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Posted: Sat Nov 05, 2005 22:55
by Jaevlafitte
Or a stamp album for that matter...
Posted: Sun Nov 06, 2005 2:03
by DaniJ
I agree. I hate the way GZDOOM renders sprites too, they look to me like bad photo cutouts. Which mode looks best is a subjective thing, so Doomsday allows the user to make the decision

Posted: Sun Nov 06, 2005 9:49
by Graf Zahl
Well, I hate the translucent edges and considering that they can only be handled with some significant additional work (i.e. sorting) I won't add them. IMO it looks like total shit if you get close to a monster and its outline is see-through.
Posted: Sun Nov 06, 2005 11:51
by SlayeR
Heh yeah OpenGL tends to be a bitch when it comes to textured translucent polygons. Not sure about D3D though, but I think it's the same.
Posted: Sun Nov 06, 2005 12:16
by Graf Zahl
Of course it's the same. As long as there's only a 2D depth buffer this problem is unsolvable.
(which is too bad because translucent 3D-floors would currently result in a total sorting overkill - so I had to disable them.)
Posted: Sun Nov 06, 2005 17:57
by that_guy
Ok how about this:
On the
Left is using
Scale 4x and on the
Right is normal
GZDoom
I made a wad using this program a few months ago but did not think the performance hit in ZDooms' software renderer was worth the minimal results (extreme slowdown due to having to scale these sprites). For me these sprites look sharper but they do so at the cost of enhancing the pixels in some areas so they may not be to some peoples tastes (at least in GZDoom

)
I haven't tested this wad in GZDoom thoroughly yet but I don't seem to get the framerate hit I did in ZDoom. I know Timmie implemented a similar program in ZDoomGL but it causes performance issues (framerate hit; at least for me) but this one is different; it works on 8 bit graphics so can be used to rework sprites for Doom without causing problems with the transparent areas using an 8 bit render.
Program:
http://scale2x.sourceforge.net/
Posted: Sun Nov 06, 2005 18:38
by Enjay
Again, IMO GZDoom is already doing it better.
Posted: Sun Nov 06, 2005 18:51
by Graf Zahl
That's even worse than HQ2x and from a brief look at the code equally resource hungry. I have no intention to add such code.
Posted: Sat Nov 12, 2005 19:24
by GuntherDW
http://www.GuntherDW.be/tmp/doom2-082.png
is with smart texturing filter on, looks better than any other source port imo

Posted: Sat Nov 12, 2005 19:26
by Soultaker
Well in my opinion that idea of yours looks like complete shit.
Posted: Sat Nov 12, 2005 19:37
by Shinjanji
I think GZDoom's sprite display looks fine as-is.
Posted: Sat Nov 12, 2005 20:23
by smg m7
Yes, it is. I haven't any problem with it at all. The only thing that nmay be interesting is shadows. That's not really a suggestion though.
Posted: Sat Nov 12, 2005 23:05
by GuntherDW
i think the jdoom ones look better than the GZDoom ones (as noted from the 1st screenie)
because in this case they look 'flat' :p
in jdoom they still have some '3D' feeling attached
Posted: Sun Nov 13, 2005 23:20
by Tormentor667
that_guy wrote:Ok how about this:
On the
Left is using
Scale 4x and on the
Right is normal
GZDoom
I made a wad using this program a few months ago but did not think the performance hit in ZDooms' software renderer was worth the minimal results (extreme slowdown due to having to scale these sprites). For me these sprites look sharper but they do so at the cost of enhancing the pixels in some areas so they may not be to some peoples tastes (at least in GZDoom

)
I haven't tested this wad in GZDoom thoroughly yet but I don't seem to get the framerate hit I did in ZDoom. I know Timmie implemented a similar program in ZDoomGL but it causes performance issues (framerate hit; at least for me) but this one is different; it works on 8 bit graphics so can be used to rework sprites for Doom without causing problems with the transparent areas using an 8 bit render.
Program:
http://scale2x.sourceforge.net/
True, the left one looks better!
Posted: Sun Nov 13, 2005 23:46
by Nash
http://www.guntherdw.be/tmp/doom2-082.png
Now THAT picture = big win.
I know for a fact that the sprites are flat, but somehow in that shot, the zombiemen actually have depth!