Ion Fury "formerly Ion Maiden, launching August 15!"
#3811 Posted 31 December 2019 - 05:23 PM
I Want to see how the Switch port holds up
This post has been edited by Truck Stop Santa Claus: 31 December 2019 - 05:25 PM
#3812 Posted 02 January 2020 - 06:00 AM
I was very disappointed that Night Dive Studios didn't port their first person shooter remakes to the PS4, but hopefully they'll port their System Shock Remake to the PS4, as they speculated a while ago.
#3814 Posted 15 January 2020 - 04:59 AM
#3815 Posted 15 January 2020 - 05:20 AM
Facial features are just palceholder for the actual overpaint stuff.
#3816 Posted 15 January 2020 - 06:17 AM
#3817 Posted 15 January 2020 - 03:43 PM
#3818 Posted 16 January 2020 - 06:07 AM
oasiz, on 15 January 2020 - 05:20 AM, said:
Facial features are just palceholder for the actual overpaint stuff.
Commando Nukem, on 15 January 2020 - 06:17 AM, said:
Outtagum, on 15 January 2020 - 03:43 PM, said:
Well, not to insult anyone of course, I just think that 3d models of characters from sprite games usually don't look good. An example would be Duke Nukem 3D with full 3D.
#3819 Posted 16 January 2020 - 10:45 AM
The end result ends up being quite different to the renders, more colour depth gets added along with many additional details and cleanups.
Model renders directly are very bare bones and do not reflect the sprite itself, consider it 50% finished
#3820 Posted 17 January 2020 - 08:25 AM
the_raven, on 16 January 2020 - 06:07 AM, said:
You do understand that most of the sprites in Duke 3D were rendered off of 3D models just like this.
#3821 Posted 17 January 2020 - 08:37 AM
Commando Nukem, on 17 January 2020 - 08:25 AM, said:
No, I did not. Still, the reverse process is strange to me.
#3822 Posted 17 January 2020 - 08:49 AM
the_raven, on 17 January 2020 - 08:37 AM, said:
It's the reason that Duke3D was able to run on such a wide range of hardware, whilst Quake required a bit more juice.
Rendering out images of 3D models makes it easier to animate the sprites, instead of having to manually/hand paint every frame from scratch. Doom used clay models and toys to do this.
Trying to render a model like the one posted there, in real-time, would grind even a modern system.
#3823 Posted 17 January 2020 - 09:27 AM
It's actually quite hard to make consistent directional frames without some reference like that, what gets obscured during rotation etc..
#3824 Posted 17 January 2020 - 09:43 PM
#3825 Posted 20 January 2020 - 11:12 AM
UPDATE: i'm a f*cking idiot. I pressed the button, fell to my dead, and after loading i forgot to press it again.
This post has been edited by Lazy Dog: 20 January 2020 - 01:40 PM
#3830 Posted 26 January 2020 - 02:12 PM
#3832 Posted 01 February 2020 - 08:20 PM
Phredreeke, on 01 February 2020 - 04:54 PM, said:
Maybe not, the girl is Nightmare Reaper's protagonist(if you read the twitter post you would know), and I can't found what's her name is.
This post has been edited by Player Lin: 01 February 2020 - 08:21 PM
#3833 Posted 08 February 2020 - 11:40 AM
Side note: It's not a good idea to play the game during the day with sunlight coming through the window when there are no blinds. Many levels are quite dark in some places. On the other hand, it's a neat trick to increase the challenge...
This post has been edited by NightFright: 08 February 2020 - 11:46 AM
#3834 Posted 09 February 2020 - 01:48 AM
NightFright, on 08 February 2020 - 11:40 AM, said:
Both removed now because EDuke32 team needed find a way to make them work with custom shader to re-implement them.
(If I didn't misunderstand some devs' posts... )
This post has been edited by Player Lin: 09 February 2020 - 01:49 AM
#3835 Posted 09 February 2020 - 07:26 AM
As for sunlight, I recommend cranking up the gamma. Flat panels do not do that well in sunlight with many games.
#3836 Posted 09 February 2020 - 08:52 AM
This post has been edited by NightFright: 09 February 2020 - 08:52 AM
#3837 Posted 09 February 2020 - 10:16 AM
Options are:
Palette emulation:
OFF = Very old legacy style that approximates duke-like palswaps with GL functions, light on the system and this was the style adopted for polymost. Since none of the game palettes are really mathematically correct (and many skewed intentionally to produce desired results) the outcome is just a vague approximation. This can result in richer or different hues as a byproduct but they are more like "made up" rather than part of the game.
ON = This would use the true palette as a reference and create a copy of EACH used combination of EACH texture when loading a map. While this produces desired results, the cost to get there is quite high as you'd have duplicates in RAM. I think Fury was around 200-300MB VRAM usage alone on the first maps during preview which was just ridiculous amounts for that texture set.
Current = Permanent "on", instead of using above functions it uses shaders on the fly to do the palette swaps. This ensures accuracy while not utilizing any extra memory. By far the superior option.
So yes, when people refer to "palette emulation", giving choice is simply unnecessary today. (As the old approximation was just a compromise/workaround)
#3838 Posted 09 February 2020 - 12:35 PM
#3839 Posted 09 February 2020 - 01:25 PM
NightFright, on 08 February 2020 - 11:40 AM, said:
Side note: It's not a good idea to play the game during the day with sunlight coming through the window when there are no blinds. Many levels are quite dark in some places. On the other hand, it's a neat trick to increase the challenge...
Have you beat the game yet?