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>> No.5255437 [View]
File: 2.97 MB, 640x480, smooth doom.webm [View same] [iqdb] [saucenao] [google]
5255437

>>5255423
>Save mods for Doom 2 and Final Doom
Make that just Final Doom actually, because Doom 2 introduces new enemies which change the gameplay a lot.
Doom 2 is a much more mixed bag than the first game when it comes to level design, however, so if you feel the levels really start to drag and you're not enjoying them anymore, don't force yourself to finish it.

Anyway, suggestions for if you just want some more fidelity/eyecandy:
>run in OpenGL mode
>turn off texture filtering (see last .webm)
>enable brightmaps
>enable bloom (it's subtle, but it looks nice with really bright lights)
>possibly Smooth Doom, and maybe Tilt++
>NashGore if you want the exaggerated blood

>> No.2340003 [View]
File: 2.97 MB, 640x480, E1M7.webm [View same] [iqdb] [saucenao] [google]
2340003

>>2339939
>>2339960

Smooth Doom
Dark Doom (its an addon for sneaky doom)
Brightmaps with monster sprites commented out from GLDEFS (not the stock gzdoom ones, can't find source)
Glowing flats ripped from Brutal Doom's GLDEFS (a few changes made)
Stock gzdoom lights (it doesn't get auto loaded)

For post processing I use ReShade, I've messed around with it and settled on a dirty helmet visor look with bloom and lens distortion, it does a fantastic job highlighting brightness contrast from Dark Doom but it is horrid with any skybox with pure white. It's far better than QeffectsGL but it's gl4.0 only

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