[HN Gopher] Crispy Doom ___________________________________________________________________ Crispy Doom Author : tosh Score : 48 points Date : 2022-01-10 20:41 UTC (2 hours ago) (HTM) web link (github.com) (TXT) w3m dump (github.com) | qbasic_forever wrote: | Woof! is a source port from the same creator and worth checking | out too: https://github.com/fabiangreffrath/woof It's crispy doom | visual plus much more modern extensions to doom mod support (way | less limits and much more custom behavior supported). This is a | good video describing it: | https://www.youtube.com/watch?v=aq44msZ3eO8 | some-guy wrote: | 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. | theevilsharpie wrote: | Simply disabling texture filtering would go a long way toward | keeping the game looking the way the developers intended, | without disabling hardware acceleration, widescreen, or other | quality of life improvements. | ASalazarMX wrote: | Same with retro emulators. Smooth, blended pixels just feel | wrong. | toast0 wrote: | I played a doom port recently that had up/down mouselook and | aiming. Very wrong. | Zardoz84 wrote: | I play , with Zandronum, with nearest mipmapping. It simply | feels better with these low resolution textures on a high | resolution screen. | gkhartman wrote: | 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. | bombcar wrote: | Doom was honestly not made to be played on the massive screens | we have today I feel, and without adjusting for that, you're | gonna have a bad time. | uxp100 wrote: | Maybe it's the head bob? | theevilsharpie wrote: | Older "2.5D" game engines (like vanilla Doom and the BUILD | engine) use a number of tricks to simulate a three-dimensional | scene that can be disorienting, especially when your player- | character is looking up or down, crouching, leaning, or | otherwise not looking directly straight. | | Modern engines like GZDoom or eDuke32 have full-fledged 3D | renderers, rather than the quasi-3D renderers of old. If you | don't get motion sickness playing modern games, then playing | Doom on an engine with a modern renderer might be helpful. | seph-reed wrote: | I would love to see some video recording of this. | boringg wrote: | Yeah thats what I was looking for as well. Or even some screen | shots frankly. | umvi wrote: | Seems like YouTube has a few showcases. Honestly I can't tell a | big difference between Crispy Doom and, say, GZDoom. | | https://youtu.be/5e9jBlDYfW0 | bhelyer wrote: | The point of Crispy is to be closer to vanilla than ports | like GZDoom, Zandronum, PRBoom, etc, but still remove some | static limits (that custom maps need to work) and increase | the render resolution (which GZDoom etc do, but vanilla and | ports like Chocolate Doom don't). | | Basically it's Chocolate Doom (which is essentially 1994 | Doom, but it builds and runs on modern systems), but a little | more easy to use and a little more compatible. | S33V wrote: | I find it slightly weird that a product that's characterized by | its attention to resolution and crispiness has no images/video or | obvious links to such in their README. | optymizer wrote: | I was irked by this as well. I suspect that if GitHub allowed | people to copy-paste images directly into README.md we'd see | more images in the description of such projects (not sure if | they've added such features since the last time I wrote a | README.md). | omn1 wrote: | They did actually. You can paste an image into a Markdown | file with cmd/ctrl+v. | gavinray wrote: | Or drag-and-drop an image into a README or any other form | of text on the site (PR description, issue comment, etc) | smegsicle wrote: | the automap overlay is a huge QoL improvement imo | makeworld wrote: | Seems like this is an improvement from Chocolate Doom, but GZDoom | already does this. ___________________________________________________________________ (page generated 2022-01-10 23:00 UTC)