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-   -   Planescape: Torment - Planescape Landscapes @ RPS (http://www.rpgwatch.com/forums/showthread.php?t=4624)

Dhruin May 30th, 2008 03:02

Planescape: Torment - Planescape Landscapes @ RPS
 
The resolution mod for Planescape: Torment shouldn't be news to our readers (and if it is - it isn't now) but I thought this piece at Rock, Paper, Shotgun was worth a look. Alec Meer has been replaying the masterpiece in 1600x1050 res and took some screens, showing off the gorgeous artwork that this resolution unlocks:
Quote:

Playing PST at 1680×1050 thanks to this mod - the pixels not stretched, but rather the game world expanded, a vast amount more of it now visible at any one time - Iím constantly struck by how beautiful it is. It seems less a thing of pixels now, and more a vast painting. Particularly, the cursed, sinister city of Sigil is no longer a collection of short, dingy alleyways and squat, disconnected buildings, but this grand expanse of gothic metropolis - bustling with NPC life, sprawling and darkly gorgeous. I get the sense this is Planescape as it was intended to look. Itís a different game for it, and now I stop to stare at the world as much as I do the elegiac prose. Unfortunately, the increased resolution does make said prose (and much of the UI) squinty-small, but Iím more than happy to make do. Oblivion, NWN2, The Witcher - losers in the 2D vs 3D RPG war. Give me this any day.
More information.

mogwins May 30th, 2008 03:02

Does anyone know if the increased screen size interferes with game triggers? i.e., are bad guys "activated" before they should be?

JDR13 May 30th, 2008 03:34

Too bad the higher resolution also appears to shrink the characters and text quite a bit.

stealth May 30th, 2008 07:31

This project has slipped under my radar. I completed the game a couple of years ago and the only thing I really missed was a higher resolution. Unfortunately, like JDR13 says, the engine doesn't scale too well. Even though higher resolutions are supported by BGII the details quickly get too small for my taste.

Dagon May 30th, 2008 08:01

I have to try this! :P
looks sweeet

Prime Junta May 30th, 2008 08:15

Hoo boy, PS:T here I come again…

Benedict May 30th, 2008 11:16

Excellent :) Have to try that then. Shame there's no way of tweaking it so that the game world is higher resolution but the UI & text stays the same, but it looks fantastic.

r3dshift May 30th, 2008 12:01

Cool, never heard of this mod, but it truly sounds and looks promising. Gotta replay PS:T using this.

Thaurin May 30th, 2008 12:03

I'm afraid this would make the text nigh unreadable for me on my 1368x768 36" LCD screen. It's already difficult to read text on the TV screen.

magerette May 30th, 2008 19:00

Beautiful! But I think my eyeballs will also flunk the text test. This is on my short list to replay also—I may have to try it out just to enjoy the artwork.

JDR13 May 30th, 2008 22:04

My advice would be to just bump the resolution up one level, from 640x480 to 800x600.

KazikluBey May 30th, 2008 22:42

Quote:

Originally Posted by mogwins (Post 81313)
Does anyone know if the increased screen size interferes with game triggers? i.e., are bad guys "activated" before they should be?

All such scripting is decided by character line of sight, the camera has nothing to do with it.

JDR13 May 30th, 2008 23:06

Quote:

Originally Posted by KazikluBey (Post 81385)
All such scripting is decided by character line of sight, the camera has nothing to do with it.


Yeah, but what determines line of site?

curiously undead May 31st, 2008 00:07

zeros and ones;)

KazikluBey May 31st, 2008 14:01

Quote:

Originally Posted by JDR13 (Post 81387)
Yeah, but what determines line of site?

A byte or two in the character files. Generally it's as long as the player character LOS (i.e. from the character to the "fog of war"), but there are a couple of exceptions IIIRC.


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