@XboxP3
Just letting you know, having a long running history and extensive knowledge with Heretic and Hexen, just want to point out that me and my team are very well suited for the job.
Just saying.
With Turok 3 Remastered coming out in 3 days, I figured I share some technical tidbits of how the game works.
For animated characters, every 'joint' of the model can be collided with projectiles. To do this, a collision box is computed. In the remaster, these boxes are
Levels will be remastered in their own way, combining elements from both Saturn and PSX versions. Saturn content will all have fixed UV mapping and geometry holes as seen in the original. Lighting is also redone with baked-in ambient occlusion.
#RD2021
#realmsdeep2021
Nothing's better than failing PS4 certification one week before a game is shipped because it crashes when loading a specific level, only on a PS4 Pro, only on 4k resolution, and only when a debugger is not attached.
Yup, I sure do enjoy that.
Turok 3: Shadow of Oblivion now has an updated release date of Nov. 30 for Xbox One, Series X|S, PS4, PS5, Nintendo Switch, and PC! 💫
Nightdive Studios thanks everyone for their patience and understanding as we work to deliver the best Turok 3 experience possible 🙏
Already made a fix for the stuttering issues on the Switch and music timing should now more or less be the same as TFE's output. Will try to get this patched into the Steam build asap. No word on how long console patches will take.
Still working on improving DarkForces Remaster. The two big ones are better mod support and improving the MIDI music player, particularly the timings of the notes.
Here's a demonstration showcasing the music in the current release, versus the new one
Apparently, I fucked up with reverse engineering the Baron of Hell's melee damage formula for the Doom 64 remaster
In other words, it was suppose to deal way more damage, with the highest being 88 damage.
There's always the patch right?
Oh.. nevermind.
Work in progress of the new lighting system for The Thing: Remastered showcasing the new normal mapping and specular+gloss highlights. Things are now more fleshier than ever.
#NightDiveStudios
My guess to the input lag on the latest release of Doom 1 & 2 is due to the Vulkan swap chain being tripled buffered. Changing it to be double buffered instead should hopefully greatly reduce this lag whenever the next patch rolls around.
Fun fact about Quake 2021's renderer - iterating the BSP in Arcane Dimensions and Machinegame's new episode was a huge CPU bottleneck on the Switch. Instead, the entire level is rendered with all unique textured surfaces batched as individual draw calls.
For those who are getting performance issues on the hub level in the new episode of Quake, can someone try setting r_gpuCulling to 0 in the console? I am curious to see if that is the culprit or not.
Hardest part of remastering an old game is making it user friendly for modding. Especially when there was no actual modding scene for the game back in the day.
I am taking every feedback, comment, and harassment seriously and will address every problem for Blood: Fresh Supply and I appreciate every single one of them. Except for those who say its inferior to BloodCM. They can just fuck right off
We know you’ve been hungry for the return of another 90s classic, so we cooked up something extra special that should help satisfy your appetite...
🍳 PO'ed: Definitive Edition 🍳
It's just like you remember it, but ✨ ENHANCED✨
As stated by Nightdive, Turok 3 has been pushed back to November 30th, however to make matters even more confusing, Nintendo Europe and Australia still has November 14th set as the release date, which was NOT intentional.
So that means European and Australian Switch users will be
I am finally happy to announce that Rise of the Triad Ludicrous Edition is finally out. Huge thanks to
@Apogee_Ent
and
@NewBlood
for giving us this opportunity of a lifetime.
Having worked on Aliens: Colonial Marines has been both a curse and a blessing. It may have ended my level design career and forcing me to switch roles to stay afloat, but if it wasn't for that, I wouldn't have ended up at Nightdive Studios doing stuff that I enjoy.
I am extremely disturbed by the lack of decent Rise of the Triad source ports. And every existing source port out there renders ceilings and floors incorrectly. Its even worse when you see it in motion.
When remastering, its always a huge treat gaining access to the original source code of the game, because it provides a lot of neat insights on what the developers had to overcome and what references/research they used in their code.
PO'ed has about 7 mentions in the source code
Fun fact (Part 1) - lighting in Shadowman Remastered uses forward-clustering as documented in . Colors represents the number of overlapping lights, ranging from blue (no lights) to red (lots of lights).
Happy new year everyone. Can't wait to reveal all of the unannounced projects in 2024, especially this one project I am developing that has a special place in my heart. Definitely can't wait to reveal that one. You guys will love it.
I am thinking about starting a Youtube channel on how various things work in the games that I've worked on, but I lack the knowledge (and patience) on video editing software. I also thought about just using Wordpress or something instead.
Decided to do something different for screenshot Saturday and post a historical relic instead. This is DEX, the level editor that was used for constructing the levels for Doom 64 at Midway. This was also mentioned in the Doom Depot Interview as well.
#screenshotsaturday
Fun fact, in the original Shadowman PC game, if you create a folder called 'Ziggy' and then inside, put a blank file named 'stardust' (no extension) will enable debug mode where you can spawn enemies, enable invincibility, warp to different positions, and possibly more.
I've been grateful being able to work on a game that held a special place in my heart many years ago. It was very fascinating learning about how the game worked and looking at its data structures. I thank the original AnyChannel devs for giving me this opportunity!
Oh, by the
Currently some users are experiencing micro stutters from the recent Quake 2 remaster patch. I am already aware of it and already addressed it. No word on when this fix will go live.
New video by decino showcases the Doom64 monster behavior differences
Though the blue player bot palette wasn't part of the original game, it was actually added by me for the original Doom64 EX back when its cooperative mode was somewhat functional.