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-   -   Playstation Waving Inventory algorithm is published! (https://www.tombraiderforums.com/showthread.php?t=218509)

Alain19 21-08-17 00:25

Quote:

Originally Posted by Arsunt (Post 7771635)
... Most of my work with EXE does not require compilation, because I'm the compiler myself. The library linkage implemented as follows: ...

Fantastic! I understand and ( if you make it work ;); I couldn't) would allow quite a number of changes. To have such a system available and before the end of the year will really allow to play TR 1-2-3? differently!
In the meantime, please remember to back up your exe!

tombraider4ever 26-08-17 16:01

Great work! :)
I have always loved the TR 2 inventory wallpaper and I really love your HD version, would you consider sharing it? I would love to use it as a background in some of my TR2 renders (I would credit you ofcourse).

Arsunt 26-08-17 18:59

Quote:

Originally Posted by Alain19 (Post 7771782)
To have such a system available and before the end of the year will really allow to play TR 1-2-3? differently!

Yeah, but everything will be done in order. I need time to adapt every game to these modules. But when this happens, the community can easily modify various things in the game without the knowledge of reverse engineering.
Quote:

Originally Posted by Alain19 (Post 7771782)
In the meantime, please remember to back up your exe!

Yes of course. The backup is performed automatically every hour to the network drive.
Quote:

Originally Posted by tombraider4ever (Post 7773677)
I have always loved the TR 2 inventory wallpaper and I really love your HD version, would you consider sharing it? I would love to use it as a background in some of my TR2 renders (I would credit you ofcourse).

Send you PM. ;)

klona 26-08-17 22:08

I wonder if this includes TRLE too?

Arsunt 27-08-17 05:49

Quote:

Originally Posted by klona (Post 7773754)
I wonder if this includes TRLE too?

This is a completely different project. Each such project is individual, this means I can not just take and transfer all my stuff to it. It will take a lot of time to sort out the structure of the program code and implement something useful. I promise nothing, but maybe someday.

SLAYER 28-08-17 15:05

I can't for this project to be complete! a self contained solution is always best. :tmb:

Sardoc 29-08-17 14:46

So if my understanding is correct, we'll be able to select which changes we want?

Arsunt 29-08-17 16:28

Quote:

Originally Posted by Sardoc (Post 7774330)
So if my understanding is correct, we'll be able to select which changes we want?

Yes, all these new features are optional, and are configured in the settings window. However, some legacy options will be removed or extended.
For example, those options will be set to default and removed from settings window:
  • Z Buffer = Yes
  • Dither = Yes
  • Perspective Correct = Yes
  • Triple Buffer = No
  • Don't sort transparent polys = No
  • Texel adjustment = Always adjust
Some options will be extended:
  • Filter:
    • Nearest Point
    • Bilinear
    • Anisotropic
  • Textures:
    • 8 bit
    • 16 bit
    • External
And, sorry, but software renderer option is disabled and deleted completely. It is too hard to keep it compatible with any changes in the game graphics code. The fans of the software renderer will have to abandon this version of the game, or wait until enthusiasts fasten the shader post-processing to style the palette of 256 colors. Good news, any post-processing in the future will be possible. :D

Dustie 29-08-17 20:28

Post-processing means all these fancy new effects such as ambient occlusion?

Arsunt 30-08-17 03:48

Quote:

Originally Posted by Dustie (Post 7774403)
Post-processing means all these fancy new effects such as ambient occlusion?

Yes, as an example. In the future all these fancy filters are possible.


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