VOGONS

Common searches


Search results

Display options

Re: [DISCORD] DOSBox Deathmatch Club!

Very cool! Can folks coordinate with eachother to play any game that supports IPX (or just the supported set for now)? I didn't realize just how many DOS games came with IPX support.. Here's MobyGames' list (308 entries!): https://www.mobygames.com/attribute/sheet/attributeId,82/p,2/ Also curious …

[DISCORD] DOSBox Deathmatch Club!

So recently I've been working on putting together a DOSBox gaming discord since there aren't enough places that properly offer the opportunity to play with other people. DOSBox for the most part has been something that has a niche appeal for most people, but I've made patches for several Steam …

Re: We Need to Preserve the Vanilla Quake Experience for Modern Systems

in DOS
Well neither does running it natively, it's why it has that MPATH interfacing for q95.bat to give it TCP/IP. neozeed once made WattTCP DOS Quake ports to alleviate this issue under DOS. For DOSBox, have a build with the network passthrough patch and it should work. I just downloaded that build from …

Re: We Need to Preserve the Vanilla Quake Experience for Modern Systems

in DOS
hail-to-the-ryzen wrote: Quake in DOSBox or version 0.65 of TyrQuake with software renderer. Latter runs Arcane Dimensions mod in that configuration, including in Windows 95 if compiled for it. The issue is that DOSBox Quake doesn't have support for NetQuake servers that run in Windows as far as I …

Re: We Need to Preserve the Vanilla Quake Experience for Modern Systems

in DOS
Winquake is a vanilla quake too and did support 320x200/640x400. Often those modes don't show up on modern video card drivers, but some do still have them (Intel HD for example) and this aspect ratio stuff... stock quake always strictly calculated a 320x240 4:3 aspect FOV, and sure quake's software …

Re: We Need to Preserve the Vanilla Quake Experience for Modern Systems

in DOS
Based on my research running Quake in PCem emulating a Pentium 200 and MMX 233, staying above 60 fps is no easy feat. I could be wrong and PCem may not be accurate in that regard, but that's what I've seen. Back in the day, running Quake with software renderer (given the hardware most people had), …

Re: We Need to Preserve the Vanilla Quake Experience for Modern Systems

in DOS
The only way I know of to perfectly display 320x200 with the stretched 4:3 aspect (with square pixels 320x200 is actually 16:10 according to my napkin math) on an LCD would be to upscale every x pixel x5 and every y pixel x 6, resulting in a final image of 1600x1200, quite annoying when you …

Re: We Need to Preserve the Vanilla Quake Experience for Modern Systems

in DOS
The only way I know of to perfectly display 320x200 with the stretched 4:3 aspect (with square pixels 320x200 is actually 16:10 according to my napkin math) on an LCD would be to upscale every x pixel x5 and every y pixel x 6, resulting in a final image of 1600x1200, quite annoying when you …

Re: We Need to Preserve the Vanilla Quake Experience for Modern Systems

in DOS
Cripes, more aspect ratio pedantry. It's getting really old... I don't know why people are so insistent that everyone else have the "exact" same experience with something that they did. One of the nice things about source ports is you can play a game any way you like. Anyone interested in playing a …

We Need to Preserve the Vanilla Quake Experience for Modern Systems

in DOS
Now, I know what you're thinking. "There's plenty of software renderer source ports out there, try Mark V Winquake!" "Quakespasm's pretty vanilla." Here's the thing. As awesome as software ports like Mark V Winquake and Chadquake are, they still don't have the 100% vanilla experience. From a …

Page 1 of 1