Gudadantza on 24/10/2005 at 21:29
Done.
changed the mouse2kv related line from "640 480 8 8" to "800 600 8 8" I didn´t rememberd...:)
Now in 800 600 it runs well. 1024 is a bit slow to be playable, I have an old computer :). But I will test it.
Just one thing...
The first time I run the exe it hangs to desktop. The second time it runs... Is It normal?
RocketMan on 24/10/2005 at 23:06
Thought that only worked with logitech/microsoft mice?
ToxicFrog on 25/10/2005 at 00:54
Quote Posted by RocketMan
Thought that only worked with logitech/microsoft mice?
It should work with any mouse, although in truth I've never tried it with serial mice. The brand of the mouse doesn't matter, especially as mouse2kv neither affects nor relies on the various (annoying!) special features some mice come with.
BloodChilde on 2/12/2005 at 05:08
Quote Posted by ToxicFrog
Maybe. I'm running it on a Radeon 9800 myself, which might explain why I'm not seeing this issue.
The parameters the monitor reports while playing SS1, by the way:
800x600: 37.7kHz horizontal, 60Hz vertical
1024x768: 48.2kHz horizontal, 60Hz vertical
(speaking of which, anyone know how to get it working at >60Hz?)
Toxic, u are the king! I still can't believe what you did...
Anyway, I have a problem with resolution boost. SS1 works great with Mok's XP patched CDSHOCK.EXE, but when I patch it with ss1hr and switch to 800 or 1024, the display tears itself to shreds (the game is still working in the background, though). So, I'm thinking this must be due to the incorrect refresh rate (just guessing, have no idea actually). I run it on a laptop with Radeon 9700, so it isn't a nVidia related problem. The default and only available refresh rate for my LCD in XP is 60Hz. Is that the problem?
Please, can you or someone give me some advice? :confused:
Btw, when i change the res to 1280, I begin to salt the fries and end up with this:
General protection fault
EAX: b8b8b8b8 EBX: b8b8b8b8 ECX: 00000000 EDX: 02d7a24c TXT: 0000027f
ESI: 02f55991 EDI: 02d8a770 EBP: 02f59940 ESP: 02f59934 DTA: 0000028f
EIP: 02d3353b ERR: 00000000 EFL: 00013293 EXC: 0000000d EMN: 02cce248
CS: 027f DS: 028f ES: 028f FS: 0000 GS: 0297 SS: 028f
:grr:
ToxicFrog on 2/12/2005 at 15:48
1280x1024 just doesn't seem to work on some systems, and I can't figure out why.
Concerning the display "tearing itself to shreds" -- there was a bug like this in an early version (it was changing the resolution without updating the framebuffer parameters) but I never released that build for that very reason, so I don't see how it could be that...
Ok, some stuff to try...
- can you get the H/V refresh rate information from your monitor when it all goes horribly wrong?
- try running it with NOLFB (or, if you already are, without)
- try turning off RefreshLock, if it's running (although it works fine on mine)
- if you have a digital camera, a photo of what the screen looks like when it's mangled will help determine if it's a refresh rate issue or a framebuffer size issue
There's a lot of stuff I haven't been able to test ss1hr with, including LCD monitors, laptops, and NOLFB, so with any luck we can gather some more information and find out what's going wrong.
It's also worth noting that I just got my laptop back from the shop, so over the weekend I'll be running ss1hr on it to see if it works with widescreen LCDs, which might also turn up something of interest.
Tej on 7/12/2005 at 19:46
Man, I almost envy you for having both the knowledge and the time to do this great stuff. :thumb:
ToxicFrog on 7/12/2005 at 19:52
Ahahahaha. I don't have the time, all my time is spent on schoolwork. I do this sort of thing when I should be sleeping.
Now that the semester's over perhaps I'll be able to dedicate some concentrated hacking time to ss1edit and ss1keymap.
Tej on 7/12/2005 at 20:29
Sounds like a swell plan to me :)
By the way, I feel a bit ashamed here. I basically barged in on the forum after months of absence, started assuming things, writing what's already been written... I am not a newbie here, so I should not be behaving like this!
Then I read a bit more of the pages, learn stuff about people, and am impressed. Wow, hacking programs at assembly levels (yeah, we do not have any other levels). It makes me really wish to know more about the assembly codes and programs. I did start learing with a Z80 CPU... will it help? :sweat: ;)
Anyway, I've been thinking, possibly a bit off topic, but still. I have been fiddling with Half-Life 2 (Source) SDK, and it isn't all that hard to make one's own mod. Now, since I think we (the community, myself not included) know the format of the Shock wad files, would it be difficult to actually make a program that transforms the content into a Hammer-readable format and then feed it to a Source engine?
Just a thought (someone else probably has already had).
Granted, hacking the original binary is swell, though! :thumb:
Shadowcat on 8/12/2005 at 11:32
Quote Posted by Tej
would it be difficult to actually make a program that transforms the content into a Hammer-readable format and then feed it to a Source engine?
Well there have been tools to convert the levels into another engine (SS2, maybe others) for a very long time.
A bunch of empty levels do not a game make, unfortunately.
ToxicFrog on 8/12/2005 at 13:59
Quote Posted by Tej
Then I read a bit more of the pages, learn stuff about people, and am impressed. Wow, hacking programs at assembly levels (yeah, we do not
have any other levels). It makes me really wish to know more about the assembly codes and programs. I did start learing with a Z80 CPU... will it help? :sweat: ;)
I would give my left mandible for the source code. ;.;
Z80 will help; I started out with 80x86 myself (bad idea!) and then 680x0. SS1, of courses, is 80x86 assembly, which is a cthonian abomination created for the sole purpose of driving coders insane. Being able to read it is a good skill to have, but learning the MC68K or Z80 first is a much better idea.
Quote Posted by Tej
Anyway, I've been thinking, possibly a bit off topic, but still. I have been fiddling with Half-Life 2 (Source) SDK, and it isn't all that hard to make one's own mod. Now, since I think we (the community, myself not included) know the format of the Shock wad files, would it be difficult to actually make a program that transforms the content into a Hammer-readable format and then feed it to a Source engine?
RES files, not WAD files. *bappity*
This has already been done with SS2, and should be doable with HL2 as well.
However, as Shadowcat has pointed out, a lot of empty levels aren't all that much fun. Of course, if we can generate the map geometry automatically, we can also place the entities automatically; but then we need models (with animations and physics data!) and textures for them, and we need AI, and we need to convert the SS1 triggers into HL2 triggers, and then we need to modify the HL2 interface, and so forth...
IOW, an SS1->HL2 conversion is a nice idea, but it's much harder than simply adding another output module to shockmap, and requires art skills as well as programming skills. There's a reason why, of all the "SS1 ported to engine X" projects, none of them have really gotten off the ground.