ZylonBane on 28/1/2017 at 21:15
Quote Posted by Azaran
The other thing is it was available option in the original, so I'm still not sure why it vanished with DDFIX and NewDark.
There was no (usable) software renderer in Thief 2. The purpose of DDFix was to make Thief run well with modern 3D cards. NewDark is based on the T2 source so it doesn't have a software renderer either. I'm not sure how you don't know all this.
voodoo47 on 28/1/2017 at 21:44
Quote Posted by Azaran
I wish there was an easy way of implementing it in New Dark (hint hint)
you can can do point filtering when running under NewDark, which is very close.
(add to cam_ext.cfg)
Azaran on 28/1/2017 at 22:09
Quote Posted by voodoo47
you can can do point filtering when running under NewDark, which is very close.
(add to cam_ext.cfg)
Oh yeah, I'd forgotten about that one, it's not the same, but not bad
Quote Posted by ZylonBane
There was no (usable) software renderer in Thief 2. The purpose of DDFix was to make Thief run well with modern 3D cards. NewDark is based on the T2 source so it doesn't have a software renderer either. I'm not sure how you don't know all this.
I figured it was a core option of the Dark Engine, and simply deactivated in T2. That point filtering can be activated with a CFG file command, it's not much of a stretch to think full software mode can also be reenabled
voodoo47 on 28/1/2017 at 22:22
that would be anything but a simple switch flip. not much of a coder, but I'll take a guess and say that porting the game to the Vulcan api would be much easier than (re)creating a fully working sw renderer. remember, sw rendering sucking at pretty much every aspect of 3d rendering was pretty much the reason for the dawn of 3d accelerator cards back in 1996.
Nameless Voice on 28/1/2017 at 23:29
The software renderer in Thief 1 ran in a fixed 256-colour palette. That worked because all of the textures in Thief 1 used that same palette (some also had higher-quality variants that used their own palette, but were only used with hardware rendering.)
System Shock 2 and Thief 2 did not use a fixed 256-colour palette. Every texture family used its own unique palette, so they did not work with the software renderer any more.
The software renderer was still there (DromEd used it in edit mode, since it wasn't hardware accelerated), but it didn't really work very well (the lighting in software rendering is totally broken in Thief 2) and LGS never bothered to fix it since it wasn't used in the game.
nbohr1more on 29/1/2017 at 04:41
I recall playing Skacky's "Shadow Politics" on Thief Gold without NewDark or any updated models. It looked AMAZING.
The art style matched the engine quite well.
I guess a postprocess shader could give this look back in a new way, eg like a paint shader:
Inline Image:
http://i.imgur.com/DgN8DBT.pngInline Image:
http://i.imgur.com/K0K2aro.png