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The Kins
Oct 2, 2004

Synthetic Hermit posted:

I'm using GlideN64 Public Release 4.0 with Project64 2.3.2.202. Even with internal resolution set to "same as output resolution", it looks like this:



Or with PD's own Hi-Res option on, like this:



Can't find the page now, but I read that this behavior is hardcoded in GlideN64 for some reason (accuracy and/or performance?)
I've never had this issue with GlideN64 before, and I've been using it for yeeears. The screenshot I took was with the latest development build (since those don't seem to have the dumb nagware poo poo) of Project64 4.0 with the included development build of GlideN64.

If there's an "Internal Resolution" setting in your version of GlideN64 in the "Emulation" tab, set it to "Same as Output Resolution".

The Kins fucked around with this message at 11:58 on Aug 18, 2021

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Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

Do you need a beefy PC to play PD or GE on? What's the lowest? The laptop I have at home isn't very good, same with my 11 year old Mac pro. I'd love to play both games again, but I doubt I can yet.

Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer

The Kins posted:

If there's an "Internal Resolution" setting in your version of GlideN64 in the "Emulation" tab, set it to "Same as Output Resolution".

I said that I had that option on and it makes no difference.

Rupert Buttermilk posted:

Do you need a beefy PC to play PD or GE on? What's the lowest? The laptop I have at home isn't very good, same with my 11 year old Mac pro. I'd love to play both games again, but I doubt I can yet.

You used to need a very beefy PC to play GE/PD with any semblance of accuracy, but newer video plugins like GlideN64 have largely bypassed these bottlenecks.

That said, a mediocre laptop and 11 year old Mac...not sounding super promising. You could try emulating them at a low resolution and with various settings turned off (GlideN64 has tooltips explaining which settings require more juice).

Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer
https://www.youtube.com/watch?v=pZmbB43b3zk

Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer

The Kins posted:

...huh? GlideN64 runs in high resolution just fine.



For even greater accuracy for those extra tricky effects at the cost of high GPU requirements, look into M64P and its built-in ParaLLEl video plugin.

Anyway, I tried the latest dev builds of PJ64 & GlideN64, and same thing as always - no matter what I set the internal resolution to, it's fixed at native. Here's a 3 year old post talking about how that's hardcoded.

So, if you are in fact using GlideN64...how on earth does that screenshot look like that? I know there's an "HD" version that doubles the native res, but that shot is waaaay above that.

The Kins
Oct 2, 2004
That link is talking about RetroPi, which runs on a Raspberry Pi, which isn't the most powerful machine on Earth, so there's that.

Dunno what to say, really. Here're my graphics settings, but they're roughly the same as default. :shrug:


Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer
^ K, I did process of elimination on my settings, and found out that "render N64 frame buffer to output" was causing the resolution problem (as well as a shuddering problem on newer GlideN64 builds). Problem is this reduces the accuracy a bit. For example, looking at the beginning of Majora's Mask, the dithering coverage is different, making the image look a bit too clean.

GlideN64 doesn't seem to like higher resolutions anyways. Rendering above native causes the text on the sides of PD's save file menu to bug out.

Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer
Actual footage of the removed Perfect Head mode:

https://twitter.com/Musical1250/status/1572004259440525312

JethroMcB
Jan 23, 2004

We're normal now.
We love your family.

I'm glad they stripped this from the final game. It worked and there have been no school shootings in America ever since.

Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer

JethroMcB posted:

I'm glad they stripped this from the final game. It worked and there have been no school shootings in America ever since.

Except for that spree in late 2003.

https://www.ign.com/articles/2003/10/09/tony-hawk-face-scan

https://www.youtube.com/watch?v=o0RDog3OYY0

JethroMcB
Jan 23, 2004

We're normal now.
We love your family.
Oh yeah, Rainbow Six Vegas had a pretty solid facemap using the Xbox 360's camera. I guess that's when the mass shootings started again. Thanks a lot, Ubisoft.

Narcissus1916
Apr 29, 2013

One of the Tony Hawk games (Underground?) had some sort of work-around for mapping your face onto the character. It was surprisingly decent, all things considered.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
NHL 2001 on PC had that and it was comically bad.

Narcissus1916
Apr 29, 2013

I think it was Tony Hawk or another sports game where you uploaded a file to a website and then they sent you some sort of numerical code. In retrospect, kinda creepy.

kirbysuperstar
Nov 11, 2012

Let the fools who stand before us be destroyed by the power you and I possess.
https://www.youtube.com/watch?v=JCmPGCwF9TU

Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer
Nintendo's gotten flak over being a roadblock to GE getting ported, but given their involvement in development, I think they kind of have a right to call the shots:

https://www.timeextension.com/features/the-making-of-goldeneye-007-39-facts-you-probably-didnt-know-about-the-fps-classic

quote:

“I think sometimes the whole team was cross by some of Nintendo’s feedback, but I tend to think they know what they’re doing,” said Hollis during his Cambridge panel. “I think Nintendo added a lot with the feedback they gave us.”

Doak added: “Especially Nintendo of America and the Treehouse, which was their testing and design feedback. I remember coming in to a fax about one of the Surface levels. We just added the thing where the level starts and there’s a camera in the world giving you a little taster. And it was the night-time one, and the camera view was the satellite dish at a reasonable distance, and it’s foggy. I remember getting a fax with the bugs, but with the message ‘we really liked that, it sets the level up’.

“It felt like we had these other team members. At the time, a lot of us felt it was ten of us who made this game. But actually, there was an enormous support system outside of the room. And those guys really helped."

Hollis added: “No question.”

quote:

The game was such a hit with Nintendo’s testers that they were clamouring to do overtime in order to play the game. This was Hollis’ “first inkling” that the game might actually be well received.

Lots of other little development stories at the link.

Timby
Dec 23, 2006

Your mother!

Synthetic Hermit posted:

Nintendo's gotten flak over being a roadblock to GE getting ported, but given their involvement in development, I think they kind of have a right to call the shots:

I mean, the deal was literally done between Activision, Microsoft and Nintendo, and all parties concerned were in a position to make a metric gently caress-ton of money. The only reason it got kiboshed was because Nintendo of Japan didn't want to do business with Microsoft.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

It's also not just Nintendo from what I remember. With all of the likenesses and copyrighted bond stuff the game was a veritable land mine of legal rights even when you ignore the video game side of the mess.

Justin Godscock
Oct 12, 2004

Listen here, funnyman!

I remember when they removed this, it was actually not long after Columbine when game developers were getting so much poo poo over what happened. iD Software in particular had to hire a private security firm to escort their staff to and from the parking lot because of the sheer number of reporters camped out there (according to the book Masters of Doom).

Timby
Dec 23, 2006

Your mother!

FoolyCharged posted:

It's also not just Nintendo from what I remember. With all of the likenesses and copyrighted bond stuff the game was a veritable land mine of legal rights even when you ignore the video game side of the mess.

That's the thing--the port wasn't going to have the "all Bonds" code or anything, it was just an HD version for the Xbox 360. Activision owned the Bond game rights at the time. Nintendo owned the publishing rights to GoldenEye 007, because it was made as a second-party game. Microsoft owned the code, because they owned Rare. Even EON had to get involved as the licensor of all things Bond.

Lawyers did a masterwork of getting everyone on the same page, agreeing to financial takes, and the game was literally ready to launch outside of some bug testing (someone from Rare at the time estimated the 360 version was 95 percent complete and just needed a little more time in QA).

Then Nintendo of Japan dropped the stink bomb about doing a formal deal with Microsoft, and the entire thing died.

Edit: And now we're just getting a lovely upscale of the original N64 game.

Timby fucked around with this message at 03:28 on Jan 2, 2023

Isometric Bacon
Jul 24, 2004

Let's get naked!
Seeing alot of internet chatter about these re-releases and how they're basically just a 1:1 emulation reminded me that the leaked 360 remaster exists, so I booted it up again.

What a pity this was never released. This was everything what a modern remaster should be. Upressed resolution and textures, and very similar models that keep the same aesthetic, but literally identical gameplay wise, with a button to switch to 'old' graphics to remind you of what's actually changed.

JethroMcB
Jan 23, 2004

We're normal now.
We love your family.
I've been having a good enough time with the XBox version. What I have learned is that I never tackled most of this game on anything other than Agent difficulty back in the day, and it's very different to play on a system where the hardware/controller isn't fighting against the player the whole time.

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

Goons, I was doing Train on Agent and even then, lasering off the bolts or whatever on the escape hatch almost didn't happen. I was down to the last one, I had 8 'units' left in my watch (out of 300), and the very last shot is what got it cleared.

gently caress the aiming in this release.

Narcissus1916
Apr 29, 2013

I'm pretty terrible at getting emulators to run properly. RetroArch might as well be a foreign language.

The Goldeneye XBLA remaster is super, super easy to get working. Nearly plug and play. don't let that be a barrier.

Renreeja
Oct 11, 2007

I have so Many good memories of Perfect Dark, especially multiplayer with my best friend. One of the things we would do all the time is camp in the area 52 building with shuttered door/windows with the slayer and send rockets out into the world to blow sims up, we would always end up getting venge sim and laughing/scrambling to defend the door when he came knocking. Also how he was specified as the white suit guy, I had another friend who called him "Dahmer" and would be yelling "Dahmer is coming to get me!!!"

We would also do poo poo like design matches where everybody was an alien/etc

Looking back its amazing how loaded out and fun that game is, in our adulthood we hooked it up again, would play all night just like giddy kids. That game is FUN

Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer

Renreeja posted:

I have so Many good memories of Perfect Dark, especially multiplayer with my best friend. One of the things we would do all the time is camp in the area 52 building with shuttered door/windows with the slayer and send rockets out into the world to blow sims up, we would always end up getting venge sim and laughing/scrambling to defend the door when he came knocking. Also how he was specified as the white suit guy, I had another friend who called him "Dahmer" and would be yelling "Dahmer is coming to get me!!!"

We would also do poo poo like design matches where everybody was an alien/etc

Looking back its amazing how loaded out and fun that game is, in our adulthood we hooked it up again, would play all night just like giddy kids. That game is FUN

It's just ridiculous how little modern FPSes have taken from PD's multiplayer. It feels like the same general feature set from Halo 2 has been copied over and over with maybe some fancy XP systems tacked on.

Renreeja
Oct 11, 2007

too true, XIII on the gamecube did to some extent, maybe crossover of developers?

Haha having a sim on your team too was a weird experience, cause it came across like they were working against you behind the scenes. So many times I caught my sim in a room with another one and they werent shooting each other. Another classic happening was an unarmed sim passing you by, slapping the poo poo out of you and then running backwards into another room. looking at you like "what you gonna do bitch?", loving bastards

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

What was the default for the Judgesim? Until I read your post, I would have said that THAT was the blonde guy who's name I'm forgetting, not Vengesim.

I can never forget that Carrington was the Turtlesim and the red overall Pelagic guard was the Fistsim.

JethroMcB
Jan 23, 2004

We're normal now.
We love your family.
The Blonde Guy's name: Mr. Blonde.

Sgt. Politeness
Sep 29, 2003

I've seen shit you people wouldn't believe. Cop cars on fire off the shoulder of I-94. I watched search lights glitter in the dark near the Ambassador Bridge. All those moments will be lost in time, like piss in the drain. Time to retch.
Setting up scenarios was my favorite part and why I'm more likely to load up Perfect Dark than any FPS that came after.

Zombies was a bunch of plainclothes fist sims in the car park with limited weapons, they'd swarm and dizzy you pretty quick. That turned into Mummys in the temple which was fun once we realized fist sims could use the secondary option on the wrist laser and would basically run around with a 10 foot lightsaber. Hostage situation became the one we'd play once the others became too easy/predictable where you'd put a bunch of peace sims on your team and have to protect them from one dark sim or whatever.

In fact, saddling your friends who were hands down better than you at the game(the kids who owned it or just had more free time to practice) with a meat sim or 2 was a great way to balance out a multi player game. It could get boring always playing against your friends when there was an obvious outcome, I still lament the fact that modern games don't have the same customization.

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

Anyone else play Matrix, which was shotguns, auto slowdown, in The Grid? That level had to have been inspired by the movie.

fartknocker
Oct 28, 2012


Damn it, this always happens. I think I'm gonna score, and then I never score. It's not fair.



Wedge Regret
Slowmo shotguns were a ton of fun for the double blast and going for headshots.

Slowmo with the crossbow shooting the knockout bolts or the tranc gun was trippy as gently caress once you got hit a few times and everything got blurry.

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Renreeja
Oct 11, 2007

Rupert Buttermilk posted:

What was the default for the Judgesim? Until I read your post, I would have said that THAT was the blonde guy who's name I'm forgetting, not Vengesim.

I can never forget that Carrington was the Turtlesim and the red overall Pelagic guard was the Fistsim.


I feel like judgesim was a trenchcoat guy on default, but I could be off. Peacesim was always a funny one, drat scientist who explodes with weapons like Sonic with rings when he dies. Which leads to another ppint that having disarm was a really amazing and infuriating aspect of the multiplayer, getting your gun taken and being dizzy to boot.

The Grid was absolutely Matrixlike. I think my all time faves were Area 52 and the Villa.

From the first page I read one of the interviews with the director (funny guy, total mood board energy) and he was saying they started with architectural spaces and then wrote the story to tie those environments together. It makes sense the multiplayer maps would turn out good. These turn of the millenium games like PD, Deus ex, bungi west's Oni all had a cool vibe.

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