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Author Topic: Surreal64_fdb  (Read 1568 times)

0123456

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Surreal64_fdb
« Reply #90 on: September 20, 2004, 06:13:00 PM »

Nice one freaky - Will check it out  beerchug.gif

Whats the status on that 128 support (had to ask wink.gif)?
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lantus

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Surreal64_fdb
« Reply #91 on: September 20, 2004, 06:37:00 PM »

QUOTE (freakdave @ Sep 20 2004, 11:50 PM)
It's time for a new release folks  smile.gif
I've just released Surreal64_FDB_v2 !


be careful with changing from software vertex processing to hardware vertex processing freakdave.

for the longest time rice was developing his pluging with an old Geforce MX220 card which didnt suppost hardware vertex processing - as such you will get graphical issues. Check out Diddy Kong Racing for an example of what i mean.
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freakdave

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Surreal64_fdb
« Reply #92 on: September 20, 2004, 07:01:00 PM »

QUOTE (lantus @ Sep 21 2004, 02:40 AM)
be careful with changing from software vertex processing to hardware vertex processing freakdave.

for the longest time rice was developing his pluging with an old Geforce MX220 card which didnt suppost hardware vertex processing - as such you will get graphical issues. Check out Diddy Kong Racing for an example of what i mean.


fixed !


thx 4 the info !

but...
there's a 'problem' with UltraHLE.If i run diddy kong racing with UHLE and the default settings (software vertex processing),it boots,then it shows the controller pak screen and then it hangs.In hardware vertex processing mode though,it boots and runs the game(but then there are your gfx glitches you've mentioned).I've tested several other games with UHLE in HWVP mode,and they all run fine(without gfx glitches)...


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lantus

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Surreal64_fdb
« Reply #93 on: September 20, 2004, 07:54:00 PM »

sorry i didnt make it clearer. Rice's plugin is only used in 1964xand PJ64x- UltraHLE uses its own graphics renderer i believe

recommend you leave the UltraHLE code as is
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freakdave

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Surreal64_fdb
« Reply #94 on: September 20, 2004, 08:01:00 PM »

QUOTE (lantus @ Sep 21 2004, 03:50 AM)
sorry i didnt make it clearer. Rice's plugin is only used in 1964xand PJ64x- UltraHLE uses its own graphics renderer i believe

recommend you leave the UltraHLE code as is

i didn't touch 1964x/PJ64x anyway.
As for UltraHLE(which has definately it's own gfx renderer,i've just looked into the code) :
I'll leave everything as is...

Thanx 4 your help lantus !










-------------------------------
Never mess with someone else's code,unless you know what you're doing

laugh.gif
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Mr. Chips

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Surreal64_fdb
« Reply #95 on: September 20, 2004, 08:10:00 PM »

great release fd!! love goldeneye now smile.gif
but you put for your favourite Default NPad Deadzone: 12000
you must've meant 1200, because that is a really good setting.
And didn't you mean the higher the value, the more sensitive?
sorry to point this out but it'll save you from annoying noob PMs.
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freakdave

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Surreal64_fdb
« Reply #96 on: September 20, 2004, 08:41:00 PM »

QUOTE (Mr. Chips @ Sep 21 2004, 04:06 AM)
great release fd!! love goldeneye now smile.gif
but you put for your favourite Default NPad Deadzone: 12000
you must've meant 1200, because that is a really good setting.
And didn't you mean the higher the value, the more sensitive?
sorry to point this out but it'll save you from annoying noob PMs.

nope,i meant it exactly that way as i stated in the nfo.

the higher the value,the LESS sensitive (acts like a resistance value)

As for GoldenEye : my favorite values are not perfect (my second (newer) gamepad acts different)
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Mr. Chips

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Surreal64_fdb
« Reply #97 on: September 20, 2004, 09:03:00 PM »

cool.gif
for the record, here is my findings/favorites:

Well-used Controller S:

Default NPad Deadzone=2050
Default XPad Deadzone=0.24
Default XPad Summand=0.25

Will give great precision but sometimes drifting in menu. (GE)
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nagmine

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Surreal64_fdb
« Reply #98 on: September 20, 2004, 10:37:00 PM »

thanks again freakdave this makes alot of games more playable now smile.gif
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neverwill

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Surreal64_fdb
« Reply #99 on: September 20, 2004, 11:15:00 PM »

Edit-problem fixed

Excelent release by the way. I was suprised how much the flicker filter cleans up the image and sharpens it, all of the games look amazing now.

Controller sensitivity is a godsend, Bond was one of my favorite games when I had my N64. V1.0 had that huge dead zone that was impossible to work around when using the sniper rifle or manually aiming.

beerchug.gif
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corkinator

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Surreal64_fdb
« Reply #100 on: September 20, 2004, 11:24:00 PM »

Just dropping by to say thanks smile.gif
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Viewtiful Asher

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Surreal64_fdb
« Reply #101 on: September 20, 2004, 11:46:00 PM »

biggrin.gif   biggrin.gif  oh im so happy...

cant wait for v2.
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Rodent

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Surreal64_fdb
« Reply #102 on: September 21, 2004, 03:52:00 AM »

freakdave,

will PM you today,

thanks for v2

hope, that your efforts will all be taken into 2.0

rgds
alex
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Cathesdus

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Surreal64_fdb
« Reply #103 on: September 21, 2004, 05:40:00 AM »

Damn, everything I want to see in Surreal v2 is slowly getting added into Surreal v1.0, minus the compatibility.  Great Job FD.  This will at least hold peeople over until the next "Official" release of Surreal comes out.
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Shordy

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Surreal64_fdb
« Reply #104 on: September 21, 2004, 07:54:00 AM »

how about trying to add virtual memory???
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