Search found 298 matches
- Wed Sep 12, 2018 4:50 am
- Forum: Drakan (PC) Game Discussion & Technical Support
- Topic: Widescreen hack and some other fixes aka AiO Patch
- Replies: 354
- Views: 2951545
Re: Widescreen hack and some other fixes aka AiO Patch
OK, the last of my changes to Level Editor.exe for the foreseeable future: In the "landscaping tool", the "Brush size" slider has had its sensitivity nerfed by 16x - previously it was impractically huge, with only the first 2 "ticks" being at all useful. This involved c...
- Sun Sep 09, 2018 9:25 am
- Forum: Drakan Level Editing and Game Mods
- Topic: OpenDrakan ~ A Drakan engine recreation
- Replies: 36
- Views: 74905
Re: OpenDrakan ~ A Drakan engine recreation
I've been digging straight down into the math involved in calculating the angle of a slope (for the purposes of determining whether Rynn will walk or slide on any given terrain triangle), and I have to say this is most bizarre. But first, let's take a loot at the math involved before jumping to any ...
- Tue Sep 04, 2018 10:02 pm
- Forum: Drakan (PC) Game Discussion & Technical Support
- Topic: Widescreen hack and some other fixes aka AiO Patch
- Replies: 354
- Views: 2951545
Re: Widescreen hack and some other fixes aka AiO Patch
Very odd. Does the reported mask actually correspond to the buffer format, or is it just a bug caused by someone not paying attention to the endianness?
- Mon Sep 03, 2018 12:27 pm
- Forum: Drakan Level Editing and Game Mods
- Topic: OpenDrakan ~ A Drakan engine recreation
- Replies: 36
- Views: 74905
Re: OpenDrakan ~ A Drakan engine recreation
Hmm... here's some intel I gathered as a side-effect of reverse-engineering the Level Editor. The 16 bytes that control the texture orientation on the layer tiles appear to be some form of coordinate mapping scheme. There's always 1 each of the following values: 000000, 0000FFFF, FFFF0000, FFFFFFFF ...
- Mon Sep 03, 2018 6:40 am
- Forum: Drakan (PC) Game Discussion & Technical Support
- Topic: Widescreen hack and some other fixes aka AiO Patch
- Replies: 354
- Views: 2951545
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. Ahh, so I wasn't imagining things when the lens flares were unexpectedly not appearing (or disappearing) when viewed from certain angles, even...
- Sun Sep 02, 2018 1:12 pm
- Forum: Drakan (PC) Game Discussion & Technical Support
- Topic: Widescreen hack and some other fixes aka AiO Patch
- Replies: 354
- Views: 2951545
Re: Widescreen hack and some other fixes aka AiO Patch
Well, oops, I just found some bugs in my previous changes to the Editor... the hard-crashing type of bugs, that is. I've updated my previous posts with the new (fixed) code and the new Level Editor.exe - now it should work as intended, instead of crashing randomly while trying to use the new functio...
- Sat Sep 01, 2018 6:58 am
- Forum: Drakan (PC) Game Discussion & Technical Support
- Topic: Widescreen hack and some other fixes aka AiO Patch
- Replies: 354
- Views: 2951545
Re: Widescreen hack and some other fixes aka AiO Patch
This is where AMD's driver handling of legacy Direct3D fails; even though only integer depth buffers are defined on the API level, accessing z-buffer will reveal float values. Do note that the mask is irrelevant for distinguishing between integer and floats. (...) The ideal fix would be to AMD to f...
- Fri Aug 31, 2018 6:18 pm
- Forum: Drakan (PC) Game Discussion & Technical Support
- Topic: Widescreen hack and some other fixes aka AiO Patch
- Replies: 354
- Views: 2951545
Re: Widescreen hack and some other fixes aka AiO Patch
Clearly, there is a difference. And it's not just me; a few other users have reported the same thing, so it's not just a case of my eyeballs being out of calibration. Without dgVoodoo2 (and with 4xEQ antialiasing forced via Radeon Settings): text without dgVoodoo.png With dgVoodoo2, with antialiasin...
- Fri Aug 31, 2018 5:08 pm
- Forum: Drakan (PC) Game Discussion & Technical Support
- Topic: Widescreen hack and some other fixes aka AiO Patch
- Replies: 354
- Views: 2951545
Re: Widescreen hack and some other fixes aka AiO Patch
So I should probably undo the part of the code that prefers 32-bit buffers with mask 0xffffffff and just make it like it was before and only allow mask 0x00ffffff. Wait, what? Are you implying that there is no clean way to query the device caps through DirectX? That's... nuts! Also, I'm having a ha...
- Thu Aug 30, 2018 4:04 am
- Forum: Drakan (PC) Game Discussion & Technical Support
- Topic: Widescreen hack and some other fixes aka AiO Patch
- Replies: 354
- Views: 2951545
Re: Widescreen hack and some other fixes aka AiO Patch
Nice, at least there is some progress in the right direction :) Here's what happens on my system now: With Force32BitDepthMask=0, everything is exactly the same as before. With Force32BitDepthMask=1, the lens flare effects now show up regardless of whether dgVoodoo is used or not; it also doesn't ma...
- Fri Aug 24, 2018 9:27 pm
- Forum: Drakan (PC) Game Discussion & Technical Support
- Topic: Widescreen hack and some other fixes aka AiO Patch
- Replies: 354
- Views: 2951545
Re: Widescreen hack and some other fixes aka AiO Patch
But what actually happens on AMD cards, we get the full blown 32-bit (float) buffer. This format might be more common today so my guess is it's used internally by default and nothing's in place for backward compatibility Wow, that sounds like a complete disaster! It's amazing that more things aren'...
- Fri Aug 24, 2018 8:09 am
- Forum: Drakan (PC) Game Discussion & Technical Support
- Topic: Widescreen hack and some other fixes aka AiO Patch
- Replies: 354
- Views: 2951545
Re: Widescreen hack and some other fixes aka AiO Patch
Ok, I tested that with 18.4.1 Radeon drivers (haven't updated them yet): Without antialiasing: same as before - no lens flares, yes flashing screen corruption, With forced AA: same as before - no lens flares, no screen corruption either, With dgVoodoo: yes lens flares, no screen corruption So whatev...
- Thu Aug 23, 2018 6:12 pm
- Forum: Drakan (PC) Game Discussion & Technical Support
- Topic: Widescreen hack and some other fixes aka AiO Patch
- Replies: 354
- Views: 2951545
Re: Widescreen hack and some other fixes aka AiO Patch
Nice :) In the meantime, I hacked the Editor into accepting 32-bit textures. Now importing 24-bit RGB .BMPs results in a 32-bit texture, not 16-bit. When importing 32-bit ARGB .BMPs, it autodetects that it has a built-in alpha channel and sets up the metadata accordingly (so basically a 1-click impo...
- Wed Aug 22, 2018 8:55 pm
- Forum: Drakan Level Editing and Game Mods
- Topic: Some reverse-engineering of the Level Editor and TXD stuff
- Replies: 15
- Views: 46039
Re: Some reverse-engineering of the Level Editor and TXD stuff
Eg. the texture import codepath has correct handling for importing 32-bit BMPs when it flips the byte order to BGRA, without touching the alpha bytes. Oops... I take that back. It's actually extremely poorly written! :x More specifically, it does indeed work as intended... except that it assumes a ...
- Tue Aug 21, 2018 9:31 pm
- Forum: Drakan Level Editing and Game Mods
- Topic: Some reverse-engineering of the Level Editor and TXD stuff
- Replies: 15
- Views: 46039
Re: Some reverse-engineering of the Level Editor and TXD stuff
Actually some of these functions in the Level Editor are very well written. Eg. the texture import codepath has correct handling for importing 32-bit BMPs when it flips the byte order to BGRA, without touching the alpha bytes. Even though that's 100% unsupported. The "texture bitness converter&...