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A-A
Posts: 3147
Location: New york
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Posted: Wed, 14th Jan 2015 12:01 Post subject: |
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So, how does the new version hold up? Only played the demo a little when it was new.
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Posted: Wed, 14th Jan 2015 13:33 Post subject: |
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Playing this through now, never played the original but had it on my radar for a while. Enjoying it quite a bit.
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Posted: Mon, 2nd Feb 2015 02:51 Post subject: |
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its ok , but crashes a lot ... but they fix it 24/7 to re-release it for Smartphones ISO/Android and PSP VITA ... to get capital to do a full remake
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JBeckman
VIP Member
Posts: 34869
Location: Sweden
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Posted: Fri, 6th Mar 2015 18:01 Post subject: |
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http://steamcommunity.com/games/outcast/announcements/detail/136570245716370234
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Dear Adelphians,
We're proud to announce this major update of Outcast 1.1 featuring a boost of performance and nice improvements such as: unlocked resolution, unconstrained camera, extended visibility range, reduced poping and artefacts, new camera and fog settings as part of many other fixes in term of gameplay and stability.
I hope you'll enjoy these improvements and take this opportunity to thank you all for your awesome feedback and your kind recommendations .
Yann
Version 1.1.5.18870
Graphics Enhancements:
new: unlock camera constraint in 1st person and 3rd person
new: unlock resolution limitations
new: support 21:9 resolution
new: extend the visibility range, reduce distant view poping artefacts
new: properly tweak the fog to comply with the mood of the original game
new: extend the skyes according the new camera range
new: extend the NPC visibility and activity range (together with the new camera settings and the extended view, this should let you discover some unseen aspect of the AI)
new: tweak the 3rd person camera settings to provide a new strategic view point
new: add the ability to pause the dialog to read the subtitle (by keeping pressed the main button)
Performance boost:
To compensate the unlocking of the resolution, the camera freedom and the extended visibility range, we had to focus on various optimisations which results in a noticeable performance boost specially on multithreaded machine.
new: multithreaded fog and water post-process
new: multithreaded polygon rendering
new: rewritting rasterizer to take advantage of SSE technology instead of MMX and making it thread independent
new: improved thread affinity and dispatch
Gameplay fixes
fixed: potential stuck in dialog (ie with zeo or zagrad)
fixed: transmission of the 4th mon could fail
fixed: minimap scaling was not resolution independent
fixed: can't use E character in savegame name
Graphics fixes:
fixed: sometimes background disappeared on specific camera angles (mainly in 1920x1080)
fixed: highly reduce visibility popping
fixed: remove artifacts related to zbuffer precision (ie visible on Cutter helmet in 1920x1080)
Crash fixes:
fixed: potential crash while changing world
fixed: potential crash while rendering shadows in 1920x1080
fixed: potential crash when leaving the Okaar map
fixed: steamCloud issue: the name of the savegame was discard by SteamServer since the file was empty
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EDIT: Heh, you can specify whatever resolution you want in the ini file now and the game will downsample accordingly. 
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