Off-topic chat. Real talk.
-
Espio
- Forum Regular
- Posts: 370
- Joined: Sat Jun 02, 2012 8:28 pm
- Location: OldWorldBlues.esm
#1
Post
by Espio » Sat Dec 13, 2014 1:17 am
The [video] tag is deprecated, please use the [media] tag
Thoughts?
It finally got a re-release of some kind after all these years.
Oops uh, forgot the App link.
http://store.steampowered.com/app/317040
Last edited by
Espio on Sat Dec 13, 2014 1:20 am, edited 1 time in total.
-
Uwe L. Bendoverson
-
- Posts: 62
- Joined: Wed Nov 12, 2014 12:32 am
- Location: Testing Zan 2.0
#2
Post
by Uwe L. Bendoverson » Sat Dec 13, 2014 2:39 am
So far, it's looking quite gorgeous.
For those that don't like the filtering or bloom, those can be shut off, of course.
-
Dark-Assassin
- Maintenence Crew
- Posts: 968
- Joined: Fri May 25, 2012 4:25 am
#3
Post
by Dark-Assassin » Sat Dec 13, 2014 3:24 am
Seeing some earlier (older?) screenshots made me think the render was based off GZDoom's one. The dynamic light clipping fail made me think so the most.
However, that screenshot above looks like it uses realtime shadows and proper clipping like what you'd expect to see in Vavoom.

Don't message me for technical or moderation support.

Use the relevant support channels instead.
-
Uwe L. Bendoverson
-
- Posts: 62
- Joined: Wed Nov 12, 2014 12:32 am
- Location: Testing Zan 2.0
#4
Post
by Uwe L. Bendoverson » Sat Dec 13, 2014 6:10 am
It's the Kex Engine. The same chocolate doom derivative as Doom64 EX. Made by Samuel Villareal (svKaiser). It has Quake / Source / Unreal-style baked light-mapping. There's no clipping for the baked lightmaps, and they are baked using ray-tracing and radiosity just like in the above mentioned games.