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(i think some minor updates that were kb are absent but alas this is great)
It's probably fixing the overlay bug that some players are getting that makes most of the world look empty/missing.
no hurry but just wondering.
also for italian i can give you the translation of those options since they're in english:
Campo Visivo (-- GRD)
Particelle (Limitato)
Filtro anisotropico
Multisampling <- as it is as there's no italian anme
Sincronia Verticale
Scelta schermo
Risoluzione
Riavvia Gioco
and for Reverb in audio it's Riverbero ;)
Also are the thunder and whooshes in the opening being added back sometime or are they gone cause they were effects in the console and since they're not in the ost they can't be imported? :)
Thanks for bringing this back from the vaults. Brings back lots of memories!
Couple of things that I've noticed so far.... The player characters don't have any shadows at all and the NPC shadows seem much fainter than I remember. Also the player isn't picking up the lighting information from the floor in most areas so he usually stays at full brightness.
Had to hack and add lots of corner cases and exceptions due to the way vertex buffers are transient and can be passed around from GPU to CPU and back to do various effects (skinning, morphing, Verlet rope simulations), that caused some headaches. But the tech in the original EngineX is pretty good, I like how well defined and isolated the components are, how there was an indirect lighting baker in EuroLand where you can adjust the amount of bounces and it bakes the light into vertex colors (that is part of what makes the lighting in Sphinx great), how texture hashcodes are reused as sound material types in geometry (marking wood textures with the wood walking sound, no matter if they are used on walking geometry or not) and how each texture stores its average color so that it can be used during in-game to light the characters and dynamic objects that are close (light bleeding). Generally the code gets better the lower you go; well, except the non-PlayStation 2 platform code (whoever wrote the beautiful PS2 code was an assembler artist, I love that stuff). :)
I even added a crude screen-space particle size fill-rate limiter. That is what the 'limited' option of the 'particles' setting does. The particle LOD system was only halfway implemented for emitters near the camera (at least in the 2004 version of the engine) and it was causing overdraw problems in lower-end.
What I don't like is that you store the relative pointers (later turned into absolute on loading) to the contents right in the headers of the EDB files. That is causing me some problems while porting EngineX to 64 bit (I'll probably workaround it by hashing the 64 bit pointers in a 32 bit xxHash and storing that instead in the GeoFile). Also, some of the message-passing code in the older XCtrl HUD subsystem passes 32 bit pointers around, too!
Anyway, it was been pretty neat to grok the EngineX internals as the months passed. Especially after first reverse-engineering the Xbox version of the game as hobby. That leftover .map file in the gold disc with the debug symbols was invaluable, thanks!