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First post, by Gamecollector

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Game info.

In WinXp Sp3 - the game installing and starting perfectly. Then, in the main menu|demo mode - it working with way too fast FPS. The two warriors for the demo are choosed - three seconds w/o demo or with 1 frame - another two are choosed. Plus the music/sound is also too fast.

"Vertical sync always on" in the driver settings - no reaction.

Tested with P4 3.0E/ 2 Gb RAM/ X850 PE Agp/ Catalyst 10.2/ WinXp Sp3.

P.S. In the WinME - the game is working with desired FPS.

Can someone tell me the way to properly run this game with WinXp?
Tnx.

Reply 1 of 8, by DosFreak

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The demo worked fine for me with 2000/XP32bit/200332bit.

For 2003 64bit to 2008R2 64bit I could only run it using Vmware 6 workstation with Windows 98SE as a guest OS.

Strangely on 7 64bit it worked fine with an XPS M1330 and on a desktop with an ATI 5870 video card. On other computers with 7 64bit I had to use Vmware.

It's probable some DirectX\Video driver issue.

Try reducing ddraw\d3d hardware acceleration and\or different driver versions and settings.

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Reply 5 of 8, by Gamecollector

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Tested with nGlide 0.98. Still the same behavior - too fast.

P.S. I reinstalled Xp and videodrivers. Now the game is working in software mode. But - there is no reaction to keyboard. Just main menu. Still the speed is normal, so - iit is the progress...
With the nGlide the game is still too fast.

Reply 6 of 8, by aqrit

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you actually want to increase the ddraw\d3d hardware acceleration slider
cause vysnc fails/ignored if ddraw is in hardware emulation mode

it doesn't seems to be a just a vsync problem because I faked ddraw vsync at 100ms
and the game still runs too fast in parts

the demo seems to be using QueryPerformanceCounter wrong
( not checking QueryPerformanceFrequency )

so the more counts per second your processor has the faster the game runs

unfortunately the EmulateSlowCpu Shim doesn't seem to work here
but if one just hex edits in a longer wait then fights run at a playable speed...

thats how things looks to me
feel free to prove me wrong

Reply 7 of 8, by aqrit

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( as per Re: Getting Gunmetal to run properly under win32. )

The game has a sub-function that calls QueryPerformanceCounter and returns milliseconds since game start.
That sub-function incorrectly converts the returned 'cycles' to milliseconds ( shr cycles,0xA )

The easiest fix is to just call GetTickCount instead
GetTickCount returns milliseconds since Windows was started.
A distinction between "game start" and "Windows start" is not needed on the demo.
The demo exe and the full exe seem almost identical.
( note: GetTickCount rolls over after 48 days of uptime... but it doesn't seem worth the extra effort to handle that )

// cyber v1.0
at file offset 00003116 write 0E 30 04 00
at file offset 00003125 write FF 2F 04 00

// cg_demo v1.0B ( http://www.sierrahelp.com/Misc/Demos.html )
at file offset 0000305F write 69 30 04 00
at file offset 0000306E write 5A 30 04 00

Reply 8 of 8, by Gamecollector

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Tnx. Have tested the full game.
1) The game is playable now in Xp.
2) The gameplay is 20% slower. And it looks like smooth/normal/turbo option isn't working.
3) Patched version don't needs the EmulateSlowCPU ACT fix. It looks like EmulateSlowCPU isn't fixing QueryPerformanceCounter completely...
And again - big tnx.

Asus P4P800 SE/Pentium4 3.2E/2 Gb DDR400B,
Radeon HD3850 Agp (Sapphire), Catalyst 14.4 (XpProSp3).
Voodoo2 12 MB SLI, Win2k drivers 1.02.00 (XpProSp3).