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/vr/ - Retro Games

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>> No.9500859 [View]
File: 833 KB, 767x675, AVGN Pain.png [View same] [iqdb] [saucenao] [google]
9500859

>>9500849
>unreal trying

>> No.8914332 [View]
File: 834 KB, 767x675, 1458424984282.png [View same] [iqdb] [saucenao] [google]
8914332

>>8914307
>AI upscaling
>together with trilinear filtering

>> No.8633931 [View]
File: 834 KB, 767x675, 1458424984282.png [View same] [iqdb] [saucenao] [google]
8633931

>>8633792
Uh, whichever Ad Mortem's is.
It'll use that fancy DeHackery, running in DSDA, Woof, Doom Retro, and whichever other ports support that. Possibly From Doom With Love, if that can play Ad Mortem also.

Then we'll provide two compat patches to allow it to play in GzDoom. Patch 1 adds the code for the new props and the final boss (as well as eventual truecolor .png frames for any sprites which may not have translated well to Doom's palette), and then Patch 2 will have the code for the weapons and stuff, along with truecolor .png frames for those.
This way, the DeHacked side can be as versatile as necessary (even if it's not for very much), while 94 can be playable on GzDoom. I figure I can also throw in a couple of existing visual effects I have lying around, so the patches aren't made obsolete whenever Graf may get around to completing support for the MBF21/DsDeHacked stuff.

Splitting the GzDoom patches into two is so that it'll be easier for someone to load up a gameplay mod with 94. The props and the final boss don't replace anything, while the weapons replace the player pawn and weapons, so if you wanted to play it with say, Zero Tolerance, you would load Zero Tolerance instead of 94's weapon set.

This will be minimal extra work, as the Decorate code is written first and then copied into the DeHackery stuff with DecoHack.

>> No.7368230 [View]
File: 834 KB, 767x675, 1612044755816.png [View same] [iqdb] [saucenao] [google]
7368230

>>7367984
>Jak dying made way for Uncharted and TLOU

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