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Posted

Omg the forum uploader butchers images.
I'm running with nearest neighbour filtering, "Minecraft" look, or quake 1 look.

I always assumed I'd taste like boot leather.

 

Posted (edited)

We need a voxel-rendering-based version :D

Edited by lowenz
  • Like 2

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

Posted

Now all we need is a way to force texture scale the same on all objects. :)

 

Make it upscale and downscale to a target?

I always assumed I'd taste like boot leather.

 

Posted

The first time I played Thief, it was on a video card without proper drivers. All of the walls were white, and for a short time, I thought it was supposed to look that way. 0_0

 

Also, can't forget this!

  • Like 1
Posted (edited)

The first time I played Thief, it was on a video card without proper drivers. All of the walls were white, and for a short time, I thought it was supposed to look that way. 0_0

 

Haha same here. I had such a hard time running thief on my 133 Gateway.

 

I love this look. I get the same warm and fuzzy nostalgia feelings. Back then, you really had to use your imagination to fill in the blanks.

Edited by kingsal
  • Like 2
Posted

The current option has it's ups and downs but it's still pretty neat IMHO.

 

You might wanna try reducing the normalmap downsize to 64 to reduce the simulated model detail.

 

seta image_downSizeBumpLimit "64"

 

The only other thing I see that might possibly degrade things on the geometry side, is r_slopVertex.

It's possible that extreme values there would reduce everything to triangular messes?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

I tried the slopvertex at 1, and things with lots of small detail like lamp posts, had some faces disappear completely, the AI still looked about the same.

EDIT: Maybe try forcing lowest LOD?

I always assumed I'd taste like boot leather.

 

Posted

Back then, you really had to use your imagination to fill in the blanks.

:ph34r::wub:

 

All the world is the same..... :D

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

Posted

I am very happy for your newly found love. ;-D

 

Neat effect and refreshing change in this era of near photorealism.

Clipper

-The mapper's best friend.

Posted

I tried the slopvertex at 1, and things with lots of small detail like lamp posts, had some faces disappear completely, the AI still looked about the same.

EDIT: Maybe try forcing lowest LOD?

 

Yes, most AI use LOD now, so putting that to the lowest value might help. Won't do much to most models though.

Posted (edited)

Can't forget about that guy who forced Doom 3 to run on 2 3DFX Voodoo 2 cards, equipment which was WAY below the baseline specs. The frame rate was pretty good, 30 or so, but obviously there was no lighting.

 

Everything was the same bright level. Imagine how tough TDM would be like that!

Edited by kano
  • Like 1
Posted

There probably might be a way to tweak TDM to have simplified lights to give good performance.

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

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