| For the old DOS gamers: OpenGL ports of CLASSICS! |
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AlecStaar
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Posts: 51
From: A discrete point in the Space-Time continuum...
Joined: 2001-02-09
Member No.: 5224
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2002-07-30 20:28:02
" Thanks!
I have NewWolf3D, JDoom, JHexen, JHeretic and GLQuake and they all work great! (except for GLQuake being dark and not looking nearly as good as the screenshot).
Now I need to get Blood (I found something called qBlood http://www.planetblood.com/qblood/ but haven't checked it out yet), Duke3D (glDuke project was killed) and Shadow Warrior.
I still haven't gotten to Mame32 yet either.
Anyhow, just wanted to say thanks! "
No problem...
(I was after those OpenGL patches some folks were cool enough to take the time to make myself, & got wind of them from a member here named pmistry!)
* Thought I'd "spread the word/good news" to others in creating this post here...
APK
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| Post #106138 |
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pmistry
Senior Member
Posts: 1041
Joined: 2000-04-16
Member No.: 3065
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2002-07-31 15:38:18
Man its great to see this thread up and running again.
MisterX, Qblood is a good port but it isn't finished yet, the team even asked to me join them but due to a lack of time, I didn't. What they are trying to do is convert everything from Blood and put it into Quake. So they are changing models and maps to Quake form. They are even considering jumping to the Quake 2 engine as well.
Last I heard they may even use the Doomsday engine [powers JDoom, JHeretic, and JHexen] and create JBlood or so, but I have no idea what is going on there right now, if I find out more, I will post.
As for Duke Nukem, the GL port may get finished and it may not.
As for Shadow Warrior, I doubt anybody will come along and make a Win32/DirectX/ or OpenGL port for it.
You can still play these if you use a Win9x startup disk and still have a FAT32 partition, you'll need DOS sound drivers to get sound for them. Or you can play them in XP without sound. Or try that VDMSound emulation sound hack or SoundFX 2000.
VDM Sound: http://www.ece.mcgill.ca/~vromas/vdmsound/
SoundFX 2000: http://www.softsystem.co.uk/page4.htm
Oh by the way, the J-Series ports have a new homepage at http://www.doomsdayhq.com great new page and I think he just released a new version of the unified release which has all 3 ports in one .exe file.
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| Post #106257 |
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AlecStaar
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Posts: 51
From: A discrete point in the Space-Time continuum...
Joined: 2001-02-09
Member No.: 5224
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2002-08-02 08:37:07
It is a good thread... no small thanks to you for turning me onto it here & at xp-erience.org as well!
* Like getting 4 new games basically, if you have the old DOS ones still around (still found in bargain bins at computer stores for like $5-$10 if you don't!) that really FLY on newer higher mhz machines even with OpenGL or DirectX overlays to improve them!
APK
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| Post #106468 |
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pmistry
Senior Member
Posts: 1041
Joined: 2000-04-16
Member No.: 3065
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2002-08-27 11:43:08
Well I thought I would throw these in as well. Been playing Quake 2 all over again, and found this great source port which adds some new special effects, a nightmare skill setting, and better lighting. (Quake 2 was a tad on the dark side)
Check out Quake 2 MAX here:
http://modscape.telefragged.com/q2max/
Tip: Be careful when enabling Cell Shading, it tends to hard lock my system and its effect is no good.
Also I found another Quake source port called Tenebrae:
You can find it here:
http://users.pandora.be/hollemeersch/blackrose
This amazing port adds major new lighting effects. Remember the purple sky in Quake? Well it now glows a purple haze on parts of a level. There is smoke coming out of the ground and pipes, you can patch it for transparent water, the teleporters are now blue electric force fields that are transparent and they cast blue hues along the wall. Absolutely impressive. Runs fast on Geforce cards, still slow on Radeons.
I am checking it out now apparently adds some transparency effects to the water, full 32-bit color too.
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| Post #108521 |
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Admiral LSD
Senior Member
Posts: 991
Joined: 2001-08-14
Member No.: 6685
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2002-08-27 12:36:34
"Terminal Velocity works fine in Connectix Virtual PC."
OK, when running TV in VPC (with DOS 6.21 as the guest OS) I'll get this problem where the keyboard will hard lock in one direction causing me to spin out of control. The quick fix is to press Esc twice but that is not only annoying but the problem will just recur a few seconds later anyway. Know of a proper solution?
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| Post #108528 |
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AlecStaar
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Posts: 51
From: A discrete point in the Space-Time continuum...
Joined: 2001-02-09
Member No.: 5224
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2002-08-27 14:12:57
I wonder why this got moved to the "other" forum? It's gaming oriented...??
Oh well anyhow!
"Well I thought I would throw these in as well. Been playing Quake 2 all over again, and found this great source port which adds some new special effects, a nightmare skill setting, and better lighting. (Quake 2 was a tad on the dark side)
Check out Quake 2 MAX here:
http://modscape.telefragged.com/q2max/
Tip: Be careful when enabling Cell Shading, it tends to hard lock my system and its effect is no good.
Also I found another Quake source port called Tenebrae:
You can find it here:
http://users.pandora.be/hollemeersch/blackrose
This amazing port adds major new lighting effects. Remember the purple sky in Quake? Well it now glows a purple haze on parts of a level. There is smoke coming out of the ground and pipes, you can patch it for transparent water, the teleporters are now blue electric force fields that are transparent and they cast blue hues along the wall. Absolutely impressive. Runs fast on Geforce cards, still slow on Radeons.
I am checking it out now apparently adds some transparency effects to the water, full 32-bit color too."
Man, I took a peek @ those screenshots... UNBELIEVEABLY COOL Quake I modification... did you see those colors & bumpmapping? Excellent stuff... I have a feeling that the "Tenebrae" mod to Quake I will become my NEW default one... even over the excellent work of others that I posted above!
The Quake II Max mod also looks QUITE the cool from the screenshots alone with the weaponry mods & I cannot wait to see the ones you describe as well to make it seem like a more "realistic" gaming environs!
(Yup, I am on that like "White on Rice" boy... you know it!)
PMistry, thanks again for 'beefing up' my old games arsenal once more & giving me an excuse to reload them with these new mods... PLUS, thanks for the warning on that one problem in that one!
*
APK
P.S.=> This is great... I actually LIKE to play the "oldies" again, especially since these mods & OpenGL overlays make them like having a new game again... & finding out that I do not have them 100% memorized all thru all their levels anymore... big fun! apk
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| Post #108532 |
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pmistry
Senior Member
Posts: 1041
Joined: 2000-04-16
Member No.: 3065
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2002-08-27 17:33:11
Yep thanks to Tenebrae I will be replaying Scourge of Armagon and Dissolution of Eternity, after finishing up Quake 2 of course. I got a couple of weeks before university starts again so this is quite excellent.
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| Post #108558 |
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AlecStaar
Account Disabled
Posts: 51
From: A discrete point in the Space-Time continuum...
Joined: 2001-02-09
Member No.: 5224
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2002-09-01 09:32:09
"Yep thanks to Tenebrae I will be replaying Scourge of Armagon and Dissolution of Eternity, after finishing up Quake 2 of course. I got a couple of weeks before university starts again so this is quite excellent."
Well, I gave it a shot... it's very, VERY nice!
The bump mapping in combination with 32-bit color is pretty heavy but @ 640x480 resolutions, I can pull of running it with QuinCunx AntiAliasing + 8x AntiIsotropic filtering & PRETTY FAST!
(Relatively speaking that is... it's still heavy even at the low-res, but awesome looking!)
I like it...
The ONLY complaint I have, over TomazQuake, is that it does not seem to implement automatic mouselook (that is without a key being assigned to it, I am used to shoving my mouse forward/backward to look up/down).
Am I missing something on the mouselook setting?
(Thanks as per usual for your help... like this alot, & that is the ONLY tiny complaint I have on it...)
So... right now, my feelings on it?
Well, it is by far the most superior looking game I have now in fact, even moreso than Quake III Arena I think!
(The lighting model (very impressive with the 32 bit textures & bumpmappings) does not seem "jury-rigged" in on the images themselves as they rotate or move but seem like TRUE "specular hi-lighting" like you see in the Doom III clips! Alot like what John Carmack is showing off in Doom III & again, the texturing & bumpmapping in 32-bit color is probably giving me a taste of how Doom III will run on this machine & it's NOT ALL THAT BAD!)
APK
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| Post #109012 |
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MisterX
Junior Member
Posts: 4
Joined: 2002-07-25
Member No.: 11636
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2002-09-03 11:46:42
I'm really busy these days, but I'll definately look at these other Quake releases.
Between these great old 3D shooters and MAME on XP, who needs to buy new games? 
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| Post #109180 |
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AlecStaar
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Posts: 51
From: A discrete point in the Space-Time continuum...
Joined: 2001-02-09
Member No.: 5224
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2002-09-03 14:17:27
"I'm really busy these days, but I'll definately look at these other Quake releases.
Between these great old 3D shooters and MAME on XP, who needs to buy new games? "
"True Dat", as the saying goes...
* Mighty nice of Mr. Carmack & crew to put out their sourcecode engines as well for folks to do this type of modification as well as build entirely new games off of as well!
(It's part of why I go for their newest stuff... always consistently a "revolution of the mind" technology-wise over the previous engine models in terms of "Flash" & new stuff improving them! Doom III will hopefully be what they say it is in terms of a return to concentration on the First Person Shooter & gameplay/atmosphere/theme as well!)
APK
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| Post #109195 |
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pmistry
Senior Member
Posts: 1041
Joined: 2000-04-16
Member No.: 3065
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2002-09-09 08:45:10
I think with tenebrae you need to add in the console, +mlook 1 for mouse looking, I can't remember if its implemented in the menus.
As an addition, I was checking out the new Doomsday engine release, there are some new high resolution textures for Jheretic and Jhexen, the textures stay true to the original games but have been modified with Photoshop to give them a much sharper look.
http://www.doomsdayhq.com/res_textures.php
By the way I came across some new high resolution textures for Quake.
http://switch.to/qe1m1textures
And after discovering these I came to another Quake source port which is a continuation of TomazQuake, which is now pretty much dead, its called TeleJano and will probably run better than Tenebrae but won't look like Tenebrae.
http://telejano.berlios.de/wiki3/
Screenshots for Telejano:
http://telejano.berlios.de/wiki3/index.php/ScreenShots4.3
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| Post #109753 |
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AlecStaar
Account Disabled
Posts: 51
From: A discrete point in the Space-Time continuum...
Joined: 2001-02-09
Member No.: 5224
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2002-09-10 02:15:08
Why on earth did this get moved to other? It's PURE gaming... oh well!
ANYHOW:
"I think with tenebrae you need to add in the console, +mlook 1 for mouse looking, I can't remember if its implemented in the menus."
Well, it does do that... gives me up & down mouselook by shoving the mouse forward & backward... but it also stalls the ability to move the mouse side to side to look to the sides (rather than use arrows... I cannot stand using keys for navigation, TOO slow in FPS games & gets you wasted everytime!).
Mousers like myself in FPS games will understand what I mean!
"
As an addition, I was checking out the new Doomsday engine release,
there are some new high resolution textures for Jheretic and Jhexen, the textures stay true to the original games but have been modified with Photoshop to give them a much sharper look.
http://www.doomsdayhq.com/res_textures.php
By the way I came across some new high resolution textures for Quake.
http://switch.to/qe1m1textures
And after discovering these I came to another Quake source port which is a continuation of TomazQuake, which is now pretty much dead, its called TeleJano and will probably run better than Tenebrae but won't look like Tenebrae.
http://telejano.berlios.de/wiki3/
Screenshots for Telejano:
" target="_blank">http://telejano.berlios.de/wiki3/index.php/ScreenShots4.3 "
These are as per your usual, worth checking out & d/l'ing now on my part, usually you come up with some very cool mods (you are way into this, way more than myself & are a great source of info pmistry, so I thank you for these).
*
APK
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| Post #109831 |
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pmistry
Senior Member
Posts: 1041
Joined: 2000-04-16
Member No.: 3065
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2002-09-10 08:31:56
That's rough, hope it turns out ok.
Yeah I'll keep posting news on the source port front on this thread, they just keep getting better. I mean just look at Tenebrae, who would have thought that Quake 1 would like that?
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| Post #109845 |
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DosFreak
Moderator
Posts: 3494
From: Warner-Robins, Georgia
Joined: 2000-02-03
Member No.: 1729
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2002-09-10 10:20:29
Because it was in XP gaming. This applies to 9x/NT4/2K as well. Gaming applies to all OS's...not just XP as MS would like you to believe. 
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| Post #109849 |
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JP-
Senior Member
Posts: 1015
Joined: 2001-06-29
Member No.: 6178
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2002-09-10 10:38:47
So you were just looking for something to 'moderate' then 
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| Post #109851 |
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AlecStaar
Account Disabled
Posts: 51
From: A discrete point in the Space-Time continuum...
Joined: 2001-02-09
Member No.: 5224
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2002-09-14 08:33:40
"So you were just looking for something to 'moderate' then "
No matter!
Anyhow... I was right about it above being a display of Doom III style rendering of lighting & graphics!
Take a read here:
http://www.3dactionplanet.com/features/articles/tenebrae/
SCREENSHOT:
So, if you would like to know how your current rig will run or can run Doom III but TODAY?
Try this mod...
I got a good feel & guessed that it was using Doom III style lighting & graphics rendering but applied to an older game & I got lucky, it appears I was right!
My rig does not do a bad job of that & I really wanted to know! Well, to be honest, at 640x480 its a bit choppy with 8x AntiIsotropic and QuinCunx AntiAliasing on, but it is playeable in full graphics colors & textures too but at that low res.
Not only did I get a good "benchmark/gauge" of this system being able to run Doom III acceptably, but I also got a good mod for the original Quake hotrodded up some more!
(A mod technically alot more of a mod than most are, heavy alteration at the low levels regarding display technology & lighting methods & alot like what Doom III has been showing off in the preview films and screenshots and it shows, because it does look a great deal like what Doom III is looking like technology wise in display!).
*
APK
P.S.=> It all boils down to John Carmack & crew putting out their sources to be improved upon... good guys! When you get where they are with their wealth you can be philanthropic and become a pillar of society and do great things... they're living proof putting out their lifeblood & old source really... they by no means have to do that & this is a constructive thing to help coders bigtime become better, I know, alot of my work was maintaining the code of others & fixing/patching/adding onto it over a decade & I learned every time! I'd wager the C/C++ guys looking at that source learn TONS of tricks just going thru it as they work on it to make it even more than it is... Again, I say this is true because in my case with Delphi, it comes with SOURCE to most of itself, and I learned more about it looking at and altering its base controlset than most of my books on it taught me! apk
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| Post #110299 |
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AlecStaar
Account Disabled
Posts: 51
From: A discrete point in the Space-Time continuum...
Joined: 2001-02-09
Member No.: 5224
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2002-09-15 15:12:49
Ok, I tried Quake2 Max as well!
It's very nice also... but not nearly the radical change that tenebrae is for Quake 1!
(Pretty darn cool weapons mods making the firing of the pistol, antimatter particle gun, & ESPECIALLY the railgun being VERY cool & very customizeable too...)
* These mods, gotta love 'em... took some really serious fans of these games to commit the time & effort to work them in and what-not I imagine, & we all get the bennies for free!
Note to PMistry: I had to add +MLook 1 to a batch I use to start /high tenebrae.exe & that plus doing it in the console (and disabling lookstrafe) does the trick for mouselook properly for me in Tenebrae! Thanks for putting me on the right track!
APK
P.S.=> I'm hauling in telejano Quake 1 mod right now, if it's an extension of TomazQuake I will probably like it a great deal as well... EDIT PART: It's nice and does build upon the great mod of TomazQuake! apk
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| Post #110409 |
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pmistry
Senior Member
Posts: 1041
Joined: 2000-04-16
Member No.: 3065
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2002-09-15 19:45:55
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| Post #110424 |
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pmistry
Senior Member
Posts: 1041
Joined: 2000-04-16
Member No.: 3065
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2002-09-15 19:48:37
It is quite amazing what amateur mod guys can do these days.
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| Post #110425 |
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AlecStaar
Account Disabled
Posts: 51
From: A discrete point in the Space-Time continuum...
Joined: 2001-02-09
Member No.: 5224
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2002-09-15 20:59:19
"It is quite amazing what amateur mod guys can do these days."
It sure is at that... and I am glad they are getting so good at it & into it!
(This is like getting NEW games almost, especially if you have not played these in ages...)
Again, mighty cool of IDSoftware releasing their source for these same guys to improve on their foundations as well, we reap the rewards as the end users!
What did you think was so impressive about that other mod? I did note the "relative light shadowing" effect, which must have been some work to figure out & implement!
However, I still felt the Quake2Max was a bit neater still at this point...
But, then again, that other mod for Q2 you just posted is still in the early stages too!
*
APK
P.S.=> What I think is cool is that folks BRAND NEW to PC's (& have not played these before) can just buy stuff like Quake I, II or Heretic, Hexen, etc. for $10 in CompUSA etc. bargain bins & haul down one of these mods and get a REALLY nice game for $10... apk
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| Post #110430 |
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pmistry
Senior Member
Posts: 1041
Joined: 2000-04-16
Member No.: 3065
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2002-09-16 08:45:11
Evolved has really impressed me, the fogging looks great and for once Q2 isn't dark, the engine has adjustable intensity and lighting settings. For me I have to keep the brightness really high since the game is just too dark. I used to use a utility called Q2Gamma, but while makes the colors look brighter the game still looks WAY too dark in some areas. They have a ton of more improvements to implement, I was reading most of them at the PlanetQuake forums, they are quite eager with this project. Should be a good one.
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| Post #110474 |
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pmistry
Senior Member
Posts: 1041
Joined: 2000-04-16
Member No.: 3065
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2002-12-14 09:15:52
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| Post #116527 |
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AlecStaar
Account Disabled
Posts: 51
From: A discrete point in the Space-Time continuum...
Joined: 2001-02-09
Member No.: 5224
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2002-12-14 11:04:01
"The first beta release of Quake 2 Evolved has arrived, and I am quite impressed.
" target="_blank">http://www.planetquake.com/blur "
I'll give it a go!
I tried the others you turned me onto, including using the hi-res textures with Heretic & it DOES make a difference!
Quake2Max was another from this list that has impressed me, so this will probably be JUST as cool...
I like the "shaders" being present, that is JUST like being given the "Quad-Damage" effect look in Quake III Arena, & the look of being sheathed in a corruscating corona of a *****ling energy envelope, quite cool!
* Thanks for the update on this one PMistry & the email the other day, good to be back!
APK
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| Post #116532 |
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pmistry
Senior Member
Posts: 1041
Joined: 2000-04-16
Member No.: 3065
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2002-12-15 11:03:21
Hey, great screen shot, I like the fact that this source port really gives the Quake 2 game engine a major brightness overhaul. The game is just so dark for me normally, but now it looks nicer when you adjust the overbright settings.
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| Post #116609 |
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AlecStaar
Account Disabled
Posts: 51
From: A discrete point in the Space-Time continuum...
Joined: 2001-02-09
Member No.: 5224
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2002-12-15 17:11:41
"Hey, great screen shot, I like the fact that this source port really gives the Quake 2 game engine a major brightness overhaul. The game is just so dark for me normally, but now it looks nicer when you adjust the overbright settings."
You're right...
I tried it, & at first I was like "Hey... this does not seem to be ANY different than the 'stock/oem' model of Quake II itself from IDSoftware!"
And, then I did the overbright adjustments & a few others that this one offers & it made QUITE the difference!
(I noted alot of them like Quake2Max also for Quake II & the Quake I ones like Telejano have TONS of adjusteable parameters... this also goes for the Doom I/II & Hexen + Heretic mod of the latest Doomsday Engine now!)
It looks good, but I have yet to see the main effect I have pictured up there take place (that screenshot came off of their website). I would truly like to see the "shaders" effect in use on Quake II, I guess I have to wait until I hit an area like that one, where I pickup a Quad Damage type prize to initialize it, to see it in motion...
Still, I think right now, Quake2Max is the better of the two, but like anything, give it time... one can pass the other pretty fast (just like I used to like GLZDoom more than I liked Doomsday Engine... & now, it is the reverse!).
APK
P.S.=> There is also a NEW release of NewWolf as well... the author has updated that as well, a newer model of the original Wolf3D game done into OpenGL as well... the first one was not bad, & I am about to try the newest/latest build today in fact... again, thanks for feedback/update on this stuff! Like getting new games almost... apk
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| Post #116631 |
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