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Messages - aqrit

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16
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: January 25, 2016, 04:39:55 PM »
a new minimal version for Win8/10 was uploaded (same url) on the 20th

I plan on re-writing the main version again...
goals:
1. remove redraw kludge
2. real full-screen mode
3. switch to D3D9Ex or D3D11 for triple buffering with vsync

The "vista platform update for SP2" back ported DX11 but it isn't clear to me if the Win7 DX9Ex FLIPEX stuff was also back ported at the same time.

17
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: January 13, 2016, 02:22:18 AM »
I have not ever used mca64launcher, nor delved too deep into its source code. 

The war2_ddraw_minimal version just reduces the surface area for issues:
bad fonts... can't be a thing with the minimal version
bad window placement... can't be a thing with the minimal version
bad fps... can't be a thing with the minimal version
bad alt+tab... (hopefully) can't be a thing with the minimal version
etc.

also things like:
Quote
feature from mca64launcher ... to chat while being alt+tabbed out of starcraft
are more likely to work.

19
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: January 11, 2016, 11:17:10 PM »
the font is provably identical across test2,3,4 for me on win8.
looks like I need to get win10 sometime?
please check ddraw.dll's properties to see if the file version is 0.0.0.4 or blank
also a ss both with and without would be appreciated.

20
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: January 11, 2016, 12:26:22 PM »
test3 has known issues...
broken screenshots,
broken bnet screens,
broken alt + enter,
poor performance,
not recommended.

Quote
That's sad to exclude fixes for win7. Is that necessary to exclude that win7 code to improve the performance?
It wasn't done for performance, it was done mostly for compatibility with mcalauncher.  All Win8 and Win10 need is the menu fix, so just a menu fix gives people less things to complain about. Also it still annoys me that I need to manually issue redraw calls when a window is destroyed... so I was playing with that.

Quote
Are there any performance problems with previous version in war2 or in starcraft only?
sc1 has faster mouse scroll which makes low fps more noticeable... but there are no sc1 only features.
Performance improvements should speed up war2 and sc1 equally. Too many GdiFlush() calls in anything before test4 may cause noticeable "shudder" while scrolling the in-game view in war2, for instance.

Quote
So, looks like we got several problems with version 4. but there were ok in version 3
It is not clear what version (if any) are being used by Blid, tupac, or MaStA{hR}.
Which leaves alt+tab on XP as the only confirmed bug, currently.

21
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: January 10, 2016, 10:30:32 AM »
Lost surfaces are not handled in the minimal version because I assumed that win8 doesn't discard video memory... I'll look into it, if that is the version your talking about ?

22
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: January 09, 2016, 11:31:40 PM »
Here is a "pass-thru" version for Win8 and Win10 users, who aren't happy with the full version.
http://www.bitpatch.com/downloads/war2_ddraw_minimal.zip

It should be active only in the multi-player lobby.
In-game behavior should be identical to how it would be without this dll.

The minimal version is not suitable for use on Win7 or below.

source code: https://github.com/aqrit/war2_ddraw/tree/minimal

23
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: January 05, 2016, 02:16:20 AM »
@Blid
The obvious fix is just to delete the ddraw.dll from the game directory...

The first message box you should have seen would have read  "Display Failure!", "aqrit's compat mod".
From there I return an error code to the game which is why you see the msgbox that was posted.

The likely culprit is not WinXP but your graphic card.
It must support 2.0 Pixel Shaders and a 1024x1024 8-bit luminance surface.
I also force hardware vertex processing "pure device" for no apparent reason... maybe your card doesn't support that?
Make sure you have DirectX9.0c install and no weird options set in the registry, etc.

I'll try to add more error messages sometime in a future version.


24
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: January 03, 2016, 11:59:19 AM »
Quote
only have the code executed when not in-game since there aren't any graphical bugs in-game?
This would be pointless on Vista and Win7. On Win8 and Win10 it could be be done... but is there a confirmed reason to do so?

Quote
set_palette function... from a data set of 13,911 calls.
I might need to clean-up this function if it is getting called in-game.

Quote
XP alt+tab
that is fairly strange behavior... does it happen only while on the bnet screens or does it also happen when alt-tabbing out from single player campaign?

Quote
ClearType fonts (x-post)
I haven't tested but...
enabling anti-aliased fonts probably risks breaking the built-in screenshots on the bnet screens, because there will be more than 256 colors on screen and gdi will probably screw up the color conversion.

25
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: January 02, 2016, 11:58:33 AM »
http://www.bitpatch.com/downloads/war2_ddraw_test4.zip
 
This *barely tested* build should have a nice speed up ( not measured ) from using a pixel shader.
It has some additional system requirements but I'm guessing everyone should still be able to run it.

26
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 30, 2015, 08:39:47 AM »
 :)

Quote
Could you write some pseudo code or even C++ code for color_convert()

Code: [Select]
void __cdecl
color_convert( BYTE* src, RGBQUAD* pal, DWORD* dst, DWORD cnt )
{
do{
dst[0] = pal[src[0]];
dst[1] = pal[src[1]];
dst[2] = pal[src[2]];
dst[3] = pal[src[3]];
dst = &dst[4];
src = &src[4];
} while( --cnt );
}

Quote
I'm still interested in moving code onto multiple threads.
don't ... the next item on my todo list is:
Quote
use d3d shader to color convert.

27
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 30, 2015, 03:19:00 AM »
thanks for testing xboi.
I just pushed a commit that might help:
while "in-game", GdiFlush doesn't need to be called at all...
so calling it every frame was probably an expensive mistake.

also... I've not sure if mca64Launcher stuff would conflict with my stuff
so please be clear if you're using or not using that.

28
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 26, 2015, 12:33:53 AM »
The new code on github calls ChangeDisplaySettings() directly. If the user's device doesn't support 640x480 resolution then they will have to play in windowed mode. Scaling the ddraw graphics to fit the screen is trivial. Scaling the mouse input should be fairly easy. However, scaling the child and sibling windows on the battle.net screens will probably be very hard, this is not something I plan to do.

the current todo list for a stable version:
use d3d shader to color convert.
alt+enter on battle.net screen. (windows getting resized on WM_DISPLAYCHANGE???) done (?)
upon prntscr detection, set "import_gdi_bits = TRUE" for a few frames. done (?)
implement "wait for vsync" and "get vsync status". optional.

29
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 18, 2015, 09:09:56 PM »
not really ;-/

but here is the build with d3d
http://www.bitpatch.com/downloads/war2_ddraw_test3.zip

it adds an alt+enter shortcut to flip between windowed and fullscreen views.
edit: alt+enter seems to crash currently if used on the battle.net screen :(
edit: it is also missing one of the kludges to redraw the screen ... so yeah WIP

I put the source up on github, just in case anyone wants to help.
https://github.com/aqrit/war2_ddraw


30
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 15, 2015, 04:56:21 AM »
@iL
everything you posted would all compile to the same code :P

I checked earlier today and
Code: [Select]
for( i = 0; i < 640 * 480 / 4; i++ ) p [ i ] = 0xFEFEFEFE;compiles to 
Code: [Select]
mov eax, 0xfefefefeh
mov ecx, 640*480/4
lea edi, pvBmpBits
rep stosd
or w/e

IMO the sse2 code that I posted is as fast as it gets.

p.s. this may all be pointless... I've just ported the game to d3d9... it looks like gdi text only shows up over the game when it is windowed... So fullscreen d3d9 might be great, if I can copy gdi onto d3d instead of the other way around, I can ignore all this crap. I won't have much time to look into it for the rest of the week though.

edit:
never-mind, I would still have black boxes around text if I did that :(

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