@Pisarz The mission in space was very memorable, because it was so different, with being in space, building on the ship and asteroids and having to use flying units. I forgot to mention I also did use an APC in the Behind Enemy Lines. While the main force was in the canyon I flew in to release a small group inside the base. It was a fun mission.
I have completed Machines without cheating and I must say it was extremely difficult at times. I only played it last year, if I tried to complete the full game when I originally fooled around with the demo when I was a kid there is no way I could finish it then.
The levels that stick out as being very hard to me;
Military Research Fortress where you constantly get attacked by Gorillas and Eradicators from two direction and it is extremely hard to build a base and start a counter attack. The beginning in the woods is also very hard, because strong enemies immediately attack you and you only have a handful of units.
Talonthia was also very hard, because you get attacked by Gorillas and other strong enemies all the time from different directions and all mining locations have very few BMUs, so you need to constantly expand and build new mines. Then at the end enemy starts attacking you with Ion Canon that can easily mess you up.
Mission where you are rescuing the commander in the desert is also very hard. I couldn't pass the guarded canyon north-east to get to the enemy base. Gorillas and Eradicators always cause problems. Then I realized I should actually use the Commander himself to do some damage to the enemy base from the back first and slow down their production. Destroying the enemy mine or a smelter at the beginning is vital.
Final Assault is also very tricky because you have very limited resources. This is the mission which forced me to capture enemy base to south, instead of building my own to save resources.
The final mission took me whole day to finally finish it. This mission was interesting, because it also forced me to use new tactics and use Judas with treachery, which I never used before, and also showed how the first person view is not just a gimmick, but a has a high strategic value. The AI can not do fast sneak attacks and capture enemies as efficiently as you can do when you take control. In this mission the importance of Scavangers also comes to light and they are more important here than actually building mines.
One big flaw of this mission is that when you destroy some enemy buildings, the enemy does not move production to new locations even though there is plenty of space. So, if you survive the initial attacks and destroy the buildings on the East the enemy will never recover even though it has unlimited resources. There is a lot of space for improvements in individual unit AI and global AI.
As I said in the beginning this game is very challenging at times and I like that in games, because it forces me to become a better player; learn how the game works, how to best use various units and develop new strategies. After I finish a mission there is a sense of accomplishment. Major drawback is that it requires a lot of time and sometimes you don't have enough time to spend with a game like this.
Shame that concept artist didn't share more stuff. With mothern technology they could easily realize the original concepts and it would look very unique.
@martin I can't do proper upscaling at this point. First, one needs a good trained AI upscaling model, and the one I used in the example is not really good, because it was trained on JPEG compressed images with artifacts, so you get those JPEG squares and noise when you upscale with it, the higher the resolution the worse it is. To train a new model I need thousands of images and a NVidia GPU (which I don't have), because the algorithms are based on CUDA. I need a good model trained with ground textures with rocks, sand and grass. Even if I did find a good model again I would be limited by doing the upscaling on the CPU which is very slow. And then a day later someone could release a new model that would give better results. It is best to wait until this tech matures and people make better AI models.
Btw, I don't want to rush anything, I was just curios, because these few posts are all public info I know about and it came out of nowhere. I don't use discord, because I don't like the closed nature of it, I am more old-school and hang around public forums like this.
I used to work on a "20th anniversary" update myself, but for Abuse from 1996. Haven't touched it since I released it:
So... is there any blog or something to follow the development or we will have to wait for the 40th anniversary ?
@martin The example I posted is IMO the worst case scenario, the tutorial map, where the whole map terrain is covered with just 4 256x256 textures and looks terrible. This is probably the only map that would really benefit from 1024x1024 textures, while other maps would probably be good enough with 512x512 since they are more... eh, dense, more textures cover the same surface area, I hope you understand.
As for LOD, is that option already available in this version, I would like to try it ? I think it is best to give an option and let people go crazy if they wish, since it doesn't influence gameplay.
This is a big surprise ! Where did you get the source code from, are you one of the original developers ?
I really like how you increased the LOD distance, machines used to be just a bunch of triangles most of the time. But can you completely disable LOD switching and let the game render the highest quality models all the time ? Modern computers should be able to handle it, maybe add an option or some multiplier in the config file.
Texture resolution has also been increased to 512x512, is there any reason why there is still a limit ?
With AI image upscaling algorithms improving, this could get better if even higher resolutions were supported.
I noticed the health and shield icons at bottom-left are now displayed. There used to be question marks there for me.
@yash Explain what version have you installed and have you applied the XP patch, dgVoodoo (what version) and other fixes people have mentioned here ? It is hard to help if you don't give any useful information yourself.
@TotalDemise You say there isn't anything, but the picture tells otherwise. In your photo we can see early designs for the machines and the tall one is probably a Gorilla. I never saw that before, so it is very interesting. Thanks for sharing.
Thanks for sharing. Is there something interesting in "Acclaim The State Of Play" ?