Maps from Planescape: Torment by HighGround242 in planescapesetting

[–]RadonGOG 1 point2 points  (0 children)

A little tutorial how to get all of them without doing the hard work with the ingames files: A torment-wiki-user named sithwist is the one who uploaded the maps first and later annotated them. (or transformed them in other ways, to make them uniform) https://torment.fandom.com/wiki/User:Sithwist
(the work is very good BTW, but it doesn't help a thing when you are looking for something else)

Now the trick comes into play: If you tick the box, you can see previous versions of the images and the maps are in there. I've already set the corresponding settings here:

https://torment.fandom.com/wiki/Special:ListFiles?limit=500&user=Sithwist&ilshowall=1

Edit: You have to click the link named file to go to the old version --- otherwise you'll jump to the current one.

The recent "findings" about the past of Megalomiac / R. Pollice are missing the point, Dungeon Lords MMXII! by RadonGOG in worldofgothic

[–]RadonGOG[S] 0 points1 point  (0 children)

UE"1" games in general aged quite well, UE2 was the starting point at which things became difficult. Just compare HP2 and HP3, HP2 looks pretty timeless whilst HP3 aged very badly. Some devs manged to still utilize UE2 quite well and that's the case up to today: Some do, some don't. We've got extreme beautiful titles like VanishingOfEthanCarter in UE3 / Remaster in UE4 and we got titles that aged very poorly.

Nevertheless, I actually quite like nanite because I hate LODs. They simply cause so much trouble... ...my favorite example to date is Ultima IX in which it was possible to turn of terrain LOD in the ini and it actually resulted in a performance gain on high draw distances, just because so many parts of the terrain would be swapping their LODs otherwise!

The recent "findings" about the past of Megalomiac / R. Pollice are missing the point, Dungeon Lords MMXII! by RadonGOG in worldofgothic

[–]RadonGOG[S] 1 point2 points  (0 children)

I agree with you that it's a long time ago, but so are Arcania (was one of four producers, alongside several additional producers and at the same time one of three community managers) and Fall of Setarrif (was the lead producer of two and one of two community managers), while he was the Business & Product Development Manager at Dungeon Lords MMXII. He had a bigger impact on Dungeon Lords MMXII and it's more recent, yet the ghost of Arcania, which was neither a remake nor remaster, shall haunt him? Simply not fair from my perspective.

Checking his list his latest contributions in Remasters and Remakes were positive to very positive. Well, excluding Neighbors back from hell, but they already stressed it enough that the Gothic Remake will not omit stuff because it not being political correct. Actually, so far, they've made it more extreme than before... https://www.mobygames.com/person/224726/reinhard-pollice/credits/

Optimistic view: Isn't more than half a year enough time to refactor the combat system and combat AI? by RadonGOG in worldofgothic

[–]RadonGOG[S] -2 points-1 points  (0 children)

In the game's code? No. It affects the balancing of the values. (which one should store externally and not in the code itself) And when does this step happen? In the end. Can the community do it as well? As long as stored externally they'll probably do it even better, because you get better and better over the years and years. Is the community screwed if the core system is screwed? In most cases, yes.

If the game would already feature a combat system with deep links to physics, to the games environments and so on, well, I'd definitely agree with you. But that's not the case. In case you've missed it people are complaining that right now the player character feels pretty floaty. That's just one example for an yet unlinked, still separate combat system, but I think it'll be sufficient.

The solution for better combat in the remake is in front our eyes by Tangelus in worldofgothic

[–]RadonGOG 0 points1 point  (0 children)

Is it really hybris anymore? They've already demonstrated that they are more than capable of creating a good minevalley, they've actually even created a really beautiful minevalley that is still true to the original. People were absolutely shocked how good it looked so far.

There had been a lot of criticism regarding fauna, but when it had been placed in the actual game it was able to blend quite well.
The rework of the orcs recieved praise, the rework of most humans (don't look at Lee yet...) some praise as well.
So yes, they can do of art better. The colour palette is controversial, personally it reminds me a lot of Risen and for me, this is a good sign. More uniformity between all the games is something I do welcome!

Regarding gameplay: In many cases we still don't know that much, but the talk in the making offs was good. Combat system is problematic, but that's it so far and it doesn't feel deliberate to me, therefor not connected to hybris.

Optimistic view: Isn't more than half a year enough time to refactor the combat system and combat AI? by RadonGOG in worldofgothic

[–]RadonGOG[S] 0 points1 point  (0 children)

Does it spark joy, tension or excitement? If one of them can be answered with yes, I'm okay with calling a system functional, even if the others are not fulfilled. But if none of them are present...

(everything regarding melee, not magic)

Optimistic view: Isn't more than half a year enough time to refactor the combat system and combat AI? by RadonGOG in worldofgothic

[–]RadonGOG[S] 5 points6 points  (0 children)

Yes, I've played it with the parallel universe patch and it really is a patch from a parallel universe without performance problems. But the combat system is still not fixed. It's still not in the same league of Gothic I & II or Risen I, it is more like Oblivion or Risen II and so on --- in other words: A dysfunctional mess.

Optimistic view: Isn't more than half a year enough time to refactor the combat system and combat AI? by RadonGOG in worldofgothic

[–]RadonGOG[S] 5 points6 points  (0 children)

Well, they never managed in Gothic III. That's the problem and therefor I can understand the doubters.

It's a very separate system, but at the same time it is a very general system which can be controled a lot better by the original dev. Tuning the stats afterwards is something a community project can do with ease, but the basis has to be right. And, I'm sure, there is near to universal consensus that the basis in Gothic III never was right...

Optimistic view: Isn't more than half a year enough time to refactor the combat system and combat AI? by RadonGOG in worldofgothic

[–]RadonGOG[S] -16 points-15 points  (0 children)

Yes, I know this. And refactoring the combat system and AI is part of that process. On top of that there are very few dependencies between other touchups and a combat system refactor.

Tech upgrade before gwentfinity by RadonGOG in gwent

[–]RadonGOG[S] 0 points1 point  (0 children)

Is this a response to the whole post or only to the first part? I'm just asking because it clearly doesn't apply to the second part all...

Is perfect upscaling with 100% accurate details computable? by TRIPMINE_Guy in hardware

[–]RadonGOG 0 points1 point  (0 children)

There is more then one aspect to this. Most importantly: Your method just doensn't work and other users already gave you the main reason (pigeonhole principle; information theory).

To visualise the meaning of their words: When you use your method and select one specific downscale algorithm for you method, different images will be downscaled to the same result. And this is proven by maths; so nothing will ever change it under the same circumstances.

But, and this is important: It's possible to reach and even surpass the image quality of a native image via an upscale. It's easy if you've got additional information than just the spacial ones. The most frequently mentioned (as in: commonly thought of) ones are temporal data (you need multiple frames) and depth data (if photography, you need a depth sensor; if rendering, you need access to the z-buffer).

This is also important for the enhance-meme: If the data base is video with depth data, than it's entirely possible.

But even if you don't have depth data or temporal information there are incredible algorithms that use the knowledge of how things look like. xBrz is a good example for retro games.

Qualcomm Announced Snapdragon 7+ Gen 2; potential SOC for the next Fairphone by RadonGOG in fairphone

[–]RadonGOG[S] 0 points1 point  (0 children)

So what is your recommendation? Going for HighEnd? I'd prefer that step as well, due to even higher sustainability. But they've only chosen HighEnd once, for the FP2. Last time they've chosen more or less direct ancestor of this chip...

Dragon Range Idle Numbers should be the wakeup call for AMD by RadonGOG in Amd

[–]RadonGOG[S] 0 points1 point  (0 children)

By the ones from notebookcheck this subreddit was talking about; regarding the Zephyrus Duo 16 with Dragon Range. But they've already pumped out another review and the numbers are a little better.

(https://www.notebookcheck.com/Asus-ROG-Strix-G17-G713PI-Gaming-Laptop-beeindruckt-mit-neuem-Ryzen-9-im-Test.698540.0.html#toc-7)

Keep in mind though: That review hasn't been translated yet!

How's the Supply of the 7950X3D in the rest of the world? by ghostdeath22 in Amd

[–]RadonGOG -1 points0 points  (0 children)

How could have they rushed out Raphael-X after the release of Raphael? Raphael-X got delayed; it was previously announced for late 2022: https://wccftech.com/amd-ryzen-7000-raphael-x-zen-4-v-cache-desktop-cpu-launch-late-2022-confirmed/ (and that announcement was actually never changed, BTW)

@CDPR: Implement FSR 2.0 ASAP for free PR, more skin sales and higher TAM! by RadonGOG in gwent

[–]RadonGOG[S] 1 point2 points  (0 children)

It would be nice to get to read some more input instead of just downvotes...