04-01-18, 22:15 | #111 |
Member
Joined: Oct 2016
Posts: 267
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Iv never played the 2 in one version, iv always had my games separate
I also got laras home and all music working and no bugs with animals etc for golden mask Cant wait for these fixes for both Glad theres still people that care about the classics as much as i do |
05-01-18, 06:41 | #112 |
Member
Joined: Oct 2011
Posts: 757
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Just an update to the physics thing. It turns out that the altered physics is likely exe related. I just tested one of the various exe's i kept as backup, and when testing those glitches it behaved like what was in that video. It did not have the low ceiling backflip glitch, so I'm not sure which version it could be.
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05-01-18, 07:04 | #113 |
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Joined: Jun 2017
Posts: 4
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Thanks so much for all the work you're doing, Arsunt! Everything seems to be working on my end. Playstation effects + PC graphics is amazing~! And the waving inventory background is a work of art.
If possible, can the flight cheat/patch be implemented in the future? I love exploring areas that Lara can't normally reach, and I would be ecstatic to see them in PSX FOV and with no Draw Distance Fog. |
05-01-18, 20:22 | #115 | ||||||||||
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Joined: Jan 2010
Posts: 384
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The software renderer proper work is NOT GUARANTED with not classic view/fog settings. There are too many limitations related to SW renderer. Also sorted HW renderer (with Z Buffer switched off) may work with visual bugs, because of sorted polygon array limitations. Minimum and maximum values of distance can be viewed in registry file. Still no GUI for new settings. But I will add the GUI later of course. Last edited by Arsunt; 07-01-18 at 08:02. |
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05-01-18, 20:41 | #116 |
Member
Joined: Feb 2012
Posts: 1,470
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It’s Great!
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!
Thanks Arsunt! Last edited by annl; 05-01-18 at 20:42. |
05-01-18, 21:54 | #117 |
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Joined: Apr 2005
Posts: 2,144
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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+.
Anyway, fantastic work on this Arsunt! Once it is finished i will update my 2 maps to include this patch. |
05-01-18, 22:10 | #118 |
Member
Joined: Oct 2016
Posts: 267
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Great addition, heres before and after for fog wall
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05-01-18, 23:51 | #119 | ||
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Joined: Aug 2013
Posts: 1,294
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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 (wall of text incoming, you have been warned): Quote:
Last edited by Sardoc; 06-01-18 at 16:36. |
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06-01-18, 00:34 | #120 |
Member
Joined: Aug 2008
Posts: 12,070
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I love the new fog distance! Makes everything so much more pretty! An absolute must-have!
While we're at it, would it be possible to add an option to keep music playing while underwater? |
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