RyokoTK wrote:One requires every player to download a ginormous shapes file, or else be excluded. The other is just a level. Hmm.
Grayswandir wrote:You forgot about the people who already have the most recent version of AO...and, not everyone is going to want to download this new Shapes file. Heck, some might not even like it because it doesn't have just the original textures.
Forcing people to download something that isn't necessary to make AO run probably isn't a good idea.
Bobwithkeycard wrote:But that is not the case. If you don't have the shapes files then you can still participate in the game, but in those spaces where the new textures are applied in the map you will see black walls instead ( thanks to anti-texture smearing ).
Bobwithkeycard wrote:Ok, I see your point. Memory was playing tricks on me, guess I was thinking of untextured walls and I had a lot of trouble running the experimental 'floating poly' maps that rely on untextured areas cause this is a rendering feauture that actually isn't editable from inside the windows sdl builds and untextured stuff just shows up as black by default.
You're missing the point. If I make a map using a mixture of the old and new textures, then for someone who doesn't have the proper shapes file, there'd be a bunch of missing textures (and thus, smearing) -- and, as far as I know, the user would go out of sync as well, which would mean that anyone who wants to play on the new maps would still have to download the new shapes.1. Yes, they would leave the old bitmaps untouched unless ScreamingFool is the fool his name makes him out to be. It would simply be adding bitmaps.
2. It depends on the textures. By those 3 he showed. I would say yes, they keep the marathon as they are made, combined or based off using the original textures. Aslong as they stay at such a high standard, I would make people download them and would be happy to use these.
Except the TTEP and screamingfool's project are completely different. The TTEP is optional, because it uses an external file to simply swap out existing textures with new ones for each specific player. There's no way to require the TTEP, so it's completely at the whim of an individual user. With SF's map pack, his maps would be unplayable without the new textures.3. Most of the community hasn't seen the textures yet. Once the set is done they most probably would. When the texture enhancement packages came (which I hugely dislike TBH), they were and still are FB's Top downloads and are widely used.
That is correct. I'd rather not have any new textures. I don't care how "good" they are, they could be the sweetest textures ever, but what is Marathon without it's originality? I for one don't want to change anything of the graphics, cause then you take away what's a part of Marathon.
Then there's the pain of having to d/l them. If people want to use them that badly, then you can treat it as a conversion. You'll use it the same way you would use, say, TGI. But for all the time? I don't think so, it would probably diminish the already small amount of people that play on meta.
RyokoTK wrote:Well, the point behind SF's textures is that they're similar to the old ones, and they fit in properly. A more apt comparison would be with EVIL than TGI, since EVIL's texturesets are more like an extension of Infinity's than TGI's are.
RyokoTK wrote:What's more likely is that nobody would really play your maps except in the unusual circumstance where everyone is actually willing to make the effort. For most people, however, they'd just ignore your maps, since they take that extra effort just to play when there are many others that are just as good (and have the same guns) that don't require the work. It's a lot like playing netgames in Tempus Irae; the guns are the same, so why swap to TI when there are plenty of Infinity maps that are just as good?
goran wrote:A tip from goran, ignore the nay sayers, and plow ahead
Bourne wrote:A tip from Bourne, shut up. This would kill marathon. Seriously, this is one of the most idiotic ideas i've heard on here for ages.
Samus wrote:I play on software and I actually like it better now, all I see when I switch back to opengl is that it is blurred which hurts my eyes and a very thin black outline around each sprite.
Treellama wrote:You can turn that off by disabling distant sprite filtering in the advanced OpenGL settings
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