Prior to release, I was modifying RexGlue's Xenos GPU plugin as a means to improve performance in Condemned 2. While this showed promise, a couple of issues arose from the high FPS, such as exaggerated physics and broken animation speeds that depended on a specific update rate.
Prior to release, I was modifying RexGlue's Xenos GPU plugin as a means to improve performance in Condemned 2. While this showed promise, a couple of issues arose from the high FPS, such as exaggerated physics and broken animation speeds that depended on a specific update rate.
Is it possible to uncap the FPS? It seems to be, but adjustments must be made so that animation and physics don't go awry. As far as physics goes, it simply makes ragdolls sensitive to forces. As for time-based animations, it causes stuttering only seen in the player's leg anims.
This eventually led to importing the decrypted XEX into Ghidra. Thanks to that, I was able to track down specific functions and values that could lead to many QOL improvements. I knew this would take time, so I decided to release it without the work-in-progress QOL improvements.
@hsen_rs9407 I haven't forgotten about my mods for Mercenaries, such as Metamod and the HD Texture & Model packs. While I keep most developments to myself, I'm likely to push an update for Metamod soon since I've merely been testing it for release.
While I am working on Mercenaries mods, I've also been working on an assortment of static recompilation projects. The first I'd like to share is Condemned 2: Bloodshot for PC. This is still WIP, but it is in playable state.
I am spending my time reverse engineering the game to see what QOL improvements can be implemented. Some suggestions made by others have been noted. As I said before, I am working on other static recompilations. They might result in a fork of the RexGlue-SDK with specific fixes.
While I am working on Mercenaries mods, I've also been working on an assortment of static recompilation projects. The first I'd like to share is Condemned 2: Bloodshot for PC. This is still WIP, but it is in playable state.
One of the most requested, in comments, recomps just released! Condemned 2 Xbox 360 recomp is here; Its still V 0.1.0 but its highly impressive for a first draft! So go check it out (vid in reply) #gaming#gamingnews#retrogames#retrogaming#xbox#xbox360
In the Mercenaries vehicle test map, you couldn't fly across the map without crashing because of all the different vehicles loading in. With the patch, that's no longer an issue. I'll be making adjustments and looking into issues reported by users.
For Mercenaries Metamod v4, I hope to include a new patch that takes advantage of PCSX2's Extended Memory. Recent tests show that it resolves a crash caused by ordering too many vehicles. Shown here are 25 vehicles, with increased vehicle variety and density enabled.
If Mercenaries: Playground of Destruction ever gets a PC port (particularly one that isn't at risk of a DMCA), I'll likely release the HD Texture Pack for it too.
Introducing XBOX Backward Compatibility on PC 🎮🖥️
Play four original XBOX titles across supported PCs and handhelds today, with more on the way: https://t.co/WpcbOOxzlc
@TonyGrahamX Good question, I'll have to try out a stress test where numerous occupied vehicles are present. Amusingly, the game used to crash to a black screen after 8 idle vehicles were loaded, so this is a massive improvement. Hard to say if doing this would affect the PS2's GS at all.
For Mercenaries Metamod v4, I hope to include a new patch that takes advantage of PCSX2's Extended Memory. Recent tests show that it resolves a crash caused by ordering too many vehicles. Shown here are 25 vehicles, with increased vehicle variety and density enabled.
I made a small slip-up with this post. There are 2 other vehicles in the back, behind the helicopters, so there are 27 vehicles present. It's also possible that more vehicles were driving on the road behind the camera. I also had the Extended Draw Distance cheats enabled.
@MARSHALX2x It currently addresses the 32MB EE RAM limit. It used to crash in this area after 8+ vehicles. Some issues might remain from the 4MB eDRAM limit, the PS2 GS's separate dedicated memory pool. Hitches occur after 20+ vehicles, likely caused by extended draw distance cheats.
Due to the already limited PS2 memory, I have to be careful with how much is loaded into it as it can cause hitches or crashes. Nevertheless, I will experiment with more enemy and vehicle spawns in v4.
I might also redo how some of the cheats and patches are applied.
In Metamod V3, I've added a new hook that allows me to load additional templates into the game. It's even possible to load missions, challenges, cards into the active level. My current use of this hook is to load all vehicles for spawn and a specific character, the SK heavy.
@PsxRestore I haven’t looked at all the notes, but a lot of areas in both maps are completely unoccupied by factions/NPCs. (Chemical Complex, Children’s museum, NK base, sinuiju, Taechon Reactor). I used to think the factions should move in and set up outposts, etc