See, what they need to do is update the graphics on 1 & 2. I would definitely replay those, bugs and all. Bozar was of course OP but the way it was so story driven was excellent.
Not only the graphic, the control is clunky and the UI is hard to navigate, it need to be remastered with QOL update to modern standard. I can look past the graphic but the control really need a lot of getting used to.
Yeah, not many people played those interplay one, which i guess is in critical need of remaster or remake. It’s a really good game, especially 2 simply because of that cloaked companion.
See, what they need to do is update the graphics on 1 & 2.
So, how? You mean retain 2D isometric graphics, but do something like 32-bit color? IIRC it used an 8-bit palette.
considers
It might be possible to run it through one of those AI upscalers, get double resolution and 24-bit color.
I have no idea how well they work on things with alpha masks, though.
There are some open-source engines that can use the isometric Fallout data, I believe.
googles
I think that FIFE is the one I’m thinking of, but it looks like they headed off in the direction of being a generic RPG engine, and I don’t see reference there any more to Fallout in the docs.
The “Fonline” engine fodev.net or fonline.ru was (almost) able to create a fully functional Fallout game, with zoom, higher resolution sprites or isometric 3D models, whilst retaining the look, feel and controls of the originals.
The main problem (from my perspective) was that it was designed as a “multiplayer-first” engine with real-time pew-pew-pew combat, and getting it to do anything singleplayer and turn-based needed quite a lot of work at the time - and engine updates weren’t often backwards compatible, and the documentation was often only in Russian. A lot of half-finished projects showed great promise, but then broke and fizzled out.
I think it’s still in development. Last time I looked, they were “refactoring” all the code (including fixing all the single-player stuff). It still holds promise for the future.
See, what they need to do is update the graphics on 1 & 2. I would definitely replay those, bugs and all. Bozar was of course OP but the way it was so story driven was excellent.
The only issue is the potato graphics.
Not only the graphic, the control is clunky and the UI is hard to navigate, it need to be remastered with QOL update to modern standard. I can look past the graphic but the control really need a lot of getting used to.
I usually don’t really care about the graphics, but these Bethesda games are just ugly as fuck. It’s the kind of ugly i can’t deal with.
Emm we’re talking about FO1/2 tho.
I’m guessing that he may not have played those and is thinking of early 3D Fallout games.
Yeah, not many people played those interplay one, which i guess is in critical need of remaster or remake. It’s a really good game, especially 2 simply because of that cloaked companion.
So, how? You mean retain 2D isometric graphics, but do something like 32-bit color? IIRC it used an 8-bit palette.
considers
It might be possible to run it through one of those AI upscalers, get double resolution and 24-bit color.
I have no idea how well they work on things with alpha masks, though.
There are some open-source engines that can use the isometric Fallout data, I believe.
googles
I think that FIFE is the one I’m thinking of, but it looks like they headed off in the direction of being a generic RPG engine, and I don’t see reference there any more to Fallout in the docs.
https://nma-fallout.com/threads/fife-open-source-rpg-engine-with-fallout-support.163087/
This sounds like this is a separate engine reimplementation from FIFE, but apparently can run Fallout 1 and Fallout 2:
https://github.com/alexbatalov/fallout1-ce
https://github.com/alexbatalov/fallout2-ce
I imagine that if it can’t handle higher resolutions and bitdepths already, someone could push a PR to add it.
The “Fonline” engine fodev.net or fonline.ru was (almost) able to create a fully functional Fallout game, with zoom, higher resolution sprites or isometric 3D models, whilst retaining the look, feel and controls of the originals.
The main problem (from my perspective) was that it was designed as a “multiplayer-first” engine with real-time pew-pew-pew combat, and getting it to do anything singleplayer and turn-based needed quite a lot of work at the time - and engine updates weren’t often backwards compatible, and the documentation was often only in Russian. A lot of half-finished projects showed great promise, but then broke and fizzled out.
I think it’s still in development. Last time I looked, they were “refactoring” all the code (including fixing all the single-player stuff). It still holds promise for the future.