narzoul / DDrawCompat

DirectDraw and Direct3D 1-7 compatibility, performance and visual enhancements for Windows Vista, 7, 8, 10 and 11
BSD Zero Clause License
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A surface not drawn correctly in Red Alert 2 and Yuri's Revenge #261

Closed tomsons26 closed 7 months ago

tomsons26 commented 7 months ago

image You can test this quickly by starting a new short skirmish game and selling off the Construction Yard. The Victorious/Defeated surface isn't drawn at the correct size and is overlaid by a white box.

I'm on a iGPU, i'm being told this doesn't happen with dedicated GPUs. This occurs in fullscreen, borderless and windowed modes. This occurs with default ini settings(ie no ini at all).

As a community reverse engineer on these games i can't really say what makes this different to all other surfaces. For the white box my only guess is Tiberian Sun drew GDI text on game win/loss not a image. The code for drawing the text may still be active here and just drawing a blank text, which the surface of for some reason doesn't get keyed out.

narzoul commented 7 months ago

I can't reproduce the issue on my end with NVIDIA or AMD dedicated GPUs. I don't have any integrated ones to test at the moment. Please reproduce the issue with LogLevel=debug and upload the debug log.

Has this been an issue with older releases like v0.4.0 too? In which release did it first appear? Does it work natively without DDrawCompat?

tomsons26 commented 7 months ago

0.5.0 didn't work at all, game just resulted in a lockup and black screen was then informed that there's a fix for iGPUs in 0.5.1. Seems no dice on the log, it grows to over 1GB too quick, by the time i make it ingame it's over 1GB Will check if 0.4 works

tomsons26 commented 7 months ago

seems i have a local corrupt file, sorry for the trouble