First post, by lowenz
Lord of the Rings - War in the North (D3D9) crashes at start (directly or in the few instants of the opening videos)
Lord of the Rings - War in the North (D3D9) crashes at start (directly or in the few instants of the opening videos)
lowenz wrote on 2023-03-08, 17:47:Lord of the Rings - War in the North (D3D9) crashes at start (directly or in the few instants of the opening videos)
2 dumps (from the game itself) -> see attachment
Thanks! Actually this is a game bug, it overwrites some tiny memory but I "fixed it", created a workaround for that case. It'll be included in the next version (WIP89.5+).
You're damn good, it's just astonishing how much effort, craftmanship and sheer dedication you put in dgVoodoo!
the branchless tree looks like a pole now 😉
Well, the forced MSAA probably breaks something intermediate in the game rendering process... The best would be some postprocess AA for this game instead.
The shadows are pixelated natively too (point sampled filter for the shadow map). No matter if bilinear sampling is forced it does not look very different and great either, the shadow map is too small compared the area it wraps (a very large portion of the level).
The missing foliage - indeed it's missing. I'll try to figure out it, unfortunately the worst to debug is something that does not appear at all.
It's the same for Blacksite: Area51? (i mean the shadows)
Sh*t, if I had spotted this message earlier in the debug log, then it'd have saved me a lot of wasted time I spent on the missing foliage bug last week. I could have fix it in 5 minutes:
2512496 334.998091 27760 witn.exe [dgVoodoo] ERROR: Direct3DDevice9 (29107940): Draw*/ProcessVertices: Current FVF code (6A4412) is invalid.
Anyway, foliage is rendered now.
lowenz wrote on 2023-04-19, 17:32:It's the same for Blacksite: Area51? (i mean the shadows)
Probably but I don't know it. I should check out the details in the game to tell.