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PostPosted: Wed Aug 22, 2012 7:58 am 
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I agree with somaen, JognnyWalker has already invested a lot of his time into this, there's no need to cut him short. And we could do work without his presence, only there are no ideas, or no work to be done, at least at the moment. If anybody could think of something, or would like to do a bit of organizing, feel free. I can't yet, and will remain inactive until at least the 5-th of September.


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PostPosted: Sat Sep 15, 2012 11:50 pm 
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So which characters have been remodeled? Only Many? Which suits does the new model support? What about that Glottis model?


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PostPosted: Sun Sep 16, 2012 6:28 pm 
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Regular Suit Manny, the upper part of the Grim Reaper robe and Revolutionary Manny. Also, Glottis is remodelled although I don't know the about progress on his textures. As for me, work keeps piling, I don't know when will I become available :S


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PostPosted: Thu Sep 20, 2012 2:21 pm 
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I've just uninstalled my 0.0.7 Residual and installed 0.1.0 ResidualVM for bug-free GF playthrough... and I have a few questions:

#1
In previous Residual versions (and GF in general) there was an option to add as much as you like user.lab files? But now in v0.1 it looks like it's limited to just one - datausr.lab? So if someone wants to add re-modeled Glottis as a new file it can't be done? All user-patches must be contained in one file - the datausr.lab?

#2
All my previous savegames are now not compatible with the new ResidualVM version :( This isn't really a question though...

#3
I found out about antialiasing by accident. Why isn't this an option in the menu? For you who don't know - find residualvm.ini config file and under [residualvm] add line: antialiasing=2.

#4
Is remodeled Manny using so much additional polygons that adding a new remodeled character on stage (Glottis, Meche...) would cripple the game's performance?

P.S. I'm also encountering a lot of "small" graphical bugs in the v0.1.0 Residual:
    Domino's office has a vertical black bar on the left
    Server room has a small black square in bottom-right

...

Anyone else experiencing these problems?


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PostPosted: Fri Sep 21, 2012 9:58 am 
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#1 Yes, you are right. Now for simplicity and to avoid strange bugs like this https://github.com/residualvm/residualvm/issues/566 we load only required labs and datausr.lab, if the user has selected the relative checkbox in the config panel. Anyway you could unpack and repack them in only one lab.

#2 0.0.7 is quite old. Anyway i think that the savegame format is quite stable now

#3 The Anti Aliasing is not officially supported, if i remember correctly there are some minor issues that haven't been resolved.


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PostPosted: Fri Sep 21, 2012 11:09 am 
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The problem with Anti Aliasing as far as I remember is that if you set it to level your gfx card doesn't support instead of using the next level down that your card supports it crashes.


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PostPosted: Mon Sep 24, 2012 10:49 pm 
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Location: aka ThunderPeel2001
Hi folks! Nice to see that people don't think it's necessary to cut me out of the loop ;)

Yeah, I feel pretty bad that I haven't devoted more time to the project lately. For some strange reason, as soon as other people started getting involved it became a stressful thing for me, instead of a fun thing. Then work got crazy, and I really lost touch with it.

That said, I don't feel there's much need for hierarchy with a project like this, and definitely no need for "roles". If you feel like you have something to offer, please just do it. Don't wait for me to give you "permission"!

I'll try and take a look at where we're at, and maybe come up with a rough project status so people can get an idea of how they might want to contribute.

As for the shared working space, I totally agree that a Dropbox-like solution would be perfect. (Yes, there are other solutions, like GitHub, etc. but I think it's better to have something which doesn't require any real learning to use.)

With this in mind, I've created some shared space that anyone can view:

http://bit.ly/GFDeluxeTemp

It's using GoogleDrive, which is IDENTICAL to DropBox... except it gives you more space. Currently there's 5GB free.

You can download Google Drive here: http://drive.google.com/start

If anyone wants the ability to add files, just email me at:

grimfandangodeluxe@gmail.com


Last edited by JohnnyWalker2001 on Tue Sep 25, 2012 6:55 am, edited 1 time in total.

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PostPosted: Mon Sep 24, 2012 11:20 pm 
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So it seems that, aside from characters models, we need new textures for Revolutionary Manny, Reaper Manny (?), and Year One (?) Glottis.

As usual, the Photoshop stuff is really easy for me, it's just extracting all of the textures with the right palette that's the time consuming bit :-(


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PostPosted: Tue Sep 25, 2012 10:23 am 
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Seems about right, but Reaper Manny uses just a black tile which is his... everything. His skirt needs to be remodelled, since it consists of multiple different meshes which are being swapped when he's walking, running...

I retextured and remodelled (not too drastically) Revolutionary Manny, but I think there's space for improvement there. There are some pictures and a video in one of the previous posts.

And as far as I know, Glottis has been remodelled and is in need of retexturing.

@JohnnyWalker2001 Did you try out the proggy I wrote? It's not perfect but gets the job done, though you still need to know the correct pallete, which if I remember correctly, you can find i the *.COS files.

Also, cplhenshaw said he'd make some needed modifications to his 3do obj converter, if he hasn't forgotten about us :)

As for me, sadly I don't know if I can be as active as before, although I'll check this thread often. Work stepped in normal gear again, but my health took a wrong turn somewhere. Just ask if you need me for anything, and I'll answer as soon as I check the thread.


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PostPosted: Wed Sep 26, 2012 3:30 am 
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Hey Nitrus, yes I checked out your program. Seems perfect for what we need. A great replacement for MatMaster.

Unfortunately the palette situation is more complicated than this, IIRC. It's been a while since I familiarized myself with it, but I seem to remember that it wasn't always in the *.cos files.

I guess a complete index of all the assets wouldn't go amiss. Hmm.

I'll give you access to the Shared Space, so you can add files if you need to.


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PostPosted: Mon Oct 01, 2012 2:27 pm 
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What I did with the palettes was open them in PS, save the palette, convert to RGB and work on the textures with a full palette, (but I always used similar colors of course), then reconvert them to 8bit INDEX and reapply the old palette, which cuts down on color quality a bit, since you're cutting down to 256 colors :). Anyways I think as short-manned as we are already, perhaps we should concentrate on Manny and Glottis first, since some converting problems have been reported with some of the other models. Either Glottis's texture or Casino Suit Manny is next in line I think... Or even improvements on the previous models/textures.

P.S.: Thanks for the Google Drive access, although I don't know when I'll be able to contribute again... I'll be around in any case.


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PostPosted: Tue Oct 02, 2012 3:03 am 
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Nitrus wrote:
What I did with the palettes was open them in PS, save the palette, convert to RGB and work on the textures with a full palette, (but I always used similar colors of course), then reconvert them to 8bit INDEX and reapply the old palette, which cuts down on color quality a bit, since you're cutting down to 256 colors :). Anyways I think as short-manned as we are already, perhaps we should concentrate on Manny and Glottis first, since some converting problems have been reported with some of the other models. Either Glottis's texture or Casino Suit Manny is next in line I think... Or even improvements on the previous models/textures.

P.S.: Thanks for the Google Drive access, although I don't know when I'll be able to contribute again... I'll be around in any case.


Yep, that's the process. It's getting the correct palette files for the texture that's the time consuming part. Sometimes you *think* you have the right one, but then you notice part of the texture is actually wrong.

Anyhoo, thanks for your help so far! I hope you can find the time again to get involved again.


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PostPosted: Mon Oct 08, 2012 8:07 am 
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MFW Image


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PostPosted: Mon Oct 08, 2012 12:46 pm 
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Casino-Suit Manny hasn't been worked on/modded yet, that's why his face is blank, and may blink while talking. Most modifications are correctly available only while in the first year. I suggest you turn off the user patch after that point.


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PostPosted: Wed Oct 10, 2012 11:50 am 
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Haha yeah I know, I just thought it was funny to see him like that. You're doing a great job guys :)


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