Latest Comments by Botonoski
Zink, a new driver project for OpenGL on Vulkan from Collabora
2 November 2018 at 3:22 pm UTC Likes: 3
2 November 2018 at 3:22 pm UTC Likes: 3
I have had yet to consider a future where GPUs may lack OpenGL support, good that we're getting ahead of the game and creating an avenue for legacy support.
Popular retro-inspired FPS DUSK still coming to Linux, due sometime next year
2 November 2018 at 3:00 pm UTC
I'm ignoring the lighting and physics because Unity doesn't force you to implement those things. You can just do a simple diffuse pass for the lighting and you could easily completely ignore Unity's physics engine and implement a simpler one by following a quick tutorial.
2 November 2018 at 3:00 pm UTC
Quoting: GuestQuoting: BotonoskiQuoting: GuestQuoting: BotonoskiQuoting: GuestQuoting: BotonoskiQuoting: GuestQuoting: BotonoskiQuoting: GuestQuoting: BotonoskiQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
Well to be fair, he did say first big "3D" fps
I never really understood the argument of Doom not being 3D, yeah it accomplishes the effect in a bizarre and limited manner, but the end result is a world space which is perceivably three dimensional.
I could probably argue that Quake isn't 3D either and that it's just a bunch of triangles being dynamically warped on screen
Well yeah, doom played in a 3 dimensional way.. but the walls, the ceiling, the floor, the gun models, the enemy models.. All 2D based
Where as Quake used actual 3D rendering of the enemy models, gun models ect.
In the end I'd still describe Doom as being 3D as even the True 3D graphics of Quake are an illusion formed by algorithms. Now it's much more complicated and close to life, but it's still justa bunch of 2D triangles being streched, warped, and overlapped on your screen to produce 3D environment and entities.
Quoting: GuestQuoting: BotonoskiQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
The same assets in a different engine ain't gonna look any better, you're just gonna be artificially limiting yourself to the source port's quirks, hard-coded mechanics, and a probably rather limiting level editor.
Could a Quake source port even have an unlocked y-axis without modification of the source code? I dunno, but it sounds a lot easier to pull of in Unity either way.
I don't ignore DOOM, i play it all the time, but ignore the 3D part and just pretend DOOM is a true 3D game...sigh.
Then make different assets on a tested engine....Ion Maiden??
...unlocked y Axis in quake? huh?
Making different assets on a tested engine? Ion Maiden is the only commercial game I can think of that uses the Eduke32 engine while I could think of hundreds of games which use Unity, I'd say Unity is far more tested than the engine Ion Maiden uses. Also Unity undoubtedly has better documentation as well and that can make all the difference terms of ease of use for the developer. That's all beside the point though, making different assets in a different engine ain't gonna change the developer's artistic skills, unless the dev chooses to hire a proper artist than no matter what engine he uses it'll all likely look pretty bad.
Yeah, in Dusk while your in midair the camera's y-axis is unlocked allowing the player to do midair flips, It's rather fun and unique.
What ratio would you give to stable Unity games vs Buggy mess? Unity is not known for well programed, compatibility and performance.
Now, how many tens of mods does Eduke32 support? the documentation appears to be good enough for anyone to just mod that game and be much more creative than "Professional" Unity game makers.
Unity having a lot of buggy and amateur games on it is a bi-product of it's ease of use and good documentation, unlike Eduke32 every little problem you may have or feature you want to implement in Unity all can be resolved by a quick google search and a youtube tutorial, that factor attracts a lot of amateur game developers who don't know what they're doing thus resulting in larger amounts of mediocre games, but on the flip side it saves a good developer a lot of time with its rather small learning curve thus resulting in rather amazing products like Cities Skylines and Cuphead.
I just don't think Eduke32 is flexible enough, everything you make in it is just gonna be a glorified Duke Nukem mod and implementing unique game mechanics and graphical effects may be far more effort than its worth. Personally I wouldn't use Eduke32 as I'd have to learn how to use Mapster32, why would I want to learn how to make environments in this software I've never used when I could just utilize my extensive knowledge of Blender and get a better product in less time?
Because if you are making a retro inspired/looking game, using these open engines gives you a far more authentic feeling than the vast majority of retro looking games that are released in modern engines. By using eduke32 Ion Maiden get both a unique look and authenticity. By using ID tech engine source ports, the games get authentic retro look and are still able to have different game mechanics. The Dark Mod was made from an engine used for a shooter for example. The retro look comes from using the era appropriate limitations with some new benefits such as higher resolution. Low resolution Pixel art textures look hideous when filtering is used (Quake is an obvious example where the filtering just washes away details) and when modern photo-realistic lighting is used. It falls into the Uncanny Valley.
If you took all the same assets from Quake and ported them over to Unity they'd still look the same, you can combat a lack of authenticity with a firm understanding of the technical limitations the original had. Plus I'd argue that a lot of source ports offer so much visual enhancements compared to the original that most authenticity via limitations is lost.
Bah, none of this even matters, I don't care if DUSK is piss ugly, it's fun and that's all that matters.
you are focussing to much on the assets. What about the lighting and the engine physics?
VKQuake is pretty much authentic. It even adds the software rendering effects that the GL version didn't do.
I'm ignoring the lighting and physics because Unity doesn't force you to implement those things. You can just do a simple diffuse pass for the lighting and you could easily completely ignore Unity's physics engine and implement a simpler one by following a quick tutorial.
Popular retro-inspired FPS DUSK still coming to Linux, due sometime next year
2 November 2018 at 2:29 pm UTC
If you took all the same assets from Quake and ported them over to Unity they'd still look the same, you can combat a lack of authenticity with a firm understanding of the technical limitations the original had. Plus I'd argue that a lot of source ports offer so much visual enhancements compared to the original that most authenticity via limitations is lost.
Bah, none of this even matters, I don't care if DUSK is piss ugly, it's fun and that's all that matters.
2 November 2018 at 2:29 pm UTC
Quoting: GuestQuoting: BotonoskiQuoting: GuestQuoting: BotonoskiQuoting: GuestQuoting: BotonoskiQuoting: GuestQuoting: BotonoskiQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
Well to be fair, he did say first big "3D" fps
I never really understood the argument of Doom not being 3D, yeah it accomplishes the effect in a bizarre and limited manner, but the end result is a world space which is perceivably three dimensional.
I could probably argue that Quake isn't 3D either and that it's just a bunch of triangles being dynamically warped on screen
Well yeah, doom played in a 3 dimensional way.. but the walls, the ceiling, the floor, the gun models, the enemy models.. All 2D based
Where as Quake used actual 3D rendering of the enemy models, gun models ect.
In the end I'd still describe Doom as being 3D as even the True 3D graphics of Quake are an illusion formed by algorithms. Now it's much more complicated and close to life, but it's still justa bunch of 2D triangles being streched, warped, and overlapped on your screen to produce 3D environment and entities.
Quoting: GuestQuoting: BotonoskiQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
The same assets in a different engine ain't gonna look any better, you're just gonna be artificially limiting yourself to the source port's quirks, hard-coded mechanics, and a probably rather limiting level editor.
Could a Quake source port even have an unlocked y-axis without modification of the source code? I dunno, but it sounds a lot easier to pull of in Unity either way.
I don't ignore DOOM, i play it all the time, but ignore the 3D part and just pretend DOOM is a true 3D game...sigh.
Then make different assets on a tested engine....Ion Maiden??
...unlocked y Axis in quake? huh?
Making different assets on a tested engine? Ion Maiden is the only commercial game I can think of that uses the Eduke32 engine while I could think of hundreds of games which use Unity, I'd say Unity is far more tested than the engine Ion Maiden uses. Also Unity undoubtedly has better documentation as well and that can make all the difference terms of ease of use for the developer. That's all beside the point though, making different assets in a different engine ain't gonna change the developer's artistic skills, unless the dev chooses to hire a proper artist than no matter what engine he uses it'll all likely look pretty bad.
Yeah, in Dusk while your in midair the camera's y-axis is unlocked allowing the player to do midair flips, It's rather fun and unique.
What ratio would you give to stable Unity games vs Buggy mess? Unity is not known for well programed, compatibility and performance.
Now, how many tens of mods does Eduke32 support? the documentation appears to be good enough for anyone to just mod that game and be much more creative than "Professional" Unity game makers.
Unity having a lot of buggy and amateur games on it is a bi-product of it's ease of use and good documentation, unlike Eduke32 every little problem you may have or feature you want to implement in Unity all can be resolved by a quick google search and a youtube tutorial, that factor attracts a lot of amateur game developers who don't know what they're doing thus resulting in larger amounts of mediocre games, but on the flip side it saves a good developer a lot of time with its rather small learning curve thus resulting in rather amazing products like Cities Skylines and Cuphead.
I just don't think Eduke32 is flexible enough, everything you make in it is just gonna be a glorified Duke Nukem mod and implementing unique game mechanics and graphical effects may be far more effort than its worth. Personally I wouldn't use Eduke32 as I'd have to learn how to use Mapster32, why would I want to learn how to make environments in this software I've never used when I could just utilize my extensive knowledge of Blender and get a better product in less time?
Because if you are making a retro inspired/looking game, using these open engines gives you a far more authentic feeling than the vast majority of retro looking games that are released in modern engines. By using eduke32 Ion Maiden get both a unique look and authenticity. By using ID tech engine source ports, the games get authentic retro look and are still able to have different game mechanics. The Dark Mod was made from an engine used for a shooter for example. The retro look comes from using the era appropriate limitations with some new benefits such as higher resolution. Low resolution Pixel art textures look hideous when filtering is used (Quake is an obvious example where the filtering just washes away details) and when modern photo-realistic lighting is used. It falls into the Uncanny Valley.
If you took all the same assets from Quake and ported them over to Unity they'd still look the same, you can combat a lack of authenticity with a firm understanding of the technical limitations the original had. Plus I'd argue that a lot of source ports offer so much visual enhancements compared to the original that most authenticity via limitations is lost.
Bah, none of this even matters, I don't care if DUSK is piss ugly, it's fun and that's all that matters.
Popular retro-inspired FPS DUSK still coming to Linux, due sometime next year
2 November 2018 at 12:26 pm UTC Likes: 1
Unity having a lot of buggy and amateur games on it is a bi-product of it's ease of use and good documentation, unlike Eduke32 every little problem you may have or feature you want to implement in Unity all can be resolved by a quick google search and a youtube tutorial, that factor attracts a lot of amateur game developers who don't know what they're doing thus resulting in larger amounts of mediocre games, but on the flip side it saves a good developer a lot of time with its rather small learning curve thus resulting in rather amazing products like Cities Skylines and Cuphead.
I just don't think Eduke32 is flexible enough, everything you make in it is just gonna be a glorified Duke Nukem mod and implementing unique game mechanics and graphical effects may be far more effort than its worth. Personally I wouldn't use Eduke32 as I'd have to learn how to use Mapster32, why would I want to learn how to make environments in this software I've never used when I could just utilize my extensive knowledge of Blender and get a better product in less time?
2 November 2018 at 12:26 pm UTC Likes: 1
Quoting: GuestQuoting: BotonoskiQuoting: GuestQuoting: BotonoskiQuoting: GuestQuoting: BotonoskiQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
Well to be fair, he did say first big "3D" fps
I never really understood the argument of Doom not being 3D, yeah it accomplishes the effect in a bizarre and limited manner, but the end result is a world space which is perceivably three dimensional.
I could probably argue that Quake isn't 3D either and that it's just a bunch of triangles being dynamically warped on screen
Well yeah, doom played in a 3 dimensional way.. but the walls, the ceiling, the floor, the gun models, the enemy models.. All 2D based
Where as Quake used actual 3D rendering of the enemy models, gun models ect.
In the end I'd still describe Doom as being 3D as even the True 3D graphics of Quake are an illusion formed by algorithms. Now it's much more complicated and close to life, but it's still justa bunch of 2D triangles being streched, warped, and overlapped on your screen to produce 3D environment and entities.
Quoting: GuestQuoting: BotonoskiQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
The same assets in a different engine ain't gonna look any better, you're just gonna be artificially limiting yourself to the source port's quirks, hard-coded mechanics, and a probably rather limiting level editor.
Could a Quake source port even have an unlocked y-axis without modification of the source code? I dunno, but it sounds a lot easier to pull of in Unity either way.
I don't ignore DOOM, i play it all the time, but ignore the 3D part and just pretend DOOM is a true 3D game...sigh.
Then make different assets on a tested engine....Ion Maiden??
...unlocked y Axis in quake? huh?
Making different assets on a tested engine? Ion Maiden is the only commercial game I can think of that uses the Eduke32 engine while I could think of hundreds of games which use Unity, I'd say Unity is far more tested than the engine Ion Maiden uses. Also Unity undoubtedly has better documentation as well and that can make all the difference terms of ease of use for the developer. That's all beside the point though, making different assets in a different engine ain't gonna change the developer's artistic skills, unless the dev chooses to hire a proper artist than no matter what engine he uses it'll all likely look pretty bad.
Yeah, in Dusk while your in midair the camera's y-axis is unlocked allowing the player to do midair flips, It's rather fun and unique.
What ratio would you give to stable Unity games vs Buggy mess? Unity is not known for well programed, compatibility and performance.
Now, how many tens of mods does Eduke32 support? the documentation appears to be good enough for anyone to just mod that game and be much more creative than "Professional" Unity game makers.
Unity having a lot of buggy and amateur games on it is a bi-product of it's ease of use and good documentation, unlike Eduke32 every little problem you may have or feature you want to implement in Unity all can be resolved by a quick google search and a youtube tutorial, that factor attracts a lot of amateur game developers who don't know what they're doing thus resulting in larger amounts of mediocre games, but on the flip side it saves a good developer a lot of time with its rather small learning curve thus resulting in rather amazing products like Cities Skylines and Cuphead.
I just don't think Eduke32 is flexible enough, everything you make in it is just gonna be a glorified Duke Nukem mod and implementing unique game mechanics and graphical effects may be far more effort than its worth. Personally I wouldn't use Eduke32 as I'd have to learn how to use Mapster32, why would I want to learn how to make environments in this software I've never used when I could just utilize my extensive knowledge of Blender and get a better product in less time?
Popular retro-inspired FPS DUSK still coming to Linux, due sometime next year
2 November 2018 at 3:40 am UTC
In the end I'd still describe Doom as being 3D as even the True 3D graphics of Quake are an illusion formed by algorithms. Now it's much more complicated and close to life, but it's still justa bunch of 2D triangles being streched, warped, and overlapped on your screen to produce 3D environment and entities.
Making different assets on a tested engine? Ion Maiden is the only commercial game I can think of that uses the Eduke32 engine while I could think of hundreds of games which use Unity, I'd say Unity is far more tested than the engine Ion Maiden uses. Also Unity undoubtedly has better documentation as well and that can make all the difference terms of ease of use for the developer. That's all beside the point though, making different assets in a different engine ain't gonna change the developer's artistic skills, unless the dev chooses to hire a proper artist than no matter what engine he uses it'll all likely look pretty bad.
Yeah, in Dusk while your in midair the camera's y-axis is unlocked allowing the player to do midair flips, It's rather fun and unique.
2 November 2018 at 3:40 am UTC
Quoting: GuestQuoting: BotonoskiQuoting: GuestQuoting: BotonoskiQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
Well to be fair, he did say first big "3D" fps
I never really understood the argument of Doom not being 3D, yeah it accomplishes the effect in a bizarre and limited manner, but the end result is a world space which is perceivably three dimensional.
I could probably argue that Quake isn't 3D either and that it's just a bunch of triangles being dynamically warped on screen
Well yeah, doom played in a 3 dimensional way.. but the walls, the ceiling, the floor, the gun models, the enemy models.. All 2D based
Where as Quake used actual 3D rendering of the enemy models, gun models ect.
In the end I'd still describe Doom as being 3D as even the True 3D graphics of Quake are an illusion formed by algorithms. Now it's much more complicated and close to life, but it's still justa bunch of 2D triangles being streched, warped, and overlapped on your screen to produce 3D environment and entities.
Quoting: GuestQuoting: BotonoskiQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
The same assets in a different engine ain't gonna look any better, you're just gonna be artificially limiting yourself to the source port's quirks, hard-coded mechanics, and a probably rather limiting level editor.
Could a Quake source port even have an unlocked y-axis without modification of the source code? I dunno, but it sounds a lot easier to pull of in Unity either way.
I don't ignore DOOM, i play it all the time, but ignore the 3D part and just pretend DOOM is a true 3D game...sigh.
Then make different assets on a tested engine....Ion Maiden??
...unlocked y Axis in quake? huh?
Making different assets on a tested engine? Ion Maiden is the only commercial game I can think of that uses the Eduke32 engine while I could think of hundreds of games which use Unity, I'd say Unity is far more tested than the engine Ion Maiden uses. Also Unity undoubtedly has better documentation as well and that can make all the difference terms of ease of use for the developer. That's all beside the point though, making different assets in a different engine ain't gonna change the developer's artistic skills, unless the dev chooses to hire a proper artist than no matter what engine he uses it'll all likely look pretty bad.
Yeah, in Dusk while your in midair the camera's y-axis is unlocked allowing the player to do midair flips, It's rather fun and unique.
Popular retro-inspired FPS DUSK still coming to Linux, due sometime next year
1 November 2018 at 8:19 pm UTC
I never really understood the argument of Doom not being 3D, yeah it accomplishes the effect in a bizarre and limited manner, but the end result is a world space which is perceivably three dimensional.
I could probably argue that Quake isn't 3D either and that it's just a bunch of triangles being dynamically warped on screen
1 November 2018 at 8:19 pm UTC
Quoting: GuestQuoting: BotonoskiQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
Well to be fair, he did say first big "3D" fps
I never really understood the argument of Doom not being 3D, yeah it accomplishes the effect in a bizarre and limited manner, but the end result is a world space which is perceivably three dimensional.
I could probably argue that Quake isn't 3D either and that it's just a bunch of triangles being dynamically warped on screen
Popular retro-inspired FPS DUSK still coming to Linux, due sometime next year
1 November 2018 at 5:03 pm UTC
Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
The same assets in a different engine ain't gonna look any better, you're just gonna be artificially limiting yourself to the source port's quirks, hard-coded mechanics, and a probably rather limiting level editor.
Could a Quake source port even have an unlocked y-axis without modification of the source code? I dunno, but it sounds a lot easier to pull of in Unity either way.
1 November 2018 at 5:03 pm UTC
Quoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
The same assets in a different engine ain't gonna look any better, you're just gonna be artificially limiting yourself to the source port's quirks, hard-coded mechanics, and a probably rather limiting level editor.
Could a Quake source port even have an unlocked y-axis without modification of the source code? I dunno, but it sounds a lot easier to pull of in Unity either way.
The Steam Play whitelist just had a large update including The Witness and Wolfenstein: The Old Blood
6 October 2018 at 9:16 am UTC Likes: 32
6 October 2018 at 9:16 am UTC Likes: 32
Here's an alphabetized and less cluttered list of the games added to the whitelist:
I recommend Puzzle Agent, has some fun surreal humor to it.
AdVenture Communist
AFTERGRINDER
Bejeweled® 3
Castle Crashers®
Cat Goes Fishing
Coffee Shop Tycoon
Coloring Pixels
Commander Keen
Everyday Shooter
Fieldrunners 2
Guacamelee! 2
Heretic: Shadow of the Serpent Riders
HeXen: Beyond Heretic
HeXen: Deathkings of the Dark Citadel
Mighty Switch Force! Hyper Drive Edition
Monkey Island™ 2 Special Edition: LeChuck’s Revenge™
Mugsters
Overcooked
Puzzle Agent
Sam & Max 101: Culture Shock
Sam & Max 102: Situation: Comedy
Sam & Max 103: The Mole
Sam & Max 104: Abe Lincoln Must Die!
Sam & Max 105: Reality 2.0
Sam & Max 106: Bright Side of the Moon
Sam & Max 201: Ice Station Santa
Sam & Max 202: Moai Better Blues
Sam & Max 203: Night of the Raving Dead
Sam & Max 204: Chariots of the Dogs
Sam & Max 205: What's New Beelzebub?
Sam & Max 301: The Penal Zone
Sam & Max 302: The Tomb of Sammun-Mak
Sam & Max 303: They Stole Max's Brain!
Sam & Max 304: Beyond the Alley of the Dolls
Sam & Max 305: The City That Dares Not Sleep
Spelunky
Stick Fight: The Game
The Witness
VirtuaCreature
Wolfenstein: The Old Blood
Zen of Sudoku
I recommend Puzzle Agent, has some fun surreal humor to it.
Valve have pushed out a new Steam Play beta with DXVK 0.80 and more
28 September 2018 at 7:28 pm UTC
28 September 2018 at 7:28 pm UTC
Looks like that fixed a mouse bug I was having with Oblivion. I suppose I ought to actually try and beat that game now that I have a convenient way to play it.
Or maybe I'll just play Daggerfall for another 40 hours instead.
Or maybe I'll just play Daggerfall for another 40 hours instead.
Valve have released some interesting statistics about controller use
27 September 2018 at 3:57 am UTC Likes: 1
27 September 2018 at 3:57 am UTC Likes: 1
I rewired my Duke controller to work on PC years ago and have been using that for basically everything. When I think about it the Duke controller might've been a contributor to why I moved to Linux. The unofficial drivers needed to get the Duke controller working on Windows never really got updated to work officially on anything above XP which became a problem when I upgraded to Vista. I got an Ubuntu 8 LiveCD at a local computer store and the controller just worked with no setup and I was a little shocked.
Maybe I'll pick up that Duke controller remake that Hyperkin has released for the Xbox One, maybe I'll just chop off my hands and get smaller ones so that I can use a 360 controller comfortably.
Maybe I'll pick up that Duke controller remake that Hyperkin has released for the Xbox One, maybe I'll just chop off my hands and get smaller ones so that I can use a 360 controller comfortably.
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