[HN Gopher] Crispy Doom
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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.
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