Unreal Thread "A place for discussing Unreal"
#91 Posted 27 May 2018 - 07:09 PM
This post has been edited by MusicallyInspired: 27 May 2018 - 07:10 PM
#92 Posted 29 May 2018 - 06:51 AM
This post has been edited by Grand Admiral Thrawn: 29 May 2018 - 06:52 AM
#93 Posted 29 May 2018 - 07:04 AM
#94 Posted 29 May 2018 - 09:48 AM
Grand Admiral Thrawn, on 29 May 2018 - 06:51 AM, said:
How old are you? Back in 98 the more advanced PC had an Pentium II CPU at anywhere between 233 and 450 MHz, maybe 16 MB (Mega, not Giga) of RAM and an maybe an Voodoo2 card for the fancy effects. The whole geometry had to be calculated through that Pentium II. The first consumer graphics card, which helped with the geometry calculation, the GeForce 256, was released somewhere in 1999.
Go buy the crappiest smartphone from china you can find, and you still have more computing power in your hand than an 1998 high-end gaming PC could deliver.
#95 Posted 29 May 2018 - 05:10 PM
Grand Admiral Thrawn, on 29 May 2018 - 06:51 AM, said:
If they did have 3D mountains in the distance, they would be incredibly simple. By having 2D objects, they could make the outline and general appearance far more complex.
#96 Posted 29 May 2018 - 06:11 PM
#97 Posted 29 May 2018 - 06:34 PM
https://youtu.be/ZjS6rLKnU0c?t=5m3s
A lot of us were happy to have such an amazing tech demo on our computer to show off to our friends. The fact that you could actually play it and it was a decent game was an added bonus.
#98 Posted 30 May 2018 - 12:15 AM
cybdmn, on 29 May 2018 - 09:48 AM, said:
32MB was already standard by 1997 and would be quite unusual and rare for a P2 to have a 16MB configuration, especially in 1998 and especially since P2 is more of the expensive luxury item (the more budget minded had AMD K6s and Celeron 300As, which ran Unreal just as fine then)
UnrealEngine1 pushes all verts/polys through software anyway, no fancy card will help you there. Hell, its volumetric fog/light effect (even in the Glide renderer) is still purely software rendered real-time texture generation tricks using lots of tiny textures. I'm still curious about the sweeney magic involved in that code because it wasn't something easily done until DX10.
This post has been edited by leilei: 30 May 2018 - 12:33 AM
#99 Posted 30 May 2018 - 12:59 PM
leilei, on 30 May 2018 - 12:15 AM, said:
This! I remember i had to apply two or three patches alone to get UnrealED running.
leilei, on 30 May 2018 - 12:15 AM, said:
Sorry, you are right about the RAM. But if i remember correctly, the Celeron 300 wasn't that fast, it was the 333 MHz Celeron A which had a higher framerate in Quake II than the P2 at the same clock rate. At least that was my CPU at that time.
#100 Posted 30 May 2018 - 01:35 PM
#101 Posted 30 May 2018 - 02:24 PM
This post has been edited by leilei: 30 May 2018 - 02:25 PM
#102 Posted 30 May 2018 - 05:46 PM
#103 Posted 30 May 2018 - 09:56 PM
MusicallyInspired, on 29 May 2018 - 07:04 AM, said:
Dude, where have you been? I played games with real 3D mountains in the background back in 1980!
This post has been edited by Tea Monster: 30 May 2018 - 09:57 PM
#104 Posted 31 May 2018 - 12:16 AM
#105 Posted 31 May 2018 - 12:40 AM
I remember when it Unreal came out. My workmate kept dying as he stopped to admire the flame effects and got eviscerated by Skaarjs.
We were addicted to Blues News and would pounce on the latest game announcements, comparing the screens of the latest game to come out with our established favourites.
This post has been edited by Tea Monster: 31 May 2018 - 12:42 AM
#106 Posted 31 May 2018 - 01:37 AM
#107 Posted 17 September 2020 - 09:47 AM
#108 Posted 17 September 2020 - 11:31 AM
This post has been edited by NightFright: 17 September 2020 - 01:24 PM
#110 Posted 17 September 2020 - 05:37 PM
#111 Posted 17 September 2020 - 10:11 PM
#112 Posted 17 September 2020 - 11:16 PM
#113 Posted 17 September 2020 - 11:28 PM
#114 Posted 17 September 2020 - 11:36 PM
#115 Posted 17 September 2020 - 11:56 PM
#116 Posted 18 September 2020 - 12:47 AM
#117 Posted 18 September 2020 - 05:05 AM
#118 Posted 18 September 2020 - 05:20 AM
MusicallyInspired, on 18 September 2020 - 05:05 AM, said:
There's some kind of patch included in my version, but seems it's to do with glide stuff.
KHG does work, I'm a fair ways into the game, but it likes to change the resolution sometimes, and on the initial start of a mission, you get this black screen called "curtain" that blocks your view, but... you can easily close it from the taskbar and it doesn't seem to affect the game in any way.
So, a bit buggy, but I haven't actually experienced any crashes/problems mid-gameplay.
I also wanted to say how much I'm enjoying KHG in general. The production value is quite high if you ignore the bugs. You end up using melee weapons often since everything else is projectile based (no hitscanners), meaning you can easily sneak up on enemies. I recommend doing that in the earliest stages.
This post has been edited by Cartaphallus: 18 September 2020 - 05:20 AM
#119 Posted 18 September 2020 - 05:32 AM
#120 Posted 18 September 2020 - 05:51 AM
The reason it changes resolutions is because there are cutscene videos (which I can never get working anymore) which play between some levels and are at a specific resolution.
This post has been edited by MusicallyInspired: 18 September 2020 - 05:53 AM