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by UCyborg
Tue Sep 04, 2018 11:01 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 300
Views: 80865

Re: Widescreen hack and some other fixes aka AiO Patch

The assumption has always been that the values you get through the pointer are little-endian. This also applies in practice, haven't seen it any other way. The only thing that varies is reported mask. I'm seeing 2 different formats reported on my main install, one with mask 0x00ffffff and the other ...
by UCyborg
Tue Sep 04, 2018 9:36 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 300
Views: 80865

Re: Widescreen hack and some other fixes aka AiO Patch

Uploaded it again. Now I figured Surreal must have gone constructing the mask from the bitness value instead of just reading it from the API because sometimes (often?) only 0xffffff00 is ever reported instead of 0x00ffffff (why??)...so it was a workaround for long broken behavior and not overlooking...
by UCyborg
Tue Sep 04, 2018 1:30 am
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 300
Views: 80865

Re: Widescreen hack and some other fixes aka AiO Patch

I can confirm there's no guarantee those bits will be clear and assumptions about the buffer presented through a pointer obtained by locking do not always apply.
by UCyborg
Mon Sep 03, 2018 12:30 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 300
Views: 80865

Re: Widescreen hack and some other fixes aka AiO Patch

Yeah, these extras are at own risk. We just happen to have a workaround that makes anti-aliasing sort of compatible. It appears text behaves like any other texture, so it's affected badly by forcing filtering. But game's own code can exclude it when applying filtering. One more thought about heurest...
by UCyborg
Mon Sep 03, 2018 3:22 am
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 300
Views: 80865

Re: Widescreen hack and some other fixes aka AiO Patch

I accidentally messed up the lens flare visibility code so it didn't work quite properly, flares might render when obscured by something else or vice-versa. Fixed version You said that accessing the Z-buffer directly is an uncommon thing to do; that implies there is some other way to access the Z-bu...
by UCyborg
Fri Aug 31, 2018 8:58 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 300
Views: 80865

Re: Widescreen hack and some other fixes aka AiO Patch

I edited my previous post, hope that wall of text makes some sense. I'll respond to the rest the first chance I get.
by UCyborg
Fri Aug 31, 2018 5:54 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 300
Views: 80865

Re: Widescreen hack and some other fixes aka AiO Patch

dgVoodoo uses plain MSAA. The text is perfectly clear on my end with its MSAA, even with upscaled game resolution from 1280 x 720 (in-game setting) to 3840 x 2160 and back down to my screen's native 1920x1080 (NVIDIA DSR), so I don't know what to say regarding your problems... No problems using nati...
by UCyborg
Fri Aug 31, 2018 4:49 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 300
Views: 80865

Re: Widescreen hack and some other fixes aka AiO Patch

Floating point depth buffer doesn't even exist in old Direct3D. It's not part of the spec. Although you get it through dgVoodoo if you explicitly request 32-bit buffer with mask 0xffffffff instead of the pure integer buffer, from what I was told it's because that's what modern cards support. So I sh...
by UCyborg
Wed Aug 29, 2018 9:42 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 300
Views: 80865

Re: Widescreen hack and some other fixes aka AiO Patch

Small update:

  • Updated lens flare visibility checking code to be able to read 32-bit floating point depth values.
  • Added option to force usage of 32-bit depth mask.
by UCyborg
Sat Aug 25, 2018 11:44 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 300
Views: 80865

Re: Widescreen hack and some other fixes aka AiO Patch

So would that be related to the flickering insane corruption that happens when the lightning flashes (even if off-screen) - presumably due to garbage data being written to the z-buffer (in the wrong format)? No, z-buffer is locked just to be read to determine whether the lens flare in question shou...
by UCyborg
Fri Aug 24, 2018 9:10 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 300
Views: 80865

Re: Widescreen hack and some other fixes aka AiO Patch

I only shortened the code to get rid of redundant bits, so no functionality was altered. What actually goes wrong is this; at the API level, we're led to believe we're dealing with 24-bit (integer) depth buffer. But what actually happens on AMD cards, we get the full blown 32-bit (float) buffer. Thi...
by UCyborg
Fri Aug 24, 2018 2:06 am
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 300
Views: 80865

Re: Widescreen hack and some other fixes aka AiO Patch

Nicely done! I took another look at lens flares. On my Radeon R2 without dgVoodoo, when the game locks the z-buffer to read it, values in it are pretty strange compared to what usually appears through dgVoodoo or without on other cards. Because of that, lens flares are decided to be invisible. At le...
by UCyborg
Tue Aug 21, 2018 9:39 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 300
Views: 80865

Re: Widescreen hack and some other fixes aka AiO Patch

Ah, OK. Explains why it feels a bit random. I'll add that stow weapon blocking thing in the following days and revert the weapon switch block while being stunned. Edit: Forgot to mention, when that error I mentioned happens during texture loads (DirectDraw surface creation failure), the affected tex...

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