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Thread: Thief 1/2 & SShock 2: DDFix and Enhanced Resolution Patch - discussion

  1. #1351
    Member
    Registered: Nov 2003
    Location: Somewhere on Earth
    But why does it even mention system shock 1? Correct me if I'm wrong, but this thread has nothing to do with SS1. (just going off of the original thread post.)

  2. #1352
    Member
    Registered: Feb 2003
    Quote Originally Posted by sNeaksieGarrett View Post
    But why does it even mention system shock 1? Correct me if I'm wrong, but this thread has nothing to do with SS1. (just going off of the original thread post.)
    ... because all the games are based on the same engine/s T1-SS1 & T2-SS2. This thread is 2yrs old, and no one has brought this up before......

  3. #1353
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    Quote Originally Posted by Bikerdude View Post
    ... because all the games are based on the same engine/s T1-SS1 & T2-SS2.
    Ummm... no. SS1 is based on the Ultima Underworld engine. It's an entirely software-based renderer which has absolutely nothing to do with the Dark engine.

  4. #1354
    Member
    Registered: Feb 2003
    Quote Originally Posted by ZylonBane View Post
    SS1 is based on the Ultima Underworld engine. .
    I stand corrected, will remove references to SS1 - but I have to ask why hasnt anyone pointed this out in over 2yrs up untill now..?

  5. #1355
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    Quote Originally Posted by Bikerdude View Post
    I stand corrected, will remove references to SS1 - but I have to ask why hasnt anyone pointed this out in over 2yrs up untill now..?
    Was SS1 always in the title?

  6. #1356
    Member
    Registered: Mar 2001
    Location: Ireland
    It's actually been annoying me for ages, but I only just worked up the required effort to make a sarcastic comment (as keeping with the forum etiquette) about it now.

  7. #1357
    Member
    Registered: Feb 2003
    Quote Originally Posted by ZylonBane View Post
    Was SS1 always in the title?
    its been 2 years dude, so I cant be sure.
    Quote Originally Posted by Nameless Voice View Post
    It's actually been annoying me for ages, but I only just worked up the required effort to make a sarcastic comment
    I didnt notice, I just thought it was a plain comment, make more effort next time

  8. #1358
    Member
    Registered: Feb 2003
    Quote Originally Posted by NoMis View Post
    I had the same problem on Window7 64bit, so i made the manual approach.

    Since it does not seem to be windows 7 specific I guess it is 64bit specific.
    My guess, since it is a .net program, is that it is calling into 32 bit dll's but the CLR's JIT compiles the application to 64bit. 32bit + 64bit code does not work that well

    Changing the platform target of the project's properties to x86 explicitly and recompile it would solve the problem as it would force the CLR to always run it at 32 bit
    Arse I didnt think yo check this untill now...and sure enough it wont fire up.
    Last edited by Bikerdude; 2nd Oct 2009 at 16:06.

  9. #1359
    Member
    Registered: Aug 2004
    Quote Originally Posted by Bikerdude View Post
    Arse I didnt think yo check this untill now...and sure enough it wont fire up. how do i check if DDfixgui is a 16 or 32bit app..
    It's neither if its written in .NET (which I guess, since thats mentioned as requirement).
    .NET actually is not compiling to machine code but to IL (intermediate language). If the Programm is run on the target machine, the just in time compiler (JIT) compiles this IL to machine code. Because the JIT takes the target machine into account, it compiles the code to 32 bit on a 32 bit system and 64 bit on a 64 bit system.
    If the program calls arbitrary 32 bit code than you have a problem on 64 bit machines, because 64 bit code can't be mixed with 32 bit.
    I think this is whats happening here.
    However, the program can be compiled in such a way, that the JIT will always produce 32 bit code. I explained it in my previous post.

  10. #1360
    Member
    Registered: Feb 2003
    I just figured that out.. doh! Window7 like vista dosent come with .net, you have to ad it via "turn windows features on or off" in w7. Im about to reboot and see if that worked.

  11. #1361
    Member
    Registered: Aug 2004
    After looking a bit more into the gui problem I found out that my initial assumption was correct. DDFixGui.exe calls functions of the ddfixgui.dll. The dll contains 32 bit code. Do fix this, ddfixgui needs to be compiled with /platform x86, to make sure it runs as a 32 bit application even on 64 bit windows.

    Here is a screen shot of the project properties dialog in VS 2008:


  12. #1362
    Member
    Registered: Feb 2003
    Quote Originally Posted by NoMis View Post
    After looking a bit more into the gui problem I found out that my initial assumption was correct. DDFixGui.exe calls functions of the ddfixgui.dll. The dll contains 32 bit code. Do fix this, ddfixgui needs to be compiled with /platform x86, to make sure it runs as a 32 bit application even on 64 bit windows.
    Dude, you seem to know what your doing, the 1.3.11 source coded is freely available (http://timeslip.chorrol.com/ddfix.html), can you sort this out for us..?

    .
    Last edited by Bikerdude; 6th Oct 2009 at 10:22.

  13. #1363
    Member
    Registered: Aug 2004
    Unfortunately the source package from there only contains the source for the actual ddfix.dll. Can't find sources for the GUI version there. Maybe I'm blind though.

    But luckily the exe can be changed afterwards with the corflags tool from the .NET SDK.

    For the time being I downloaded the newest ddfix from timeslips website and used the corflags tool to apply the 32bit flag. But it should be fixed in the sourcecode as well that next time a new version is released we don't have to use the workaround again.

    Heres an upload at rapidshare http://rapidshare.com/files/289328070/ddfixG.7z.html
    Can only be downloaded 10 time however since I don't have a premium account.

  14. #1364

  15. #1365
    Member
    Registered: Nov 2003
    Location: Somewhere on Earth
    Awesome. I don't use x64, but I'm sure these other taffers will appreciate what you did

  16. #1366
    Member
    Registered: Feb 2003
    Ill put that file up on the 1st post, well done that man.

  17. #1367
    Member
    Registered: Aug 2004
    Just a quick follow up regarding your update on the first page. The fixed version will also work on any 32bit system because it basically always starts as a 32bit application. So you might update the download link and tell people that it "just works"

  18. #1368
    Member
    Registered: Oct 2007
    Location: Angelwatch
    Is it possible to integrate AntiAliasing into the ddfix engine? I think Thief would look much nicer with it on TFTs, however I can't force it using my graphics driver application.

  19. #1369
    Member
    Registered: Feb 2003
    Quote Originally Posted by Child Of Karras View Post
    Is it possible to integrate AntiAliasing into the ddfix engine? I think Thief would look much nicer with it on TFTs, however I can't force it using my graphics driver application.
    you just force it in the gfx card control panel dude.

  20. #1370
    Member
    Registered: Oct 2007
    Location: Angelwatch
    Like I've written that's exactly what I can't do in my graphics control panel.

  21. #1371
    Member
    Registered: May 2005
    What kind of video card do you have? There should at least be a 3rd party app to force antialiasing.

  22. #1372
    Member
    Registered: Oct 2007
    Location: Angelwatch
    Intel GMA 945.

  23. #1373
    Member
    Registered: Feb 2003

    we may have a fix for fog...

    Quote Originally Posted by SiO2 View Post
    Having grabbed Timeslip's source and recompiled DDFix so I could do some investigation, I'm not too surprised that we're having such problems with fog. Thief2 passes 4D homogenous coordinates to a D3D3 device which I'm guessing is probably outside IHV's support path. These days, developers usually pass 3D object-space vertices to a vertex shader together with the transformation matrices needed to project the verts into clip-space. T2 effectively does the work of the vertex shader itself. Add the fact that modern GPU's don't have any fixed-function hardware anymore and convert fixed-function device state into runtime-generated programmable shaders and you start to wonder what some drivers actually do when confronted with a path as comparatively unusual as "old" Direct3D3 API calls with 4D homogenous vertices. Purely a guess, but I would not be surprised if the fog switch was being ignored by some drivers.

    Hmmm. I guess it would be possible to change Timeslip's wrapper so it creates a D3D9 device internally, translates the D3D3 calls and uses programmable shaders - we could then do whatever we want in the pixel shader. The vertex shader would just pass-thru the data to the pixel shader and after the homogenous divide we would have a depth value we could use to apply our own fog calculation to the colour output from the pixel shader. A lot work just to fix fog!

    BTW If we ever get the official T2 source code one of the primary areas of improvement would be to offload the transformations to the GPU.
    should young SiO2 take up the challenge, that is....

  24. #1374
    Member
    Registered: Nov 2003
    Location: Somewhere on Earth
    Biker, that might as well be greek... Highly technical stuff he was saying there. I basically got that thief 2 uses fog in a way that is different from modern graphics cards....

  25. #1375
    Member
    Registered: Feb 2003
    Quote Originally Posted by sNeaksieGarrett View Post
    Biker, that might as well be greek... Highly technical stuff he was saying there. I basically got that thief 2 uses fog in a way that is different from modern graphics cards....
    which is why I am really hoping he/she will take up development of DDfix..

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