Re: Widescreen hack and some other fixes aka AiO Patch
Posted: Thu Sep 13, 2018 4:17 pm
Pull request: fixed a broken texture (more specifically - broken alpha map) in the System database. ID of affected texture = 5208 ("Texture24").
The problem was found by unterbuchse while testing his .REC exporter, then I was able to confirm via alternate means that the database entry is in fact corrupt. RGB data was intact (which is why preview looked OK), but when viewed on a model or landscape, it was just a garbled mess, not unlike TV static.
This texture is only used by the medium LOD of the plate armor (both the SP and MP variants), which is probably why it went unnoticed for the last 19 years; especially since the LODs are now disabled by default
Download link for the fixed System.txd:
https://www.dropbox.com/s/ism0hau4oez3k ... m.txd?dl=0
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EDIT:
2nd pull request: fixed the Alwarren water fountain "puzzle" not showing the water level rising - in fact, no water was visible in the pool at all, because the previous changes to layer visibility have completely messed up the fountain's water layers, making them effectively fully invisible.
EDIT (05/10/2018):
Oops, I just noticed that the "fix" for the water not showing, instead broke the killboxes on the flames.
I've replaced the file with the new version, which has both of those issues properly fixed now.
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EDIT 2:
Just found a bug in dgVoodoo... fast videomemory access breaks when textures over a certain size are encountered.
I haven't established what the critical size is yet, but 2048x2048x32bit is certainly over that limit.
To replicate the problem, add any 2048x2048x32bit texture to any database, put it on the landscape, and load the map in Drakan.
It works perfectly fine in vanilla Drakan (no dgVoodoo), and also in dgVoodoo when fast videomemory access is disabled.
But enabling that option causes the texture to show up as black instead.
Strangely, the performance hit is about the same as when the texture(s) in question would have actually been visible...
The problem was found by unterbuchse while testing his .REC exporter, then I was able to confirm via alternate means that the database entry is in fact corrupt. RGB data was intact (which is why preview looked OK), but when viewed on a model or landscape, it was just a garbled mess, not unlike TV static.
This texture is only used by the medium LOD of the plate armor (both the SP and MP variants), which is probably why it went unnoticed for the last 19 years; especially since the LODs are now disabled by default
Download link for the fixed System.txd:
https://www.dropbox.com/s/ism0hau4oez3k ... m.txd?dl=0
---------------------------------------------------
EDIT:
2nd pull request: fixed the Alwarren water fountain "puzzle" not showing the water level rising - in fact, no water was visible in the pool at all, because the previous changes to layer visibility have completely messed up the fountain's water layers, making them effectively fully invisible.
EDIT (05/10/2018):
Oops, I just noticed that the "fix" for the water not showing, instead broke the killboxes on the flames.
I've replaced the file with the new version, which has both of those issues properly fixed now.
---------------------------------------------------
EDIT 2:
Just found a bug in dgVoodoo... fast videomemory access breaks when textures over a certain size are encountered.
I haven't established what the critical size is yet, but 2048x2048x32bit is certainly over that limit.
To replicate the problem, add any 2048x2048x32bit texture to any database, put it on the landscape, and load the map in Drakan.
It works perfectly fine in vanilla Drakan (no dgVoodoo), and also in dgVoodoo when fast videomemory access is disabled.
But enabling that option causes the texture to show up as black instead.
Strangely, the performance hit is about the same as when the texture(s) in question would have actually been visible...