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Messages - xboi209

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31
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 29, 2015, 05:19:56 AM »
I just compiled your latest commit and it seems like there's still a performance issue. It's as if a few frames are dropped at times

32
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 21, 2015, 01:01:37 AM »
there is currently no fix to scale windows 10 full screen

ive looked


The issue is not due to the OS, but instead your graphics card settings.

33
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 20, 2015, 10:17:23 PM »
Intel: http://teamwindows8.com/2012/11/how-to-run-full-screen-games-in-windows-8/
Nvidia: http://us.battle.net/en/forum/topic/18300189156
AMD: http://support.amd.com/en-us/kb-articles/Pages/UnableToSetGPUScaling.aspx

A lot of graphics cards are smart enough to automatically lower the resolution and either scale the game to fullscreen or leave black bars on the sides to maintain aspect ratio.

34
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 20, 2015, 06:34:02 PM »
Here's another problem reported from newbie: a notebook (he didn't call a model), resolution 1366х786 , win 8.1.
He got fresh war2 at 1/4 of screen, also your ddraw.dll didn't resolve the problem.
But another project called ddhack10 helped him.

At the same time ddhack10 is unplayable as known, but maybe there's something to get from that project and to add to war2_ddraw_test to ToSceen?

Also, to everyone: please, notify us if you have the same problem with war2_ddraw_test2. Need to have a system to test.
He needs to configure the scaling options for his graphics card. There's instructions on Google for this.

35
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 18, 2015, 04:17:40 PM »
Any progress aqrit?

36
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 15, 2015, 02:31:03 AM »
1. Does "in-game" Broodwar have any open SDlgDialog windows?
I have no idea, and don't know how to check. My best guess is probably yes when you click on the menu button.

2. For Each SDlgDialog window GdiTransparentBlt color converts the same 640x480 from 8bpp to 32bpp each time... Would it be faster to color convert once then GdiTransparentBlt out to all the windows?
Not a graphics programmer, but to check if anything is faster, you would profile the code.

3. Would it be faster to GdiTransparentBlt only the changed portions of the screen instead of the entire screen to every window... Unfortunately the game locks the entire screen so we don't immediately know where changes occur. However, since we know every unchanged scan line will be all 0xFE bytes... it should be possible to do a quick hash of a scan line to  know if anything on that line has changed... which would allow us to quickly determine a bounding rect around changes which we could then intersect with the window rects thus allowing us to move much fewer bytes around.
Updating only parts of the screen is what modern video encoding libraries and game developers do nowadays so it should be faster. Maybe it's even faster to just check the first few bytes of a line for 0xFE bytes instead of hashing the whole line, what would go wrong if this assumption is incorrect?

4. The only thing we can do for "ddraw only mode" is switch to uploading to video memory with a real API, not GDI. But that means when switching from "mixed mode gdi/ddraw" to "ddraw only" we need to clear any gdi stuff...  can we just paint the main window with a NULL_BRUSH or do we have to destroy and re-create the main window?
Are you suggesting to interpret the DirectDraw calls and use something like OpenGL or DirectX to draw to the screen instead?

37
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 14, 2015, 06:33:37 PM »
Oh I see my mistake with memset() now, and it's much much slower than the for loop too(edit: my computer is just slow right now). Is your assembly code even more optimized than the for loop?
Is there any other code that could move onto a concurrently running thread?

38
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 14, 2015, 02:30:20 PM »
Not sure if that could help, but maybe to use an idea from cpu savior? http://forum.war2.ru/index.php/topic,409.0.html
The idea was to add sleep 1ms in each gdi drawing loop or w/e.
If it redraws mixed ddraw+GDI millions times per second, it causes CPU utilization. If you add timeout into the graphics loop, if will free the CPU.
Another idea is to enforce your code 1 time of 1000, not every time. Then interface will be fixed not in realtime but with a little delay.

The CPU utilization doesn't slow things down since the majority of the stuff is single threaded. I'm not completely sure but I think the for loop that erases the video memory in ToScreen() is partly responsible for slowly down the code. Oddly, replacing that loop with std::memset() from the standard library doesn't work as expected for some reason. I'm thinking of having multiple threads erase different parts of the video memory at the same time since it's erasing 76800 bytes of memory one byte at a time which is quite a lot.

39
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 13, 2015, 02:16:08 PM »
aqrit, so your DLL is too slow for competitive play in StarCraft, is there anything you could do? Also, what should I change so I could use the C/C++ standard library?

Also, would it be possible to hook the DirectDraw functions in memory at a later point in time(after the loading screen) rather than make a redirect DLL?

40
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 11, 2015, 10:46:33 PM »

Seems to also work for StarCraft!

Great, you playing on USeast?


Sent from my Motorola DynaTAC 8000X using Tapatalk
no

41
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 11, 2015, 09:59:53 PM »
Seems to also work for StarCraft!

42
Server.War2.ru / Re: War2 graphics for Win Vista/7/8/8.1/10/2012 fixed
« on: December 11, 2015, 08:40:31 PM »
@aqrit What's the license for your source code? Please add one to be explicit

45
Server.War2.ru / Re: Ad Space
« on: September 12, 2015, 05:58:46 PM »
how does w-mode work?  is it something Lance could replicate for War2?
I don't really know the specifics since the source code isn't available. I do know that some Windows and DirectDraw functions are hooked at least.

There is an open source implementation of W-Mode though but I haven't tried it myself: https://github.com/bwapi/bwapi/blob/master/bwapi/BWAPI/Source/WMode.cpp

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