1.09.4 had OGL support too though. What's so special about 1.09.4 in regards to software mode?Software mode makes me nostalgic for the 1.09.4 days
A brighter and more saturated look.1.09.4 had OGL support too though. What's so special about 1.09.4 in regards to software mode?
I think that was more because of the palette the game was using at the time. It's probably possible to somewhat recreate that look by modding the palette to be more like the one from 1.09.x, but I've never done palette modding so I couldn't say for sure how doable it would be.A brighter and more saturated look.
works really good I hope more updates
Fix (2/2/21)
1- BASS water/fluid textures fixed
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Tweak (1/29/21)
1- Clearer water.
2- Changes in version number labelling
3- Slight color modifications
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Fix (1/28/21):
1- The water has a bluer-deeper hue.
2- Improved distances for sprites and models.
3- Mud fluids, specifically in Castle Eggman Zone Act 1, has been colored correctly.
4- Other tweaks that makes the look of the game clearer, but retaining the limited color look.
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Quick hotfix for AlmostSavage.
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Fix (1/26/21):
1- B.A.S.S. Water looking too green, fixed.
2- Fixed some oversights with the fog. And some colormaps are less dark now.
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Update (1/26/21): Version 2 is now here! This version aims to fix green-ish tints on black and white areas, models and sprites. There's also changes to colors.
Frankly, the ripple effect is still "experimental", there are small fixes but problems still persist.
Other than that, enjoy!
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Update (12/5/20): I've been meaning to add this, so there is now a shader that incorporates the default opengl shader but with water effects. None of that software shading, but water be ripplin.
It's called "BarelyAlmostSoftwareSavage", or "B.A.S.S.".
You can download it now!
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Update (12/4/20): Savage just got another coding update. Try to check if it finally works on below OpenGL 4.0!
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Update (12/3/20): Savage just got a coding update. Try to check if it finally works on below OpenGL 4.0!
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Update (12/3/20)
New Low End Support!
For PCs with OpenGL versions below 4.0
AlmostSoftwareNoRipple and AlmostSoftwareRipple have been renamed to AlmostSoftwareSoft and AlmostSoftwareSavage respectively!
AlmostSoftwareSoft also has coding improvements that should work on lower-end graphics drivers like Intel Graphics.
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Update (12/3/20): Hi. It may be that this shader won't work for lower end systems at the moment, as seen from the logs. I must say, thank you for the people who sent their logs, it helped identify the issue. I'll be working on a low-end supported shader, should be able to release soon.
Almost Software Shading
A.S.S. for short
in courtesy of Fickleheart's wacky shaders
Are you tired of OpenGL's very truecolor palette? Well you're in luck!
A.S.S. is here to simulate SRB2's software lighting and limited color look into OpenGL!
The shader posterizes textures in a way to produce visuals that would closely resemble what's displayed in SRB2's software renderer. The shader also changes the coloring of certain areas, especially underwater.
Here's a comparison between Normal OpenGL and A.S.S. OpenGL Respectively
Deep Sea Zone
Castle Eggman Zone
Greenflower Zone
Arid Canyon Zone
It also introduces a pseudo effect that makes water look like it's rippling and refracted!
It's quite experimental though.
There are three shaders.
(AlmostSoftwareSoft_v2.2.3.pk3)
This shader has the coloring, lighting and shading modifications. It's the stable version.
(AlmostSoftwareSavage_v2.2.3.pk3)
This shader has all of what the previous shader has but with a pseudo ripple effect on the water (mostly). If it's bothering your play a bit but you still want the coloring, your best bet is to use Soft_v2.1.
(BarelyAlmostSoftwareSavage_v2.1.1pk3)
This shader is for those who don't really like the limited color palette look, but are interested in the ripple effect. If it's bothering your play a bit, your best bet is to just use the default OpenGL shader.
The Ripple Effect doesn't have any errors when it comes to gameplay and it's also pretty much finished for the vanilla singleplayer campaign, but if you plan on playing with mods, bear in mind that some maps may not apply the ripple effect properly.
For optimal play and stable visuals, download the Soft version.
Note: You're going to need a custom save if you want to make a new file with this shader.
Enjoy!
yes, that part's become obsolete due to the 2.2.9 updateThe part about needing a custom save is incorrect. It seems to treat it like a music WAD, where it doesn't mark the game as modified and isn't considered "important" in a netgame. Maybe that was newly changed in 2.2.9 or something.
This is update 2.2! Recent Version being 2.2.5!
This update has major coloring changes to better replicate the software renderer!
1- This version aims to fix green-ish tints on black and white areas, models and sprites. There's also changes to colors.
2- The water has a bluer-deeper hue.
3- Improved distances for sprites and models.
4- Mud fluids, specifically in Castle Eggman Zone Act 1, has been colored correctly.
5- Other tweaks that makes the look of the game clearer, but retaining...
The downloads should appear now ^^I've always been using this shader when playing SRB2 ever since I downloaded it, absolutely enjoy how it looks. Big or small, I look forward to every update that comes out!
Speaking of which... where's the download for the latest update? Cuz I ain't seeing it and I don't know if there's something I missed.
as of now im still trying to fix areas within the vanilla campaign for srb2, level mods arent going to entirely be perfect since the system im using for ripples isnt exactly practical.when you gonna fix this?
I'm not an experienced GLSL programmer, so I'm not sure what capabilities GLSL has over the renderer's colormaps. This is mostly a fork from Fickleheart's posterize shader, which flattens out the colors for flats and walls.This looks great! Does a good job of matching the feel of the software renderer. However, one of my major complaints with OpenGL is that it tends to make certain sectors look too dark compared to software, and this still seems to be the case with the shader; I think the use of colormaps might be a causal factor. Would you happen to have any control over this?
Below are shots of Chaos Mode's Frost Columns, in opengl (shaded) and software respectively
The Water glsl code is only referring to the Water textures, not what's inside the water. In order to do that someone must get deep into the coding and get access to the frame buffer, which can only be exported into a custom build (.exe), not a mod.I think you might be able move the ripple logic to the Water shader to fix A.S.Savage/B.A.S.S (it's literally right there!).