But I presume that including it anyway wouldn't actually break anything, though?
No, it wouldn't. But if there's something else running besides Drakan that needs D3DCompiler_47.dll, there'd be 2 separate copies of the DLL loaded in memory.
In any case, that's the default behavior regarding the Quick Launch icon in Inno Setup: the Quick Launch shortcut is not available as an install option on OSes newer than Vista.
Oh, OK. Some software still creates Quick-Launch shortcut on Windows 7+. It can be added through the right-lick context menu on the taskbar, where you add toolbars. You have to know that the folder you're looking for is "%appdata%\Microsoft\Internet Explorer\Quick Launch". It's not exactly the same as in Vista and earlier, but it works for some people.
I don't have any W10 systems around, so I wouldn't know the first thing about that.
I do keep it around to occasionally check what Microsoft is up to, but I find it a bit too shaky to trust as the main OS. I actually use Windows 8.1 ATM, which was never popular, but with the number of tweaks, it works very well for my needs.
Whether we like Windows 10 or not, it's good to know about any potential issues that might affect Drakan. After all, It's installed on many people's PCs. Generally, Drakan works fine on it, but it's a fact of life that quality assurance when it comes to Windows 10 is a bit sloppy. For example, the previous stable build (version 1709) has a ListView scrolling bug
. The latest build broke the ICopyHook interface, see this
. I also remember there was an update at one point that broke some extensions for Visual Studio. I also noticed certain programs don't respond to Win + Down arrow keyboard shortcut (for minimizing) when run on Windows 10, Drakan being one of them. It should work when the game is in windowed mode, but it doesn't.
Something about lens flares, they should work fine now, with dgVoodoo or without. The issue was that the engine didn't pick the most optimal Z-buffer format. With dgVoodoo, this resulted in picking format for which dgVoodoo cannot to provide fast access memory access to Z-buffer. Without it, it picked the one which the engine didn't handle properly, hence no flares on most graphics cards. There was another issue of accessing out-of-bounds memory, hence seemingly random crashes because of it. They were the easiest to reproduce if you let dragons with lighting attack chase and shoot you from behind.
Another very useful feature of dgVoodoo is resolution forcing, which I find more interesting than the well known anti-aliasing and texture filtering settings. As for why would you need that for Drakan; to be able to make 2D portions of the game (menus, HUD, ...) bigger. I've been experimenting with NVIDIA's DSR feature recently. Basically, it lets me use 4K resolution on my 1920x1080 monitor. So if I set the game to 1280x720 and set dgVodooo to force resolution to 3840x2160, this gives me good 3D graphics without jaggies without the need for anti-aliasing (so no pixel updating bug in-game neither, although strangely, it shows up in menus) and decently sized 2D graphics, which looks crisper than if I forced the native resolution of 1920x1080.
Of course, it's not perfect since the original assets are of very low resolution and this game was really made for 640x480, not the crazy resolutions we have today. Also, imagine that you have one of those 4K displays. Setting Drakan to use the native resolution directly would result in having really small 2D graphics, which is especially horrible on smaller displays with greater pixel density.