Thief 1/2 & SShock 2: DDFix and Enhanced Resolution Patch - discussion - by bikerdude
Timeslip on 14/3/2008 at 09:43
Quote Posted by Hiatus
If you want to test it yourself on nVidia, in User.cfg in T2 dir remove semicolon from ;starting_mission 3 line so it reads starting_mission 3, then start new game, load level, look ahead and see that very distant tower-like in front of you, above/behind all other objects. Now move slowly forward/backward/strafe and this tower should disappear/reappear briefly.
That tower flickers for me regardless of what I set UseCompatibleZBuffer to. :(
Since it's whole mesh subsets vansihing at once rather than individual pixels, I'd say that it sounded more like the dissapearing object bug that you mentioned before if it wasn't for the tower not dissapearing for you with a 16 bit zbuffer. It could be related to my fix for making sure that vertex z coords are less than 1. I'll try removing that and see if it stops the tower vanishing.
Edit: Yes it is. I'll get a 1.2.4 out later, but due to the limits of floating point accuracy I'm not sure if I can fix it properly without loosing the stars again. :(
Hiatus on 14/3/2008 at 09:53
Quote:
That tower flickers for me regardless of what I set UseCompatibleZBuffer to.
that's odd - on ATI (my usual res 1024x768x16 at least, haven't tried others yet) I can't get this tower to flicker (with bother vanilla T2 and 1.2.3 with UseCompatibleZBuffer=1) no matter what I try; and with 1.2.3 + UseCompatibleZBuffer=0 it flickers heavily. If on nVidia it flickers even with 16-bit zbuffer, it looks like ATI has better/more precise 16-bit zbuffer, or sth like that :P.
Does it flicker for you in vanilla T2, too?
re different behaviour on ATI/nVidia - maybe you'll be forced to make separate versions of the fix for each after all - or at least/better introduce (more) compatibility settings for each (ATI: 0, nVidia: 1 etc)...
Nameless Voice on 14/3/2008 at 09:55
Quote Posted by Timeslip
You'd just need to change the 'fx.dwFillColor=0;' line in FakeSurface::ClearOverlay and the 'fx.ddckSrcColorkey.xxx=0' lines in FakeSurface::Flip to some colour that's never used in the menus and recompile.
Could you make that colour an .ini file option? I could handle recompiling the code, but I think that such things are a little beyond most people.
Also, a trivial issue, but since people keep quoting it in their logs: It should be "dual core" (two cores) not "duel core" (the cores engaging in an honourable fight?). ;)
Hiatus on 14/3/2008 at 10:10
@Timeslip:
I see you nicely reduced/eliminated micro texture seams in 1.2.3 (such as those previously visible on some roofs in fog enabled missions like LotP near mission starting point etc) - they're now gone (but bigger seams are still there - only small one are gone). What have you done, and was it intentional or some nice side effect of other fix(es)?
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Quote:
lso, a trivial issue, but since people keep quoting it in their logs: It should be "dual core" (two cores) not "duel core" (the cores engaging in an honourable fight?).
I'd go further, and rename this option to MultiCoreFix to be more general and future proof when 4, 8, 16 etc core CPUs become mainstream, not merely dual core ones as today :).
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@MH.TheFreak (re disappearing fog after going to menu etc): you got nVidia or ATI? It's ok for me on ATI (fog doesn't vanish after going to menus and back) but I'm on XPSP2.
bikerdude on 14/3/2008 at 11:18
Morning
Ive updated the begining of this thread with the info from the upated readme that came with the latest version (1.2.3)
Timeslip, keep up the good work and thanks for the updated obmm, fixed a few of the niggles Id been having with Oblivion :-)
biker
clearing on 14/3/2008 at 11:21
MH.TheFreak, it's ok for me too (ATI). Fog doesn't vanish after going into the menu or read the book.
GRRRR on 14/3/2008 at 12:32
Just wanna say thanks for this great fix. Had given up all hope on T2/SS2 looking noncrappy.
The see-thru inventory isnt that much of a biggie imho. The weapons-poke-into-walls bug was worse :p
Timeslip on 14/3/2008 at 13:04
1.2.4 is up. The tower is fixed for me, and I still have stars. :)
I did add options in the ini to change the colour key, but my 8800 doesn't seem to be able to cope with anything other than black. Anything else just breaks my picture. Hopefully people will have more luck with SS2. :confused:
Hiatus on 14/3/2008 at 13:39
Quote:
1.2.4 is up. The tower is fixed for me, and I still have stars.
just tested Framed and that tower very briefly - and same here with ATI - both 16-bit and 24-bit zbuffer (previously causing flicker) are fine now (no flickering) - and stars are there, of course.
great job!:thumb:
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Q1: can I have vanilla T2 exe and ddfixed one (and .dll+.ini) in game dir simultaneously (with vanilla/ddfixed exe renamed) and just launch them with different shortcuts OR should I move them out of game dir when I launch either of them. Is there any negative side effect of having them all in game dir all the time (only renamed)?
Q2 (out of curiosity): when in ddfix 1.2.x min required res is now 800x600 whereas in 1.1.x/1.0.x it was 640x480?