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Reply 1421 of 1624, by robertmo3

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robertmo3 wrote on 2024-05-10, 16:45:
rebel moon cgl: this looks harder: some doors have corrupted textures, but other doors that use same texture look fine i guess m […]
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rebel moon cgl:
this looks harder:
some doors have corrupted textures, but other doors that use same texture look fine
i guess maybe doors are of different sizes and while rmcgl accepted that, rmverite requires precise sizes of 3d models of doors
doors/elevators (every walls that move vertically) (not that i seen horizontally moving ones)
I guess their .3de files could be fixed 😉

there are also textures that shrink when doors open by moving down below floor.
I guess this means texture is properly attached to the top of the door, but mistakenly the bottom of the texture is attached to the floor instead of bottom of door.

Reply 1422 of 1624, by sharangad

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robertmo3 wrote on 2024-05-10, 16:45:
rebel moon rising: i think verite has problems with rendering pictures whose higth is not multiplication of 32 pixels/the gifs a […]
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rebel moon rising:
i think verite has problems with rendering pictures whose higth is not multiplication of 32 pixels/the gifs also change higth between frames/ also may be too high resolutions
(should be easy to fix by resizing them) (but maybe you can fix it on your side too in the application so it accepts them)

rebel moon cgl:
this looks harder:
some doors have corrupted textures, but other doors that use same texture look fine
i guess maybe doors are of different sizes and while rmcgl accepted that, rmverite requires precise sizes of 3d models of doors
doors/elevators (every walls that move vertically) (not that i seen horizontally moving ones)
I guess their .3de files could be fixed 😉

Texture sizes are the bane of my existence. Usually the game sets the u and v multipliers to be the size of the texture and rready has no other way of figuring out the size. Maybe a few special cases could be added for rebel moon.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 1423 of 1624, by sharangad

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For render to texture targets only the x dimension is set. The y ordinates used during rendering determine how big the canvas texture is. That works for Verité hardware because destbase is the address in memory of the render target, dest stride is bytes per line and dest format indicates bits per pixel.

RReady for rredline support creates an opengl render to texture target upto 2048 pels in the y direction (memory address in virtual VRAM permitting). Some rredline apps use a 1024 high texture target.

For dos games that's going to be shrunk down. ICR2 uses a 43 pel high destination texture and Whiplash uses a 100 pel high one. By stretching this texture target up to 4k so that 512x100, say fills a 4096x4096 texture target you end up with high res mirrors. Rready currently uses a quarter of the render resolution which is wrong for the original resolution and will be fixed.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 1424 of 1624, by robertmo3

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it looks it doesn't change resolution for guns
if you could figure out why this gun doesn't display properly we would be able to fix enemies too i guess
maybe it is as easy as adding support for all these unusual textures resolutions like 115x135 in this case

btw - i applied offset in the wpn0.ini file so that it is higher, hence seeing whole picture not hidden by the statbar
[GUN]
0=chem0001.tga
YOFF0=-64
XOFF0=0

to run rebel moon rising don't copy content of main folder and SCRNS subfolder

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Reply 1425 of 1624, by sharangad

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robertmo3 wrote on 2024-05-11, 07:02:
it looks it doesn't change resolution for guns if you could figure out why this gun doesn't display properly we would be able to […]
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it looks it doesn't change resolution for guns
if you could figure out why this gun doesn't display properly we would be able to fix enemies too i guess
maybe it is as easy as adding support for all these unusual textures resolutions like 115x135 in this case

btw - i applied offset in the wpn0.ini file so that it is higher, hence seeing whole picture not hidden by the statbar
[GUN]
0=chem0001.tga
YOFF0=-64
XOFF0=0

to run rebel moon rising don't copy content of main folder and SCRNS subfolder

@robertmo3, this is exciting, but a bit beyond RReady at the moment. The game has to tell the videocard how big the texture is. I can add support for this at some point, but not just now.

I say this, not because I want to but 100% Rendition compatible games don't run properly, not even one right now. Even ICR2/Cart2 has issues. I need to fix all of those before supporting non-Verite games (i.e. games that weren't officially supported). Once I have 100% Rendition compatibility I can look at extras like RMR as a bonus.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 1426 of 1624, by sharangad

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- ICR2 has missing dust clouds and the enhanced levels have disappearing textures. Fogging is also randomly switched off for some polygons.
- Chroma keying doesn't work properly Tomb Raider and RM. Pink/magenta outlines appear on a lot of textures
- Render to texture doesn't work properly in Tomb Raider. Broken menu backgrounds and no health bar/ammo
- NASCAR2 has a ridiculous number of unknown commands. Need to figure out what all these are supposed to do. TR1 also has a few. Pretty much every single game has a repeating unknown command which doesn't seem to do anything.
- Whiplash has random car polygons terminating horizontally across the right edge of the screen.

and many many more. Adding support for officially unsupported games has to come later, once I have a fully functional wrapper.

For now you could map the dimensions of the messed up textures and maintain a list along with the images. I can deal with them once I have a basic wrapper.

Last edited by sharangad on 2024-05-11, 08:20. Edited 1 time in total.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 1429 of 1624, by robertmo3

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got the gun display properly 😀

mouse works, but crushes very very often, mostly when close to walls
for example in rmcgl at start (you start near the wall) it is enough to just turn left by 180 degrees and you got crush, but you can turn right fine many times. you can even kind of charge by turning right a lot and then you can turn left more 🤣 (but not mathematically exact the same - rather way less)
i tried turning slowly (like with keyboard) but it didn't helped

i played a lot with keyboard before and it never crushed (also never crushed with mouse before)

Reply 1430 of 1624, by sharangad

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robertmo3 wrote on 2024-05-11, 08:47:
got the gun display properly :) […]
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got the gun display properly 😀

mouse works, but crushes very very often, mostly when close to walls
for example in rmcgl at start (you start near the wall) it is enough to just turn left by 180 degrees and you got crush, but you can turn right fine many times. you can even kind of charge by turning right a lot and then you can turn left more 🤣 (but not mathematically exact the same - rather way less)
i tried turning slowly (like with keyboard) but it didn't helped

i played a lot with keyboard before and it never crushed (also never crushed with mouse before)

The mouse problem's fixed. It was was a stupid stupid mistake on my part. I'll get fix within the hour. I might've fixed the performance issue with thread safety enforced. Will test it first before rushing something out.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 1431 of 1624, by sharangad

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https://1drv.ms/u/c/5277ef8d4f2a9dcf/EfF6GTmY … bjUQ9g?e=JAwWeC
MD5: adfb01aaeadf68dd77fe656c6eefb14f

Mouse thread instability fix. Also adds this section to dosbox-Rendition.conf:

[rendition]
# threadsafe: Thread safety seting for dosbox

threadsafe = true

Also makes the default priority for dosbox SDL, higher, higher.

I highly recommend you add this in for stability. I don't know what nasties lurk with this settings, but please feel free to test and report back,
[rendition]
threadsafe = true

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Last edited by sharangad on 2024-05-11, 14:30. Edited 1 time in total.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 1432 of 1624, by sharangad

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threadsafe=true kills performance on some systems, so I'm going to default it to false.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 1433 of 1624, by sharangad

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robertmo3 wrote on 2024-05-11, 08:47:

got the gun display properly 😀

How did you manage that? Did you resize the texture?

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 1435 of 1624, by sharangad

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robertmo3 wrote on 2024-05-11, 13:00:

yes it works when it uses any size that is used by other textures from original rebel moon.

Does the mouse work now?

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 1436 of 1624, by sharangad

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robertmo3 wrote on 2024-05-11, 13:00:

yes it works when it uses any size that is used by other textures from original rebel moon.

That's a pretty neat trick. You might be able to get the whole game going like that! (and without RReady support)

Congrats!

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 1437 of 1624, by sharangad

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Yet another ICR2 vid, this time testing the new generic upscaling render to texture code (which doesn't work and isn't in this video). But to test the damn thing I added a central mirror to see why the wing mirrors had garbage. So here's the central mirror and I think I'm going to keep it as an option for ICR2:

https://youtu.be/HxMvP3ukAkY

I think I know why textures are disappearing in ICR2. It migh in fact be what's breaking my new render to texture code.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 1438 of 1624, by robertmo3

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sharangad wrote on 2024-05-11, 13:12:
robertmo3 wrote on 2024-05-11, 13:00:

yes it works when it uses any size that is used by other textures from original rebel moon.

Does the mouse work now?

i thought you were to change something and that was the reason for link to not work

Reply 1439 of 1624, by sharangad

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robertmo3 wrote on 2024-05-11, 13:51:
sharangad wrote on 2024-05-11, 13:12:
robertmo3 wrote on 2024-05-11, 13:00:

yes it works when it uses any size that is used by other textures from original rebel moon.

Does the mouse work now?

i thought you were to change something and that was the reason for link to not work

It should work with the last release from 3-4 hours ago. Did I not release a build earlier this afternoon? I think I did and that has the mouse fixed.

Re: RReady (Rendition Verite wrapper) Test Build (Alpha 1)

Don't set threadsafe=true (this has nothing to do with the mouse). The mouse is fixed in that release.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda