![]() I am running a lot of the mods you are and it's working great. I'm not familiar with everything on your list so I can't give you a perfect and complete answer, but I hope that helps. And I would put brightmaps at the very very end, I think it alters some textures to make them work with the crazy lighting, and you want that to be more important than just high resolution on a few of those things. I would put that high res texture pack (dhtp) almost at the very end so it overwrites any texture mods and your game comes out all high res and nice. I would also take away Fearrific Nightmare unless you are playing Fearrific Nightmare, which I don't see on your list (sorry if I missed it). So I would put your UDV stuff up closer to the top. ![]() The project brutality manual gives the following order: HUD & Font improvement, as well as general bug fixes. Official Doom now only with HD title pictures and other HD screens.ĮNDPIC.png else lord-noctrun & doom. HD menu for Official Doom and any unofficial megawads. With JF.pk3 any unofficial megawads always have HD fonts. In official Doom now you see "Ultimate Doom, Doom 2, TNT, Plutonia", but in unofficial you see Brutal Doom/Project Brutality/Vanilla titles. Removed some unnecessary titles from original for unofficial. Deleted some vanilla interface stuff which you never see. So I edited some things for correct use of addon equally for four official Doom megawads and other unofficial megawads. For example, problem of using one addon for all other unofficial megawads - sometimes wrong and unnecessary replace of some titles and pic. And little headache with some other things. But there are some problems which may affect to Brutal Doom/PB (bug with increased damage scale). DoomCenter E1 Mapping Contest (E1CONTEST.JDUI by zedas - this is the best mod with HD font, backgrounds and title pictures.Max Saga: Escape From Skull Dungeon (MAX1.WAD).What needs to be done here is to rethink the movements altogether, but guess what, it's even more work, and requires some serious artistic skills in addition to technical ones.Īnd people would probably yell that it's not Doom enough. Taking a direct approach to interpolating sprites is a great deal of work already, but leads to the same result. This is why frame interpolation in Quake doesn't look good, but is acceptable in Quake 2, where it's supported out of the box and the models were designed for it. Anything less and the brain won't have enough to work with, and you don't have the precision for anything more. ![]() What you're forced to do when you only have, like, 4 frames per second to animate a slashing monster is to make it slow, tracing a number of basic positions to convey an idea of the movement, not the movement itself. ![]() Most other problems are due to an interesting property of such old-school "discrete" animation: not only does it forgive simplistic, unnatural movements - it encourages them. The last one is an exception, because it's an artistic decision that was made on a whim and cannot be justified as improving the technical specs. Back in the 90s there wasn't much point in polishing the frames to perfection, or at least whoever worked on them didn't think so, therefore there are a lot of discrepancies that jump into view when you approximate a "seamless" animation.Īnd don't get me started on those muzzle flashes that get sucked back into the barrel instead of feeling more powerful, which is what the authors' intention probably was. All frames (yes, ALL frames, including the "untouchable" ones made by id) would have to be altered so that the weapons stop changing shape as they go. The dynamics would have to be significantly altered first, so that this weird swinging of weapons back and forth wouldn't feel like ballet. But, I imagine, it's way too much work for something of this kind. Maybe applying some motion blur would help. Probably because the new frame rate is too much for the brain to start filling in the blanks, but not enough for it all to blend together. But the shotgun still somehow feels jerkier than vanilla. Courtesy of id drawing a fairly substantial amount of unique frames on their own. I think some effort has been put into offering dynamic to reloading beyond simple frame interpolation, but the whole thing didn't progress much in the past years.Īt least it doesn't look like Flash, unlike something like Zen Dynamics.
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