[WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [WIP] Project MSX [Gameplay Mod]
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]
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]
Nope i noticed they looked kinda blurry too ^^Zero-X wrote:Is it just me, or do the sprites in those screen shots look rather blurry???
But its probably because he resized them or something
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Re: [WIP] Project MSX [Gameplay Mod]
Yeah, I used image filtering to resize the weapons sprites and keep them smooth, also I took those screenshots using GZDoom's trilinear filtering.TheMistress wrote:Nope i noticed they looked kinda blurry too ^^Zero-X wrote:Is it just me, or do the sprites in those screen shots look rather blurry???
But its probably because he resized them or something
Oh really? I wonder why...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.
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Re: [WIP] Project MSX [Gameplay Mod]
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.MagSigmaX wrote:Yeah, I used image filtering to resize the weapons sprites and keep them smooth...
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Re: [WIP] Project MSX [Gameplay Mod]
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 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]
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.Xaser wrote: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.MagSigmaX wrote:Yeah, I used image filtering to resize the weapons sprites and keep them smooth...
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:
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 thingEstopolis 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.
Here is a sneak peak of the auto cannon...
Spoiler:
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Re: [WIP] Project MSX [Gameplay Mod]
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).MagSigmaX wrote:Here is a picture of the assault rifle without GZDoom's filters.
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.
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Re: [WIP] Project MSX [Gameplay Mod]
I was about to say the same thing but I was damn tired.
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Re: [WIP] Project MSX [Gameplay Mod]
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]
What's the item replacing the berserk pack in your newest screenshot?
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Re: [WIP] Project MSX [Gameplay Mod]
It looks absolutely fantastic.
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Re: [WIP] Project MSX [Gameplay Mod]
I'm anxiously awaiting some sort of beta, this looks absolutely awesome.
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awesome mod!!!!
wow this all looks really awesome.
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Re: [WIP] Project MSX [Gameplay Mod]
Yes I prefer it pixely looking to blurred too.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.