Open OpenRift412 opened 1 year ago
My next suggestion would be to have a "16-bit mode," imitating the look of GLQuake played via a 3dfx Glide. This would probably be an amble replacement for the "balanced" 8-bit mode, since it does the same thing but at a higher bit depth.
Example image (taken in GLQuake while using dgVoodoo):
I think the easiest way to go about this would be to have the "raw" software setting use the "balanced" menu dim instead of the 1.06-style dim, given it's not really used anymore by the even the latest legacy versions of Quake.
I personally like the way it was in the original. The only reason it was changed is due performance issues of the hardware of the time, so no reason for getting rid of it now
I had a few ideas recently regarding Ironwail's software rendering simulation, and I decided I'd make a new issue instead of just bumping #24.
So first order of business: menu dimming
I think this was an issue I talked about before, but I downloaded a copy of Quake 1.06 to do a comparison of the old-style pause tint.
Here's DOS Quake 1.06
And here's how it looks in Ironwail:
And here's how it looks in DOS Quake 1.08/WinQuake 1.09:
I think the easiest way to go about this would be to have the "raw" software setting use the "balanced" menu dim instead of the 1.06-style dim, given it's not really used anymore by the even the latest legacy versions of Quake.