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First post, by sharangad

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Hi Guys
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RReady alpha build : March 23, 2024 (Full tested release)
***********************************************

https://1drv.ms/u/s!As-dKk-N73dSmF6uQkBJB_f0FyZE?e=XLBlYS
MD5: 62599a51c02316a2abba45228c3ebb06

- Adds support for the last known versions of tdhdemo and RRide(RRide3) (From the 2TheRRedline competition). Found thanks to @MichaelHuth and @WhatTheHex (both on youtube) for supplying final versions of these. The Bacchus demo still remains lost.
- With this release higher resolutions in vQuake 2 and vHexen II are officially supported (@WhiteMagicRaven hacks).

(Speedy3D support is not present in this release).
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RReady alpha build February 19 2024 (Fully tested)
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- Texture seam fix for scverite.exe and f1red.exe. This is now a fix for the fix as the previous fix broke one of the RRedline demos.
- Support for vQuake 2/vHexen II in-memory patching (higher res/underwater res) . This should leave the original binaries unpatched. For Quake 2 you will still need a copy of ref_v1k
that supports native fullscreen modes. The fullscreen toggle happens before RReady loads and it has no control over the parent EXE at that point.

https://1drv.ms/u/s!As-dKk-N73dSl1YMo-Zu9Ad0nTvO
MD5: 51e4e06f44d413c9df0125d99989433f

This will be available in the store shortly.

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Running Formula 1 on a an actual V2200 board
*************************************
Anyone interested in running Formula 1 on an actual V2200 board should look here Test: Running Formula 1 on a Rendition Verité V2200: Works (fully functional) (v2k. RReady, gpl license). V2k is based partially on work done to add Formula 1 compatibility to regular RReady. Formula 1, being the sole RRedline 1.0 app, will normally run only on a V1000 with a special set of drivers.

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RReady test build January 10 2024 (Untested build)
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Preliminary support for vQuake 2/vHexen II in-memory patching (increased high tes/underwater res) . This should leave the original binaries unpatched. For Quake 2 you will still need a copy of ref_v1k
that supports native fullscreen modes. The fullscreen toggle happens before RReady loads and it has no control over the parent EXE at that point.

The only change in this binary is the patching, but that doesn't mean that nothing's broken.

https://1drv.ms/u/s!As-dKk-N73dSlxgMo-Zu9Ad0nTvO
MD5: 51d976481231f74edc3cd29dbf699fbf

This probably won't be pushed out to the store anytime soon.

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RReady December 01 2023

https://1drv.ms/u/s!As-dKk-N73dSlwwMo-Zu9Ad0nTvO
MD5: 3f280c6df107d21dbbec54891bbfe0d4

RLauncher fixes:
- All vQuake 2 and vHexen II binary hacks in their own section along with warning about not being thoroughly tested each release).
- Corrects vQuake 2 unlocked resolutions (1280x1024 is selectable for underwater resolutions. 1152x864 is the highest full screen resolution.) For vQuake 2 unlocked resolutions, the underwater resolution should be higher than the game's internal full screen resolution. For vHexen II it should be at or below the game resolution. Rendering issues may otherwise arise.
- Adds vHexen II 72/144 max fps limit and 11/22 kHz audio selection
- Existing Redline.dll and verite.dll rebuilt with latest compiler update. Hopefully nothing should break.
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November 22, 2023 (Fully tested watermarked store builld):

https://1drv.ms/u/s!As-dKk-N73dSlwUMo-Zu9Ad0nTvO
MD5: 787425d7a2838f199783f74303be1780

20 November 2023

- Ability to restrict VRAM by setting MaxVRAM=<nn>(Megabytes). The Golems in VH2.exe correctly change colour when VRAM is restricted to between 4-14 MB. Restricting VRAM will severely affect performance and is not recommended. It is also unsupported in other apps.
- RRosetta's renderer switching (using F1-F3) work correctly but for F3 (Direct3D) to work dgVoodo's directdraw/direct3d files need to be copied to the same folder as RRosetta.exe. OpenGL to RRedline switch to work.
- Screenshot capability in games such as WinDie.exe (save game image) or games which have a console command 'screenshot' should work (except VH2.exe. This application appear to do a copy to clipboard and does not currently work.). Screenshot is correctly downsampled now.
- End credits background textures in F1red.exe should work.
- Bilinear filtering (using shaders) is enforced for paletted textures.
- Memory safety checks removed. Should be as fast as before.
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Latest untested alpha (November 15 2023)
https://1drv.ms/u/s!As-dKk-N73dSlnoMo-Zu9Ad0nTvO
MD5: 46c91c66a1052eb13b3cc0c5f4933d40

- Alpha release auto-downloader has textual error messages on failure. (Windows 7 SP1 users may need the Win7 TLS 1.2 patch/reg keys for the download to work)
- RRosetta toggling renderers between RRedline, OpenGL and Direct3D now work.
For F3 Direct3D switch to work you'll needs dgvoodo's:
DDraw.dll,
D3DImm.dll,
D3D8.dll and possibly
D3D9.dll
- Formula 1 Credits textures should appear. These textures were rendererd with an z-coordinate of -65535.9xx. RReady capped z at [0,65535.0]. The far limit has now been corrected to 65536.0.
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RReady Fully Tested Releae( November 6 2023)
https://1drv.ms/u/s!As-dKk-N73dSlmIfZk1e2zquKYDk?e=FdXAcS
MD5: 6e75dda5f5dde0d5577383b7bc90480f
- Fixes VH2 texture corruption issues.
- Adds MSAA as the default vQuake 2/vHexen II AA mode. This is a stopgap measure until a full implementation of Rendition's proprietary Quake AA is fully implemented.

(This release is live on the Windows store as well)
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RReady Fully Tested Release (27 October 2023)

https://1drv.ms/u/s!As-dKk-N73dSllb7RHbQOoBpaOQr?e=h9AqLx
MD5: 33076420b258943b71cdb90751d6901f

Adds: RRosetta SDK demo. This needs to be redownloaded: hit reset and automatically downloading in the alpha build or manually in the store release. Store rules prohibit bundleware, which is why the auto download is stripped.
Fixes:
SODA Offroad:
- Menus should show a copy of what used to be on the screen instead of a flat colour.
- Texture coordinate generation for this game now uses rounding to nearest pixels. Without this the revised code (requring repeating texture support/default no clamping) shows artifacts. Games like vQuake 2 and VH2 require precise coordinates. This is probably down to how textures are sampled on Verité as opposed to OpenGL.
- Stability fixes for vQuake 2.

- The golden golems not going green when firing beam is an outstanding issue.

The Windows Store version (watermark free has been updated with this build).

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RReady Alpha Release (26 October 2023) VH2 and SODA fixes. (Still undergoing testing)

https://1drv.ms/u/s!As-dKk-N73dSllPvgXyc9qti3qlp?e=A9jZI7
MD5: f098b514b0fdfb2d01c40d95d14c5c08

Adds: RRosetta SDK demo. This needs to be redownloaded: hit reset and automatically downloading in the alpha build or manually in the store release. Store rules prohibit bundleware, which is why the auto download is stripped.
Fixes:
SODA Offroad:
- Menus should show a copy of what used to be on the screen instead of a flat colour.
- Texture coordinate generation for this game now uses rounding to nearest pixels. Without this the revised code (requring repeating texture support/default no clamping) shows artifacts. Games like vQuake 2 and VH2 require precise coordinates. This is probably down to how textures are sampled on Verité as opposed to OpenGL.

VH2:
-World textures showing cracks fixed. vQuake 2 doesn't use repeating textures, generating fresh spans using <[0,1), [0,1]> as texture coordinates. vHexen does and this causes the cracks to appear. RReady's VL_QSpan implementation may be lacking or texture sampling is different with OpenGL compare to a Rendition board. The call's undocumented and probably needs more work. VH2 does not appear to change the clamping mode for QSpans and RReady guesses what sky textures (which do repeat) and world textures (which don't) and manually toggles the mode instead of honouring the RRedline setting. There may be issues with this method.
- 256 colour full screen palette effects are now implemented in a 16 bit mode. RReady uses the first colour to alter the screen colour. This does appear to work, though someone with a Verité board could probably comment on accuracy.
This should allow damage, power up collection and r_nomurk 0 to work. The toggle from r_nomurk 0 to 1 and back again does work. Not entirely convinced the colour's right.

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Full tested alpha with Formula 1 Support with full app compatibility(October 13 2023):
https://1drv.ms/u/s!As-dKk-N73dSliZgF4NmAkDukmQO?e=hWqdaW

MD5: 0775a675bb964fc2b065bc92e43d8dd2
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Formula 1 Alpha (October 12 2023) (This is untested against the other games. So regression bugs may exist)
https://1drv.ms/u/s!As-dKk-N73dSliHbLbn6urtxs1d_?e=HrLu8W

MD5: 983ab87ef34f450e1fa8e407b0117d8d

- Bug with water trails/spray on some occasions.
- Task manager should be closed before running F1, if running.

With this release RRedline (1.0 & 2.0) is fully supported.

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The live release on the Windows store:

https://apps.microsoft.com/store/detail/rread … ?hl=en-us&gl=us

- with support for RRedline 2.0 only at this moment
- This is functionally identical to the latest alpha below except :
--The Alpha text/watermark is not there
-- The launcher doesn't auto-download anything (demos/additional components for games). This is because of the Windows store's rules on bundleware.
-- A help button is included which opens a PDF file with download links to everything. (This will be available in the next alpha).
-- The visual C++ runtime libraries are statically linked. This means the launcher and the two dlls will be will double in size. The installation size doubles from 3.x MB to a little under 7 MB.
This is also because of store rules on additional components. The next alpha will also have this. It should functionally be identical.
-- The help document briefly how to setup each game, but doesn't have detailed instructions. It mentions the use of dgVoodoo (for DirectDraw support) and DxWnd, but does not include them.

Unforunately this is listed under the entertainment category, because I wasn't sure it'd be allowed in the Games section (not being a game).

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The alphabetas
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Sorry for intruding on your weekend, but

I have a test build for anyone wanting to try out RReady.
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Alpha build: Team Apache video fix. (fully tested, identical to store build) September 22, 2023 Alpha Release

https://1drv.ms/u/s!As-dKk-N73dSlhwXgBSd3jTtucfL?e=X8J4hI

MD5: 9f2d13a2b128537dcd5f30650dd7c1d2

- Toggles dynamically between single threaded mode and multi-threaded mode with Team Apache. The videos don't playback with multi-threading, but in-game graphics require it for performance. I haven't tested this rigorously, so feedback would be most welcome. Requires @Been_Nath_058's fixed intro videos to avoid crashing. Forcing single threaded mode with a shim/dxwnd should be unnecessary, barring bugs.

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Latest stable build : full screen switch (Mostly tested) September 21, 2023

https://1drv.ms/u/s!As-dKk-N73dSlhsBM2ZvCalX_91S?e=5sm71p

MD5: 034cdbb1c9659d1beac0bd67f409916d

- Switches full-screen mode switch over from ChangeDisplaySettings to the ANSI version (ChangeDisplaySettingsA). This should allow games running under DxWnd to remap to higher resolutions with DxWnd (2.05.99)

-If single threaded is forced for "Team Apache" with DxWnd or a shim, RReady no longer switches back to multi-threaded. NB For this app RReady does not force single threaded mode as it kills in-game performance.

- Fixes a SODA car select menu performance regression.

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Stable build : vHexen II /Heavy Gear fogging (Somewhat tested) September 10 2023

https://1drv.ms/u/s!As-dKk-N73dSlggPsgIQ_q5Pdr-i?e=EgruKV

- Memory allocation for surfaces and buffer groups have been moved into a custom heap. As a result vHexen II no longer requires DxWnd or Win98 compatibility.
- Should finally fix Heavy Gear 1 fogging. Constant fogging was being set when per vertex fog info was unavailable, but the command buffer numeric property update was disabled during testing and never reenabled .
- This will probably (barring bugs reported) be the final release of RReady until F1 is supported.

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INFO
Minimum requirements:
Dual core 3.00 GHz
Intel HD 4000 (SODA offroad and Team Apache will have issues on Intel HD graphics) (Discrete GPU recommended)
3 MB disk space
Windows 7 SP1 or later

Recommended:
Quad core
Discrete OpenGL 3.3 compatible GPU with GLSL 1.40 compatibility profile support (Most discrete GPUs built after 2012 should be fine)
Windows 7 SP1 or later.

"Alpha 1" text annoyingly appears on screen, I do apologise for that.

All the SDK demos, "Race to the RRedline!" demos and all RRedline version 2.0 games should work*.

Just run the launcher and from the "Windows Apps" tab select add game (to remove right click the game in the list and select remove).

Launching games from the launcher, RLauncher, will automatically set compatibility settings for some , but not all apps. The launcher no longer needs to be running for games to work.

For Quake 2, Hexen II and MDK appropriate files will be downloaded automatically (ref_v1k.dll, VH2 .exe and MDKRed.exe). If you already have these files in your installation folder it won't download them.

Supported games:

vQuake II (Quake II )

https://youtu.be/qb1eYQ35iV0?si=zbSEeGVYDCC-H05o

- force fullscreen in rlauncher.exe and a resolution needs to be set (can be max). The baseq2/config.cfg needs to be set to windowed.
- Does work with Remaster (add quake2.exe, configure in RLauncher, copy dlls* and launch original game from steam,). (*to copy dlls you could just run the game from the launcher. This will copy the dlls and run the remaster. Quit and on subsequent runs launch original version from Steam).

vHexen II (Hexen II)

https://youtu.be/w0hFT8umNQw?si=BmMIbrdvZ-OxRSLL

Intel HD 6000 may have issues running it, 4000 HD should be fine though Loading progress bars might not work correctly. Discrete GPUs should be OK. With the September 10 2023 build of RReady, WIn98 compatibility or DxWnd is no longer required. It should run natively.

Monster Truck Madness 2

https://youtu.be/2Bom-ZSNiXw?si=8Gt5w5DYq1a3bEbF

No issues.

Heavy Gear 1 demo/Heavy Gear 1

https://youtu.be/UdNUEEuFKts?si=uR_Y_Set7ZKCf4ma

Exiting a mission may leave you with a black screen. Stick dgvoodo's Ddraw.dll along with D3dImm.dll in the game folder and it should work for most users.

Sub Culture/Sub Culture Demo

https://www.youtube.com/watch?v=f5JAAI6FYcE&t=25s

Should run without issue.

MDK

https://youtu.be/Hgxik-rUWT4?si=sP5sbbD73fMTNbA5

No problems.

SODA Offroad '97

https://youtu.be/uiyCT3FMcQA?si=0hrHlju9fbHaMYQL

Intel HD graphics of all varieties will have issues rendering the menus. Not sure about AMD GPUs. Otherwise fully functional.

Die by the Sword

https://youtu.be/HUtbSuzfqqw?si=ue3Zo8I3WaxkzB9Y

Starting up WinDie.exe may be iffy and the menus can be randomly slow in Win11.

Grand Prix Legends (GPL)
https://www.youtube.com/watch?v=Rth5lU8zM2A

RLauncher's resolution settings should be set at default. Higher resolutions should be selected from the in-game options menu
Intel HD integrated gpu users will have issues. Discrete gpus should be fine.

Interstate '76
https://www.youtube.com/watch?v=EAjSmOrCef0&t=5s

Runs with DxWnd. Stable 2.05.96 should work as well as the upcoming release.

Myth :The Fallen Lords

https://www.youtube.com/watch?v=vfCLjEXMM1o&t=57s
Needs WinXPSP2 compatibility set in Launcher. v1.3 Runs with dgvoodoo's directdraw.dll and d3dimm.dll present in the game folder.

Mech Warrior 2 Titanium/Mercenaries

https://youtu.be/QunN6dDEGPo?si=19UfgoZBumtQ2t4E

Runs with DxWnd stable 2.05.96. Please see a guide for details.

Team Apache

https://youtu.be/MKXiQZ1EwRE

Runs, skip the intro videos by pressing ESC 2-3 times quickly and the game should be fine from then on, though a few niggling issues still remain. Does not run on Intel HD graphics. Alternatively corrected videos can be used from the net.

Forumula 1

https://youtu.be/kFRRl686S94

Runs natively.

************************************************************************************[/b]

This has been tested on nvidia and Intel hardware so I don't know whether they'll even work on AMD hardware. I have run the shaders against AMD offline shader validation tools and they appear to pass. Intel ARC also remains untested.

Generally you should be fine with an nvidia gpu.

If it doesn't work or you have any suggestions please reply to this thread and I'll try and resolve it. RLauncher has a "View logfile" button near the bottom, which should help diagnose what's wrong (barring catastrophic failure, in which case an instrumented build would be necessary). If not "Zip log files" will zip up 4 generations of log files (the maximum maintained) and open an explorer view to %localappdata%\temp (where the log files live).

Legacy Builds

Fogging Fix (Not fully tested)

https://1drv.ms/u/s!As-dKk-N73dSlgSzhPpxv1WwOOye?e=dzlOev
MD5: f1142836cb6fef31ff43265f45f38a42

- Fogging fixes. Fogging inputs in the range 0-255 were scaled down to 0.0-1.0 in the vertex shader. Now it's done in the fragment shader preventing a loss of precision in fog interpolation. This is very noticeable in Sub Culture.
- Heavy Gear 1 fogging issues. Per vertex fog info now updates the constant fog value (used when fogging is enabled without per vertex data). This caused noticeable sudden polygon colour changes in distant mountains and objects. The last vertex's per vertex info for colour, fog and alpha (when available) is used to update the complementary constant value. On an actual Rendition board this value is indeterminate after passing per vertex data.

Heavy Gear makes a habit of enabling fogging without per vertex data and often not setting the constant value. This should massively improve distant objects.

*****************************************************************************************

GPL+Monster Truck Madness 2 Hotfix Build 05 September 2023

https://1drv.ms/u/s!As-dKk-N73dSlX_JnLc8W_qRgm_e?e=HhEU3E
md5: a2c2f154bf6e4a6c708f5808da4bab07

- GPL should be 100% functional with no flickering.
- GPL performance improved. Should run at a full 36 fps while driving.
- Monster Truck Madness 2 High Quality should work without issue.
- Not tested against anything else.

There may be a new v_lockbuffer issue which can be seen in occasional gearbox rendering tearing. This will be fixed in the next tested build.
[EDIT] The lock buffer issue may be a non-issue. It sort of occurs with software rendering as well.

*****************************************************************************************

(mostly tested) Build 02 September 2023
Grand Prix Legends Release:

https://1drv.ms/u/s!As-dKk-N73dSlXzOy7Ry7FjpSxh2?e=VX9RGb
MD5:
6eea4dfda7f78fc4d5b9948f12aa91a6
- Adds support for GPL (RLauncher's resolution settings should be set at default. Higher resolutions should be selected from the in-game options menu).
- Fixes performance regression with tdhdemo.
- Team Apache still has glitchy front buffer updates.

With this release all RRedline v2.0 games should be supported either standalone or with dgvoodoo/dxwnd. F1 '97 (RRedline v1.0) being the sole WIndows Rendition game that currently doesn't work.

****************************************************************************************************************************
Build 27 August 2023
https://1drv.ms/u/s!As-dKk-N73dSlXDCLw7avRY8WPHv?e=eTNacg

MD5:d80770f61ea3d9aec1168345d024c784

- Tweaks and fixes, also contains all previous fixes. Team Apache still not 100% but a lot better, but there are other fixes. This is a somewhat tested build.
- Should fix bug with RLauncher.exe adding sdk and rredline demos to wingames tab. I don't know when this bug was introduced, but doing a "reset all settings" from RLauncher and then adding everything back should work.
- SDK demo triangle.exe should once again be runnable from the launcher.
- Fullscreen toggle might take a bit longer, but it will be fixed in the next release.
- RReady will no longer fail on resolution changes. This is to support DxWnd. It'll log the error and move on.
- Rlauncher's license activation is disabled. Redline.dll and Verite.dll will work independently. The activation isn't coming back.
- An issue has cropped up with running RReady compatible games while Vivaldi or Opera browsers are running. They may be OpenGL based apps and should be closed before running a game.

*****************************************************************************************
Mostly untested Build 24 August 2023
https://1drv.ms/u/s!As-dKk-N73dSlWtpmA4bsjVRY0Ga?e=SjI8ys

MD5:9edebef8ad9d6f2e83f3b961b73d0e30

Should improve compatibility with SODA's level select menu on Intel HD graphics, but it's still broken.
Need confirmation that the level select menu works on an AMD GPU. Until then it's mea culpa.

*****************************************************************************************
Some what tested Build August 23 2023:
https://1drv.ms/u/s!As-dKk-N73dSlWqrlXPcYGyXkQZD?e=eotpUA
(MD5:7c6771be2976016c49c1cfd79d1d03fe)

- Should fix Heavy Gear 1 fogging corrupting some textures.
*****************************************************************************************
Tested build August 22, 2023 (with Heavy Gear 1 fogging issues):

https://1drv.ms/u/s!As-dKk-N73dSlWiJjnsjyFptNVzt?e=fClOWC

(MD5: 657795403cccb3c02d2c765201983cf6)

Fixes:
- Adds support for "Myth the Fallen Lords" (requires xpsp2 compat & ddraw. Dll from dgvoodoo) and "Interstate '76" (I76 requires DxWnd 2.05.96). Team Apache support vastly improved.
- Major shader bug fixed (Everything is affected, especially Heavy Gear 1).
- Shader chroma keying code tweaked. Should work with Myth the Fallen Lords and Interstate '76 now.
- Changes texture clamping modes for MDK and Interstate '76. Should no longer produce corrupted textures in some levels.
- Windows 7 should no longer complain about a missing DLL.
- Team Apache's menus and loading screens should now render. Glitches still remain including not updating the screen after exiting a mission and tracking the cursor.
The menu screens are front buffer based.
- Front buffer updates should render a lot better (Team Apache menus and vHexen II loading progress bars).
- RReady deviates from the spec for Interstate '76 and no longer toggles fullscreen. DxWnd should be able to hook a bit better.
- Interstate '76 forced copyback=1 is gone. Should work much better with DxWnd.
*****************************************************************************************
[Older builds]
***********************************************************************************************************************************

https://1drv.ms/u/s!As-dKk-N73dSlVxy4MpmWL3o9Cxh?e=hDV5eg

(MD5 checksum: 29fed9fd15c6c9ae88829d0c39dfb9c5)

***********************************************************************************************************************************
[Mech Warrior 2 build:

https://1drv.ms/u/s!As-dKk-N73dSlV1pa5AuLniZcuU2?e=kzZXZ1

MD5 4e6a45c7712016cbeca239137768dc9b

Fixes:
- Textures should be correct
- CopyBack should work with additional missions.
- Not tested against all other games
]

***********************************************************************************************************************************
[EDIT]
For Windows 7 :
Try this:
https://1drv.ms/u/s!As-dKk-N73dSlV5vcI-T83-Yj2K9?e=7Xkfyi
This should be the same as the MechWarrior fix, but like that build is untested. I don't know whether it'll work, but it should fix an issue that came up on sourceforge.
MD5 77465f2b7c6551eb80107530c2cfc3d2
[/EDIT]

***********************************************************************************************************************************

Thanks for reading the entire post and I hope this is of use to someone other than me.

Last edited by sharangad on 2024-03-23, 15:20. Edited 83 times in total.

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

Reply 2 of 1144, by sharangad

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ntalaec wrote on 2023-08-12, 12:10:

Many thanks for this project!

Any plans to support Speedy3D for DOS games like IndyCar Racing II?

That's the plan.

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

Reply 3 of 1144, by BEEN_Nath_58

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I tested with SODA Off-Road Racing and it works quite well. I have this question: how to keep the resolution unforced?

Oh and didn't MechWarrior 2 Titanium support RRedline? I will check out tomorrow, but you'll know better.

Edit: It does, but I am not getting it to work properly (check attachment).
Edit-2: Look at the textures too (stretched?). Until I hit Exit, it appears like this.

Attachments

  • badmw2.png
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    badmw2.png
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    File license
    Public domain

previously known as Discrete_BOB_058

Reply 4 of 1144, by sharangad

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MechWarrior 2 Titanium is rredline. I forgot to add it to the list . I can't get it to run at all on my Dev system (win 11 amd, nvidia) . How'd you get it going?

Can you attach your log files after running mechwarrior? Just hit zip log files. It should open an explorer view with the zip file highlighted.

To keep the resolution unforced, in rendition.cfg set the remapall=max to remapall= <blank>. (at the very end of the file). Alternatively remapall=640x480x60, if the refresh rate is too high.

Alternatively, you can put a # sign at the start of the line to comment it out.
You can also comment out remap all and add

Remap640x480=640x480x75 (for 640x480@75 Hz). Games that need Win 98 compatibility can't use =max because resolutions higher than 1280x1024 are hidden as well as the refresh rates.

Forcefullscreen needs to commented out as well, only quake 2 needs that.

A lot of rredline games use an 85 Hz refresh rate which for a lot of 60 hz panels isn't doable. So remapping 640x480 and 800x600 is a good idea.

I should probably add a native option to the resolution selector.

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

Reply 5 of 1144, by BEEN_Nath_58

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sharangad wrote on 2023-08-13, 03:22:

MechWarrior 2 Titanium is rredline. I forgot to add it to the list . I can't get it to run at all on my Dev system (win 11 amd, nvidia) . How'd you get it going?

A comprehensive guide to install and play MechWarrior 2 on new versions on Windows.

Check the MechWarrior 2 Titanium part.

sharangad wrote on 2023-08-13, 03:22:

Alternatively remapall=640x480x60, if the refresh rate is too high.

This brings the game properly to fulllscreen, the texture bug is there, I will add log.

sharangad wrote on 2023-08-13, 03:22:

A lot of rredline games use an 85 Hz refresh rate which for a lot of 60 hz panels isn't doable.

I think it is better that RReady decides to choose the monitor refresh rate by as default, instead of looking for 85hz. The 85hz option can be set as "unforced" - refresh rate; in the resolution selector applet.

sharangad wrote on 2023-08-13, 03:22:

Can you attach your log files after running mechwarrior? Just hit zip log files. It should open an explorer view with the zip file highlighted.

Sure

Query: What is the difference between aspect and monitor aspect?

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Reply 6 of 1144, by sharangad

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Thanks for that, got it working!

How do I select the renderer in game,? I'm having a bit of a slow day.

Last edited by sharangad on 2023-08-13, 05:26. Edited 1 time in total.

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Reply 7 of 1144, by BEEN_Nath_58

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sharangad wrote on 2023-08-13, 04:38:
BEEN_Nath_58 wrote on 2023-08-13, 04:10:

I think it is better that RReady decides to choose the monitor refresh rate by as default, instead of looking for 85hz. The 85hz option can be set as "unforced" - refresh rate; in the resolution selector applet.

Query: What is the difference between aspect and monitor aspect? What I observed it, former changes stuff inside game, other is just a resizer with black border. Correct?

The problem being with Win95/98 compatibility where Windows reports a refresh rate of 0 for the restricted resolutions. Also users might not want to run at max refresh, I don't know why but they might not. But you're right ignoring refresh rate by default would be useful (forcing max) and defaulting to 60 when unavailable

Instead of "max", by definition setting the "desktop" refresh rate could be better. It is how Direct3D does stuffs if I am not wrong. My monitor supports 1080p 60hz max officially, the driver supports upto 72hz at 640x480 (I don't know if it's an "officially supported" refresh rate for low res, but it's there).

By my definition, "Max" could still mean two things: highest driver refresh rate (72hz), highest refresh rate available at the output resolution (60hz at 1080p). It's an ambiguous term, and however you plan to do, there could be a readme or manual in your proper release later. I suppose you will go by the "highest refresh rate available at the output resolution" definition.

In case of bad refresh modes, such as 0hz, 60hz can be a fallback as you said.

Opinions: Whenever you create a configurator, I feel you can remove the "aspect" setting only inside the configurator app. It should be kept in the .cfg though. Since the user should only need the "monitor aspect" (maybe rename it to "Output aspect ratio" there). Also the "aspect" setting that is in the .cfg can be configured to be "unforced", since there can be games that need 5:4 or some other ratio (I am not aware, but I am not cutting possibilities), which would otherwise look squeezed?

Problem-2:
MechWarrior 2, if you run it in DxWnd windowed mode as I specified earlier, would flash in Rendition mode. This also happens in fullscreen mode, if I run the game in Glide, then in Direct3D, and then switch to RRedline without exiting the game. It could be a DxWnd problem as well, but you can inspect it better.

Problem-3:

I enabled MSI Afterburner to monitor the status. There looks like a memory leak, that hogs the FPS gradually.

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Reply 8 of 1144, by sharangad

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BEEN_Nath_58 wrote on 2023-08-13, 04:58:
Instead of "max", by definition setting the "desktop" refresh rate could be better. It is how Direct3D does stuffs if I am not w […]
Show full quote
sharangad wrote on 2023-08-13, 04:38:
BEEN_Nath_58 wrote on 2023-08-13, 04:10:

I think it is better that RReady decides to choose the monitor refresh rate by as default, instead of looking for 85hz. The 85hz option can be set as "unforced" - refresh rate; in the resolution selector applet.

Query: What is the difference between aspect and monitor aspect? What I observed it, former changes stuff inside game, other is just a resizer with black border. Correct?

The problem being with Win95/98 compatibility where Windows reports a refresh rate of 0 for the restricted resolutions. Also users might not want to run at max refresh, I don't know why but they might not. But you're right ignoring refresh rate by default would be useful (forcing max) and defaulting to 60 when unavailable

Instead of "max", by definition setting the "desktop" refresh rate could be better. It is how Direct3D does stuffs if I am not wrong. My monitor supports 1080p 60hz max officially, the driver supports upto 72hz at 640x480 (I don't know if it's an "officially supported" refresh rate for low res, but it's there).

By my definition, "Max" could still mean two things: highest driver refresh rate (72hz), highest refresh rate available at the output resolution (60hz at 1080p). It's an ambiguous term, and however you plan to do, there could be a readme or manual in your proper release later. I suppose you will go by the "highest refresh rate available at the output resolution" definition.

In case of bad refresh modes, such as 0hz, 60hz can be a fallback as you said.

Opinions: Whenever you create a configurator, I feel you can remove the "aspect" setting only inside the configurator app. It should be kept in the .cfg though. Since the user should only need the "monitor aspect" (maybe rename it to "Output aspect ratio" there). Also the "aspect" setting that is in the .cfg can be configured to be "unforced", since there can be games that need 5:4 or some other ratio (I am not aware, but I am not cutting possibilities), which would otherwise look squeezed?

Problem-2:
MechWarrior 2, if you run it in DxWnd windowed mode as I specified earlier, would flash in Rendition mode. This also happens in fullscreen mode, if I run the game in Glide, then in Direct3D, and then switch to RRedline without exiting the game. It could be a DxWnd problem as well, but you can inspect it better.

Problem-3:

I enabled MSI Afterburner to monitor the status. There looks like a memory leak, that hogs the FPS gradually.

Could you add CopyBack=1 to rendition.cfg to see if it helps.

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

Reply 9 of 1144, by BEEN_Nath_58

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sharangad wrote on 2023-08-13, 05:31:
BEEN_Nath_58 wrote on 2023-08-13, 04:58:
Instead of "max", by definition setting the "desktop" refresh rate could be better. It is how Direct3D does stuffs if I am not w […]
Show full quote
sharangad wrote on 2023-08-13, 04:38:

The problem being with Win95/98 compatibility where Windows reports a refresh rate of 0 for the restricted resolutions. Also users might not want to run at max refresh, I don't know why but they might not. But you're right ignoring refresh rate by default would be useful (forcing max) and defaulting to 60 when unavailable

Instead of "max", by definition setting the "desktop" refresh rate could be better. It is how Direct3D does stuffs if I am not wrong. My monitor supports 1080p 60hz max officially, the driver supports upto 72hz at 640x480 (I don't know if it's an "officially supported" refresh rate for low res, but it's there).

By my definition, "Max" could still mean two things: highest driver refresh rate (72hz), highest refresh rate available at the output resolution (60hz at 1080p). It's an ambiguous term, and however you plan to do, there could be a readme or manual in your proper release later. I suppose you will go by the "highest refresh rate available at the output resolution" definition.

In case of bad refresh modes, such as 0hz, 60hz can be a fallback as you said.

Opinions: Whenever you create a configurator, I feel you can remove the "aspect" setting only inside the configurator app. It should be kept in the .cfg though. Since the user should only need the "monitor aspect" (maybe rename it to "Output aspect ratio" there). Also the "aspect" setting that is in the .cfg can be configured to be "unforced", since there can be games that need 5:4 or some other ratio (I am not aware, but I am not cutting possibilities), which would otherwise look squeezed?

Problem-2:
MechWarrior 2, if you run it in DxWnd windowed mode as I specified earlier, would flash in Rendition mode. This also happens in fullscreen mode, if I run the game in Glide, then in Direct3D, and then switch to RRedline without exiting the game. It could be a DxWnd problem as well, but you can inspect it better.

Problem-3:

I enabled MSI Afterburner to monitor the status. There looks like a memory leak, that hogs the FPS gradually.

Could you add CopyBack=1 to rendition.cfg to see if it helps.

Edited: That fixed the flashing, but the game crashes on 2nd run! The texture problem, and the fps decreasing still remains.

Log for the crash

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  • Filename
    RReadyLog.zip
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    16.88 KiB
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    77 downloads
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    Public domain

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Reply 11 of 1144, by BEEN_Nath_58

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sharangad wrote on 2023-08-13, 05:51:

Ok, got it going.

Will sort out the texture issue and memory leak.

(This post is under constant edit)
The flashing problem seems related to CopyBack surface, it seems. MSI Afterburner reports main game value, while DxWnd reports copyback surface value.
I don't know how many things are refreshed by the game, I can see 7 different FPS values for the game on screen when CopyBack=1 and OpenGL is DxWnd-hooked:(

sharangad wrote on 2023-08-13, 04:38:

Thanks for that, got it working!

How do I select the renderer in game,? I'm having a bit of a slow day.

Missed that completely. Hover mouse up the screen. Options -> Video Options -> Rendition RRedline

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Reply 12 of 1144, by sharangad

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BEEN_Nath_58 wrote on 2023-08-13, 06:10:

(This post is under constant edit)
The flashing problem seems related to CopyBack surface, it seems. MSI Afterburner reports main game value, while DxWnd reports copyback surface value.
I don't know how many things are refreshed by the game, I can see 7 different FPS values for the game on screen when CopyBack=1 and OpenGL is DxWnd-hooked:(

CopyBack renders to another OpenGL window and blits the data using GDI calls onto the main window. I recently added this because some games use DirectDraw for menus, which is incompatible with OpenGL.

[EDIT]
Fixed not being able to start another level.

The world texture issue is clamping. For some reason the floor texture is clamping to its original size.
[/EDIT]

Last edited by sharangad on 2023-08-13, 08:55. Edited 1 time in total.

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Reply 13 of 1144, by BEEN_Nath_58

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sharangad wrote on 2023-08-13, 08:19:
BEEN_Nath_58 wrote on 2023-08-13, 06:10:

(This post is under constant edit)
The flashing problem seems related to CopyBack surface, it seems. MSI Afterburner reports main game value, while DxWnd reports copyback surface value.
I don't know how many things are refreshed by the game, I can see 7 different FPS values for the game on screen when CopyBack=1 and OpenGL is DxWnd-hooked:(

CopyBack renders to another OpenGL window and blits the data using GDI calls onto the main window. I recently added this because some games use DirectDraw for menus, which is incompatible with OpenGL.

Well it did fix the flashing but it crashes. Did the log say anything... (till then I am testing Interstate76)

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Reply 14 of 1144, by BEEN_Nath_58

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Interstate 76 looks beautiful. It has problems. The game crashes with an error that reverts to SW renderer.

This scene is at a higher resolution. The .cfg said 640x480 but the screen is not. After logging out and in, I changed to 800x600 and back to 640x480. Now the game in fullscreen goes out of window and is slanted. It is as if the game doesn't want to follow the file.

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Reply 15 of 1144, by sharangad

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BEEN_Nath_58 wrote on 2023-08-13, 08:28:

Interstate 76 looks beautiful. It has problems. The game crashes with an error that reverts to SW renderer.

This scene is at a higher resolution. The .cfg said 640x480 but the screen is not. After logging out and in, I changed to 800x600 and back to 640x480. Now the game in fullscreen goes out of window and is slanted. It is as if the game doesn't want to follow the file.

If you could post a handy link to a guide to getting it to run. I'll look at it as soon as I fix mech2.

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Reply 16 of 1144, by sharangad

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BEEN_Nath_58 wrote on 2023-08-13, 08:28:

Interstate 76 looks beautiful. It has problems. The game crashes with an error that reverts to SW renderer.

This scene is at a higher resolution. The .cfg said 640x480 but the screen is not. After logging out and in, I changed to 800x600 and back to 640x480. Now the game in fullscreen goes out of window and is slanted. It is as if the game doesn't want to follow the file.

Is forcefullscreen set in the cfg?

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Reply 17 of 1144, by leileilol

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AMD user here, can confirm MDKRED works

Out of curiosity, no luck with Quake3 however (renaming the late'98 beta ICD opengl32.dll to veritegl.dll, r_gldriver veritegl, and putting the wrapper in). It's noted to run at a crawl on hardware

apsosig.png
long live PCem

Reply 18 of 1144, by BEEN_Nath_58

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sharangad wrote on 2023-08-13, 09:11:
BEEN_Nath_58 wrote on 2023-08-13, 08:28:

Interstate 76 looks beautiful. It has problems. The game crashes with an error that reverts to SW renderer.

This scene is at a higher resolution. The .cfg said 640x480 but the screen is not. After logging out and in, I changed to 800x600 and back to 640x480. Now the game in fullscreen goes out of window and is slanted. It is as if the game doesn't want to follow the file.

Is forcefullscreen set in the cfg?

No I disabled it. When I used windowing of DxWnd, the setting I had to change to was remapall=640x480. The problem is, it doesn't do anything in fullscreen! It is as if DxWnd window mode magically fixed the wrapper.

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Reply 19 of 1144, by sharangad

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leileilol wrote on 2023-08-13, 09:27:

AMD user here, can confirm MDKRED works

Out of curiosity, no luck with Quake3 however (renaming the late'98 beta ICD opengl32.dll to veritegl.dll, r_gldriver veritegl, and putting the wrapper in). It's noted to run at a crawl on hardware

Quake 3 is opengl, not rredline. Not entirely sure that verite gl maps to rredline. I'll check it out just as soon as I finish dealing with mechwarrior.

Did you leave the launcher running before running Quake 3? If verite_gl is redline based it won't load if work unless you do.

Last edited by sharangad on 2023-08-13, 10:39. Edited 1 time in total.

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