Latest Comments by Botonoski
Book of Demons no longer getting a native Linux port, developer plans on 'supporting' Steam Play (updated)
5 Nov 2018 at 4:33 pm UTC
5 Nov 2018 at 4:33 pm UTC
Linux is sort of on the bleeding edge, always changing and a bunch of experimentation going on. Perhaps when Linux has a larger market share and one particular distro rises to the occasion the platform will be more stable and easier for developers to support. Though if that were to occur I think Linux would ultimately be worse off as it probably be slower to progress in performance and design to maintain legacy support and whatnot.
Zink, a new driver project for OpenGL on Vulkan from Collabora
2 Nov 2018 at 3:22 pm UTC Likes: 3
2 Nov 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 Nov 2018 at 3:00 pm UTC
2 Nov 2018 at 3:00 pm UTC
Quoting: GuestI'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.Quoting: Botonoskiyou are focussing to much on the assets. What about the lighting and the engine physics?Quoting: GuestIf 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.Quoting: BotonoskiBecause 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.Quoting: GuestUnity 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.Quoting: BotonoskiWhat ratio would you give to stable Unity games vs Buggy mess? Unity is not known for well programed, compatibility and performance.Quoting: GuestIn 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: BotonoskiWell yeah, doom played in a 3 dimensional way.. but the walls, the ceiling, the floor, the gun models, the enemy models.. All 2D basedQuoting: GuestI 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.Quoting: BotonoskiWell to be fair, he did say first big "3D" fpsQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
I could probably argue that Quake isn't 3D either and that it's just a bunch of triangles being dynamically warped on screen
Where as Quake used actual 3D rendering of the enemy models, gun models ect.
Quoting: GuestMaking 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.Quoting: BotonoskiI 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.Quoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
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.
Then make different assets on a tested engine....Ion Maiden??
...unlocked y Axis in quake? huh?
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.
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.
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?
Bah, none of this even matters, I don't care if DUSK is piss ugly, it's fun and that's all that matters.
VKQuake is pretty much authentic. It even adds the software rendering effects that the GL version didn't do.
Popular retro-inspired FPS DUSK still coming to Linux, due sometime next year
2 Nov 2018 at 2:29 pm UTC
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 Nov 2018 at 2:29 pm UTC
Quoting: GuestIf 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.Quoting: BotonoskiBecause 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.Quoting: GuestUnity 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.Quoting: BotonoskiWhat ratio would you give to stable Unity games vs Buggy mess? Unity is not known for well programed, compatibility and performance.Quoting: GuestIn 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: BotonoskiWell yeah, doom played in a 3 dimensional way.. but the walls, the ceiling, the floor, the gun models, the enemy models.. All 2D basedQuoting: GuestI 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.Quoting: BotonoskiWell to be fair, he did say first big "3D" fpsQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
I could probably argue that Quake isn't 3D either and that it's just a bunch of triangles being dynamically warped on screen
Where as Quake used actual 3D rendering of the enemy models, gun models ect.
Quoting: GuestMaking 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.Quoting: BotonoskiI 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.Quoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
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.
Then make different assets on a tested engine....Ion Maiden??
...unlocked y Axis in quake? huh?
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.
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.
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?
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 Nov 2018 at 12:26 pm UTC Likes: 1
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 Nov 2018 at 12:26 pm UTC Likes: 1
Quoting: GuestUnity 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.Quoting: BotonoskiWhat ratio would you give to stable Unity games vs Buggy mess? Unity is not known for well programed, compatibility and performance.Quoting: GuestIn 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: BotonoskiWell yeah, doom played in a 3 dimensional way.. but the walls, the ceiling, the floor, the gun models, the enemy models.. All 2D basedQuoting: GuestI 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.Quoting: BotonoskiWell to be fair, he did say first big "3D" fpsQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
I could probably argue that Quake isn't 3D either and that it's just a bunch of triangles being dynamically warped on screen
Where as Quake used actual 3D rendering of the enemy models, gun models ect.
Quoting: GuestMaking 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.Quoting: BotonoskiI 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.Quoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
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.
Then make different assets on a tested engine....Ion Maiden??
...unlocked y Axis in quake? huh?
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.
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.
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 Nov 2018 at 3:40 am UTC
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 Nov 2018 at 3:40 am UTC
Quoting: GuestIn 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: BotonoskiWell yeah, doom played in a 3 dimensional way.. but the walls, the ceiling, the floor, the gun models, the enemy models.. All 2D basedQuoting: GuestI 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.Quoting: BotonoskiWell to be fair, he did say first big "3D" fpsQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
I could probably argue that Quake isn't 3D either and that it's just a bunch of triangles being dynamically warped on screen
Where as Quake used actual 3D rendering of the enemy models, gun models ect.
Quoting: GuestMaking 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.Quoting: BotonoskiI 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.Quoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
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.
Then make different assets on a tested engine....Ion Maiden??
...unlocked y Axis in quake? huh?
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 Nov 2018 at 8:19 pm UTC
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 Nov 2018 at 8:19 pm UTC
Quoting: GuestI 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.Quoting: BotonoskiWell to be fair, he did say first big "3D" fpsQuoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
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 Nov 2018 at 5:03 pm UTC
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 Nov 2018 at 5:03 pm UTC
Quoting: GuestCan someone explain why these "retro" games look worse than Quake, the actual first big 3D FPS?Quake being the first actual big FPS? Well, I guess if you ignore Doom... but Doom is pretty hard to ignore.
This is ridiculous. Making a Quake mod in a Quake source port would immediately look better than this.
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 Oct 2018 at 9:16 am UTC Likes: 32
6 Oct 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 SudokuI 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 Sep 2018 at 7:28 pm UTC
28 Sep 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.
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