Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: RandomTiger on July 08, 2003, 03:10:17 am
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I have changed fs2_open to take its video settings from
videocardFs2open instead of videocard registry entry.
This is part of a package to fix various problems.
It requires everyone to make use of my launcher for which the source code is available.
Anyone who can see a problem with this should address it sooner than rather than later.
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nice.:)
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errr does this mean i can run Fs2 on my radeon 9000........
plz say yes cuz right now im running fs2 on my primary graphics support (sux)
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does this mean you have committed changes to CVS, or that your exe will do that?
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Originally posted by Drew
errr does this mean i can run Fs2 on my radeon 9000........
plz say yes cuz right now im running fs2 on my primary graphics support (sux)
Primary Display Driver IS your Radeon 9000. DirectX doesn't refer to cards by their name, unlike OpenGL. If you'd've had a Voodoo 2 in your system, it would show up as Secondary Display Driver. That's it.
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Originally posted by Drew
errr does this mean i can run Fs2 on my radeon 9000........
plz say yes cuz right now im running fs2 on my primary graphics support (sux)
Fry_Day is probably right, however if it is your secondardy device then you should still get the option to use it in DX8. It puts the names of GF cards up, cant speak for ATI cards though. Give me a shout if you have any bother.
Originally posted by Inquisitor
does this mean you have committed changes to CVS, or that your exe will do that?
I have checked into cvs, it said everything went OK so it should all be in there. Perhaps someone could cehckout a fresh copy and check the top of Grd3d.cpp has my comments at the top of it.
In my docementation of my changes I also gave links for the new launhcer binary and source code.
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RT, the only part of the code that was problematic from your D3D8 implementation is that grd3dcalls.cpp - by default you enable checks that verify every SetTextureStageState call is for stage 0, which, of course, doesn't allow for Glowmaps. Also, even after disabling the define, SetTexture is wrong - the function is declared as
HRESULT d3d_SetTexture(int stage, IDirect3DBaseTexture8* texture_ptr), but the important line, is HRESULT hr = lpD3DDevice->SetTexture(0 , texture_ptr); which completely ignores the texture stage.
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Originally posted by Fry_Day
RT, the only part of the code that was problematic from your D3D8 implementation is that grd3dcalls.cpp - by default you enable checks that verify every SetTextureStageState call is for stage 0, which, of course, doesn't allow for Glowmaps. Also, even after disabling the define, SetTexture is wrong - the function is declared as
HRESULT d3d_SetTexture(int stage, IDirect3DBaseTexture8* texture_ptr), but the important line, is HRESULT hr = lpD3DDevice->SetTexture(0 , texture_ptr); which completely ignores the texture stage.
In my project I have already fix that.
I'll send the code ASAP.
The code for that was fine at the time, if anyone is doing anything in DX8 they would do well to contact me first and they can find these things out and get the solutions the easy way.
Im a resource, use me.
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The reason I kept it at 0 was because at that time it wasnt needed and the code to stop multiple stage changes wasnt setup to handle the other stages (which have slightly different defaults).
For now comment out the state checks and simply pass the state number to the D3D8 function.
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That's what I've been doing. Do you want to E-Mail me code that correctly handles higher texture stages, though? My code is a hack.
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Originally posted by Fry_Day
That's what I've been doing. Do you want to E-Mail me code that correctly handles higher texture stages, though? My code is a hack.
OK
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Cool.
Fry day will have CVS access this weekend.
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ya that set texture thing caused a bit of frustration for a few of us, but we got it working :)
I would check CVS but everything has gotten FUBARed sence I got the new computer, it is more crash tastic than my last one, it randomly restarts itself and everything, have I ever mentioned how much I hate microsoft (http://www.euronet.nl/users/frankvw/IhateMS.html)
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Originally posted by Bobboau
ya that set texture thing caused a bit of frustration for a few of us, but we got it working :)
I would check CVS but everything has gotten FUBARed sence I got the new computer, it is more crash tastic than my last one, it randomly restarts itself and everything, have I ever mentioned how much I hate microsoft (http://www.euronet.nl/users/frankvw/IhateMS.html)
Most new computers give you a bit of trouble till you configure them right, install the right drivers, and tweak the right systems. Do some reading on your particular Windows OS and try to figure out what works for you. My new system is now 100% stable under Windows XP with the exception of one oldish program that doesn't like ATI's OpenGL implementation...aside from that, rock solid. That was not the picture several weeks ago.