19-08-17, 20:24 | #11 | |
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Joined: Apr 2005
Posts: 9,208
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Mesmerising... Being able to decipher all this stuff from a compiled program code, one must be genius... Clearly I will never be a game programmer, I sucked at trigonometry!
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We wholeheartedly apologise for that. There are some community members who expect everything to be given away freely, even others' hard work. Most of us here are not like that and understand that it is special to see talents like you dedicate their free time to bringing such treats to fans. Please don't get discouraged. |
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20-08-17, 09:34 | #12 | |||
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Joined: Jan 2010
Posts: 384
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Thank you all for your kind words!
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Of course! Otherwise what would be the sense in this whole multi-year project? Quote:
These reflective textures are extremely curious, I have not yet examined them in detail, but I understand approximately what the essence of the implementation is. And it seems for gold and crystals, the game uses the same algorithm, but with different color filters (blue/yellow). So yeah, someday I can recreate these effects. I also plan to add a hardmode to the game. When you select the "New Game" option, you will be offered a difficulty level. At hardmode, the ability to save anytime is turned off, but crystals will appear in the levels, as in the PSX. The TR1 project will be launched after our TR2 and TR3 releases. Now there is too much competition among the projects concerning the first game of the series. Mainly, it's TombATI and not yet published official remastered one from realtech VR. I know that TombATI is quite limited, despite it seems to be a solution to all problems, and Realtech VR is lazy enough to create a product that at least extends beyond the source code they have - it's visible on a pile of minor issues, which remained in their implementations. I fixed them right in assembler, and they do not want to change anything for several years, having the source code! Last year, we published the patch for the original DOSBox version, but it was useful to a small number of people. Not because the patch is bad, but because there are more interesting and convenient alternatives. The main idea is to make a really decent product, you need much more time to develop. But don't worry I still have aces in the hole to surprise everyone. TR2
TR3
For all games there are bugfixes, draw/fog distance settings, native FMV HD support, native HD Image files support, native support of external texture packs, language packs. I could just post here our TR2 changelog, but probably this should be done as a separate topic, because the size of the changes list is quite large. |
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20-08-17, 17:34 | #13 |
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Joined: Aug 2008
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I must say, this is incredibly interesting. I always wanted to have these PSX-exclusive features in the PC version. To hear that it finally gonna be possible... Wow! Maybe finally PC version of TR will really be the best one..?
Btw, do you plan on moving to TR4 or TRLE at later stage? Especially TRLE/TRNG needs some serious tweaking these days. |
20-08-17, 18:24 | #14 | |
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Joined: Jan 2010
Posts: 384
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Not before I finish with TR1-3. |
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20-08-17, 18:45 | #15 |
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Joined: Jun 2017
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Really COOL! I have to work to understand it by reading your code (and I like your coding style!) and to imagine finding this out from looking at a binary is amazing
Now I wonder, do you think you will have a general method to reintroduce this into the existing binaries, or do you use specific patches in them to call the dll, or (dare I hope ) you just rebuild a binary? |
20-08-17, 19:35 | #16 | |
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20-08-17, 19:56 | #17 | |
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Joined: Apr 2005
Posts: 9,208
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And, is this coming on Christmas? |
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20-08-17, 20:45 | #18 | |||
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Posts: 384
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Yes I hope earlier |
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20-08-17, 20:56 | #19 |
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Joined: Jan 2009
Posts: 10,043
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This is so freaking awesome OMG I can't believe that after all these years we'll finally have the PS1 features!
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20-08-17, 23:32 | #20 |
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Joined: Apr 2005
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I hope they will not attempt to buy you out to put your improvements in the Steam or GOG versions which then would have to be paid for...
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