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Assets up-scaling (future request) #3
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I plan on adding this in. It shouldn't be too hard either. Thanks for issue. |
You can now resize the window after game start |
At the moment we have it using a virtual resolution so it's not locked to anything specific. Tee scaling is very basic though. |
The game now runs in fullscreen (native desktop resolution) and uses bilinear scalling. Waifu2x appears to not be perfomant enough to be used for post processing and processing the assets would require a rewrite of the render engine. hqx might be a more realistic route to go. Implementing it here should be fairly straight forward: https://github.com/diasurgical/devilutionX/blob/master/Stub/DiabloUI/sdlrender.cpp#L405 |
I have a question. Will advanced features such as HQ resolutions and other advanced features be supported by the DevilutionX build, or will they be exclusive to the future Devilution Plus Plus package? |
The groundworks are being laid, the very first step of making the graphics more configurable is basically ready #44. The render is being cleaned up (this is also a huge step toward 64bit support), this will give us the opportunity for making it hardware accelerated and resolution independent. So it may take a bit of time, but it is on its way. |
Adding Waifu2x asssets depends on #46 |
Co-Authored-By: qndel <stefan551@o2.pl>
@baszczewski Tried topaz ai gigapixel turned out even more cute: |
@ivan89el This issue is closed. I like though the Russian in this. How much of the game is translated into Russian? Can we talk about this in our discord? |
@ApertureSecurity The exe translation was done in hex and the old (1998) translated MPQ resources were used. |
This one was pointed out on the GOG forums: |
Yeah but the thing is none of these are fast enough to be applied in realtime and modifying a screenshot is not a big deal |
@qndel we could implement this as part of the loading routine, of cause that we rewrite the render to support upscaled tile, but that's on the road map anyway. |
What can I say, there is more than enough scaling algorithms to do the job. |
Interesting to note, ESRGAN project results are promising. https://github.com/xinntao/ESRGAN |
Single-player difficulty selection was implemented in a very hacky way. Documents what's going on there and fixes a memory leak. Memory leaks that this fixes looked like this: ``` Direct leak of 64 byte(s) in 1 object(s) allocated from: #0 0x7f435b789f17 in operator new(unsigned long) (/lib/x86_64-linux-gnu/libasan.so.6+0xb1f17) #1 0x5567766c62b8 in dvl::selgame_GameSelection_Select(int) ../SourceX/DiabloUI/selgame.cpp:163 #2 0x5567766d8ee8 in dvl::selhero_Load_Select(int) ../SourceX/DiabloUI/selhero.cpp:464 #3 0x5567766d6ed1 in dvl::selhero_List_Select(int) ../SourceX/DiabloUI/selhero.cpp:325 #4 0x556776692683 in dvl::UiFocusNavigationSelect() ../SourceX/DiabloUI/diabloui.cpp:396 #5 0x55677669158e in HandleMenuAction ../SourceX/DiabloUI/diabloui.cpp:223 #6 0x5567766917b9 in dvl::UiFocusNavigation(SDL_Event*) ../SourceX/DiabloUI/diabloui.cpp:277 #7 0x556776695dff in dvl::UiPollAndRender() ../SourceX/DiabloUI/diabloui.cpp:626 #8 0x5567766d94ef in UiSelHeroDialog ../SourceX/DiabloUI/selhero.cpp:512 #9 0x5567766d997f in dvl::UiSelHeroSingDialog(int (*)(int (*)(dvl::_uiheroinfo*)), int (*)(dvl::_uiheroinfo*), int (*)(dvl::_uiheroinfo*), void (*)(unsigned int, dvl::_uidefaultstats*), int*, char (*) [16], int*) ../SourceX/DiabloUI/selhero.cpp:547 #10 0x556776a44f45 in mainmenu_select_hero_dialog ../Source/mainmenu.cpp:98 #11 0x5567765f9f15 in SNetInitializeProvider ../SourceX/storm/storm_net.cpp:102 #12 0x556776c996b9 in multi_init_single ../Source/multi.cpp:826 #13 0x556776c98b1e in NetInit ../Source/multi.cpp:770 #14 0x5567767d0c0b in StartGame ../Source/diablo.cpp:375 #15 0x556776a4493d in mainmenu_init_menu ../Source/mainmenu.cpp:45 #16 0x556776a44c05 in mainmenu_single_player ../Source/mainmenu.cpp:61 #17 0x556776a454a9 in mainmenu_loop ../Source/mainmenu.cpp:152 #18 0x5567767d2892 in DiabloMain ../Source/diablo.cpp:602 #19 0x5567766e3c69 in main ../SourceX/main.cpp:34 #20 0x7f435a69ecb1 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x28cb1) ```
5 years on since op.... Has the technology's scalability improved enough to make this feasible? |
F9 - ready, F10 - pause, F11 - play
Please support modern resolutions and post processing filters for up-scaling. This will allow to presents game in modern, but maybe little cartoonish way. I made some samples with Waifu2x filter:
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