sharangad wrote on 2023-08-14, 08:38:@BEEN_Nath_58 , in response to your thread on source forge, which I can't reply to.:
I couldn't make it work on my problem lapto […]
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@BEEN_Nath_58 , in response to your thread on source forge, which I can't reply to.:
I couldn't make it work on my problem laptop. I did disable an extraneous HP audio component, but it had no effect.
On an Asus xonar for instance I think disabling dgx and other dsp effects like the equalizer should stop extra filters from loading into the process's address space. But you do lose eax 2.0/a3d in older games. I've had issues with things like that in games like "the longest journey" that have nothing to do with rready.
For most sound cards the dsp effects are an integral part of the drivers and removal involves regsvr32.
If you enable crash dumps and look through the list of loaded modules you'll most probably find an audio component in there.
I am aware of this exact particular issue. This happened on a Windows 7 laptop that my friend owned, and I fixed it for him.
The problem I described happens on Windows 11 22H2+ only. So far 90% of my game library using the Win95/98/ME compatibility mode is affected. You can ask around, you will get the same result.
For most games, there's an alternative to enabling Windows 95 compatibility mode.
Heavy Gear 2 game: Its IAS Sound Configuration Utility needed Windows 95 mode, and without running it there was no game sound effects. The HardwareAudioMixer shim fixed it.
M1 Tank Platoon II: DxWnd's SafeHeap fixed it.
Thief I and II (vanilla game): SingleProcAffinity shim
...
A few games that still don't have an answer to the EmulateHeap bug is: Jane's Longbow 2 book reading screen, GTA Vice City Win98 compat mode, Lords of the Realm...
Most of these games don't use RRedline at all. vHexenII was our subject. Although DxWnd attached magic to EmulateHeap somehow, without it the game would run 1/15 times.
My suggestion saying this was: consider setting shims individually over compatibility mode.
Also EmulateHeap isn't the only problem; there's problem with EmulateGetCommandLine because Windows no longer sets up DOS lengths paths anymore (by default)... but all of this is a topic for later.
About QUAKE 2 issue, the problem occurs always, regardless of settings.
Edit: If I start game without rendition and then launch RReady and put vid_ref v1k, it still gives the "couldn't create window" error.
previously known as Discrete_BOB_058