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Old 06-01-18, 05:34   #121
Arsunt
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Join Date: Jan 2010
Location: Russia
Posts: 178
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Quote:
Originally Posted by annl View Post
It works great! I’ve yet to see it in a big room (i’m on Opera House) but I did quickly load The Great Wall and Lara’s Home and you can certainly notice the difference!
Quote:
Originally Posted by Danath View Post
Anyway, fantastic work on this Arsunt! Once it is finished i will update my 2 maps to include this patch.
Quote:
Originally Posted by Caesum View Post
I love the new fog distance! Makes everything so much more pretty! An absolute must-have!
Thank you! I'm glad to hear that you like it.
Quote:
Originally Posted by Danath View Post
I was excited to try the distance patch on my Mystic Realm map, but unfortunately it happens as i feared: any render distance higher than 1.25 crashes Tomb2.exe when you rotate the camera to the right after beginning. There's just too much stuff for the engine to render at once i suppose. Dxtre3D says the overlaps are 25K+.
I could tweak TR2 engine polygon limits, but I'm not sure if that's a good idea now. May we see any screenshot anyway?
Quote:
Originally Posted by Sardoc View Post
Fair enough. I'd love semi-transparent textures support! They were always there in PSX versions (even TR1), and it really puzzles me why they didn't make it to PC till TR3. Anyway, if that makes it into your patch, I'll personally go ahead and mod the whole game to use them just like the PSX did. That is, after I'd finish jumping in joy like a maniac.
Dreams come true. But before that there is a lot of work to be done. As I know TR2 PSX has no information about semi-transparency in either level files, or in textures. It seems semi-transparency (always 50%) is hardcoded for some special effects. First, I'll have to put together a complete list of such effects to apply semi-transparency to them in this way.
Quote:
Originally Posted by Sardoc View Post
I brainstormed a little and came up with this list of stuff of what was introduced into/improved in/removed from/never made it to later games or other platforms
Thank you! Very useful information for me!
Quote:
Originally Posted by Caesum View Post
While we're at it, would it be possible to add an option to keep music playing while underwater?
There will be such option. To make it right I need to decompile deeper in some places. Since turning off the music in the inventory and underwater is actually caused by a decrease in the volume of music to zero, it is possible to limit or turn off the volume decrease for these cases. There is workaround for PaulD solution.

The fact is that PaulD Audio CD solution in my patch supports two formats of audio - .mp3 and .wav (in the Steam version it is .mp3 only). When several years ago we worked together on patches for TR2 and TR3, I had the opportunity to explore all the stages of the development of his patch. At the initial stage, there was support for cdaudio.wav, but it turned out that for the .wav file format the MCI does not support volume control. Then he tried the .mp3 and it solved the volume control issue.

This means that if you will use cdaudio.wav instead of cdaudio.mp3 you will get music playing in the inventory and underwater.
You can easily convert .mp3 (from PaulD audio pack or Steam version) to .wav and try it with no waiting.
But of course this is just workaround / life hack.
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Last edited by Arsunt; 06-01-18 at 05:35.
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