Search found 424 matches

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: 354
Views: 2273534

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: 354
Views: 2273534

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: 354
Views: 2273534

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: 354
Views: 2273534

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: 354
Views: 2273534

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: 354
Views: 2273534

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: 354
Views: 2273534

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...
by UCyborg
Tue Aug 21, 2018 9:27 pm
Forum: Drakan Level Editing and Game Mods
Topic: Some reverse-engineering of the Level Editor and TXD stuff
Replies: 15
Views: 29980

Re: Some reverse-engineering of the Level Editor and TXD stuff

Sorry, I accidentally omitted important part of sentence. What I wanted to say, I tried to make it call the function after the check at 0x426EC6, but changing the existing argument of 0x10 (16) to 0x18 (24). I guess that told it to convert 24-bit BMP I had to 24-bit, which doesn't make any sense. :m...
by UCyborg
Tue Aug 21, 2018 9:19 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 354
Views: 2273534

Re: Widescreen hack and some other fixes aka AiO Patch

I mean, if I understand this correctly, there is no in-game advantage to stowing Rynn's weapon in the middle of an attack, since the animation continues regardless? If that's the case, then feel free to do as you like there. Personally I think it should be blocked though, because changing/stowing w...
by UCyborg
Tue Aug 21, 2018 8:48 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 354
Views: 2273534

Re: Widescreen hack and some other fixes aka AiO Patch

Good to hear about your progress on the editor! I fixed another odd bug today; should the DirectDraw surface creation fail when the textures are loading during level load, message will be output to the screen if debug messages are enabled. Previously, it just crashed because number of passed argumen...
by UCyborg
Tue Aug 21, 2018 8:46 pm
Forum: Drakan Level Editing and Game Mods
Topic: Some reverse-engineering of the Level Editor and TXD stuff
Replies: 15
Views: 29980

Re: Some reverse-engineering of the Level Editor and TXD stuff

Even more strangely - it unlocks the memory eventually, BUT then reads the unlocked memory later on. WTF? So it's not even consistent with itself! This would cause chaos if the program was actually ever made for pre-Windows 95 systems. We were already bitten by similar programming mistakes with thi...
by UCyborg
Mon Aug 20, 2018 9:25 pm
Forum: Drakan Level Editing and Game Mods
Topic: Some reverse-engineering of the Level Editor and TXD stuff
Replies: 15
Views: 29980

Re: Some reverse-engineering of the Level Editor and TXD stuff

locks the memory with Kernel32.GlobalLock Another oddity. Locking and unlocking memory has no meaning since 32-bit Windows became a thing. Just a relic from 16-bit Windows days and preserved for compatibility. Mostly, see this . Though the then new DirectDraw indeed implements the concept of (un)lo...
by UCyborg
Mon Aug 20, 2018 9:19 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 354
Views: 2273534

Re: Widescreen hack and some other fixes aka AiO Patch

I updated the archive; Drakan.exe now accepts 32-bit textures in addition to 8-bit and 16-bit flavors since they've been confirmed to work.