taufan99 Posted February 7, 2023 2 hours ago, Redneckerz said: The power of Quake being a 3D renderer i guess. (Without going into the whole Is Doom 3D or not debate). Doom's renderloop wasn't as forward looking as Quake, much in the same way Quake 3's renderer was quite forward looking (It had support for multiple processor cores. Except back in the day, that mean't an actual physical second processor instead of just a processor core.) I really should test Ironwail out again with Arcane Dimensions. It probably flies. What kind of fps are you getting? UHD 600 is pretty gnarly on the low end, but HD 400 (or even Atom Z3735F!) is far worse than that even. 75-150 FPS by default (on regular game). Whereas, on the aforementioned ad_tears map, I got 35-70 FPS. Yeah, I know it doesn't sound much for many actual monster rigs nowadays, but it's more than serviceable enough in my case. 1 Quote Share this post Link to post
Dweller Dark Posted March 17, 2023 Bump since Ironwail 0.7.0 just dropped: https://github.com/andrei-drexler/ironwail 6 Quote Share this post Link to post
Biz! Posted March 18, 2023 Dunno how I didn't see this, my PC is hanging on to dear life because Microsoft is hindering Windows 10 computers, so I need the extra speed. 1 Quote Share this post Link to post
Dweller Dark Posted March 18, 2023 1 hour ago, Immorpher said: I saw this video earlier, good for anyone who has an interest in Ironwail or wants a good overview of the features! And I've been meaning to ask, but do you know if the converted remastered weapon models work in Ironwail? I figured you might know something about it. 0 Quote Share this post Link to post
liPillON Posted March 18, 2023 5 hours ago, Dweller said: And I've been meaning to ask, but do you know if the converted remastered weapon models work in Ironwail? I figured you might know something about it. somebody asked for MD3/MD5 model support, but the dev hasn't replied yet https://github.com/andrei-drexler/ironwail/issues/52 1 Quote Share this post Link to post
Immorpher Posted March 19, 2023 On 3/18/2023 at 12:00 AM, Dweller said: I saw this video earlier, good for anyone who has an interest in Ironwail or wants a good overview of the features! And I've been meaning to ask, but do you know if the converted remastered weapon models work in Ironwail? I figured you might know something about it. Ya it seems that Ironwail doesn't have MD5 support yet, which is why I often use FTEQW since it does have it (QSS does as well). I remember trying this pack out a while back which converted the MD5 models to MD3. I think the super shotgun model was missing though (at the time): https://quakeone.com/forum/quake-mod-releases/finished-works/283295-osjc-s-enhanced-quake1-model-conversions-pack-v1 2 Quote Share this post Link to post
Ozcar Posted April 4, 2023 (edited) Late reply (i know) but i need help, i cant move mouse by left and right on iron wail, any tips? Edited April 4, 2023 by Ozcar 0 Quote Share this post Link to post
Redneckerz Posted April 5, 2023 12 hours ago, Ozcar said: Late reply (i know) but i need help, i cant move mouse by left and right on iron wail, any tips? How can we provide tips without any details? What is your .cfg, for instance? Does this also happen in other games? And so forth. 0 Quote Share this post Link to post
Murdoch Posted April 5, 2023 On 3/18/2023 at 1:13 PM, Biz! said: Dunno how I didn't see this, my PC is hanging on to dear life because Microsoft is hindering Windows 10 computers, so I need the extra speed. Huh? I have multiple Windows 10 computers, all running good as ever. 1 Quote Share this post Link to post
RastaManGames Posted April 5, 2023 Where I can find a new limits of maps? Like... ~5000 brushes, ~2500 entities and such. 0 Quote Share this post Link to post
Ozcar Posted April 5, 2023 4 hours ago, Redneckerz said: How can we provide tips without any details? What is your .cfg, for instance? Does this also happen in other games? And so forth. For weird reason, i cant move my mouselook into left and right in on ironwail, And not, this only happened in this games. 0 Quote Share this post Link to post
cacomonkey Posted September 9, 2023 (edited) Hi guys. Haven't logged-in here for a while (6 years to be precise lol) but I wanted to mention that I recently discovered the Quake mapping community after playing Arcane Dimensions and it's been absolutely amazing seeing the talent and the quality of content from that community, perhaps second only to the Doom and Thief modding community. Been using Ironwail and quite frankly I've never used a source port that was so smooth and blisteringly FAST. I play at 120 FPS on an LG C2 gsync/VRR TV. After being a graphics whore for so many years, I decided I like the chunky, raw pixel look of Doom and Quake. It brings me back to the days of Doom and Duke and I want to stay there. However, certain community maps don't play well with Ironwail (just a few) and require QuakeSpasm-Spiked but even though I disabled the filter in QSS it still looks like shit, even with beautiful pixels, compared to Ironwail. Is there any way I can get those inky black shadows (nice on an OLED TV!) on QSS that I get with Ironwail? Can't figure out the setting. Edited September 9, 2023 by cacomonkey 2 Quote Share this post Link to post
Lila Feuer Posted September 9, 2023 I'm a QSS user and almost forgot about Ironwail, I'm tempted to switch to it even if it means foregoing some modern levels as it sounds like it has what I'm looking for in regards to retro visuals and general options. 1 Quote Share this post Link to post
Dweller Dark Posted September 9, 2023 5 hours ago, Lila Feuer said: I'm a QSS user and almost forgot about Ironwail, I'm tempted to switch to it even if it means foregoing some modern levels as it sounds like it has what I'm looking for in regards to retro visuals and general options. I'd say it's worth the switch for at least for the mod menu, access to the Quake Enhanced mod server, and the performance of most maps. 0 Quote Share this post Link to post
cacomonkey Posted September 9, 2023 (edited) Unfortunately that built-in Mod menu in Ironwail's Options can have limited functionality if the mod has a dependency like Copper or Quoth. So I use a nifty little Quake Launcher/organizer called QMLauncher. Its companion program by the same author is QuadaddictedTool and is better for my needs than Quake Injector (unreadable map info fonts at 4k). There's an incredibly ambitious user-made Quake map pack called Peril that runs buggy as fuck on Ironwail (clipping issues in the elevators with the player taking damage) where you have to use QSS but otherwise Ironwail has worked flawlessly with every user-made map I've thrown at it. Best. Source. Port. EVER. Edited September 9, 2023 by cacomonkey 1 Quote Share this post Link to post
Dweller Dark Posted September 9, 2023 4 minutes ago, cacomonkey said: Unfortunately that built-in Mod menu in Ironwail's Options can have limited functionality if the mod has a dependency like Copper or Quoth. So I use a nifty little Quake Launcher/organizer called QMLauncher. Its companion program by the same author is QuadaddictedTool and is better for my needs than Quake Injector (unreadable map info fonts at 4k). There's an incredibly ambitious user-made Quake map pack called Peril that runs buggy as fuck on Ironwail (clipping issues in the elevators with the player taking damage) where you have to use QSS but otherwise Ironwail has worked flawlessly with every user-made map I've thrown at it. Best. Source. Port. EVER. Have you come across an issue in Ironwail where the HUD/crosshair doesn't act like they're supposed to in stuff like Arcane Dimensions? Even if I turn the crosshair off in the config, the crosshair will come back the next time I open AD. 0 Quote Share this post Link to post
cacomonkey Posted September 9, 2023 (edited) 12 minutes ago, Dweller said: Have you come across an issue in Ironwail where the HUD/crosshair doesn't act like they're supposed to in stuff like Arcane Dimensions? Even if I turn the crosshair off in the config, the crosshair will come back the next time I open AD. Had the same problem so what I did to solve it was create an autoexec.cfg file in the id1 folder. Then add "crosshair 0" or "crosshair 1" or "crosshair 2" (without the quotes). I find that autoexec file very useful for other purposes too like creating weapon groups for the D-pad of my DS4 controller or assigning Save/Load slots to specific function keys. Before anyone asks, "YOU PLAY DOOM AND QUAKE WITH A CONTROLLER??? MUST BE A PERVERT MASOCHIST!" I just want to say that I found the ideal control scheme for me (a couch monkey) - I use the controller for moving/strafing in my left hand and mouse in my right for aiming, turning and Fire/Jumping. It's perfect for me and this hybrid controller/mouse scheme is as good as any KB/mouse config I've tried but with the added benefit of analog movement with the controller (good for inching and creeping along ledges or peering over them). Edited September 9, 2023 by cacomonkey 1 Quote Share this post Link to post
Kyle07 Posted September 10, 2023 I play Doom and Quake with controller, because my PC is currently with my tv. With Gyro controls it does not matter for me. 0 Quote Share this post Link to post
Maribo Posted September 10, 2023 17 hours ago, Dweller said: Have you come across an issue in Ironwail where the HUD/crosshair doesn't act like they're supposed to in stuff like Arcane Dimensions? Even if I turn the crosshair off in the config, the crosshair will come back the next time I open AD. I saw that cacomonkey gave you a solution, but this has happened to me with various other settings on lots of different mapsets, and I believe this behavior is due to the way that ironwail clones your "base" config from your id1 folder to a mapset's own folder, provided it exists. Consider deleting the ironwail.cfg in your AD folder, loading up base game Quake, turning your crosshair off, closing + reopening ironwail again to check that it properly saved, then try opening AD and see if it still happens. 1 Quote Share this post Link to post
Master O Posted September 10, 2023 17 hours ago, cacomonkey said: Had the same problem so what I did to solve it was create an autoexec.cfg file in the id1 folder. Then add "crosshair 0" or "crosshair 1" or "crosshair 2" (without the quotes). I find that autoexec file very useful for other purposes too like creating weapon groups for the D-pad of my DS4 controller or assigning Save/Load slots to specific function keys. Before anyone asks, "YOU PLAY DOOM AND QUAKE WITH A CONTROLLER??? MUST BE A PERVERT MASOCHIST!" I wonder if there are people out there who play Quake or Doom with a fightstick, which is used for fighting games. Now that would be something. 0 Quote Share this post Link to post
Ludi Posted September 10, 2023 Just wanna say this port is absolutely fantastic. To those still on the fence, there's no substitute. I love the raw video filter, looks great for vanilla-ish level packs! 0 Quote Share this post Link to post
cacomonkey Posted September 10, 2023 I think even "visually enhanced" community map packs like AD and Alkaline will advise you in the documentation to use gl_texturemode "GL_NEAREST_MIPMAP_LINEAR" setting instead of the filter. Was playing the user-made map Altar of Storms recently and smiled when I encountered these female necromancers who were reanimating the dead ogres, death knights and other baddies as fast as you could kill them. Gee, I wonder where they got that idea from. The same map has an end-fight with a boss ripped right out of the big baddie from Hexen II, give or take about 5 giant statues a'comin' to life to offer him support. Play a good community Doom or Quake map and it feels like you're playing a free AAA release, only not as E-Z ;) 0 Quote Share this post Link to post
riktoi Posted September 10, 2023 10 minutes ago, cacomonkey said: I think even "visually enhanced" community map packs like AD and Alkaline will advise you in the documentation to use gl_texturemode "GL_NEAREST_MIPMAP_LINEAR" setting instead of the filter. Definitely. Many mappers spend ages aligning textures and all that stuff and the effort can be difficult to see with filtered textures. Quake just happened to exist around the eclipse of all the fancy new GPU tech so some people may end up preferring the filtered look anyways, which is perfectly fine! 0 Quote Share this post Link to post
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