elishacloud / Silent-Hill-2-Enhancements

A project designed to enhance Silent Hill 2 (SH2) graphics and audio for the PC. It also includes scripts to build or modify SH2 audio files (SFX, BGM and Dialog).
http://www.enhanced.townofsilenthill.com/SH2/
zlib License
593 stars 41 forks source link

THANK YOU & CONGRATULATIONS! #214

Closed Polymega closed 4 years ago

Polymega commented 4 years ago

@elishacloud @aerowidescreen @FrozenFish24 @bigmanjapan @belek666 @thirteenag @CookiePLMonster @angularGraphics @nisto

Update release # 4 is live!!

giphy-downsized

View the update video: https://www.youtube.com/watch?v=uJi0_kJbCoU

Friends, as always, you all have done absolutely incredible, phenomenal work to bring this update to life. You all have done so much to improve the game, by fixing many more bugs and issues; simplifying user interfaces for a better user experience; adding a ton of polish; restoring special effects; and restoring soft/self shadows (this one still elicits a "!!!").

At this point I truly believe there's no limit to your wondrous care for this game, and the possibilities of which you can do for it. You all are dream-makers, and I speak for all others when I say we love and appreciate all you set out to do with the project.

And personally, from the bottom of my heart: Thank you. ❤️


@Infrid @IlDucci @GlitchyReal @Badore90 @Storm3000 @Psycho-A @renan-de-souza @Bruno3589 @mirh

Thank you all for helping us along the way. Through finding bugs/oversights we might have missed, to offering productive feedback, and to just generally supporting and believing in us--it's all appreciated.

With this update, I invite you all to check out the Credits page of the website, and also check out the updated PC Credits video for the game. :)

Polymega commented 4 years ago

@belek666 Here is an updated, upscaled main menu file that is translated in Polish: start01p.zip

@HellbringerOnline Here is an updated, upscaled main menu file that is translated in Russian: start01r.zip

HellbringerOnline commented 4 years ago

@Polymega Thank you, I will add this to my repository with our russification developments.

renan-de-souza commented 4 years ago

Thank YOU once again! Thank you so much for all the hard work you guys put in this project. Just the fact that all the special effects and soft shadows are working flawlessly makes this the biggest update so far, IMO.

Oh, and I never though my name would be on the credits, so thank you for that too! I never seeked some sort of "recognition" not only because I posted here just to help, but also because the little I did was nothing compared to what you guys have been doing for many, many, many months on end. But seriously, thank you very much for that. I deeply appreciate it!

Well, I guess I'll be playing SH2 again and again for the next few days (and if I find something "odd", I'll post it here).

@Polymega BTW, I don't know how to edit those .tex files, so if you can help me translating the main menu file to Portuguese, I'll finally be able to publish my translation here.

It's in the same order:

LOAD CONTINUE NEW GAME OPTION MOVIES EXIT

Main Scenario: LETTER FROM SILENT HEAVEN Sub Scenario: BORN FROM A WISH

ACTION LEVEL RIDDLE LEVEL

HARD NORMAL EASY BEGINNER


CARREGAR CONTINUAR NOVO JOGO OPÇÕES CENAS SAIR

História Principal: A CARTA DO CÉU SILENCIOSO História Secundária: NASCIDA DE UM DESEJO

NÍVEL DE AÇÃO NÍVEL DE ENIGMAS

DIFÍCIL NORMAL FÁCIL INICIANTE

Bruno3589 commented 4 years ago

Thank you guys for all the hard work! This is seriously an awesome result.

And also thank you again for mentioning me in the Credits! Just like @renan-de-souza said, my contribution is nothing compared to the huge work you did, but I'm still glad I helped.

Badore90 commented 4 years ago

I saw the update video this morning… I'm speechless, this is really a very good work. I didn't even knew about some of the Patches/improvements you were doing.

And also thank you again for mentioning me in the Credits! Just like @renan-de-souza said, my contribution is nothing compared to the huge work you did, but I'm still glad I helped.

lol, same here :D

Badore90 commented 4 years ago

Now, aside some improvements regarding 16:9 and HD resolution (and other things that improve the game over the original) you mentioned in the video, only two things remain for matching the Ps2 version in every aspect:

about video: restoring reflects (it help the realism then the immersion when exploring the town at night)

about audio: find a way to restore (maybe even improve?) the directional sound. @Polymega you told me about that external program for 3d sound, it sounds great.

Almost forgot about the FMVs to restore the 60fps frame-rate. Btw I think it is a less noticeable/important issues. It would be awesome nonetheless to restore it too.

Badore90 commented 4 years ago

One thing I noticed when upgrading (I updated the 3 new packages and Re-Shade): At game's boot it pops up the screen tell me there was a d3d8 update. It continued to appear that window at every game's boot until I leave the update module download the d3d8.zip.

It was already updated (I re-download it 2 times and checked the MD5). I replaced all the files, so the d3d8.ini was as default (with auto-update module = 0).

...The new main/save screen are stunning ^^

Badore90 commented 4 years ago

One thing I noticed when upgrading (I updated the 3 new packages and Re-Shade): At game's boot it pops up the screen tell me there was a d3d8 update. It continued to appear that window at every game's boot until I leave the update module download the d3d8.zip. It was already updated (I re-download it 2 times and checked the MD5). I replaced all the files, so the d3d8.ini was as default (with auto-update module = 0).

I confirm it happened on another PC too where I made a new/fresh installation.

If I replace the d3d8.dll file, it appears the screens saying me there's an update. Then it downloads the exact same d3d8.dll file and the update screens doesn't appear anymore.

But again, if I replace again the d3d8.dll file, the update screen returns. I wonder how it recognize that I'm replacing the file, since it's the same exact one.

EDIT So it's actually a different file? If I replace using the same downloaded file (pasting it to another path then repasting it to the installation folder) the update screen doesn't shows up. It shows up if I replace using the d3d8.dll from the site. Weird, since the MD5 perfectly match.

Polymega commented 4 years ago

Hi @Badore90

I'll answer your original post about this one, before it was edited:

(it help the realism then the immersion when exploring the town at night)

Keep in mind the PC version is a port of the Xbox version, and the Xbox version didn't have flashlight reflection on the town windows at night. It may or may not be possible to restore that particular feature. It depends whether or not such code still exists in the PC version.

Besides that particular example, we should be able to restore specularity to all other parts of the game. Aero_ made a proof of concept of this; we just need to refine it (like we did with the shadow work).

about audio: find a way to restore (maybe even improve?) the directional sound. @Polymega you told me about that external program for 3d sound, it sounds great.

Yes, if we can make our own built-in "pop/click" fix we can then use DSOAL, which will restore the sound stage of the game to closely match the PS2 version.

What's cool about this is that, the PS2 console had no headphone jack, so you couldn't truly appreciate the sound stage the game had to offer on that platform. With DSOAL, you can use headphones on your PC, and the sound stage will give you goosebumps. I briefly played around with it previously (but had to endure clicking/popping) and it sounds remarkable.

So it's actually a different file? If I replace using the same downloaded file (pasting it to another path then repasting it to the installation folder) the update screen doesn't shows up. It shows up if I replace using the d3d8.dll from the site. Weird, since the MD5 perfectly match.

@elishacloud would have to comment on this one. The mod updater is beyond my understanding.


@renan-de-souza I will try and get you a Portuguese start01.tex file sometime in the future.

Polymega commented 4 years ago

PS:

Almost forgot about the FMVs to restore the 60fps frame-rate. Btw I think it is a less noticeable/important issues.

It's worth noting the PS2 FMVs are 30i and played back at 60 half frames per second (or 60 fields per second, if you were viewing them on a CRT).

There doesn't exist a "true" 60 frame (not to be confused with field) per second version of these videos. You can combine the half frames to make 30 full frames per second (what's currently being done), and can use interpolation to "guess" what the missing frames would be to "fill in the blanks" to make a 60 full frame version.

Things like DAIN video interpolation are making incredible strides in this field: https://sites.google.com/view/wenbobao/dain

Badore90 commented 4 years ago

Keep in mind the PC version is a port of the Xbox version, and the Xbox version didn't have flashlight reflection on the town windows at night. It may or may not be possible to restore that particular feature. It depends whether or not such code still exists in the PC version. Besides that particular example, we should be able to restore specularity to all other parts of the game. Aero_ made a proof of concept of this; we just need to refine it (like we did with the shadow work).

I see. I forgot that the Xbox version doesn't has this effect. It is not a major thing, but it'd be awesome to match the Ps2 in every single aspect (if possible). To take away all the regrets from detractors.

Yes, if we can make our own built-in "pop/click" fix we can then use DSOAL, which will restore the sound stage of the game to closely match the PS2 version. What's cool about this is that, the PS2 console had no headphone jack, so you couldn't truly appreciate the sound stage the game had to offer on that platform. With DSOAL, you can use headphones on your PC, and the sound stage will give you goosebumps. I briefly played around with it previously (but had to endure clicking/popping) and it sounds remarkable.

I agree about headphones. Many people at the time used to connect headphones to their CRT TV (all tvs have that input). I played SH 2 Ps2 on Sony CRT with earphones even Yesterday (I made a comparison with the PC version this way). I used earphones first time I played SH2 (vanilla, many years ago) on PC. It is almost another experience, a real full immersion, the wind blowing and every other sound so clear.

I see some of the main videogames site are talking about the last update:

everyeye: https://www.everyeye.it/notizie/silent-hill-2-enhanced-edition-remaster-fan-made-disponibile-pc-427695.html spaziogames: https://www.spaziogames.it/scaricabile-nuova-versione-silent-hill-2-enhanced-edition/ tomshw: https://www.tomshw.it/videogioco/silent-hill-2-update-remaster-fanmade/

I have a (utopian?) desire to see this project officially ported on consoles too :D

Badore90 commented 4 years ago

@elishacloud would have to comment on this one. The mod updater is beyond my understanding.

I think I found the answer in known Issues here: https://github.com/ThirteenAG/modupdater

...On the new Notebook, with default options (fresh installation) the game started at 1280x720 (screen resolution is 1920x1080). I knew about this problem and correct the setting on the exe:

Immagine

More and more laptops have this issue (since screens are often a few inches and resolution is always increasing). Maybe it is good to put this in the Troubleshooting on the site. (Note: some games have the exe set this way by default, like The Witcher).

It's worth noting the PS2 FMVs are 30i and played back at 60 half frames per second (or 60 fields per second, if you were viewing them on a CRT). There doesn't exist a "true" 60 frame (not to be confused with field) per second version of these videos. You can combine the half frames to make 30 full frames per second (what's currently being done), and can use interpolation to "guess" what the missing frames would be to "fill in the blanks" to make a 60 full frame version. Things like DAIN video interpolation are making incredible strides in this field: https://sites.google.com/view/wenbobao/dain

Thank you for the info, I didn't know the FMVs was actually made interlaced (I thought they were full frames, just the Ps2 sending a interlaced signal). Then yes, they need to be de-interlaced with a dedicated program. No need of interpolated/added frames. For a perfect motion it'd be better to only add the missing lines on each half frame (the exact thing any digital tv do connecting to it the Ps2).

Bruno3589 commented 4 years ago

...On the new Notebook, with default options (fresh installation) the game started at 1280x720 (screen resolution is 1920x1080). I knew about this problem and correct the setting on the exe:

Immagine

More and more laptops have this issue (since screens are often a few inches and resolution is always increasing). Maybe it is good to put this in the Troubleshooting on the site. (Note: some games have the exe set this way by default, like The Witcher).

I found this bug too when I played the game on my TV at 125% DPI settings. It also causes a visual issue when switching between areas (see issue #200 ) This is fairly common on modern laptops since they have small 1080p monitors, scaling is set at 125% by default otherwise text would look too small. That setting basically tells Windows to not use DPI scaling for a particular executable.

Richard-L commented 4 years ago

Just want to say thank you!!!! I'm saving the moment of watching the new update video for a special time during the day :)

Polymega commented 4 years ago

Thank you for the info, I didn't know the FMVs was actually made interlaced (I thought they were full frames, just the Ps2 sending a interlaced signal).

CRTs are the only display types truly made for interlaced footage, as they're designed to display images through fields. On CRTs, it can be hard to even tell a source is interlaced, and this is why something like 30i looks like true 60 fps; because of how CRTs are made to handle interlaced footage.

On modern displays, it will be obvious if the footage is interlaced, as modern displays don't work with fields, but with frames instead, so it'll be apparent the footage isn't actually showing 60 full frames per second.

Here are some really easy-to-understand videos on the subject, which also helped me a lot to get a basic understanding of all the factors to consider:

https://www.youtube.com/watch?v=5eu_KjKsnpM https://www.youtube.com/watch?v=DyqjTZHRdRs ... and not related but still interesting: https://www.youtube.com/watch?v=1unkluyh2Ks


This is fairly common on modern laptops since they have small 1080p monitors, scaling is set at 125% by default otherwise text would look too small. That setting basically tells Windows to not use DPI scaling for a particular executable.

That's right! I was meant to add this into the troubleshooting steps. Sorry, I forgot. I will add this in shortly.

@Badore90 Just to confirm: The issue you were having is that during any fade transitions you were also seeing a "brunt-in" image?

Badore90 commented 4 years ago

CRTs are the only display types truly made for interlaced footage, as they're designed to display images through fields. On CRTs, it can be hard to even tell a source is interlaced, and this is why something like 30i looks like true 60 fps; because of how CRTs are made to handle interlaced footage. On modern displays, it will be obvious if the footage is interlaced, as modern displays don't work with fields, but with frames instead, so it'll be apparent the footage isn't actually showing 60 full frames per second. Here are some really easy-to-understand videos on the subject, which also helped me a lot to get a basic understanding of all the factors to consider: https://www.youtube.com/watch?v=5eu_KjKsnpM https://www.youtube.com/watch?v=DyqjTZHRdRs

I know it, I'm a video tec. enthusiast since more than a decade (I have fasted on the subject lately, but still remember the basic things), thank you anyway for the links.

SH2 FMVs are 60i. Just to simply explain: They're actually 60fps, but each frame has half the resolution lines (alternating even and odd lines on each refresh). If you just regroup the frames so to have a 30p video you'll make visual artifacts, since the moving frames won't match.

The deinterlacing process on modern Tvs is not that simple indeed. If you connect your Ps2 to a modern LCD tv (or Plasma, Oled) you'll actually see that SH2 FMVs (like any other 60fps Ps2 contents) are actually running at 60fps (it is very simple to tell it seeing the fluidity of the images).

I was talking about this kind of scaling process.

@Badore90 Just to confirm: The issue you were having is that during any fade transitions you were also seeing a "brunt-in" image?

I don't know I just noticed the picture sharpness wasn't right on main menu, checked the options and noticed the resolution was set to 1280x720 (on a 1920x1080 screen). Then I exited the game and checked that option I read about on @Bruno3589 thread. I'll check it

Badore90 commented 4 years ago

https://www.youtube.com/watch?v=DyqjTZHRdRs

Here at about 3:00, that 30i = 60fps, could make some good confusion for the less experienced.

It should be little longer equation, like: 30p (30 full resolution frames) > decomposed to 30i x2 = 60i (60hz refresh, 60fps-with-half-resolution).

If you write 30i you're talking about 30 half resolution frames.

Here in PAL territories i.e. broadcast television is 50i, since CRT refresh was 50hz. However the frame-rate of these programs was/is of 25fps, so we can talk about 25p in a way (one single, complete, STILL frame is displayed on tv screen in 2 times, first refresh the odd then the even ones. So you have a 50hz refresh rate at 25fps on a CRT, motion fluidity is 25fps).

With a 50fps game (let's say R&C played in PAL mode) things are different, since we haven't 25fps to spread across a 50i Tv, but 50 actual fps (each one with half lines but with a different camera/angle/objects position. You can't just regroup the 2 half frames). It's not always tecnically right to say 50i = 25p, it can easilly make confusion.

Polymega commented 4 years ago

That's correct, it's 60 fields per second, or 60 half frames per second. Fields are not the same as frames.

For old broadcasting, 30i and 60i can be used interchangeably (which is something I learned from angularGraphics), but it's ultimately meant as the same thing.

We'd want 60 full (aka progressive) frames per second. That can be achieved a few different ways, and would boil down to determining the best approach.

...but first we need to have 60 fps videos play nice with the game to begin with, so it's nothing to really worry over at this point in time!

Badore90 commented 4 years ago

I Edited/finished my previous post :)

We'd want 60 full (aka progressive) frames per second. That can be achieved a few different ways, and would boil down to determining the best approach. ...but first we need to have 60 fps videos play nice with the game to begin with, so it's nothing to really worry over at this point in time!

Yes, you already told me the game doesn't like fps change during the game. I wonder why, being a direct port of the Xbox version (that has i.e. map screen at 60)

Badore90 commented 4 years ago

Just to confirm: The issue you were having is that during any fade transitions you were also seeing a "brunt-in" image?

@Polymega lol, I confirm. When leaving the bathroom I saw James in front of the mirror for a second. I saw that same frame when checking the car and when going to the forest pathway too.

Polymega commented 4 years ago

When leaving the bathroom I saw James in front of the mirror for a second. I saw that same frame when checking the car and when going to the forest pathway too.

Okay thanks. I added something in the troubleshooting guide for this: http://enhanced.townofsilenthill.com/SH2/troubleshoot.htm#a-burntin-image-appears-during-screen-fade-transitions

Yes, you already told me the game doesn't like fps change during the game. I wonder why, being a direct port of the Xbox version (that has i.e. map screen at 60)

We might be able to address the 60 FPS concerns in the future sometime, so we can get more serious about totally revamping the FMVs.


@renan-de-souza Here is an updated, upscaled main menu file that is translated in Portuguese: start01b.zip

belek666 commented 4 years ago

@Polymega Thank you!

Badore90 commented 4 years ago

@Polymega is it normal to have the James multi-blocks shadows here?

sh2pc 2020-02-16 15-11-05 sh2pc 2020-02-16 15-11-09

Badore90 commented 4 years ago

About BGM and SE volume settings in game's options. It is recommended to leave it as default (with the last 3 lines disabled) there are some contraindications in raising it to max (considering the EE audio enhancements and all)?

Polymega commented 4 years ago

@Polymega is it normal to have the James multi-blocks shadows here?

This is normal, correct behavior for all versions of the game. More info on that here.

About BGM and SE volume settings in game's options. It is recommended to leave it as default (with the last 3 lines disabled) there are some contraindications in raising it to max (considering the EE audio enhancements and all)?

You can adjust the volume sliders in any way you please. Do note there are limitations on adjusting volume, which affect all versions of the game. More info on that here.

angularGraphics commented 4 years ago

Congratulations! The YouTube link about the "OPTIONAL REVISED SFX": https://www.youtube.com/watch?v=yy_IqgDX2fc does not work, and I haven't been able to find any other reference online regarding the how, why, and by whom these were (optionally) replaced, so I assume all this info was in that video.. Would be nice to get it back online again.

Polymega commented 4 years ago

I must've accidentally pasted the wrong YouTube link for the ReadMe. Here is the correct one: https://youtu.be/nPMzjrEDjB4

I'll update that link for the ReadMe in the package soon.

This is something optional for folks like you (who read the ReadMe's) to try out.

Edit: Updated in the package on the site.

angularGraphics commented 4 years ago

Thanks! Ah, they sound great, except the last one with the fan, I can't say that one sounds any better or worse to me, just different.

Polymega commented 4 years ago

I can't say that one sounds any better or worse to me, just different.

I can briefly explain situations like that: When Elisha, Nisto, and I were deep into the audio enhancement work, I was play testing for the audio a lot. (Probably over 100+ hours.) This meant using fancy headphones to hear every little detail to ensure looping, seams, clicking/popping, etc could sound as good as we could make it.

The vanilla fan noise was on a very short loop (it's like that on all versions) and, using headphones, you could easily notice when it looped. There are other noises in the game that are only 1-3 seconds in length before they loop, but this particular fan noise stood out to me more, for whatever reason.

It was a case of being consumed by the audio work (because it required a lot of testing and work) which inevitably got me fixated on such things. To the average player, they'd never notice the fan noise on a short loop. So that optional pack is to address some audio things like that, is all.

And the chainsaw noises? Those are just silly. Elisha and I learned the frustrating way that they must be saved out at a precise, terribly-low bitrate in order for the game to play them back correctly. And it's only the chainsaw sounds that require this. That's why they sound worse than all other sounds.


And since we're catching up: Over the course of our previous update to the project (~8 months ago) I would get people leaving YouTube comments asking, "Why are there black boxes on the sides of the FMVs? Can you fix that? I really don't like it."

Now, with that addressed, the other end are speaking up. It's a double-edged sword, and one that will need to have an option (in spirit to the audio stuff we just talked about) to choose. A single FMV pack that can be set to scale through an INI option would be most ideal. Barring that, provide two separate FMV downloads again (which I'd like to avoid).

elishacloud commented 4 years ago

At game's boot it pops up the screen tell me there was a d3d8 update. It continued to appear that window at every game's boot until I leave the update module download the d3d8.zip.

Should be fixed now.

renan-de-souza commented 4 years ago

Here is an updated, upscaled main menu file that is translated in Portuguese: start01b.zip

Thank you so much! Here are all the files needed to play SH2EE in Brazilian Portuguese, just in case anyone is interested: https://drive.google.com/open?id=1Q_AZ5-p9Qz_nvlt6-DR83gE7x0qTI3uJ


A single FMV pack that can be set to scale through an INI option would be most ideal.

That'd be perfect. It would make much easier for people to play however they want to. And if that option could be applied to the 2D fullscreen images, it would be even better. I know we lose so little with the images being cropped, but I rather see everything and have small pillarboxes.

Polymega commented 4 years ago

And if that option could be applied to the 2D fullscreen images, it would be even better

This is already a feature: http://enhanced.townofsilenthill.com/SH2/config.htm#FullscreenImages

Polymega commented 4 years ago

I received this incredibly kind message through email, and of course needs to be shared with you all, just as how he requested:

Screenshot_20200220-141016~2

https://drive.google.com/open?id=1UmizMig-oy7mhmZcga3I4O72RQS-BJsB

Psycho-A commented 4 years ago

Thank you for your attention to me and mentioning my person. But can you correct the misprint in the end credits? https://i111.fastpic.ru/big/2020/0218/06/28d5092552bf169a51e9361b372ccf06.jpg

angularGraphics commented 4 years ago

A couple of things I noticed...

Whatever audio setup I select, whenever I visit the settings menu again, I find it always reverts to "Stereo". Is that normal?

For a 7.1 setup, do I have to change anything in the settings to make use of it, or it's been hardcoded to always use the best available setting and "Stereo" is a misnomer?

Or for headphones, again, is there something that needs to be changed?

(Let's leave aside fiddling with the DSOAL wrapper, I'm talking about what ships with the EE).

Also, the mouse in the menu is very laggy. It feels like it responds to 30 fps (which would indeed make it feel terrible). I don't remember the mouse being like that in the vanilla PC version...

Polymega commented 4 years ago

But can you correct the misprint in the end credits?

I am so sorry about that. I promise it was an honest mistake. It's basically become tradition that there's a typo somewhere with each release (from my fault), whether it's in an update video or the credits. I'll have this corrected for you soon. Sorry again.

Also, the mouse in the menu is very laggy. It feels like it responds to 30 fps (which would indeed make it feel terrible). I don't remember the mouse being like that in the vanilla PC version...

I'm not sure. I tested the vanilla PC build and mouse movement behaves the same. The game runs at 30 fps, fyi.

For a 7.1 setup, do I have to change anything in the settings to make use of it, or it's been hardcoded to always use the best available setting and "Stereo" is a misnomer?

This is a good question, and one I personally don't have the answer to. Even using the vanilla PC version, it will reset back to stereo on change here. I think this option was created for the PC build back when different hardware accelerated cards were on the market, of which they might not be compatible with modern operating systems anymore. I'm not sure.

Or, your 7.1 audio software/driver needs to be set as the default audio method for your PC in order for the game to detect and use it? I'm honestly not sure. This feature has always been a mystery to me, and assuredly others.

angularGraphics commented 4 years ago

I know it's 30 fps, but that doesn't mean the mouse has to sync with the framerate, I don't think? Its polling rate can probably be independent. I will try the vanilla to compare, but I don't remember the mouse being that bad there.

Regarding audio, I don't remember at all how the vanilla worked, so yeah, maybe it always said "Stereo" there too. Wouldn't be surprised :)

Polymega commented 4 years ago

maybe it always said "Stereo" there too

It does. But maybe it didn't back in the Windows XP days if you changed it? I don't have a virtual environment to test. There is a good chance this feature was designed around a particular way older operating systems and/or audio cards worked.If/when we introduce DSOAL to the project, this should be even less of a concern.

angularGraphics commented 4 years ago

You are right, I tested the vanilla version and the mouse still feels laggy. But, I think because the resolution is not as high as with the EE, the cursor has less distance to cover from option to option, therefore it gives the impression of not being as bad, haha.

As for the audio setting, I now seem to remember this was always showing Stereo, even in the XP days. It would be nice if this setting was made to display correctly, and if it does nothing, then hide it?

angularGraphics commented 4 years ago

Ahh, I forgot how to unlock 60 fps (yeah, yeah, I know it's not ideal). Any help will be much appreciated!

edit: Had to do some clever thinking, and the answer is: FPSLimit = 60 in d3d8.ini :)

Polymega commented 4 years ago

@Psycho-A I've updated the FMV pack with the correction. You can also grab this particular movie file from the Essential Files pack as well (smaller download). Sorry again.

@angularGraphics Perhaps we can ask Belek in the future to simply lock out the speaker configuration selection, the same as he recently did with the screen position selection, to avoid any confusion on the matter. As it doesn't seem to do anything, anyways. Adding an audio wrapper such as DSOAL or IndirectSound is what actually changes the sound stage/presentation, after all.

Ahh, I forgot how to unlock 60 fps (yeah, yeah, I know it's not ideal). Any help will be much appreciated!

Sure. To save myself some typing, mandatory warnings and info on that here: https://www.resetera.com/threads/silent-hill-2-enhanced-edition-trailer-fan-mod-feb-13-2020-update-4-now-released.63926/page-3#post-29123392

angularGraphics commented 4 years ago

Thanks, I figured it out myself by reverse engineering what is the component that could enable this in the first place, figuring out it must be the "Widescreen Fixes Pack", and downloading and looking into its documentation.

In my opinion this setting should be added to the ini file, with a big fat "currently not recommended" explanation. Also added on the website, on the FAQ, again with an explanation that it's not recommended for now. Otherwise, google currently is of no help for those that want to enable it. (At least it wasn't for me, yesterday, I don't think the resetera thread showed up.)

I would also like to see a setting which allows the player to unlock their desired ending (assuming that's technically possible). Obviously optional, but it would be nice for the player that has played the game a bunch of times already.

Polymega commented 4 years ago

Elisha and I had a good conversation about the 60 fps thing before releasing this update. We originally had a write-up for it on the troubleshooting page, but after some deliberation, we decided to address it on a per-user basis, for those who ask, instead.

The current side effects of 60 fps are things we'd prefer users not experience at this time, so until they can be addressed, we'd provide info on it as a need-to-know type of thing.

You need external save files to access/save/store completed endings. I can give you a save folder of all the endings, if you'd like?

angularGraphics commented 4 years ago

What I'm saying is, can't there be some ini setting that triggers ending x/y/z..., no matter what, when the player completes the game?

If this would be possible, I think it would neat. Some times you just want your playthrough to end with ending x, no matter how you have played, you know?

I would imagine that it is technically possible.

AeroWidescreen commented 4 years ago

Elisha and I had a good conversation about the 60 fps thing before releasing this update. We originally had a write-up for it on the troubleshooting page, but after some deliberation, we decided to address it on a per-user basis, for those who ask, instead.

The current side effects of 60 fps are things we'd prefer users not experience at this time, so until they can be addressed, we'd provide info on it as a need-to-know type of thing.

For what it's worth, I would like to work on 60 fps for the next update if you guys are willing. I can remove the FPSLimit code from the widescreen fix, since it's pretty useless on its own, then we could create our own 60 fps mode and take our time patching each problem one by one.

Polymega commented 4 years ago

I would like to work on 60 fps for the next update if you guys are willing.

100%. Having 60 fps performance with no side effects would be a tremendous check mark for the project. I've just added FMV playback issues to the list.

We might need to deviate the order of planned goals and address things like this and this first, and release a hotfix-style update for them, before continuing with upscaled images, 60 fps improvements, or anything else. I've made Elisha aware of those things to see what can be done.

Storm3000 commented 4 years ago

Wow, amazing work, guys. Congratulations!!!

The soft shadows are great.

Is it possible to disable the shadows behind James? For example, when you visit the streets at night after the Brookhaven Hospital, the shadows around the town tends to appear/disappear randomly behind James, creating an ugly effect. And I think has something to do with the limitations of James's flashlight.

Some scenes like the elevator after Maria is stabbed by Pyramid Head. At the end of the scene, the flashlight seems to trespass the wall from the elevator.

Polymega commented 4 years ago

Some scenes like the elevator after Maria is stabbed by Pyramid Head. At the end of the scene, the flashlight seems to trespass the wall from the elevator.

This is a limitation of the game engine that affects all versions. Although, this is one thing the HD Collection actually addressed through the use of custom shaders. While the HD Collection is severely flawed, I can give it credit where credit's due.

when you visit the streets at night after the Brookhaven Hospital, the shadows around the town tends to appear/disappear randomly behind James, creating an ugly effect. And I think has something to do with the limitations of James's flashlight.

Yep. The shadows are programmed to disappear after being so far behind the flashlight's threshold. Once they reach this point, the shadows will disappear in "pieces/chunks." This is normal behavior for all versions of the game.

I'm not sure if we can do anything about this.

But since we're on the topic: You can see this shadow behavior in this particular cutscene, and it looks extremely bad. (That video is an old build of the project.) So we disabled Maria's shadow for this cutscene altogether, as it looks much better this way. (Her shadow behaves like this in all versions.)