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  1. Quake 4 was nice. One of the more late Raven games. Everybody remember process of stroggofication from this game lol. Still have original disk somewhere.
  2. NEVERMIND. FOR SOME REASON LOOKS LIKE TAKE-TWO "LAW"YERS BANNED THIS FAN RPOJECT FROM GITHUB BY DCMA STRIKE EVEN THO IT NOT CONTAIN ANY ORIGINAL GAME FILES AND REQURE ORIGINAL GAMES TO WORK re3 is an ambitious port of the 3d era GTA engines. Recently, it hit major milestones and now GTA3 and Vice City are fully playable with some additional features. You may ask, why GTA needs a new engine. Well, there is no "best" version of the game, all versions have some issues, changes, censorship or broken features, or some limits of customizable options, etc. I will not go on a huge wall of text about all of it, but from what I see, this engine might be a new defined way to play these games and will help preserve them in the future. There is the official list of new features We have implemented a number of changes and improvements to the original game. They can be configured in core/config.h. Some of them can be toggled at runtime, some cannot. Fixed a lot of smaller and bigger bugs User files (saves and settings) stored in GTA root directory Settings stored in re3.ini file instead of gta3.set Debug menu to do and change various things (Ctrl-M to open) Debug camera (Ctrl-B to toggle) Rotatable camera XInput controller support (Windows) No loading screens between islands ("map memory usage" in menu) Skinned ped support (models from Xbox or Mobile) Rendering Widescreen support (properly scaled HUD, Menu and FOV) PS2 MatFX (vehicle reflections) PS2 alpha test (better rendering of transparency) PS2 particles Xbox vehicle rendering Xbox world lightmap rendering (needs Xbox map) Xbox ped rim light Xbox screen rain droplets More customizable colourfilter Menu Map More options Controller configuration menu ... Can load DFFs and TXDs from other platforms, possibly with a performance penalty ... Mods that make changes to the code (dll/asi, CLEO, limit adjusters) will not work. Some things these mods do are already implemented in re3 (much of SkyGFX, GInput, SilentPatch, Widescreen fix), others can easily be achieved (increasing limis, see config.h), others will simply have to be rewritten and integrated into the code directly. Sorry for the inconvenience. They want to support more "3d era" GTA games in the future
  3. Thank you, I edited the OP post. Also, maybe it is not super on-topic, however might help to make some games "playable" for modern players: I mean good old 80s and early 90s CRPGs. A lot of them have several limitations because of the hardware they were created for or ideas about gameplay from the time period they came out: no certain stats and features in the interface, lack of some world information, sometimes lack any kind of automap. So nowadays there are exist "companion programs" for some of the titles. Where are we? - is the companion program for a good number of titles: it works with all classic RPG Might and Magic series from "The Secret of the Inner Sanctum" to "World of Xeen", original Bard's Tale Trilogy, and classic Wizardry 1-5 games. Note that the program was created for the DOS versions played via DOSBox, so, it'll not work with, for example, ScummVM port of "World of Xeen" (not that MM3 Isles of terra and MM4-5 World of Xeen really need it, these games are pretty user friendly even for modern standards except the inability to look at item stats in the inventory) Gold Box Companion - is the companion program for the games made on the "gold box" engine. Well, back in the time there was no such term as "gold box engine" really, and "gold box" engine is more of a fan name. It is an umbrella term made for a series of CRPG games made and published by SSI. SSI, guys who owned DnD license on video game market from 1988 to the mid-90s made and published a horde of DnD videogames, including Eye of the Beholder trilogy and almost everything DreamForge did. However, we specifically talking about games that were in the bix boxes with "gold border", which clearly was made using the same technology. These games are: The Pool of Radiance Forgotten Realms series (developed internally at SSI): Pool of Radiance (1988) Curse of the Azure Bonds (1989) Secret of the Silver Blades (1990) Pools of Darkness (1991) The Savage Frontier Forgotten Realms series (developed by Stormfront Studios): Gateway to the Savage Frontier (1991) Neverwinter Nights, the first graphical MMORPG, for AOL (1991) (Yes, ORIGINAL Neverwiter Nights is from 1991, I still like to confuse people by that) Treasures of the Savage Frontier (1992) The Dragonlance series (the first two developed by SSI, the last by MicroMagic, Inc.): Champions of Krynn (1990) Death Knights of Krynn (1991) The Dark Queen of Krynn (1992) The Buck Rogers games (developed by SSI): Countdown to Doomsday (1990) Matrix Cubed (1992) Most often you can transfer the saves inside the series, or, even in some separate SSI products, like after Pool of Radiance you may port your saves into Hillsfar and then port them into Curse of the Azure Bonds. In many ways, this series of games is precurse for late 90s isometric RPGs from the late 90s. They in the late 80s-early90s established new concepts of plot-driven CRPGs which became something standard when you think about the genre today. But some of their interface limitations may feel annoying today, so this user-friendly companion might be a big help for a new player. THE ALL-SEEING EYE - is the similar map program for the Eye of the Beholder trilogy, again, for the DOS versions of the game played via DOS Box. Not that these games really need it, they are not that complicated, but this program might help novices to get into it. Also, contain descriptions of specific points and some other minor features. Wizardry 6 automap mod - and yet another similar program, now for Wizardry 6. It was not updated since 2014, but it works with the DOS version. Here I can understand the need for the map program, Wiz6 very complex game, and I felt that lack of automap, same as only one tileset across the whole game is the result of limited time and resources for the development.
  4. Yea, looks like they are closed their website and moved elswere. I'll change the link in the post later.
  5. Well, it was kind of more long transition. From the classic warcraft to "modern". First, they shifted focus from the global war more on the characters in WC2 addon, then there was officially unreleased Warcraft Adventures, then the Warcraft 3, and then WoW. Each game a little bit shifted style, narrative, and direction of the universe to something polar opposite. From original Warcraft which is sort of a realistic dark fantasy with plot and atmosphere kind of similar to the movie "Army of darkness" to modern MMO cartoony "whatever" aimed at the eastern markets. In addition to that, WoW and Warcraft 3 was in the development hell for quite some time. And the fact that there are no any original bliz devs in the Activision "blizzard" anymore also do not helps.
  6. Addition about Redguard: I want to replay it in 4k lol Additionally, I mapped a controller via the joy-to-key to play from a gamepad, since it feels like the perfect game to do this. I did something like directional buttons for movement, triangle for a jump, X for an action, Square to draw a sword, circle for quick health usage, L1 for a shift, L2 for an alt, to block in combat mode or rotate the camera in regular mode, 2nd stick now works as shift+arrowkeys for walk-strafe mode and strafe-run in combat, the first stick is on item scroll. Other buttons are map/menu/log/full inventory etc. Quite happy with it, the game really plays nice this way.
  7. Well, GTA4 had probably not most fun missions, in terms of gameplay and tasks. And what GTA4 did impressive at the time when it was new, like detail, physics and stuff not as advanced anymore, so most probably this game will not impress you in 2021.
  8. I liked story and atmosphere of GTA 4 much more honestly. I dropped GTA 5 twise somewhere in the middle, game for some reason felt like it trying to be modern San Andreas but less fun. I guess people who like cosmetics and online love it.
  9. I think, no. This is a first-person shooter made on Xngine. Fallout 4 is a sort of action-adventure made by other people on their current Gamebryo version whatever it is called nowadays, "creation engine" or whatever. I doubt you can make an unrelated FPS game on a closed source engine on which Bethesda provides only a limited editor. Bethesda stopped using Xngine since morrowind, because all people who created it and maitained left company in late 90s and to times of Morrowind it was already other Bethesda. So they just bought third party Netimmerse/Gamebryo which they breaking to this day. I seen some attemt at "unity port" of these games, however yea, I feel meh about unity ports in general. I hope one day LuciusDXL wil get back for Xngine once he will be done with "The Force Engine" for Dark Forces and Outlaws. However I may say that fully configured and fan patched, this game fully playable. It has no any major issues and probably the least bugged bethesda game. And 640x480 more than enough for detail of this game. Speaking about Xngine games, not mentioning Daggerfall because yes, it has a unity port and active modding community on it, but Daggerfall is whole another issue by itself deserving super-giant post one day. Past Daggerfall and SKYnet, there were more Xngine games: Battlespire, Xcar experimental Racing, and Redguard. The new feature for them is the support of the 3DFx hardware acceleration - so, technically, with the modern glide wrappers unlimited possibilities in resolution, texture filtering, and other graphics features. Battlespire and Xcar are DOS titles primarily, so there are multiple options for how to set up glide wrappers for them, there were multiple DOSBox forks with Glide support. Redguard adds a layer of complication because it has a Windows launcher but it is still a dos game. The latest versions of Battlespire and Redguard on GoG are work fine out of the box so if you don't want to tinker with this mess you can just install them. Answering questions about Redguard: -Yes, game slowdown and speed up during time after loading is not a wrapper but an original bug that exists on real hardware. -Yes, the game locked to 30 FPS and has no animation interpolation -Yes, IIRC, the game does not support mouse and about combat controls, I'd advise reading the manual. -Yes, this game is janky as hell, but it is a very fun open-world adventure past its engine issues. This game was made at the decline of old Bethesda, already by different people, since old Xngine/Terminator and TES team people left Bethesda in 1997. Here is a screenshot from my playthought of the Redguard on my old 1440x900 screen.
  10. Today what I want to talk about is a bunch of Bethesda XNgine games. Specifically: two last bethesda Terminator Titles, Future Shock and SKYnet. Xngine was a very advanced true-3d render developed by old Bethesda Softworks in 1994-1995. It was primary developed for their Terminator: Future Shock but another project from another Bethesda sub-team also used it for the famous The Elder Scrolls II Daggerfall. Future Shock came out in December of 1995, and in my opinion, this is the most advanced game for its time. Short description of why this game is so awesome and advanced is in the collapsable spoiler. Later, after Daggerfall, another sub-team (one where Todd Howard worked) did SKYnet - a standalone expansion with a new story, more weak (in my opinion) FMV cutscenes instead of hand-drawn characters, the game now has multiplayer, but also featuring great option which FS lacked: 640x480 SVGA resolution, against original FS 320x200 standard VGA and also farther draw distance. So the ideal way to play both games would be to download SKYnet first, (FS and SKYnet are abandonware. None of the people who made them work at Bethesda now except Todd, these games also from old Bethesda Softworks, before Zenimax, and also nobody cares and Bethesda because Terminator license would never publish these games in e-stores ever again) then configure it in DOSBox. Specs: auto cycles and core, svga_s3 card, basically default settings. There is SETUP files where you should configure sound and music and this is all. IMPORTANT! Every Xngine game has an installation info file in the directory with the ".dat" extension It should correspond directory you are mounting the game in DOSBox, so the game can find its files. Then, there exists fan patch, which is easy to install. Besides mentioned list of bug fixes, it allowing to fully play original Future Shock from SKYnet menu! So you can play original game in 640x480! Copy SHOCK folder from Future Shock installation and you now have acces to Future Shock from SKYnet menu. Enjoy!
  11. The very complex task you asking for, Ross. Cool video, I like to watch your videos about your ideas. I think it will be a great idea for games you can not access the data, like yea, games on encrypted servers. Fear that with all this "google stadia" stuff there might be even more of them. Something is better than nothing, you are right. However in general game worlds and game looks and feels is very complex thing, as you mentioned in the video. World data, external meshes, palettes, shaders, collision. The first thing I had in mind is my internal video game purist screaming inside my head. I think Daggerfall unity was an awesome example. I like that this port exists, that Daggerfall got back its modding community, however, I love the original engine, Bethesda's Xngine. How it feels, how it renders things, and how a lot of things worked in the original game. And this port on unity is not... very accurate. Using default unity stuff, it making lower resolutions and original palette only as some post-shader "emulations". Walking physics, rain and snow effects, headbobbing effects were different, and just some unity stuff that looks weird. Speaking of drawing distance it also has limitations, and more than that, terrain generation is inaccurate. It just using the original height map of the game, but all magic done now by unity instruments, so you have now this smooth terrain with huge view distance that looks not much like the original. This game feels like a "unity game with Daggerfall assets" and I don't like this feeling. Sad that XLengine project died, I hope Lucius will come back for it after he will end with "The Force Engine", my favorite kind of projects of new engines is ones that reverse-engineer original as closely as possible, with new features added only something on top on the accurate representation of the original game. And problem of such projects not lack of data usually, everything cam be reverse-engenereed, just lack of enthusiasm or interest in some games. There are huge amount of games that will benefited from ports, patches, improvments but there are no one really interested to doing something complex with them. So yea, when we take the idea of "ripping off worlds, assets, games, using our or machine's perception" it will end in a very inaccurate approximation even if the software is kind of perfect. It it something that will be better used for capturing real world, thank god physics laws generally the same, than for worlds created by man. For games (at least, to which files we have acces to) this dream software for me is instruments like Ghidra, that allow to reverse compiled product back into code. However, speaking about your ideas about "video game musem" this is absoluetly awesome idea! You know, long time ago when I played Garry's Mod I had wierd idea what if porting or making model for everything, port here all props, models, maps from a lot of games, and more, universes! This something what can be started before dream tool you are discribing, but might leed to legal issues. However for most older games I don't think anyone would care lol. Addition: this probably will go off topic but I wondered about the game that has all the cars ever made. Or, at least, a lot and updating them. I'm not a super racing gaming fan, in my dream game I want just to go to the garage, spawn a car from a database, for example, a 1986 Opel Kadett E sedan with red color and 1.4 engine. Or, 1984 Ford ltd lx, or some 1909 De Dion-Bouton Torpedo. Be able to disassemble it in VR, assemble it back, ride it around with real characteristics, crash and repair. Wierd idea that haunts me for years, really.
  12. Tried to play "Venom. Codename: Outbreak" on my new 4k monitor. First level had mip mapping issues for me but 2nd was fine, maybe I tweaked something. In 4k you can see some seams on models you can not see even in 1080p lol.
  13. John Carmack is an awesome dude, however a bit overhyped. id games actually were most times not the most technologically advanced things at the time, at least not completely. Origin, LucasArts, Bethesda did a lot of advanced 3d first-person stuff in mid-90s.
  14. I think 2003 turtles will be the best place to go. This cartoon is in line with stuff like the MIB animated series and other late 90s early 00s nice animated stuff. They are most adult from TMNT animated series. Also Ross might enjoy Turtles Forever after it - 80s-2003 cross over. I watched a bit of RotTMNT and it is for modern kids, ie very annoying.
  15. About menus and GUI scale, aren't it are standard for the time? Since games meant to be played at 640x480 or 800x600 anyway nobody seen a problem with that. I think vanilla quake 2 does it too. And some other games had even more wierdly implemented menus. Maybe they have the Barney Miller remake on streaming services in the 2030s? Also, SIN source port does not exist? Since idtech2 is opensource for a very long time and I don't remember when I played the original Quake 2 last time on modern hardware. However, in many ways Sin looked more advanced in plot and mechanics than more later Raven's Soldier of Fortune from 2000. SoF shows more shortcomings of the Q2 engine and does not have stuff like helicopter turret sections and felt much less alive. Raven did a much better job on their idtech3 engine games. Bonus points for Quake 2 "jelly models" because 8bit per vertex coordinate limitation! Quake 2 also had no skeleton animation support of course and IIRC and animation interpolation worked weird. Also, the texture depth buffer on the non-map object had limitations. Lack of draw distance detail is the result of Sin using a lot of external 3d objects instead of map brushes which was not really common back then for such games, like in half-life and quake everything, even stuff like trucks is map brushes. I suspect that this is also the result of weird lights on soda cans from cutscene: they are an external 3d model, not a map object so lights do not affect them. I think, only old Bethesda in the 90s heavily used such stuff to construct entire levels. Lips animation in general not something common in-game before... 2000? And sin cutscenes were in-game ones mostly, not recorded movie files on a CD. Yea there was Half-Life, but still. And I think making lips animations by animated texture like you showed was kind of a pain in the ass, I remember such technique used in-game on idtech3 Raven's Star Trek Voyager Elite Force. Drakan Order of the Flame has no them, so TES Adventures Redguard that came out the same time as HL1 and Sin outside pre-rendered cinematics.
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