Battlezone Universe

Battlezone Universe => Battlezone 1 Patch Board => Topic started by: Ultraken on December 05, 2009, 03:43:53 PM

Title: Experimental D3D9 Build (2009-12-05)
Post by: Ultraken on December 05, 2009, 03:43:53 PM
I have a new executable for everyone to try, focused primarily on the new D3D9 renderer.  The software renderer still works for now, but forces the game into a window.  On the plus side, windowed mode supports the same resolutions as full-screen now.  :)

This build still performs a CD check like the previous experiemental build, unfortunately.  If that's a problem, I can post an updated version without it later.

Battlezone D3D9 (http://ultraken.dyndns.org/www/bzone_d3d9_2009-12-05.7z)

(It's hosted on my NAS like the first one, so transfer rates can be a bit hit or miss.)
Title: Re: Experimental D3D9 Build
Post by: Commando on December 05, 2009, 03:47:04 PM
Will you eventually be able to post a build that doesn't check for cd?
Title: Re: Experimental D3D9 Build
Post by: Commando on December 05, 2009, 03:55:22 PM
With the new .exe, I'm getting an AV trying to launch it.  "bzone.exe - Entry Point Not Found".  The procedure entry point_daoot could not be located in the dynamic link library anet2.dll.
Title: Re: Experimental D3D9 Build
Post by: Commando on December 05, 2009, 04:02:35 PM
The original exe produces a different av altogether indicating that virtual memory has been disabled so neither the old nor the new exe will run for me on Win 7.

Title: Re: Experimental D3D9 Build
Post by: Ultraken on December 05, 2009, 04:46:02 PM
Two things:
1. get the Visual C++ 2008 SP1 Redstributable Package (http://www.microsoft.com/downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en)
2. rename the "splash" folder to "splash_" to disable Windows 7's compatibility layer
Title: Re: Experimental D3D9 Build
Post by: Commando on December 05, 2009, 04:52:31 PM
I believe I have the 2008 files since 1.3 requires them along with most of the newer games on Steam.
Title: Re: Experimental D3D9 Build
Post by: Commando on December 05, 2009, 04:57:49 PM
Renamed the file, still no luck.  Even when trying to run it as an administrator.

Tried running the link you posted.  Computer give me the option to repair or uninstall indicating I already had the 2008 redistributables installed.  I knew Borderlands required it meaning I already had it installed.
Title: Re: Experimental D3D9 Build
Post by: Commando on December 05, 2009, 05:25:54 PM
Is there any way to have the 1.4 installer remade?  Currently, it seems to autodetect your bz2 directory so if you have multiple installers, the installer will only update one of the installs.
Title: Re: Experimental D3D9 Build
Post by: Ultraken on December 05, 2009, 06:56:54 PM
The game tries to write settings to its install folder, which fails on Vista and 7 because those set folders read-only by default.  The workaround is to make the folder writable by users, but the real solution is to write to a folder in the user's home directory.  I also need to make the game more tolerant of minor errors instead of exiting outright.
Title: Re: Experimental D3D9 Build
Post by: Commando on December 05, 2009, 10:14:39 PM
I got a new error this time.

BZONE.EXE - Application Error

The application was unable to start correctly (0xc0000005).  Click OK to close the application
Title: Re: Experimental D3D9 Build
Post by: Ultraken on December 06, 2009, 12:48:36 AM
Hm.  I'm not sure what that's about.

I'll have a new build tomorrow since I just discovered that I was submitting geometry wrong, so this build doesn't have nearly the performance it should.  When I switched over to the correct way, I went from 3-5 FPS on my laptop to 100-150 FPS.  That's a fairly unusual case, but everyone should see a substantial boost.
Title: Re: Experimental D3D9 Build
Post by: eddywright on December 06, 2009, 07:41:59 AM
I am getting 150+ fps with this build on Vista64.  I had compatibility mode turned on (XP SP2) and most everything was working. I then turned off compatibility mode off and I get a failed to create D3D object error. Now I have to reboot to see if  I can it running again.

I noticed in mission 2 that some of the buildings seemed disconnected from the terrain. As I drove around them, they seem to move around some. I'll make a video of it once I get BZ going again.

   Operating System: Windows Vistaâ„¢ Home Premium (6.0, Build 6002) Service Pack 2 (6002.vistasp2_gdr.090803-2339)
           Language: English (Regional Setting: English)
System Manufacturer: Gigabyte Technology Co., Ltd.
       System Model: P35-DS3R
               BIOS: Award Modular BIOS v6.00PG
          Processor: Intel(R) Core(TM)2 Quad CPU           @ 2.40GHz (4 CPUs), ~2.4GHz
             Memory: 4094MB RAM
          Page File: 3426MB used, 4980MB available
        Windows Dir: C:\Windows
    DirectX Version: DirectX 11
DX Setup Parameters: Not found
     DxDiag Version: 7.00.6002.18107 32bit Unicode
Title: Re: Experimental D3D9 Build
Post by: Commando on December 06, 2009, 11:35:18 AM
The disconnect sounds like an issue 1.3 had at first.  Which was the result of using DX9 matricies when bz2 was still written to use DX matricies.
Title: Re: Experimental D3D9 Build
Post by: Ultraken on December 06, 2009, 12:06:24 PM
I'm still using BZ's software T&L pipeline, so I don't think it's that.
Title: Re: Experimental D3D9 Build
Post by: Ultraken on December 06, 2009, 01:38:07 PM
Also, one potential workaround to the crash on startup is to disable DEP for bzone.exe.  That may or may not fix it for you, but it's worth trying.
Title: Re: Experimental D3D9 Build
Post by: TheWall on December 06, 2009, 03:15:51 PM
Hello All,

I'd thought the entier BZ World was the BZ-Club forum... ummmm.. I see I was wrong.

I just signed up to this board, trying to get acclimated to everything going on, and fell upon this new thread. Thought I'd try whats available, but I don't think I have the proper install/foundation for the .exe file.

What do I need to do to amuse myself and follow whats going on here?


Time of this report: 12/6/2009, 17:13:39
  Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.080814-1236)
   Processor: Dual Core AMD Opteron(tm) Processor 180,  MMX,  3DNow (2 CPUs), ~2.4GHz
   Memory: 3328MB RAM
   DirectX Version: DirectX 9.0c (4.09.0000.0904)
Title: Re: Experimental D3D9 Build
Post by: Blunt Force Trauma on December 06, 2009, 04:40:32 PM
Well. . while BZ1.4 has FOUR servers, only one server ever has anyone in it and is basically populated by 3 guys making 3 to 5 "fakes" each of various well known BZ players of which left months ago.  The actual real player number ranges from 2-8 at any particular time, but averages around 4.

BZE has 1 to 8 real players, but usually ranges around 2-5 in the evening.

RO never has anyone in the lobby. . . ever.

I'm not sure of the BZ2 numbers, but from what I gather, it's community is in the teens as well.

-report complete-
Title: Re: Experimental D3D9 Build
Post by: Avatar on December 06, 2009, 04:47:23 PM
Players?  Or average age?    :-P :lol: :-P

Wally!  It's getting to be old home week around here!  Someone needs to wake up Mower and FON, and drag FPA out of wherever he retired to...  :)

Hey, post that pic of the homemade NSDF spacesuit you or Scrappy had...  :)

-Av-

OK, I'm getting nostalgic.  True story:

We had an experimental map that allowed Team Strat in the BZ1 engine.  Basically a DM map such that each side had a Walker placed on the map that could 'shoot out' a Recycler via a custom weapon.  The 'Commander' would hop in the Walker and head for the base area, deploy the Recy and start gathering respawning scrap (DM map = respawning scrap, worked the same as pools pretty much)...

Anyway, we're all messing around in there one day and I gave Scrapmaker a skyride, totally forgetting that Scrappy was much more dangerous OUTSIDE a Tank than INSIDE one.  I'm heading back to base, dodging and weaving and he types "What are you doing?".  Now, this is a clever way of getting me to straighten out and type while performing evasive action, but I type reallyreallyfast...   :)

I type "trying", dodge, type "to keep", weave, "from being", dodge, "sniped".

"Lol, it won't <<SPLAT>> help" is what I get back as I respawn.

Hope he liked my tank, I was smoking and out of ammo if I remember right.   :)

Ah, the good old days...
Title: Re: Experimental D3D9 Build
Post by: eddywright on December 06, 2009, 04:51:30 PM
Hey Wall, good to see ya!

Below is a video of some weirdness with models and terrain. Play it in full screen mode to see the disconnect up close.

http://www.bz911.com/bzonetest1.wmv

This was recorded with FRAPS at 60FPS, 640x480, Hardware Mode, Vista64.  I had no crashes or errors and I'm not running in compatibility mode. I do have DEP turned off for the entire OS though.

Eddy
Title: Re: Experimental D3D9 Build
Post by: eddywright on December 06, 2009, 04:53:05 PM
Quote from: Avatar on December 06, 2009, 04:47:23 PM
Players?  Or average age?    :-P :lol: :-P

Wally!  It's getting to be old home week around here!  Someone needs to wake up Mower and FON, and drag FPA out of wherever he retired to...  :)

Hey, post that pic of the homemade NSDF spacesuit you or Scrappy had...  :)

-Av-

Wall made that when Scrappy visited him years ago. That was too crazy :)

Eddy
Title: Re: Experimental D3D9 Build
Post by: Blunt Force Trauma on December 06, 2009, 06:10:41 PM
Looks like the terrain's poly and texture segments are having a hard time deciding to be in front or behind the building structure.   :mrgreen:

Title: Re: Experimental D3D9 Build
Post by: Avatar on December 06, 2009, 06:15:42 PM
Quote from: eddywright on December 06, 2009, 04:51:30 PM
http://www.bz911.com/bzonetest1.wmv

How drunk were you?  That looks pretty drunk...  :P

-Av-
Title: Re: Experimental D3D9 Build
Post by: Ultraken on December 06, 2009, 06:38:40 PM
Z-buffering?  We've evolved beyond the need for z-buffering!  :D
Title: Re: Experimental D3D9 Build (2009-12-05)
Post by: Commando on December 06, 2009, 11:44:14 PM
Tried disabling DEP, still no go.
Title: Re: Experimental D3D9 Build (2009-12-05)
Post by: Ultraken on December 06, 2009, 11:44:55 PM
Hm.  Well, I have a new build up for everyone to try.