On PC, however, Blade Runner: Enhanced Edition has a rating of 1.6/5 from GOG user reviews. The Enhanced Edition does have controller support that the fan release lacks, and it's also playable on console. There are also glitches, as Alice0 lamented when she played it for us at launch. Its attempts to increase the resolution of pre-rendered scenes, and to use machine learning to turn 15fps video into 60fps video, result in a game that loses the atmosphere the original captured so well, and sometimes just looks outright ugly. Because, no, there's no version of this where the fans get any money for the years of work they put in reverse engineering Westwood's original game to run on modern computers.Īll of this is has become an issue because the Nightdive Studios version is inferior to the fanmade Blade Runner release in several ways. That means that you're effectively making a choice over who you want to give your money to: Nightdive Studios for the Enhanced Edition, or the Blade Runner game's rights holders for the fan version. Questions, Positive Comments, Help, Bug Reports, Etc.Īgain this is not yet finished or polished, people seem to want to try it themselves before 100% compatibility.Both versions cost the same and the Enhanced Edition still comes bundled together with the fan version. Please feel free to track me down (Myles Johnston aka MiLO83) on YouTube / Discord / Facebook with Most likely its in a file I haven't actually read yet. It's just finding the routine that needs modification in the code somewhere which is a bit of code reading. I have to track down where in the code needs fixing, fixing it shouldn't be difficult, This is simply the current status of the HiRes Alpha, I am trying to fix this problem evenings after working Also, I found that in QFG3 some replaced graphics remain pixilated due to the game scaling them, Some untested games may not work, for instance "QFG - Shadows of Darkness" (Sorry |) I have also heard great things about GigaPixel AI. I enjoy "CupScale", but only because I don't have the time to program and redo the Art by hand in Photoshop. png but will crash the game if notĪNY GRAPHIC NOT EXACLY 4X THE ORIGINAL WILL LOOK GARBLED OR CRASH THE GAME. bmp, you will need to scale them somehow to 4x and save as You will likely want to only "Generate bitmaps for pics" and "Generate bitmaps for views",Ĭurrently Pics are exported as. Simply open your game in SCICompanionX, and in the top menu go to Tools->Extract all resources. The original SCICompanion could take WEEKS of careful clicking. Individual Cel format is required by the HiRes Mod, and trust me exporting individual cels with "SCICompanionX", this "X" version batch dumps views as individual cels instead of sprite sheets. The original graphics can be dumped with my custom ALSO modified version of SCICompanion, They should be named as follows (Case-Sensitive / Non-0-Padded): They should be true color and not paletted. It does not come with any replacement graphics or games.įiles must be exactly 4x their original size. png files from the Launcher defined "Extra" folder. Here are his builds of ScummVM and SCI Companion ( which is needed for some reason, I don't know what yet apparently it batch dumps View cels into individual files) plus his tutorial video:Ĭode: This is a Demonstration Alpha, v0.832 I suppose. If enough people get in on this perhaps colour cycling can be simulated somehow in a 32-bit colour high resolution environment with special mapping files or colour flags or something. This obviously will kill all colour cycling, but this is only the beginning. He's also got something going for SCI0 games (this will make VGA-ifying SCI0 EGA games a whole lot quicker): He's released a build of ScummVM and his own alternate build of SCI Companion. Effectively rendering ESRGAN AI upscaling (prerendered of course) usable in ScummVM. An amazing individual named Myles Johnston has release a modded ScummVM that supports graphics asset replacement at up to 4x the resolution for the SCI engine.
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