RedneckGDX
#122 Posted 09 October 2018 - 10:34 AM
HoboDerg, on 09 October 2018 - 03:39 AM, said:
What about savegame, screenshots?
#123 Posted 09 October 2018 - 12:59 PM
M210, on 09 October 2018 - 10:34 AM, said:
They are saved in same folder as other Redneck Rampage game files, which is F drive in my case.
I try driver update later to see if it fixes this issue (I use Nvidia 399.07 currently).
This post has been edited by HoboDerg: 09 October 2018 - 01:02 PM
#124 Posted 09 October 2018 - 01:09 PM
#125 Posted 09 October 2018 - 01:45 PM
IdrisALG, on 08 October 2018 - 09:58 PM, said:
This is how I installed the game with music for GOG release:
Ensure that you first copy the Redneck GOG folder (where REDNECK.inst is, which in fact is a CUE file) to a writeable location (unless you installed it somewhere else than Program Files).
Then unzip CueToOgg archive there and run CueToOgg.exe, it'll detect the cue file and place OGG files in .\REDNECK folder, when done, move these back to parent folder.
Finally, put RedneckGDX jar in that parent folder and run it.
#126 Posted 18 October 2018 - 12:29 AM
#127 Posted 18 October 2018 - 01:52 AM
M210, on 18 October 2018 - 12:29 AM, said:
#129 Posted 18 October 2018 - 10:08 AM
#130 Posted 18 October 2018 - 10:26 AM
Some inventory items can be obscured by the Drunkometer/Gutometer:
Attached File(s)
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RRRAItems.png (287.79K)
Number of downloads: 45
#131 Posted 18 October 2018 - 12:18 PM
M210, on 18 October 2018 - 12:29 AM, said:
There is addon and Rides Again support now
Thanks Alex, it's a long awaited thing for me!
You are the best!
#132 Posted 18 October 2018 - 05:25 PM
Tekedon, on 18 October 2018 - 10:08 AM, said:
With what ? Keyboard, joystick ?
If with joystick then currently the implementation is just analog where at full extent the player simply runs. IMO I find that better since you don't have to press an extra button just to run, just move your thumb slightly instead.
This post has been edited by aybe0: 18 October 2018 - 05:29 PM
#133 Posted 19 October 2018 - 11:25 AM
aybe0, on 18 October 2018 - 05:25 PM, said:
If with joystick then currently the implementation is just analog where at full extent the player simply runs. IMO I find that better since you don't have to press an extra button just to run, just move your thumb slightly instead.
With keyboard and mouse for aiming. But it might just be me. Seems like crawling is faster than running.
#134 Posted 20 October 2018 - 05:54 AM
i have found some Aim or Distance Bugs , i need much of Shots to Kill the first Enemy on my Left Side without Move , and i can't shoot the Chickens , that isn't so importemend so far , but in Erampage not Distance Bugs and the Chickens can shoot , and very less Shots to kill anyone from far Away , much of Shots from far away will not reg as Hit in RedneckGDX !
But , with Rides Again , no problems , need very less Shots for the 3 first Enemies with Guns , with Original Redneck Rampage , is that sometimes like Endless Shooting from far Away !
TP555
This post has been edited by TP555: 20 October 2018 - 05:55 AM
#135 Posted 20 October 2018 - 06:15 AM
#136 Posted 20 October 2018 - 06:59 AM
@ Phredreeke
Yes i know , but i think the Gameplay in the First Level is like the Original with Erampage , and so i have in remember the old Dos Version in the 90s
But with GDX much Disctance Aim Bugs , but with Rides Again all ok !
Here is an Video , first GDX , then Eramapge and last Rides Again with GDX
Higher Resolutinos up to 1440p comming later ! Youtube even
TP555
This post has been edited by TP555: 20 October 2018 - 07:37 AM
#138 Posted 20 October 2018 - 07:53 AM
is the same with Disabled or Enabled. , and in Rides Again , was AutoAim too Enabled by Default
What is wrong there ?
@Phredreeke and Newken , or anybody , can reproduce this ?
TP555
This post has been edited by TP555: 20 October 2018 - 07:54 AM
#139 Posted 20 October 2018 - 10:30 AM
#140 Posted 20 October 2018 - 10:59 AM
Mark, on 20 October 2018 - 10:30 AM, said:
Bugs of original game I will fix after 100% decompilation, not now
#141 Posted 20 October 2018 - 11:16 AM
#143 Posted 20 October 2018 - 11:32 AM
M210, on 20 October 2018 - 10:59 AM, said:
That is fine by me. I have patience and know these things take time.
#144 Posted 20 October 2018 - 09:43 PM
TP555, on 20 October 2018 - 11:22 AM, said:
@M210
and what about Aim Distance Bug ?
TP555
Same, because it's bug of original game
#145 Posted 21 October 2018 - 05:38 AM
@M210
Ok , we look all Forward to V0.761
But what i have seen too , the Fov is much higher in GDX , than in Erampage which is max 4:3 Aspect !
Mayby is the High Fov the problem , so you must try if you can patch , a Native Widescreen/Ultrawide Aspect Ratio .
In Tekwar , which i had test too , see Video on my Channel , no problems , but TekwarGDX have a Problem with the Videos , Sound Stuttering , and mayby dosn't work the Matrix Levels , i saw one Lets Play on YT , he did play all Levels , expect the Matrix Levels , so i think , the Matrix Levels dosn't work for play !
Comming there soon something Patches too for TekwarGDX ?
And an Another Question , how works all GDX Ports with Reshade 3.4.1 , which exe file must load for the Reshade Setup ?
TP555
#146 Posted 21 October 2018 - 06:02 AM
The FOV is higher in GDX because it's Hor+, this is the correct way to do it as otherwise you lose space on top and bottom. (though maybe M210 could implement a windowboxed 4:3 mode for people who absolutely prefer it?)
#147 Posted 21 October 2018 - 06:58 AM
@Phredreeke
i had compare a Dos Box Video on Youtube with GDX , M210's Widescreen Solotion based just on Fov , and not a Native/Proper Original 4:3 to 16:9 or 21:9 Aspect , and this can mayby cause the problem to hit Targets which are very far away.
But give we M210 time to find a Solution with Fov , a Native Widescreen/Ultrawide Screen is alot of Work !
@M210
Which Fov Settings do you use for 16:9 and 21:9 ?
I think for 16:9 is it 90 , and for 21:9 115-120
In Unreal Gold with OldUnreal Patch , which too based complette on a Fov Solution for all Widescreen Aspects , i have set 120 !
TP555
This post has been edited by TP555: 21 October 2018 - 07:08 AM
#148 Posted 21 October 2018 - 04:13 PM
TP555, on 21 October 2018 - 06:58 AM, said:
I think for 16:9 is it 90 , and for 21:9 115-120
If you mean it generally then no, not really: 90 is the traditional, "old school PC FPS" FoV for a 4:3 aspect ratio but lately we're getting games that have a default setting lower than that (75 or in more extreme cases 60). That's because the ideal FoV depends on the size of the screen and the distance you're watching it from too so for a console game a lower FoV is more ideal because you play them on a big TV while sitting on a couch usually.
But lnog story short for 4:3 the standard is 90, for 16:10 it's 105-106 and for 16:9 it's 109-110.
#149 Posted 22 October 2018 - 08:06 AM
@Zaxx
ok , but i said , i think 16:9 is Fov 90 !
Here are the Correct Values :
4:3 aspect ratio (12:9) FOV = 90°
16:9 aspect ratio (widescreen) FOV = 106.26°
21:9 aspect ratio (ultra-widescreen) FOV = 121.28°
But Fov or too high Fov , does mayby Manipulate the Engline , so is the Aim from far Distance not possible or , needs much longer , to kill anybody !
Native Widescreen Support , can't this
TP555
This post has been edited by TP555: 22 October 2018 - 08:10 AM