27-02-19, 05:56 | #341 |
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Joined: Jul 2007
Posts: 29
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That's really cool to see implemented on the PC! I really want to see reflective surfaces implemented on the PC, they also exist in TR2, in Great Wall, Bartoli's Hideout and Barkhang Monastery, if I remember correctly. Some spinning wheels and swords from statues has them. I suspect it's exactly the same implementation than in TR1 and I don't know why they weren't implemented on the PC, the more advanced video cards that were around at the time TR2 came out, like the Voodoo2, were capable of applying an environmental map to surfaces. They might had to change the way it worked to using a general environment texture instead of the frame buffer (or whatever they used on the PS for the effect), but it would have still been better than nothing. The same with the colored gun flashes. I don't know how they're implemented in the PS, but they look like alpha mapped textures, which again, were perfectly possible to do with the hardware at the time. I feel Core just ported the game to the PC to work in software mode, added texture filtering and the menu background to the hardware accelerated version and called it a day when they could have done a lot more accurate representation of how the game played on the PS.
Another thing that caught my attention is the weird aspect ratio from the PS version of every TR game, which I believe happens because the games run at a weird resolution internally (368x240 if I'm not wrong) and then gets squashed to 4:3 aspect ratio, I just find it weird, I don't know if they actually intended the games to look squashed or it was an oversight from the developers. |
27-02-19, 14:50 | #342 |
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Joined: Apr 2005
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^ I always thought that was a way to adjust to TVs at that time, didn't they produce images which were stretched to the sides a bit?
I agree that the PC versions seem like a bit of hand-me-down compared to PS1, my bet is on that they were rushing it. |
27-02-19, 15:02 | #343 |
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Joined: Oct 2017
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My bet is Sony paid them to make the console version better.
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27-02-19, 16:18 | #344 |
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Joined: Apr 2005
Posts: 9,208
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Maybe I have asked this before, but would it be possible to reproduce the "halo" around a flare like it is in the PS1 version?
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27-02-19, 20:59 | #345 |
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Joined: Jun 2015
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Aw, this is all so exciting!
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01-03-19, 03:00 | #346 | |
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Joined: Jul 2007
Posts: 29
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Quote:
I still prefer how the game looks in real 4:3 instead of the PS aspect ratio, though. |
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12-03-19, 10:24 | #347 |
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Joined: Oct 2011
Posts: 757
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The aspect ratio issue was probably just laziness. Play the dos version of Tomb Raider at 320x200 in 4x3 and you get the same look as the ps1 version, where as playing it in its pixel aspect makes the image look more correct.
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09-05-19, 02:44 | #348 |
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Joined: May 2006
Posts: 26,258
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Any update on this? Still perched for GM support.
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20-05-19, 16:31 | #349 |
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Joined: Nov 2016
Posts: 499
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Arsunt, could you share a patch to fix the delay issue when entering at the inventory menu? It's a bit annoying to play with that delay. Thank you.
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26-05-19, 19:21 | #350 | |
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Joined: Jan 2010
Posts: 384
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Yeah. On my way.
Quote:
By the way, I've added changelog. Last edited by Arsunt; 26-05-19 at 20:03. |
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