I was going to say this looks bad but the examples on the GitHub are incorrectly scaled, checked out example shots of Gunmental Arcadia and YHTWTG on their respective steam pages and I like the slot mask look. It seems like it's is configurable too with curvature and composite artifacting on some shots but not others.It's a good one but it doesn't surpass the one created by Kyle Pittman (You Have to Win the Game, Gunmetal Arcadia)
GitHub - MinorKeyGames/CRTSim: A lightweight reference implementation of the CRT sim from Super Win the Game, etc.
A lightweight reference implementation of the CRT sim from Super Win the Game, etc. - MinorKeyGames/CRTSimgithub.com
Just in case anyone from Nightdive studios is considering extensive CRT options for future releases it might be worth checking out the Gleylancer rerelease (as well as the filter Nacery posted)
It might possibly be the Public Domain shader CRT lottes, not sure.
Thanks, I had no idea Greylancer had an Xbox+Switch re-release, bought immediately.
Enjoy, they did a great job on it!Thanks, I had no idea Greylancer had an Xbox+Switch re-release, bought immediately.
You can actually adjust the CRT settings in the options, which is what surprised me. There are several sliders, not just a simple on/off toggle.Thank you both for these examples, it's basic but I'll take it!
The same company also released Gynoug and the Turrican collection.Thanks, I had no idea Greylancer had an Xbox+Switch re-release, bought immediately.
Ah, the pc wiki has a screencap of the options. My apologies for calling it basic, I can't wait to play around with itYou can actually adjust the CRT settings in the options, which is what surprised me. There are several sliders, not just a simple on/off toggle.
More quality CRT shaders in games pls.
One of the pics I posted was of the settings menu.:)Ah, the pc wiki has a screencap of the options. My apologies for calling it basic, I can't wait to play around with it
Thank you both for these examples, it's basic but I'll take it!
I was going to say this looks bad but the examples on the GitHub are incorrectly scaled, checked out example shots of Gunmental Arcadia and YHTWTG on their respective steam pages and I like the slot mask look. It seems like it's is configurable too with curvature and composite artifacting on some shots but not others.
Just in case anyone from Nightdive studios is considering extensive CRT options for future releases it might be worth checking out the Gleylancer rerelease (as well as the filter Nacery posted)
It might possibly be the Public Domain shader CRT lottes, not sure.
Guess who didn't 'click to expand' your first shot! lol
I don't know the exact settings they used for sharpness/intensity etc but that's the Trinitron aperture grille which is Mask Type 1 or 2 (looks like Type 1 to me, I don't see the wider RGB phosphors of Type 2). My guess for the others is:Which are the settings for the filter that you posted on that tweet? the one from the screenshot above?
Good to know. Might try it on mine, provided the HUD elements handle it ok.Played a few hours on pc last night…really great so far.
For all you fans of unreasonably sized monitors like myself, this game supports 5120x1440 super ultrawide …and it looks awesome at that res.
Good to know. Might try it on mine, provided the HUD elements handle it ok.
And wow I can't believe people played this without checkpoints. I just did that section in level 4 where you grab the key and there are insta-kill fireballs you need to time yourself through. You are pretty much guaranteed to die at least three times here until you get the timing right. If I needed to redo the entire level every time that happened I would definitely have quit the game.
I assume those fireballs instakill on normal difficulty too? I'm currently playing hard
Yeah it would be nice to have more options that closely match the original versions. In Powerslave's case I can understand why they did what they did with a hybrid, but I can't fully call it preservation without the original experiences of both Saturn and PS versions being available (even if in practice they weren't that different). But eh that could be a lot of work so I cant really blame them for not including it.While it's great these guys are getting these old games out there again it's a bit of a shame they are not completely accurate to the originals. The Blood remaster still is not all the way accurate to the original. I almost bought it but after reading that I realized I'm good with my GOG version and source port engine.
I guess this sort of thing happens when all the remasters are done in a completely new engine.
I think I got laughed at in the ACA thread for saying I was more excited about things like this Gleylancer release (and Gynoug too) due to how feature-rich they are, but it's so true. I can't stand how limited the screen options are with Hamster's releases, even though I still love what they do.Just in case anyone from Nightdive studios is considering extensive CRT options for future releases it might be worth checking out the Gleylancer rerelease (as well as the filter Nacery posted)
No, this happens if the source code is not made available and/or the publisher refuses to pay for further patches. In the case of Blood, Atari is to blame for both.While it's great these guys are getting these old games out there again it's a bit of a shame they are not completely accurate to the originals. The Blood remaster still is not all the way accurate to the original. I almost bought it but after reading that I realized I'm good with my GOG version and source port engine.
I guess this sort of thing happens when all the remasters are done in a completely new engine.
I haven't reached far enough into the game yet to confirm if it still works, but in the Saturn version the cobra staff could be used for this purpose also. Was especially handy for essentially running up walls by aiming diagonally down at the wall you want to scale.Tip for new players that can be missed. You can grenade jump. Aim down, jump and drop a nade at your feet and you will be launched. Of course you will lose health, but you can now skip some parts and solve some puzzles differently.
While it's great these guys are getting these old games out there again it's a bit of a shame they are not completely accurate to the originals. The Blood remaster still is not all the way accurate to the original. I almost bought it but after reading that I realized I'm good with my GOG version and source port engine.
I guess this sort of thing happens when all the remasters are done in a completely new engine.
I haven't reached far enough into the game yet to confirm if it still works, but in the Saturn version the cobra staff could be used for this purpose also. Was especially handy for essentially running up walls by aiming diagonally down at the wall you want to scale.
Yeah, and it feels really good with it
Great. Getting it on gog then.
Pretty much this. Unlike your typical game engine, Kex is built around the idea that the game loop is itself a code object that can be literally anything, which you can then add whatever code and libraries you want to add. And it's all low level code (except for the parts we export to Angelscript for modding, but that doesn't change the semantics as the Angelscript hooks are all still low level code as well), it's not like Unity or Unreal where they expect you to interact with their scripting system without touching the code. Though you can change the code in Unreal, but that process is a lot more complicated because their engine is built around their templates.From what I understand, these guys do things very similarly to the way Bluepoint does: they have a "host" engine, Kex, which handles low-level input, rendering, cross-platform nuances etc., and then they quite literally have hooks into the original code so that things can be as pitch-perfect as possible. While I am certain you end up having discrepancies, they are very often very small, platform-level things that 99.9% of people will either not notice at all or forgive. It's a really smart way of doing this kind of work and helps to get these things out fast, but in a way where Nightdive can respond very quickly to problems since it's their own codebase for the nitty gritty details rather than the business logic of the game itself.
We have it in testing right now (not just this, there's a few things we needed to patch, but it's in the mix).Is there any chance of a hotfix to add an option to invert mouse input? I was hoping to play a bit this weekend.
It's appreciated!
Holy crap. I've been checking on and off for Forsaken to show up in Australia (for years lol) and it's finally there! Bought!Are you sure it isn't? You might want to recheck that. I recently fixed up a lot of our old Xbox app entries, they were missing a lot of entries as they were based on some really old Xbox One store configurations that didn't seem to transition very well. Let me know if it still isn't and I'll investigate.
Pretty much this. Unlike your typical game engine, Kex is built around the idea that the game loop is itself a code object that can be literally anything, which you can then add whatever code and libraries you want to add. And it's all low level code (except for the parts we export to Angelscript for modding, but that doesn't change the semantics as the Angelscript hooks are all still low level code as well), it's not like Unity or Unreal where they expect you to interact with their scripting system without touching the code. Though you can change the code in Unreal, but that process is a lot more complicated because their engine is built around their templates.
This way, we can keep all the original code as the same, its physics are its own, we can even keep things like sound mixers intact (Quake 2021 is using its original sound mixer as is, with the Kex audio API in place of what was the DMA driver), but introduce out own APIs for handling things like input and networking in an abstract way for all platforms. The only thing that ever truly changes is the renderer, because it's the only way to make it compatible with any modern API, even with our RHI abstractions.
Sometimes you can get things like bit-rot that changes some behaviours unintentionally. Code bases that were brought in from different versions due to lack of accurate version control or disassembles that were interpreted incorrectly (sometimes even the tools get it wrong, hexrays would absolutely lose the plot with x86 imul64 instructions). Or even just compiling the same code with a new compiler or porting it to 64bit.
We can even hypothetically have multiple game loops in the same executable, thus in theory multiple games by switching the loop object (think like how Halo MCC works) though so far have never needed to design a game that needed to do this.
This is how I skipped a whole level 25 years ago lolTip for new players that can be missed. You can grenade jump. Aim down, jump and drop a nade at your feet and you will be launched. Of course you will lose health, but you can now skip some parts and solve some puzzles differently.
I've got the staff now and it appears to work as I remember, been jumping up a few walls with it. I recall using that technique to scale a wall to get to the start of laser maze doll run in the Saturn version.Just tested this, slamming the snake staff missile into a wall gives knockback that can be used. Pointing it at the ground just makes it go forward from where you point
What the Z Clip option does? besides give you some motion sickness?