Author Topic: is there a WORKING OpenGL to D3D port for FS2 Open?  (Read 5498 times)

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is there a WORKING OpenGL to D3D port for FS2 Open?
I have tried both GLDirect and Qindie Gl and both came up with "this is for OpenGL 1.1 and this program is OpenGL 1.2 aborting"   I swear both are meant to be capable of emulating OpenGL 1.2 

I want to wrap it to D3D so I can use Nvidia Shadowplay to record my missions.  even fraps would not save my screenshot boasting my 16 kills on 1 mission  :mad:

 

Offline AdmiralRalwood

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Re: is there a WORKING OpenGL to D3D port for FS2 Open?
Uh, FRAPS definitely works with FSO over here...
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: is there a WORKING OpenGL to D3D port for FS2 Open?
Yeah, I've been doing all my game related screenshots with FRAPS for a while now, including FSO.

 

Offline jr2

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Re: is there a WORKING OpenGL to D3D port for FS2 Open?
If FRAPS isn't your cup of tea:

http://alternativeto.net/software/fraps/

 

Offline procdrone

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Re: is there a WORKING OpenGL to D3D port for FS2 Open?
Playclaw 2 is really nice tool, but its not free... its trial/test/whatever_thats_named_version allows you to do screenshots and videos to some degree i believe.
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Offline DahBlount

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Re: is there a WORKING OpenGL to D3D port for FS2 Open?
For recording/screenshots and streaming, I use Open Broadcaster Software. It's free, open-source, and highly customizable. It's available for Windows 7/8(and Vista with SP2+) and OSX 10.8+ with plans to include Linux in the near future.
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<DahBlount> So
<DahBlount> JAD2.2 is like that
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Re: is there a WORKING OpenGL to D3D port for FS2 Open?
As far as i know there is a complete independend and incompatible DirectX branch of the FreeSpace 2 Source Code with DirectX 11.1 graphic features and things like PhysX implementation for Asteroids, Debris, Explosions and Gravitation.

But afaik that is only used for the Colony Wars and Starlancer standalone games.



For recording FreeSpace 2 i personally recommend the MSI Afterburner. It is freeware and you can record two audio sources as well you can record with a Lossless Codec. Shadowplay record only with a lossy codec... so lesser image quality, especially if you want to work with video editing programs.
« Last Edit: November 16, 2014, 12:33:37 pm by Deepstar »
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My english isn't very well, so sorry for a few mistakes.

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Offline Cyborg17

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Re: is there a WORKING OpenGL to D3D port for FS2 Open?
But afaik that is only used for the Colony Wars and Starlancer standalone games.

What is this sorcery?

 

Offline Herra Tohtori

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Re: is there a WORKING OpenGL to D3D port for FS2 Open?
I want to wrap it to D3D so I can use Nvidia Shadowplay to record my missions.

Shadowplay uses NVENC for video encoding, with severely simplified (read: limited) options on encoding quality both sound and image wise, and the Direct3D limitation seems to be completely arbitrary.

Open Broadcast Software (both 32bit and 64bit versions) can be configured to encode using NVENC feature, if it exists on the graphics card. OBS also doesn't restrict the graphics API to Direct3D, but can record just as well from OpenGL applications.



For most people, the issue with lossless recording is either file size or write speed to HDD. Lossless recording technically uses less processing power since it saves everything directly, but if the storage media can't keep up, there will be frame skipping or other loss of recording performance. Usually some kind of encoding is a practical necessity.


Quote
As far as i know there is a complete independend and incompatible DirectX branch of the FreeSpace 2 Source Code with DirectX 11.1 graphic features and things like PhysX implementation for Asteroids, Debris, Explosions and Gravitation.

But afaik that is only used for the Colony Wars and Starlancer standalone games.

Pics or it didn't happen  :p

I'm not sure what you mean by "standalone games", but FS2 Source Code (and, naturally, FSO) licensing expressly forbids any commercial use. So if these games have some kind of profit generating scheme going on (like having to pay for them), then they either do not use FSO engine, or they are in serious breach of the license.
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline The E

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Re: is there a WORKING OpenGL to D3D port for FS2 Open?
As far as i know there is a complete independend and incompatible DirectX branch of the FreeSpace 2 Source Code with DirectX 11.1 graphic features and things like PhysX implementation for Asteroids, Debris, Explosions and Gravitation.

But afaik that is only used for the Colony Wars and Starlancer standalone games.

We (as SCP) have never heard of this. None of the developers (if they exist, and if this thing exists) ever came forward to offer code patches. While we generally prefer to stay firmly in the OpenGL camp (for maximum compatibility, if nothing else), we certainly would not dismiss such things out of hand.
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Offline AdmiralRalwood

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Re: is there a WORKING OpenGL to D3D port for FS2 Open?
In fact, DirectX support was droppped because there weren't any coders able to keep it up-to-date. If somebody has a version of FSO with DirectX 11.1 support, I'd love to see it.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

  
Re: is there a WORKING OpenGL to D3D port for FS2 Open?
fraps dod not work as i was silly enough to bind the screenshot key to a key used in FSO (home) and FSO option triggered (shield increase)  and did not trigger the FRAPS Screenshot. instead I am using fraps with a new key and works fine and also got a test video and thanks to my new rig NO LAG! *facepalm

Problem solved!