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Releases: xndbogdan/OpenV2K

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v0.2.0

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@github-actions github-actions released this 08 Oct 00:42
6bdcaef

OpenV2K v0.2.0

You still need an original copy of V2000: the game loads its data from your own installation (see the README for setup).

New: Software renderer

  • A reimplementation of the original game's 16-bit software renderer, for the original look: its own rasterizer, draw order, dithering, fog and lighting, at the original resolutions.
  • Choose it under Options in the launcher, in the in-game Display menu (Rendering), or with --renderer software. OpenGL stays the default. Automatic uses OpenGL and falls back to Software if OpenGL can't start.
  • You can switch renderers while playing; the game keeps its textures, fog and window position.
  • Compared with a recording of the original game's Intro2, Software now draws the sky, terrain and scenery (huts, trees, the windmill, fences) pixel for pixel like the original.

Fixed (both renderers)

  • Models are lit like the original. Some were about twice as bright before, for example Intro2's tower walls.
  • Text, the frontend logos and the copyright banner use the original's colours (they were too bright). Menu text and Intro2 captions sit where the original puts them.
  • World arrival messages ("Entering Peasant World", "Save the world by killing the creatures.", ...) now appear, as in the original.
  • Scenery appears in the same area around the camera as in the original.
  • Intro: the small V2000 emblem now shows during the opening Klaus scene, at the original's size and position, with the original's animation frames.
  • Hint and message text with accented characters (for example from non-English game data) no longer crashes the game while it types out.

Changed

  • The Classic framebuffer option is gone: the Software renderer now gives the original look. Saved settings that still mention it are ignored.

Gameplay

Gameplay is unchanged from v0.1.0 and follows the original game. Two experimental tweaks in the list below were reverted before this release: one-time hints show again after loading a save, and the antidote rover works around the point where it is beamed out, both as in the original.

What's Changed

  • docs: drop retail executable patch details by @xndbogdan in #4
  • Software renderer, VIEW-space model lighting and retail text by @xndbogdan in #3
  • ci: pull requests go to staging; a merge into main releases by @xndbogdan in #5
  • display: remove the Classic Framebuffer option by @xndbogdan in #6
  • notifications: a loaded save keeps the hints it had shown by @xndbogdan in #7
  • display: a renderer switch keeps the window where it was by @xndbogdan in #8
  • software: measured dither stack page, with an override for recordings by @xndbogdan in #9
  • intro: draw the cinematic emblem over Klaus's cover, as retail does by @xndbogdan in #10
  • software: retail integer VIEW points and light for static models and actor bodies by @xndbogdan in #11
  • cleansing: a rover beamed out away from infection seeks it by @xndbogdan in #12
  • cleansing: keep retail's rover search by @xndbogdan in #13
  • notifications: one-time hints return after a load, as in retail by @xndbogdan in #14
  • Release v0.2.0 by @xndbogdan in #15

Full Changelog: v0.1.0...v0.2.0

v0.1.0

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@github-actions github-actions released this 06 Oct 08:21
84708d2

What's Changed

  • render: rename reserved GLSL identifier in the model shader by @xndbogdan in #2

Full Changelog: v0.1.0-rc2...v0.1.0