[WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

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Re: [WIP] Project MSX [Gameplay Mod]

Postby Xaser » Mon Aug 16, 2010 9:05 pm

There's no seperate category for such things, and projects with maps are generally more well-regarded than ones without. 'Tis the way of things.
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Re: [WIP] Project MSX [Gameplay Mod]

Postby Sangelothi » Tue Aug 17, 2010 5:27 am

Is it just me, or do the sprites in those screen shots look rather blurry??? :?
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Re: [WIP] Project MSX [Gameplay Mod]

Postby TheMistress » Tue Aug 17, 2010 8:44 am

Zero-X wrote:Is it just me, or do the sprites in those screen shots look rather blurry??? :?

Nope i noticed they looked kinda blurry too ^^
But its probably because he resized them or something
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Re: [WIP] Project MSX [Gameplay Mod]

Postby MagSigmaX » Tue Aug 17, 2010 5:38 pm

TheMistress wrote:
Zero-X wrote:Is it just me, or do the sprites in those screen shots look rather blurry??? :?

Nope i noticed they looked kinda blurry too ^^
But its probably because he resized them or something


Yeah, I used image filtering to resize the weapons sprites and keep them smooth, also I took those screenshots using GZDoom's trilinear filtering.


Xaser wrote:There's no seperate category for such things, and projects with maps are generally more well-regarded than ones without. 'Tis the way of things.


Oh really? I wonder why... :-?
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Re: [WIP] Project MSX [Gameplay Mod]

Postby Xaser » Tue Aug 17, 2010 7:28 pm

MagSigmaX wrote:Yeah, I used image filtering to resize the weapons sprites and keep them smooth...


Wait, you're talking about using GZDoom's sprite smoothing, right? I hope you're not saying that you physically resized the graphics using some sort of filtering -- that's never a good thing.
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Re: [WIP] Project MSX [Gameplay Mod]

Postby Estopolis » Thu Aug 19, 2010 7:25 pm

Oh wow, it's great to hear that this is still being worked on.

I was wondering if it'd be possible for you to tell us how the project is going along.
Will there be a beta release?
I'm still very interested in playing this, if you haven't noticed.
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Re: [WIP] Project MSX [Gameplay Mod]

Postby MagSigmaX » Sat Aug 21, 2010 3:22 pm

Xaser wrote:
MagSigmaX wrote:Yeah, I used image filtering to resize the weapons sprites and keep them smooth...


Wait, you're talking about using GZDoom's sprite smoothing, right? I hope you're not saying that you physically resized the graphics using some sort of filtering -- that's never a good thing.


Yeah, I used filtering in order to resize the model sprites and making them look smooth, it was that or capture the models directly at Doom's resolution and have jarred edges on the weapons, which it happened in the second set of weapons that I did and they looked awful. These new graphics are the third set that I'm doing, that's other reason why this is taking me so long.

Anyway, I think the main culprit here is GZDoom's sprite filters, Here is a picture of the assault rifle without GZDoom's filters.

Spoiler:



Estopolis wrote:Oh wow, it's great to hear that this is still being worked on.

I was wondering if it'd be possible for you to tell us how the project is going along.
Will there be a beta release?
I'm still very interested in playing this, if you haven't noticed.


I'm working on the auto cannon graphics and animations (it has a lot of frames). I've been kinda slowed down by university stuff and StrongholdxD... There will be a beta release, but I don't know when. Don't worry I'm still working on this thing :wink:

Here is a sneak peak of the auto cannon...
Spoiler:
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Re: [WIP] Project MSX [Gameplay Mod]

Postby Xaser » Sat Aug 21, 2010 9:20 pm

MagSigmaX wrote:Here is a picture of the assault rifle without GZDoom's filters.


But that looks great! Can't say the same about the auto-cannon in the next pic, though (a shame, too -- it'd be perfect without the filtering, there).

It's important to realize that Doom is a pixelated game, and many of its players like it that way. It's a much better idea to have sprites without filtering and just have those who want filtering use GZDoom's, rather than forcing it on those who don't.

Now, if you're talking about capturing images at a higher resolution and scaling them down, I suppose that would work fine. The anti-aliasing might be a bit off-putting to some but I didn't mind it in Jekyll's "Russian Arsenal" that much. I'd prefer the jagged edges, personally, but that's just because that's the way I'm used to seeing things. :P
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Re: [WIP] Project MSX [Gameplay Mod]

Postby DoomRater » Sat Aug 21, 2010 9:25 pm

I was about to say the same thing but I was damn tired.
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Re: [WIP] Project MSX [Gameplay Mod]

Postby Ryan Cordell » Sun Aug 22, 2010 1:08 am

Also maybe it'd work with models, but otherwise filtering can go die in a fire. :)
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Re: [WIP] Project MSX [Gameplay Mod]

Postby Se7eNytes » Mon Aug 23, 2010 9:31 pm

What's the item replacing the berserk pack in your newest screenshot?
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Re: [WIP] Project MSX [Gameplay Mod]

Postby ZDG » Tue Aug 24, 2010 3:56 am

It looks absolutely fantastic.
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Re: [WIP] Project MSX [Gameplay Mod]

Postby JimmyJ » Thu Aug 26, 2010 9:10 pm

I'm anxiously awaiting some sort of beta, this looks absolutely awesome.
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awesome mod!!!!

Postby wwwoosher » Fri Sep 24, 2010 12:19 am

wow this all looks really awesome.
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Re: [WIP] Project MSX [Gameplay Mod]

Postby lukas » Fri Sep 24, 2010 12:41 am

Xaser wrote:It's important to realize that Doom is a pixelated game, and many of its players like it that way. It's a much better idea to have sprites without filtering and just have those who want filtering use GZDoom's, rather than forcing it on those who don't.

Yes I prefer it pixely looking to blurred too.
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