One of the biggest frustrations when working on Doom64EX is having to ensure that the game is able to run properly on most video cards. Back then, the N64 hardware was capable of doing some pretty cool stuff and Doom64 leveraged a lot of it’s features. Unfortunately a lot of those features, such as texture combining, wasn’t made available for PC video cards until 2001. This makes it difficult to get Doom64EX to look properly for video cards built around the N64 era.
After doing some investigations, I’ve came up with a final requirement list for getting Doom64EX to run or look properly on your video card. Clicking on the links below will list all known minimal video cards supported for that particular requirement:
- Must have OpenGL version 1.3 or higher
- Must support GL_ARB_Multitexture
- Must support GL_ARB_texture_env_combine or GL_ENV_texture_env_combine
- Must be able to support at least 3 texture units
- Must be able to support at least 2 texture units for light effects (no hud flashes)
That said, I’ve added a change to the game where it will no longer shutdown if it fails to find the required extensions so users with older video cards can at least still enjoy Doom64EX to some extent. So what does that mean? Basically it means that you can still run the game, but just don’t expect to see some of the cool effects. These effects that I am talking about are related to light flickers, glowing lights, item pickup flashes, damage flashes, etc. These effects makes use of the texture combining features in which the N64 version used. Instead of the glowing lights, the RGB colors will simply be increased but may look washed out and a overlay screen can be substituted for the the hud flashes. It won’t look anywhere as identical as the original but at least these users can still run the game. The look of the cloud for outdoor areas will also be effected as it also uses texture combining.
I am still looking for alternatives but as of now these are the new requirements. If you have any suggestions (especially if you have more knowledge of OpenGL) please feel free to provide any feedback.