• ssillyssadass@lemmy.world
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    1 day ago

    I’ve noticed that while playing, actors move exactly the same way that they used to, and the same or very similar bugs will appear.

    • mic_check_one_two@lemmy.dbzer0.com
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      1 day ago

      They even left massively obvious bugs intact, like how the magic store in the Imperial City is permanently locked after getting a certain DLC, because the DLC changes the door’s ownership so the shopkeeper can’t unlock it. The given fix is to stealthily break into the shop with lock picks, (which will get you into trouble with the guards if caught), pickpocket the key from the shopkeeper, (which will get you into trouble with the guards if caught), then use that key to open the front door from now on. Because using the key isn’t considered illegal as long as the store is open. So even though the door is still permanently locked, you can just use the key.

    • SoleInvictus@lemmy.blahaj.zone
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      1 day ago

      Same! While playing the intro, one of the guards just slid to the right as the emperor power walked through them. I had a good laugh.

  • simple@lemm.ee
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    2 days ago

    That’s because the old game is still there, it’s internally running the same engine under the hood but with Unreal Engine 5 used for its graphics & rendering.

    • Coelacanth@feddit.nu
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      2 days ago

      On a scale from 1 to 10, how likely does this make it that old Oblivion mods will eventually become compatible with the remaster?

      • mic_check_one_two@lemmy.dbzer0.com
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        1 day ago

        With a 10 being “they’re already supported”? Like an 8 or a 9. Some of the graphical mods obviously won’t work, but the gameplay mods often just need some minor tweaking to point to updated file names. The biggest gameplay changes are primarily with the leveling system, so anything that deals with that will need to be overhauled.

      • Codilingus@sh.itjust.works
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        22 hours ago

        I read a Steam review that in the EULA it says there’s anticheat and no modding allowed. Not sure how that will play out.

        Edit: It looks like ‘no modding’ is a standard cover your own ass policy, for Bethesda. Modding is good to go, they don’t really care.

        • mic_check_one_two@lemmy.dbzer0.com
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          1 day ago

          There are already hundreds of mods for it, and Vortex works fine with it. The manual modding process is slightly different, but that’s only because there’s no launcher to select your active files or load order; You need to manually specify that in a .txt file. But Vortex can already edit that .txt file automatically, so you can just change your load order in that.

        • Poopfeast420@discuss.tchncs.de
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          2 days ago

          I checked, and the stuff about modding is true (you can read the EULA directly on the Steam Store page), however the Skyrim Anniversary EULA says you can only use editors or tools by Bethesda or Zenimax to make mods (if I read that correctly). I don’t think anyone really cares in Skyrim, and I don’t think anybody will care with Oblivion

        • homicidalrobot@lemm.ee
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          2 days ago

          The EULA also states you MUST report bugs and exploits to zenimax. It’s standard boilerplate. Nobody is enforcing this and there are already over 200 mods up.

          • mic_check_one_two@lemmy.dbzer0.com
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            1 day ago

            Mods are fully supported. The EULA is just a boilerplate “lol don’t cry about it to us when your Realistic Sex v4.20.69 mod breaks the game.”

        • Kingofthezyx@lemm.ee
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          2 days ago

          This is almost definitely legal speak for “we ain’t liable”

          They don’t care if you mod for game, but they’re not opening themselves up to get sued if you download a mod and it borks your computer.

        • deadcream@sopuli.xyz
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          2 days ago

          Remaster has some changes to leveling and combat, so mods that touch this will need to be updated for remaster.

    • NocturnalMorning@lemmy.world
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      2 days ago

      That doesn’t make any sense.

      Edit: you can downvote me all you want. That’s not how game engines work.

      • Destide@feddit.uk
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        2 days ago

        Frontend UE5 Backend Gamebyro

        If you have the logic to move a square on the screen it’ll work in UE5,Unity etc you just need to map it

      • Ganbat@lemmy.dbzer0.com
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        2 days ago

        It’s the same thing we saw with Halo CE Anniversary on the Xbox 360.

        Edit:

        you can downvote me all you want. That’s not how game engines work.

        Just so we’re clear, that edit wasn’t there when I made this comment. Bro edited in a double-down even after getting real-world examples that are over thirteen years old. It takes a crazy kind of confidence to stare reality in the face and say, “Nah, I don’t like that, so it doesn’t exist.”

        Halo CEA used the original Blam Engine as a backend and Sabre’s engine in the frontend, it just made the new rendering engine toggleable. Sonic Colors Ultimate did the same thing, too: the backend is the Hedgehog engine and the frontend is Godot.

        • NocturnalMorning@lemmy.world
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          2 days ago

          Yeah, I read up on it a bit after making this comment. Kinda crazy that they were able to get Unreal graphics to render as the so called “front-end”. Definitely can’t do that out of the box.

      • deegeese@sopuli.xyz
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        2 days ago

        Which published games have you worked on, and what would preclude those from using separate engines for gameplay and graphics?

  • LucidNightmare@lemm.ee
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    2 days ago

    The game is using two engines. One, the original “brain” of Oblivion. Two, the Unreal Engine 5. The “brain” is doing all of the calculations and whatnot behind the veil, the veil is Unreal Engine 5 with all the pretty effects and textures.

    Mods are already over 200 on Nexus for a game that just came out two days ago.

    As an Oblivion fan, this seems like a buy for me. The only mods I’d need are some of the better vampire mods and maybe a Bag of Holding mod like in the original. Other than that, it looks pretty good!

    • hector@sh.itjust.works
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      1 day ago

      I don’t even know how they achieved that ! Do they directly reuse engine code in UE5 CPP? There must have been some porting yo do right ?

      • twice_hatch@midwest.social
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        1 day ago

        Usually graphics are a one-way street, you can run all the game logic headless and then punt data over to graphics and forget it since the rendering doesn’t affect gameplay

        I think that’s how the PS4 version of Shadow of the Colossus worked, they recompiled the PS2 code and just replaced the graphics layer with a newer graphics engine

        • hector@sh.itjust.works
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          23 hours ago

          That’s so impressive ! I wish I had more insight to this, I’m not a graphic dev nor a game Dev but those things are super interesting

    • Zero22xx@lemmy.blahaj.zone
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      2 days ago

      Yeah this sounds kinda like the same deal as with Fable Anniversary years ago. It also used the original game files wrapped up in the Unreal engine and modding was possible with the original tools.

    • x00z@lemmy.world
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      2 days ago

      As an Oblivion fan, this seems like a buy for me.

      Well you’re paying €55 for a graphical update.

      That’s extremely overpriced.

      • homicidalrobot@lemm.ee
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        2 days ago

        If it was just facelifted and made to run on and detect newer hardware and peripherals, I’d agree, but the remaster offers a lot of new flavor to the tune of voice acting, animations, rebalancing of the leveling mechanics, and fixes to ancient bugs like paintbrushes and quests breaking mid-way. Typically not a fan of remasters, but they usually don’t have this much actual work done. Even some of the world objects have been fixed and moved around like the randomly placed giant rocks no longer serrating the gold road.

      • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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        2 days ago

        They did also change some fundamental things about the game beyond just making it look pretty. Movement feels way smoother, plus you can sprint now. Combat is also smoother, with shit actually comboing together fluidly and also not having the stupidly slow Stealth attack animations (stealth and non stealth attack animations are identical now).

        I still wouldn’t pay full price for it. Only reason I have it at all is because it’s on GamePass.

        However I will say that they succeeded in giving me the same exact experience as playing the original for the first time. “This looks amazing… Too bad it runs like shit 😩” (and honestly, KCD2 looks better while also running better).

  • RaoulDook@lemmy.world
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    2 days ago

    Well that’s not too surprising, when the original game’s installer files are only about 5-6 GB in total, and the remaster requires 120GB of space. They probably have a couple copies of Fallout in there too just for bloat.

    • tempest@lemmy.ca
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      2 days ago

      I mean I’m pretty sure the massive game sizes we see today are almost exclusively caused by high res textures and assets.

      • kata1yst@sh.itjust.works
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        2 days ago

        Bethesda was notorious back in the day for using uncompressed textures. Not lossless textures, just fully uncompressed bitmaps. One of the first mods after every game release just compressed and dynamically decompressed these to get massive improvements in load times and memory management.

      • snooggums@lemmy.world
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        2 days ago

        I look forward to the day that game companies start making hi res textures an optional part of the installation. I don’t need all of the textures used for 4k when I’m running in 1440p High. They are just wasted space on the hard drive.

        For the user interface they can easily inform the user which options are restricted if they don’t install the textures.

        • Gawdl3y@pawb.social
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          1 day ago

          Texture resolution doesn’t map to screen/render resolution like that. Depending on the object, its mesh, the physical size (dimensions) of the in-game object, and how close your player view/camera is to it, you can absolutely see a clear difference between 2k and 4k textures for the object, even when the game is rendering at 720p or lower.

          • snooggums@lemmy.world
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            1 day ago

            That is correct, it isn’t an exact scaling for every single texture yo the setting which is why I said I don’t need most hi res textures at a lower resolution. Many his res textures are not used at all on lower settings even if some are, and the developers would know wbich are needed and which are not.

        • Shadowedcross@sh.itjust.works
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          2 days ago

          There are games that do that, often called something like “high resolution texture pack”. People usually recommend against downloading them, because any potential increase in quality is usually met with severe performance or load time issues.

        • Wahots@pawb.social
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          2 days ago

          Many already do, Kingdom Come: Deliverance is one that immediately comes to mind.

      • RaoulDook@lemmy.world
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        2 days ago

        That’s what they want you to think. In reality they just stopped trying to be efficient with storage because of Internet delivery vs DVD size limits. They probably didn’t even try middle-out compression!

      • givesomefucks@lemmy.world
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        2 days ago

        More importantly it was limited by physical media back then.

        Like, DVD level physical media, there was a hard limit for everyone, so there was a huge focus on optimization to save space

        Now that almost all games are downloaded, they can be as huge as they want. So optimizing for file size is often the first place that gets cut. You might not keep a huge game installed, but it’s rare to avoid buying a game due to file size.

      • I Cast Fist@programming.dev
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        2 days ago

        Which sucks for anyone that doesn’t have a 8GB+ GPU. I’m fine with 1024x1024 textures, I don’t need or want higher res textures, I want good framerates

        • snooggums@lemmy.world
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          2 days ago

          You can usually set that in game although the settings are usually vague (low, med, high, ultra, etc.)

          • I Cast Fist@programming.dev
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            2 days ago

            I don’t need nor want to download the damn files in the first place. Most games won’t allow me to delete them either

  • It straight up uses a mix of UE5 and the original GameBryo. Right down to bugs still unfixed in the current version of the OG oblivion. The ESM and ESP files are even 1:1 identical.

    It made me wonder if I could load up a mod that just adds a new NPC made with the original editor but in the new game. I just don’t remember how, exactly, to manually load the .esp file via adding a line to one of the files.

    • moody@lemmings.world
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      2 days ago

      The game looks way better than the original. I’ve only seen a stream of it, but literally everything is improved, at least visually. Better meshes and much better lighting everywhere.

      • HubertManne@piefed.social
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        2 days ago

        thanks. I did not even think to check out some streams. going to as the gameplay and mechanics are great so new graphics would be huge. I have not finished any of their games since like one because there is so much to do.