.
  14. mhmh

    Quake II Remastered

    The Berserker jump seems like a nod to the Fiend, now that I see it mentioned. I must compare the code sometime. I'm now wondering if the extreme jump range is not actually a bug, perhaps caused by the change to a 40hz ticrate, or in other words if the range is 4x what it's intended to be? That would make sense if so.
  15. mhmh

    Quake II Remastered

    Just for balance, a positive change is giving the Super Tank grenades rather than a rocket launcher, making it's attacks less predictable and more difficult to dodge.
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