Closed phly95 closed 7 years ago
Current master + software depth buffer render: https://drive.google.com/file/d/0B0YqMPjGo3B2WU1JdVgtM3FxdFU/view?usp=sharing
Thanks
Please test software depth buffer render. It is new functionality for GLideN64, problems are possible. You may run any game with it enabled. Games, where it is surely useful are Zeldas, PD, CBFD.
Thanks Gonetz!
You welcome
@gonetz could you post a new version of software depth buffer GLideN64 with that depth buffer fix for Zelda? I'd like to do some more testing, especially with Snap, but mupen64plus doesn't run it properly.
@AmbientMalice current build of software_depth_render branch: https://drive.google.com/file/d/0B0YqMPjGo3B2OFdwaGg5RVBScXc/view?usp=sharing
So I was wondering, since these excellent packages only comes with the plugins for Mupen64Plus and Project64 and nothing else, is the GLideN64.custom.ini here on GitHub up to date?
Last change were 2 months ago which seems to be Pokémon Snap related and given the changes made to the plugin since then I can't help to feel my GLideN64.custom.ini that started out as version 3 or something in the beginning which is now up to 11 is out of date.
Had to delete some stuff in it that's not even used anymore I think? Like detectCFB=1 etc. I can't find that option anymore, neither in the GLideN64.ini or the settings through the emulator.
Anyone that have a updated version of the GLideN64.custom.ini file?
I don't have time to keep GLideN64.custom.ini up to date. The thing I constantly forget to do about it is to remove ini version check for custom ini. I need to finish a few things to say: this is pre-release, it will not change much until release, lets polish everything.
OK, thanks for clarification! Plugin works great BTW, really like the progress.
hmm new release has new regression.. ;( (render textrects in native resolution)
Turing on Bloom breaks render textrects in native resolution too
Someone able to post an update for me ?
@gonetz Any chance of a new release? I'd like to test the fixed texture cache stuff.
Ok, current master: https://drive.google.com/file/d/0B0YqMPjGo3B2VEg4aTZvR09BbGc/view?usp=sharing
Thanks!
Could you upload the current master, please?
Current master: https://drive.google.com/file/d/0B0YqMPjGo3B2elZELVRqT1FIMHM/view?usp=sharing
Current GLideNUI.lib: https://drive.google.com/file/d/0B0YqMPjGo3B2NmZQelpJbm5uM2c/view?usp=sharing
Thanks!
Is anyone else getting huge performance dips in Perfect Dark in this most recent build? I need to test some older builds to be sure, though...
PD runs as before for me.
New build:
https://drive.google.com/file/d/0B0YqMPjGo3B2LWtBUDVub00zLUU/view?usp=sharing
https://drive.google.com/file/d/0B0YqMPjGo3B2a3ZOcmdEakhuc00/view?usp=sharing
New feature added: crop image. Enable it to remove black boarders around image. Set Crop to Auto and Aspect to Adjust, run Wave Race or AeroGauge in full screen mode... Note: crop applied only to black boarders from frame buffer. Boarders created by Video Interface will not be removed.
Thanks!!
Mario Golf has regression where character is missing now.. ;(
Yes, I made a stupid typo, which broke Mario Golf. It will be fixed soon.
Seems there is a regression in the current builds with Episode 1 racer.
Intro flickers and the game shows a black screen.
This only happens with frame buffer emulation turned on. If it is disabled, the game works correctly. It used to work with frame buffer emulation turned on.
Recent changes make possible all kind of regressions. I'll check Episode 1 racer, thanks.
Current master+crop feature: https://drive.google.com/file/d/0B0YqMPjGo3B2Q1JPTTZrWHI4dVk/view?usp=sharing
Fixed most of regression bugs.
On auto (or on custom), in DK64, you can still see the border but it is flckering in and out rapidly. On other games, the flickering on the whole screen is light.
Also, would like to do each side independantly like reshade or stand alone nestopia just in case there are games where borders are on one side but not the other.
Lets discuss crop feature in corresponding thread: https://github.com/gonetz/GLideN64/issues/805
can i get the last master version please?
Current master + crop feature + OSD feature: https://drive.google.com/file/d/0B0YqMPjGo3B2RHJmU0ZHdVhQUTA/view?usp=sharing
OSD: i made 3 counters: FPS, VI/S, percent. User may select any or all of them. Counters displayed in a user defined corner of the screen. Currently supported only by mupen64plus build.
Gonetz, could you upload a new build with the depth buffer fixes for testing? I can only build for mupen64plus, and I want to test Snap.
Thanks for keeping us updated.
Thanks!
Thank you for your job! But since I'm a totally noob about plugins, can anyone tell me if I need to replace the 1.2 dll with the week's master and place all those files in the Plugin's folder or I can just paste the current dll in that folder, with no other files at all?
@ThallesAps you may just can just paste the current dll in the Plugins folder. The plugin will reset settings to defaults on the first run, so you may want to set them again, at least resolutions.
Could you compile the latest master to test the Mischief Makers textures fix please? (I don't know how to compile it myself)
Sure. Today master: https://drive.google.com/file/d/0B0YqMPjGo3B2ZmVtdHdSbFNDZDA/view?usp=sharing
Thanks again Gonez!
Btw, i never notice any problems with Mischief Makers prior to this master.
Greetings. I was trying out the last master posted here (the compiled one) and it's not working for me. I'm using PJ64 2.3 and I did put the 2 files into the GFX plugin folder and the emulator detected the plugin but, whenever I try to start a game with it, the emulator crashes for no reason. The plugin settings seem to work correctly. Maybe I have to change something there?
I'm new to these things and I really want to give this plugin a try. Looking forward for some help.
Is there a log file in the folder with Project64.exe and what plugins did you use?
Yes, there's a log file on the logs folder, but it is blank. I'm using the default PJ64 plugins:
EDIT: I've found a gliden64.log in my games folder. It says:
"N64 depth compare and depth based fog will not work without Image Textures support provided in OpenGL >= 4.3 or GLES >= 3.1" I found out my system's OpenGL is 1.1. So, if I am right, the reason it won't work is because my graphics card is too old.
Could I ask for another master compile in order to test the new color clamp fix on Mischief Makers?
On https://github.com/gonetz/GLideN64/releases the last release was posted 8 months ago. Any plans to compile new releases there?