Author Topic: Graphic Enhancements. Development suspended.  (Read 8170 times)

Jon Micheelsen

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Graphic Enhancements. Development suspended.
« on: March 20, 2013, 03:48:43 PM »
Note on 24/12-2013, I haven't got the time to get this where it should be, so I'm suspending it indefinately. That said, some of the knowhow aquired making it is being used on a future project ;)















« Last Edit: December 24, 2013, 05:05:44 AM by Jon Micheelsen »

Jon Micheelsen

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Star far distance glow tweaking, as well as dust fade distance. Both will be with optional and adjustable setups at system generation.



Moons and Dwarf Planets, early stage. Detail will come later.








A few detials:

Full Hertzsprung Russell stellar classification implementation. O B A F G K M(blue through white, through yellow to red). Also S and C red variations - as reds are the most common. Y T L M Brown Dwarf protostars and various dead stars: D White Dwarf subtypes DA DB DP DQ DZ.  All classes comes with 9-0 subintervals of Temp/Color as close to real as possible.
Star types featured: Dwarfs, Main-Sequence, Sub-Giants, Giants, Bright Giants, Supergiants and Hypergiants, wherever it applies to Class. Real size and rarity have been relatively adopted to a scale where a galaxy of about 700 systems, could have at least one of each, Class to Type. 7000 could in theory generate also with full 9-0 sub intervals. In other words, two galaxies will really never be the same.
« Last Edit: March 26, 2013, 09:34:47 AM by Jon Micheelsen »

ibanix

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Looks great!

Henri

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wow! this looks so immersive, really nice. i do hope there are some ships that fit into such a splendrous universe. looking forward a lot to the new version. Thanks ever so much for keeping this game alive with Galactic Armory.

cause792

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wow! this looks so immersive, really nice. i do hope there are some ships that fit into such a splendrous universe. looking forward a lot to the new version. Thanks ever so much for keeping this game alive with Galactic Armory.

there are some ships...
« Last Edit: March 29, 2013, 10:18:36 AM by cause792 »
Check out my Mirage shipset for Star ruler and Galactic Armory.
link under my name.

Star Raruron

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simply wonderful
last planet made me drooooooool :o

since you where also modding the galaxy (and multi galaxy) generator (the old advenced spiral universe i mean)
will you work with the rest of the ga modding team to implement OPTIONAL multiple galaxy map generation?
It will be cool to have it integrated in ga  ::) some maniacs need huge things  ::)
« Last Edit: March 30, 2013, 09:47:00 AM by Star Raruron »
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Jon Micheelsen

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For now, I'll say, I am indeed working with the GA team. I'll not go into details before said details are sure to actually be there. Lots of experiments are dead ends - for now ;)

cause792's ships are kick ass, I use them all the time, when testing. Looks real spiffy reflecting all the new hues of starlight 8)

Star Raruron

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i see :3
top secret work >( > w < )<
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AnimateDream

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Wow. That's great. I wouldn't have thought all of that was possible without a bit of engine modding or something. My only suggestion would be to lower the specular strength a bit.

Edit: After some google image searching I think the specular is about on par with what I see of earth's water and ice surface area...
« Last Edit: April 03, 2013, 08:26:56 PM by AnimateDream »

Ragnarok

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Quite an improvement over the stock ambiente.

excalibur1234

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wow. i never thought star ruler could look this great.

my compliments to the modding team!

Space Voyager

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I can't believe I missed this thread... Stunning!

Jon Micheelsen

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Thanks guys, there is yet more to come visually ;)

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So a third little update.















Further star glow tweaking. A glimpse of new planet types and stats, for relative diameter, surface temperature, atmospheric pressure and gravity, as well as some new planet conditions. Also, localized nabulae, around white dwarfs, neutron and quark stars. Note the occurance of exotic orbits in the mini maps. Also note the asteroids.

Star Raruron

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little eheh
i can see planet diameters quantified
...
...
...
i gasmed there
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Jon Micheelsen

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@Star Raruron

Because you made me laugh, I just added another gimmick stat for orbit period in the unit of Years/Homeworld. On the homeworld it's thus always 1, but since not all homeworlds orbit identical, the actual value from game to game and player to player will be unique ;D

Special thanks to Thy Reaper for helping me with the core orbit period calculation 8)

Star Raruron

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simply wondrous my friends, simply wondrous
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Roland117

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My god...  It's beautiful...

I have no other words to desc...

G.A. 2.0 coming soon!?!?!?!

I have words for those!  WOOOOOO!!!   8)

Jon Micheelsen

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@ Roland117, read the note in yellow at the top.  ;)

I was promising a release soon, but I just got accepted to enter a design school, starting by the end of the month, so a lot of little practicalities came up.

But I can give a little heads up. I'm revising planet conditions, and in the process, made a mouse over percent score for planet quality. It takes, gravity, atmosphere, temperature, available slot count and terraformable slot count into account. A homeworld is 100% Planets can go above a 100% - though rarely do.

The plan is to make gravity, temperature and atmosphere have an effect on production. In the process, certain conditions will be slashed as they should be covered by these now much more varied conditions. New conditions will come however. Traditional conditions, will still be there, but be focused on more exotic stuff. I might introduce a few wonder conditions that gives empire wide bonuses, replacing some of the remnant special planets - I think I've solved how to, at least ;)

Star Raruron

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I'm sure ga2 will be a great mod
expecially if races/techs differenzation will be developed and built enough :3
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XTRMNTR2K

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I'm sure ga2 will be a great mod
expecially if races/techs differenzation will be developed and built enough :3

You may want to read this.

Sorry to burst your bubble. :(

Star Raruron

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not really don't worry  :) ;)
if sr2 keeps the features i liked a lot in the game it's good you all go forward and start mod sr2 already to haste things

but what about jons thingies  ???
will this graphics be released separately or just kept for sr2 now :/?
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XTRMNTR2K

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if sr2 keeps the features i liked a lot in the game it's good you all go forward and start mod sr2 already to haste things

Just to clarify things: We are not working on any kind of SR2 mod nor are there definite plans to do so. Such a decision would depend on various factors, and it is much too early to say anything about a possible SR2 mod made by us.

Quote
but what about jons thingies  ???
will this graphics be released separately or just kept for sr2 now :/?

Unless specified otherwise I think the things he said in his latest post still stand.

Star Raruron

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i see, i just read your post about closing ga2 dev after posting my own theory about you all developing mods on sr2 (my bad, i'm always too hasty)
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Jon Micheelsen

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XT is right, all still stands - I'm just juggling a lot of balls right now ;)

Star Raruron

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remember to add a multiple galaxies script (optional)
eheh
dunno if you want to do it or if the customization panel available to users will be like advanced spiral universe -_-
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Jon Micheelsen

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Multiple galaxy script is very low on my list right now, and quite possibly not even something that will be there. However, you have to run with very large system distance, in order for the graphics to function without flaws, so size wise, it's a whole other ballgame pr requirement. As it is now, I'm not introducing a lot of options, as there is already a myriad of new variation, most of which is relatively realistically generated by the 700+ different stars. Stars are generated, again relatively realistic, based on real likelihood to type. This does not adapt well to options, because it's all very carefully balanced. The range of generation is at it is already much much wider than Multiple Spiral Galaxies, albeit only with one galaxy. Except for the dust generation, additionally this script can run on any one of the existing GA map scripts with, 700+ stars, new planet types, orbit behavior, moons, local nebula, etc. Only exception is the Multiple Spiral Galaxies map script, that generates all this on it's own, ignoring the map_generation.as script.

Star Raruron

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so they're totally different :( (the two script i mean)
oh well i will make a one huge galaxy
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Jon Micheelsen

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Multiple Spiral Galaxies, runs all on it's own yes. This actually means that it also doesn't run with the for GA introduced re-balance of the universe, already in the current GA. GA does a lot to the economy, thus galaxy generation was altered. This is what I have expanded upon.

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Hi its this mod for GA still alive or death?
If alive its any idea of release date.
Thank you Rosario

Jon Micheelsen

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As a matter of fact this mod is NOT dead. I just got very busy all of a sudden, starting in a new school and getting on some other projects in addition. But, I did actually work on it a little just a few days ago.

There are some bugs, not catastrophic in any way, but highly annoying. As previously mentioned I made some new stats, for temperature, atmospheric pressure and gravity - so far just for show. They together with the building slot count and terraform slot count yields a total planet quality score. The goal of this score is to make one easy number, for both the player, and ideally the ai to go planet hunting with.
The homeworld is always 100%, some planets can be more than a 100%. A rare bug can however give a 0% score, which should not be possible, on some of the poor types - though only sometimes. I have been unable to sort it out, and it kinda made me put it aside for awhile, as it would be silly to make things dependent on it while buggy.

But, with GA stopped. Any scripters out there, wanna give it a try?

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Re: Graphic Enhancements. Wanna help make it happen?
« Reply #31 on: October 14, 2013, 02:55:09 PM »
Thank you for information. Its good that the mod is still development. The pictures looks awesome. I look forward to the release.
Nice day and good lock.. Rostiro (I hate the spell check) :D

Star Raruron

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Re: Graphic Enhancements. Wanna help make it happen?
« Reply #32 on: October 16, 2013, 11:03:33 AM »
I was at point to ask Jon how things were going. Nice that someone anticipated me and he replied with good news.

Quote
But, with GA stopped. Any scripters out there, wanna give it a try?

Do you mean give a try on continuing the development of GA or help with yours Graphic supermegauberfantabulousEnhancement?
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Jon Micheelsen

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Re: Graphic Enhancements. Wanna help make it happen?
« Reply #33 on: October 16, 2013, 04:31:15 PM »
The latter. Though, I actually haven't got the time right now, I couldn't resist taking a look at the code yesterday, and ended up getting rid of the three major bugs. There's still one, that's moderately annoying. That, and a lot of the new stuff is still just for show without any actual gameplay mechanical implications.

Star Raruron

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Re: Graphic Enhancements. Wanna help make it happen?
« Reply #34 on: October 17, 2013, 03:21:21 AM »
Which is the last bug? In what does it consist if i may ask?

and what are the new stuff :3

I'M CURIOUS FEED MMMEEEEE
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Jon Micheelsen

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Re: Graphic Enhancements. Wanna help make it happen?
« Reply #35 on: October 19, 2013, 08:09:05 AM »
It consists of the homeworld appearing in wrong orbits. I've introduced much more detailed temperature falloff generation of planets - that works like a charm. The homeworld however does not always generate in the goldilock zone, where planets of it's type appears. About 50% of the time it's either too close to the star or so far away making the system so large, that the zoom is broken. The other half of the time it generates perfect. The same applies for the secondary planet starting option.

This is the code for it.

Code: [Select]
// {{{ Homeworld Generation
int[] playerTeams;
vector[] playerPositions;
Planet@ setupStandardHomeworld(System@ sys, Empire@ emp) {
if(!emp.isValid() || emp.ID < 0)
return null;

Empire@ space = getEmpireByID(-1);
float homeworldYear = 0.f;
Planet@ planet = null;

int team = int(emp.getStat("Team"));
int redos = 50;
int pass = 4;
do {
Planet@ newPlanet = getRandomPlanet(sys);
bool livable = sys.toObject().getStat(space, strLivable) > 0.f;

if (pass > 0 && livable) {
// Player distance
float glxRadius = getGalaxy().toObject().radius;
float minPlayerDist = 1.f * glxRadius * 2.f;
float maxAllyDist = 0.f;
float fuzz = 1.f / float(5 - pass);
vector pos = sys.toObject().getPosition();

uint playerCnt = playerTeams.length();
for (uint i = 0; i < playerCnt; ++i) {
int otherTeam = playerTeams[i];
float otherDist = playerPositions[i].getDistanceFrom(pos);

if (otherTeam == team && team != 0)
maxAllyDist = max(maxAllyDist, otherDist);
else
minPlayerDist = min(minPlayerDist, otherDist);
}

livable = (minPlayerDist > playerDist * glxRadius * 2.f * fuzz)
&& (maxAllyDist < allyDist * glxRadius * 2.f * fuzz);
}

if(livable && !(newPlanet is null)) {
@planet = @newPlanet;
break;
}
System@ newSys = getRandomSystem();
if(newSys is null)
continue;
@sys = @newSys;
@planet = @newPlanet;

if (pass >= 0 && redos == 1) {
if (pass == 1)
warning("Couldn't find a fitting system for "+emp.getName()+" in the first passes.");
redos = 25;
pass -= 1;
}
} while(redos-- > 0);

// Record this player's position
uint n = playerTeams.length();
playerTeams.resize(n+1);
playerPositions.resize(n+1);
playerTeams[n] = team;
playerPositions[n] = sys.toObject().getPosition();

updateLoadScreen(emp.getName()+" born.");

if(sys.hasTag("JumpSystem") && balancedStart)
sys.removeTag("JumpSystem");

Orbit_Desc orbDesc;

sys.toObject().setStat(space, strLivable, 0.f);
Planet_Desc plDesc;
float pRad = homeworldPlanetRadius;
plDesc.PlanetRadius = pRad;
plDesc.RandomConditions = false;
string@ name = "";

orbDesc.Eccentricity = 1.f;
if (planet is null) {
// Just creating a new planet, this may cause colliding planet syndrome. Right smack in the greenzone
orbDesc.Radius = (tempFalloffRadius * starDesc.Temperature * starDesc.Radius) / 850.f;//784.f;
}
else {
// We are swapping a random planet from the system with our own
orbDesc.Radius = (tempFalloffRadius * starDesc.Temperature * starDesc.Radius) / 850.f; //784.f;

Object@ plObj = planet.toObject();
disregardPlanets.insert(plObj.uid);
name += plObj.getName();

// Destroy the planet without showing an explosion
planet.eradicate();
}


float YYawOffset = 0;
float YPitchOffset = 0;
if(randomf(1.f) < 0.5f)
orbDesc.Eccentricity += randomf(0.05f, 0.1f);
else
orbDesc.Eccentricity -= randomf(0.05f, 0.1f);
orbDesc.Yaw = randomf(-0.11f,0.11f);
YYawOffset += sin(orbDesc.Yaw * (180/Pi)) * orbDesc.Yaw * orbDesc.Radius;
orbDesc.Offset.z += (orbDesc.Yaw * orbDesc.Radius) - (YYawOffset * cos(orbDesc.Yaw * (180/Pi)));
orbDesc.Pitch = randomf(-0.11f,0.11f);
YPitchOffset += sin(orbDesc.Pitch * (180/Pi)) * orbDesc.Pitch * orbDesc.Radius;
orbDesc.Offset.x += (orbDesc.Pitch * orbDesc.Radius) - (YPitchOffset * cos(orbDesc.Pitch * (180/Pi)));
orbDesc.Offset.y += YYawOffset + YPitchOffset;

//Change for random OLD terran
plDesc.setPlanetType( getPlanetTypeID( "gaianterran1" ));
// plDesc.setPlanetType(getPlanetTypeID("rock"+rand(1, 16)));

//Setup orbit information based on the star
SysObjList children; children.prepare(sys);
if(children.childCount > 0) {
Object@ child = children.getChild(0);
Star@ star = @child;
if(@star != null) {

//float radiusGrab = orbDesc.Radius;
//orbDesc.Radius += -1.f * radiusGrab;
orbDesc.Radius = (tempFalloffRadius * starDesc.Temperature * starDesc.Radius) / 784.f;
orbDesc.MassRadius = sqrt(sqrt(child.radius)) * 100.f;
orbDesc.Mass = sqrt(sqrt(child.radius)) * starMassFactor * 100.f;

float YYawOffset = 0;
float YPitchOffset = 0;
if(randomf(1.f) < 0.5f)
orbDesc.Eccentricity += randomf(0.05f, 0.1f);
else
orbDesc.Eccentricity -= randomf(0.05f, 0.1f);
orbDesc.Yaw = randomf(-0.11f,0.11f);
YYawOffset += sin(orbDesc.Yaw * (180/Pi)) * orbDesc.Yaw * orbDesc.Radius;
orbDesc.Offset.z += (orbDesc.Yaw * orbDesc.Radius) - (YYawOffset * cos(orbDesc.Yaw * (180/Pi)));
orbDesc.Pitch = randomf(-0.11f,0.11f);
YPitchOffset += sin(orbDesc.Pitch * (180/Pi)) * orbDesc.Pitch * orbDesc.Radius;
orbDesc.Offset.x += (orbDesc.Pitch * orbDesc.Radius) - (YPitchOffset * cos(orbDesc.Pitch * (180/Pi)));
orbDesc.Offset.y += YYawOffset + YPitchOffset;
}
}
children.prepare(null);

plDesc.setOrbit(orbDesc);
Planet@ pl = sys.makePlanet(plDesc);
Object@ obj = pl.toObject();
obj.setOwner(emp);

Jon Micheelsen

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Re: Graphic Enhancements. Wanna help make it happen?
« Reply #36 on: October 21, 2013, 02:37:34 PM »
Okay, got it fixed as well. Had a test game running, colonizing a 200 star galaxy, around 1230 planets in total, and found a few small bugs that needs adjustments. A release is soon to be expected.

Star Raruron

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Re: Graphic Enhancements. Almost there!
« Reply #37 on: October 22, 2013, 06:07:58 AM »
Glad you did it
sorry for being absolutely of no help but planet radius and position in systems are something i didn't get
i remember when putting my dirty little hands in galacty armory and advanced spiral universe i always made mess with those parameters... having abnormal orbits or homeplanets pulled two times the most external one from the star ._. (not to mention planet tornadoes with binary systems lol)

waiting with patience :)

regards
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Jon Micheelsen

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Re: Graphic Enhancements. Almost there!
« Reply #38 on: October 24, 2013, 07:35:28 AM »
Back in January I couldn't make any sense of the code. Lots and lots of trial and error(!!!) and a little help from Azalrion and Thy Reaper, and all of a sudden things started making sense. I can read almost everything in the map_generation related scripts now and quite a lot of the ones dealing with the interface as well. It's an awesome feeling when you sorted out why a crash happened for the first time, even more awesome when you can implement full features exactly as you want them - in one go.

Speaking of new features, I've added display of terraformable slots in the mouse-over of uncolonized planets. Further I'm adding a few nifty little things for mouse-over of whole systems, like total slot count of all present colonizable planets, as well as their total of terraformable slots and something as simple, but useful, as a count of colonizable planets in the system. There will also be a notion on the presence of valuable planets, like a gaian with lots of readily available slots.

My plan was to make the new quality scores have an effect on productivity. I will release before I implement that - it's quite a process to do. The new features would be key with this implemented. Just spamming colony ships early on could give you lots of really poor planets draining on your economy.

Star Raruron

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Re: Graphic Enhancements. Almost there!
« Reply #39 on: October 28, 2013, 10:14:08 AM »
Basically you're making colonization more realistic by making poor planet more expensive to mantain and forcing the player to search for rich and enviromentally pleasant planets more accurately???

The problem with this (once implemented) will be only one... will AI do the same?
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Jon Micheelsen

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Re: Graphic Enhancements. Development suspended.
« Reply #40 on: December 24, 2013, 05:06:13 AM »
Note on 24/12-2013, I haven't got the time to get this where it should be, so I'm suspending it indefinately. That said, some of the knowhow aquired making it is being used on a future project ;)

Star Raruron

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Re: Graphic Enhancements. Development suspended.
« Reply #41 on: December 30, 2013, 05:29:36 AM »
mmm (T.T)
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Re: Graphic Enhancements. Development suspended.
« Reply #42 on: December 31, 2013, 03:42:30 PM »
Don't be upset, Jon is making tons of art for Star Ruler 2, so you'll get to see even more from him in the future. You can see an early planet he's produced here: http://starruler2.com/media/the_biggest_resolution.png

Star Raruron

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Re: Graphic Enhancements. Development suspended.
« Reply #43 on: January 04, 2014, 10:06:06 AM »
I knew there was something behind it,
the sr2 graphics looked a lot like his graphic improvements ^_^

Oh well, i guess i've to wait for the new game to come out >_<
what's an Incognito? A devilish ninja undead being with a technorganic replicative venom symbionte