Battlezone Universe

Battlezone Universe => Battlezone 1 Patch Board => Topic started by: Ultraken on December 08, 2009, 03:46:55 AM

Title: Experimental D3D9 Build (2009-12-08)
Post by: Ultraken on December 08, 2009, 03:46:55 AM
Here's another build for everyone to try.  It has a bunch of changes:

Battlezone D3D9 (http://ultraken.dyndns.org/www/bzone_d3d9_2009-12-08.7z)

Usual reminders:
1. This build requires the Visual C++ 2008 SP1 Redstributable Package (http://www.microsoft.com/downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en)
2. If using a retail install, rename the "splash" folder to "splash_" to disable Windows 7's compatibility layer
3. If running on Windows Vista or 7, make the install folder writable
4. If having trouble, try the DirectX End-User Runtime Web Installer (http://www.microsoft.com/downloads/details.aspx?FamilyID=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en)
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: eddywright on December 08, 2009, 05:52:08 AM
I just tried the new build and it looks great!   The disappearing textures and the building/terrain issue are fixed.

I'll do more indepth testing this evening.

Eddy
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Ultraken on December 08, 2009, 08:42:02 AM
Z-buffering was getting turned off, so forcing it on fixed that.  Bad geometry could easily caused some problems as well.
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Commando on December 08, 2009, 10:19:52 AM
When I run it in Win 9 compatibility, I get the 0000005 error.  When I turn offf compatibillity, I get the fllowing.

The procedure entry point_daoot could not be located in the dynamic link library anet2.dll.  The dll is present in my bz1 folder.  I forgot to mention earlier, I have two installs, both produce different error reports.
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Ultraken on December 08, 2009, 10:58:18 AM
Interesting!  That definitely gives me something to work with.  What version of the Activenet DLL are you using?
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Commando on December 08, 2009, 12:43:02 PM
Hatever came with bz1
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Red Devil on December 08, 2009, 01:08:29 PM
I put a copy here:  Today's build (http://www.bzuniverse.com/~betadudes/unprotected/bzone_d3d9_2009-12-08.7z)

I used Internet Download Manager and it got it quickly.

I didn't get the AV on the 2nd mission.  Onward to Mars!  :-)
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Ultraken on December 08, 2009, 03:43:45 PM
Quote from: Commando on December 08, 2009, 12:43:02 PM
Hatever came with bz1
You might want to try replacing it with the updated ("XP anti-lag") version.
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: sabrebattletank on December 08, 2009, 05:37:00 PM
Just for hoots and giggles, tried the BZ98 installer with this D3D9 build on Ubuntu 9.10 in wine. Got a freeze, and it permanently resized my screen :p. Nastiest bug of them all.

Edit: Especially because I couldn't figure out how to resize my screen (the menu buttons were unselectable due to panel icons forced to move behind them), and a quick google for "change screen resolution terminal ubuntu 9.10" only gave people asking "why the hell would you want to do that? just click *here [which i could not]*.
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Ultraken on December 08, 2009, 08:30:17 PM
Whoah.  Nasty.  :oops:

I'm still learning the ropes with D3D9, so there's a good chance that I'm doing something wrong.  It doesn't help that BZ's event handling is so complex.
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Red Devil on December 08, 2009, 09:19:26 PM
Is there a way to make the mini-map/cockpit radar bigger?  It's pretty small at the higher res.

Also, the highest res mine goes to is 1280x1024.
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Commando on December 08, 2009, 11:49:16 PM
I tried the anti lag patch.  Results were the same.
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Ultraken on December 09, 2009, 12:43:57 AM
OK.  Thanks for trying anyway.  :)
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Zero Angel on December 09, 2009, 12:48:45 AM
Quote from: sabrebattletank on December 08, 2009, 05:37:00 PM
Just for hoots and giggles, tried the BZ98 installer with this D3D9 build on Ubuntu 9.10 in wine. Got a freeze, and it permanently resized my screen :p. Nastiest bug of them all.

Edit: Especially because I couldn't figure out how to resize my screen (the menu buttons were unselectable due to panel icons forced to move behind them), and a quick google for "change screen resolution terminal ubuntu 9.10" only gave people asking "why the hell would you want to do that? just click *here [which i could not]*.
Alt+F2 brings up the 'run' dialogue

use the command 'gnome-terminal' to launch the terminal, or 'nvidia-settings' to launch the nvidia control panel

If you dont have the nvidia control panel (ie: are not using the restricted drivers) then use the xrandr (X Resize and Rotate tool) command instead

Type: xrandr -- and it will display all available resolutions (The first resolution is setting 0, then the next is setting 1, etc.)

Type xrandr -s # (the # being whatever resolution you want to change to) and remember which # it is

Anytime the bug occurs again, hit alt+F2 and type in the xrandr -s # command.
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Zero Angel on December 09, 2009, 12:50:53 AM
There's other ways to do it too, including using the catalyst control panel (for ATI restricted drivers), which is probably 'ccc' or by launching GNOME's resolution tool -- I think its something like 'gnome-display-properties' or something to that effect. There are ways to find out which command launches which program.
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Red Devil on December 09, 2009, 09:45:29 AM
I was able to go through all the NSDF SP missions yesterday [edit: using XP Pro]. and it looked excellent.   :-)

The Furies seemed to sometimes just appear without seeing them descend.

SP Stab is pretty powerful.  Three dual shots takes out Furies.
Title: Re: Experimental D3D9 Build (2009-12-08)
Post by: Ultraken on December 09, 2009, 10:40:11 AM
Quote from: Red Devil on December 09, 2009, 09:45:29 AMI was able to go through all the NSDF SP missions yesterday [edit: using XP Pro]. and it looked excellent.   :-)
Hurrah!  That's a good sign that things are coming together.

QuoteThe Furies seemed to sometimes just appear without seeing them descend.
That's probably the mission script spawning them.  :)

QuoteSP Stab is pretty powerful.  Three dual shots takes out Furies.
It does seem punchier than the BZ2 equivalent, which was essentially just an armor-piercing version of the AT Stab.  (Wil Stahl designed BZ2 weapons to have the same base damage per second but vary in fire rate, maximum range, armor/shield penetration, and ammo usage.)