Team Apache
https://youtu.be/LceE63JJ9dg
Apologies for the mobile capture of front buffer rendering and possibly garbled text. It early in the morning and a local Buddhist festival (running for who know long. Despite being a non-practising Buddhist I find noise pollution offensive) is ruining my sleep. Capture software can't capture it and the audio was captured separately. This game should run fine on older GPUs BTW. My first video was on a GTX1060 (https://youtu.be/MKXiQZ1EwRE). It*does* require a discrete card and possibly a fast CPU.
An Alpha build of this release will be out tomorrow and this will go out to the store by next Monday after being tested across all RRedlne and Speedy3D games.
[EDIT] Link:
https://nirvtek.com/downloads/RReady.Alpha.20250514.001.7z
MD5: 1456904ec18d76bf1fcbcff8beaec018
[/EDIT]
Other fixes include
- Fixes Windows 7 crash bug introduced in March.
- Improves Formula 1 (Rendition RRedline mode) performance a bit and allows Rendition anti-aliasing to be disabled for this game.
The last two bugs were caused by changes to the MD5 hash (checksums for texture caching) generation code reusing the same generator. The reuse flag while being faster doesn't work on Win7. The other change to improve F1 support it to reuse the hash generator object (as well as internally reusing the generator on newer OSes). This was an oversight during coding. The object should always have been reused. There might be a slight improvement in other games.
The other fixes are for Team Apache:
- Adds a workaround for nvidia drivers (after Win11 24H2 and the equivalent for Windows 10) which cause the game to freeze at the end of the first intro video. This is caused by an nvidia thread prioritisation bug. AMD and Intel GPUs correctly knock down the thread priorities and don't suffer from this problem. Unfortunately I don't have cards from those vendors, so maybe somebody could test this release (once its out) and let me know if it still works. Thanks @Been_Nath_058 for the fix.
- Campaign mode text rendering should be ok (at least until someone tells me otherwise)
- Loading progress bars for instant action missions should always load. For some reason launching "Latvia" (first mission) first causes its loading bar to be rendered completely differently to how the 2nd mission ("Colombia") renders its. What's even weirder is if "Colombia" is launched before "Latvia, " then Latvia also renders its progress bar the same way as "Colombia."
- Video cutscenes should mostly render at full speed. The thread prioritisation is *untested* and might glitch causing video stuttering. It will be subjected to more testing.
- The game still suffers from random corruption in the menus and the screen sometimes doesn't update unless the mouse is moved. On original hardware also the mouse has to be moved for front buffer updates to appear but they all appear just fine once you do. However on modern GPUs with RReady, if the mouse movement is slow., it only repaints bits of the screen under the mouse, which is pretty horrible. This is most noticeable when ending a mission, the cancellation screen might not appear fully until you sweep across the entire screen. Perhaps someone with more DirectDraw/Win32 GDI knowlege could let me know how an app can block OpenGL front buffer rendering until the mouse pointe moves on screen. The pointer always seems to move offscreen for some reason before/during/after a front buffer update, even on original hardware.
Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda