The Wrapper Collection Project

Emulation of old PCs, PC hardware, or PC peripherals.

Re: The Wrapper Collection Project

Postby breech » 2016-12-23 @ 22:02

Thanks lowenz, and all the other contributors so far.
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Re: The Wrapper Collection Project

Postby TeddyTheBear » 2017-1-07 @ 21:30

Might be one to watch https://github.com/g-truc/glo
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Re: The Wrapper Collection Project

Postby lowenz » 2017-1-07 @ 22:25

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Re: The Wrapper Collection Project

Postby lowenz » 2017-1-17 @ 11:27

LLVMPipe of Mesa 17 (dev) now can be built perfectly with LLVM 3.9.1 (on Windows too).
Just saying, they (Mesa devs) removed the LLVMipa dependency so LLVM 3.9.1 can be used (LLVM 3.7.1 is the last with LLVMipa library).
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Re: The Wrapper Collection Project

Postby ZellSF » 2017-2-03 @ 18:21

Interestingly, combining QindieGL and Universal Resolution Changer works. Here's Heretic II running at 2560x1440 with the UI sized at 854x480. There's some minor glitches but it's still better than the other alternatives for playing Heretic II:
Heretic2 2017-02-02 01-04-23-71.jpg
No such luck for Neverwinter Nights, where the UI size is determined by resolution and no wrapper helps with that (no OpenGL wrappers work with it at all).

I thought it might be an useful combo for other OpenGL games but I couldn't think of a single one that didn't also have better alternative renders.
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Re: The Wrapper Collection Project

Postby lowenz » 2017-2-04 @ 08:52

It's an ID Tech specific wrapper.
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Re: The Wrapper Collection Project

Postby ZellSF » 2017-2-04 @ 12:23

lowenz wrote:It's an ID Tech specific wrapper.

QindieGL? Not according to it's GitHub page
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Re: The Wrapper Collection Project

Postby Stiletto » 2017-2-04 @ 14:37

ZellSF wrote:
lowenz wrote:It's an ID Tech specific wrapper.

QindieGL? Not according to it's GitHub page


QindieGL:
Supported Games
    Quake 2 (in OpenGL mode)
  • Kingpin
  • Quake 3
  • Return to Castle Wolfenstein
  • Half-Life (in OpenGL mode)
  • Serious Sam: First Encounter (light glare effects are not supported)
  • Serious Sam: Second Encounter* (in OpenGL mode; there is also a D3D renderer)
  • Doom 3 (only 2D works properly - menu, PDA, etc; 3D is glitchy but playable)
  • GLQuake (Z-trick must be disabled, e.g. type gl_ztrick 0 in the console)
  • Tux Racer
  • and maybe some others not tested; simply check!


Wow, that's come a long way since last we looked at it! Thanks for the head's up.
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do the Fandango!" - Queen

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Re: The Wrapper Collection Project

Postby leileilol » 2017-2-24 @ 01:51

Qindiegl's more practical for the closed-source id tech games which will never see proper widescreen support in their lifetime
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Re: The Wrapper Collection Project

Postby ZellSF » 2017-2-25 @ 13:03

Same thing also works in Kingpin, Quake 2 and Sin (non-Steam version). Not surprising since they're all Quake 2 engine games. They all (Heretic 2 included) already have widescreen patches, but they don't have UI scaling. With Glide render, you can select a lower resolution and force a higher one, that way you get some semblance of UI scaling, but the widescreen patches don't work with Glide. There definitely could be a better solution I'm not thinking of...

Soldier of Fortune sadly didn't like QindieGL, Anachronox already looks pretty good in very high resolutions and Daikatana has a pretty extensive fan patch with proper widescreen support and UI scaling. It's also obviously a bit pointless for Quake 2.
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