![]() I suppose the 'default' version we get is just a DRM-free download or something then? Store page could do with some clarification still. Steam? Gog? Android? IOS? All of the above?ĮDIT: So, according to smeagolheart's link, we can get a steam copy here if we manually request one. Not sure if I'm missing something obvious or if it's mentioned somewhere on the store page that I'm overlooking, but what version does pre-ordering and purchasing it *here* give us? Is the Beamdog version going to come with an option to get a Steam key (GOG key would be much better, but it was not possible with SoD), just the same as with SoD? Question on Steam keys: with the order of collector's edition of SoD, I will get PST:EE for free on the Beamdog platform, however I want to use the cloud save option, as I will be traveling. I'm asking this, because I have a 30% off coupon from GOG for PST:EE (Limited time, until 4th April), and although I will get a free copy of PST:EE with the purchase of the collector's edition of SoD, if cloud saves are only available on Steam and GOG (but not Beamdog), I will probably buy the GOG version too, just to have it cross platform.Ģ. (Btw, with BG:EE, cloud saves work across all platforms seemlessly, GOG, Steam and Beamdog, would be great to have the same for PST:EE). Steam players can use the same save games on different desktopsĪs of GOG Galaxy client 1.2, to come out next month, the GOG version of the original Planescape: Torment will support cloud saves: Question on Cloud saves, in the faq you say: Still, they could have been better with high-quality pre-rendered upscaling.ġ. With Nearest Neighbor, like in this screenshot, they're pixelated instead of blurry – which somehow doesn't bother me nearly as much, so I guess that's the setting I'll use. Instead of upscaling them dynamically in the UI using Nearest Neighbor or Linear scaling like you seem to be doing now.īased on the screenshots I've seen so far, the portraits really look quite bad with Linear upscaling, because it's very noticeable how blurry they are compared to the surrounding UI. You could have upscaled each frame of the existing portraits using a high-quality upscaling algorithm (like what Photoshop uses), and then re-added those upscaled versions to the game's data files. Without the source art, the only way to update the EE versions would be to re-create the movies and portraits from scratch and we felt that doing that would alter the feel of the original game too much. We didn't have access to the source art for the original animated portraits and movies. ![]()
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