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Messages - duocast

#1
Games / Star Wars Galaxies
31 July 2004, 13:55:10
k i have a Voodoo 5 5500 PCI 64MB card and i'm using 3D-Analyze 2.31 and 2.34, i've tried this:

1) download and install v2.34 of 3danalyze from www.tommti-systems.com

2) in the directory where swgclient_r.exe is installed (probably c:\program files\starwarsgalaxies\swgclient_r.exe), create a batch file with one line in it - the same target as the desktop shortcut created by the swg installation program. for me, this is:

"c:\program files\sony\station\launchpad\launchpad.exe" /game:starwars

3) launch 3danalyze from wherever you installed it

4) click the 'select' button and choose the batch file you created in the swg directory. you may have to use the drop down at the bottom to make .bat files visible.

5) tick the boxes for 'force sw tnl' and 'emulate hw tnl caps'

6) click 'run'

that's all there is to it. the launcher will start normally and the game will run. i recommend step 7 for a one-click solution:

7) in 3danalyse, click the 'save batch file!' button at the bottom, and put it on your deskop. in the future, all you will need to do is run this batch file, skipping steps 1-6

with no luck [B)] then i saw this:

For those of you who want to play Galaxies, but are lacking in hardware graphics acceleration features such as hardware T&L, here is your hope! As is known by many, 3d-Analyze is a very useful program which can enable, disable, and even emulate features for programs utilizing Direct3D and/or OpenGL. "Wow!", you may think. "I don't even have to go buy that expensive card!"... or maybe you're on a laptop (I am, and that's what stimulated me to create a technique) and you can't even upgrade your graphics hardware. Before you get too excited, please note that emulating hardware T&L and forcing software T&L puts more stress on the processor - it must now take on an extra load of geometry. On my laptop (P4 2.4 ghz) I still get a pretty decent framerate (average 22, as high as the cap, 30).
The second problem is that the Galaxies launcher sends vital information to the client which enables you to actually log in. I've created a program to work around this, but it does take a little extra work to run the game. First, create a new folder in your Galaxies folder. The name is not really important. I call mine "Patch". Now, download my program from http://bearsoft.0catch.com/SwgClient_r.exe, and save it to this folder. Note that the name of the program is identical to the name of the actual Galaxies client executable. You may also (aka will probably) need to download the Microsoft Visual Basic Virtual Machine DLL (from http://bearsoft.0catch.com/msvbvm60.dll). Place it in your "Patch" folder. Finally, you need to download 3d-Analyze from http://www.tommti-systems.de. You can put the installation anywhere you want, but I've had some trouble when placing it in the Galaxies folder or in a sub-directory of it.
Here's the tricky part. Run the launcher as normal, and log in with your Station ID and wait for the updater to complete its task. The "PLAY" button should now be present. Open Windows Explorer or whatever file manager you normally use. Browse to your Galaxies folder (typically C:\Program Files\StarWarsGalaxies) and rename the file "SwgClient_r.exe" to "SwgClient_rZ.exe". This is the real client. Now we insert our dummy. Copy or move the "SwgClient_r.exe" from the "Patch" folder to the root Star Wars Galaxies folder. Switch back over to the Galaxies launcher and hit "PLAY". Ideally, nothing will appear to happen. If the dummy client has done its job, you should be able to see file called "patch.bat" in your Galaxies folder. Now open 3d-Analyze. Apply any needed settings using the 3d-Analyze interface. Select that "patch.bat" file as the program or batch file to run. Click run now and everything should be gravy! You may have to play around with the 3d-Analyze options until the game runs, but that's the easy part.
Before using this work-around again, make sure to move the dummy back to the "Patch" folder, and rename the real client back to "SwgClient_r.exe". So that's it! Not too tough, right? Surely worth the effort  If you need any further help with this, feel free to email me at ZoriahX@Comcast.net

- Brandyn Sorrells
Zoriah X-Bear in-game (Bria)

well his file is down so no luck here either...[B)][B)][B)]

ANYWAY (breaths heavy sigh) i want to get this game working, any ideas?
#2
General Discussions / Painkiller
08 May 2004, 20:15:03
ok i figured out what was the problem, it wasnt the movies thing because i had already done that with no success, it was that i had installed patch 1.15....

After doing a complete reinstall and trying out all we've spoken about it worked, but once 1.15 is installed...nothing...it breaks compatibility with it.

So i have 1 last problem how did you (if you did) get ride of the yellow numbers in the bottom left corner?

here is an included screenshot because i'm having problems uploading pictures to 3dfxzone:

http://www2.freepichosting.com/Images/156385/22.jpg
#3
General Discussions / Painkiller
08 May 2004, 03:59:49
Well specifically what version of 3D Analyzer are you using because i used version 2.33 and absolutely nothing happens, when i use version 2.31 it gives me the following error:

<?xml version="1.0" encoding="UTF-16"?>
<DATABASE>
<EXE NAME="PainGame.exe" FILTER="GRABMI_FILTER_PRIVACY">
   <MATCHING_FILE NAME="binkw32.dll" SIZE="350720" CHECKSUM="0x4652BD7F" BIN_FILE_VERSION="1.5.21.0" BIN_PRODUCT_VERSION="1.5.21.0" PRODUCT_VERSION="1.5y" FILE_DESCRIPTION="RAD Video Tools" COMPANY_NAME="RAD Game Tools, Inc." PRODUCT_NAME="Bink and Smacker" FILE_VERSION="1.5y" LEGAL_COPYRIGHT="Copyright (C) 1994-2003, RAD Game Tools, Inc." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x0" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.5.21.0" UPTO_BIN_PRODUCT_VERSION="1.5.21.0" LINK_DATE="09/24/2003 23:29:18" UPTO_LINK_DATE="09/24/2003 23:29:18" />
   <MATCHING_FILE NAME="D3Dev.dll" SIZE="651264" CHECKSUM="0x7811D5B4" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="05/05/2004 18:07:52" UPTO_LINK_DATE="05/05/2004 18:07:52" />
   <MATCHING_FILE NAME="Engine.dll" SIZE="3936256" CHECKSUM="0xAD1F0040" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="05/05/2004 18:07:41" UPTO_LINK_DATE="05/05/2004 18:07:41" />
   <MATCHING_FILE NAME="mss32.dll" SIZE="372736" CHECKSUM="0x18C9585F" BIN_FILE_VERSION="3.0.0.0" BIN_PRODUCT_VERSION="3.0.0.0" PRODUCT_VERSION="6.6a" FILE_DESCRIPTION="Miles Sound System" COMPANY_NAME="RAD Game Tools, Inc." PRODUCT_NAME="Miles Sound System" FILE_VERSION="6.6a" LEGAL_COPYRIGHT="Copyright (C) 1991-2004, RAD Game Tools, Inc." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x0" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="3.0.0.0" UPTO_BIN_PRODUCT_VERSION="3.0.0.0" LINK_DATE="04/02/2004 04:22:59" UPTO_LINK_DATE="04/02/2004 04:22:59" />
   <MATCHING_FILE NAME="Painkiller.exe" SIZE="3121152" CHECKSUM="0x87236FA9" BIN_FILE_VERSION="1.0.0.0" BIN_PRODUCT_VERSION="1.0.0.0" PRODUCT_VERSION="1.0" FILE_DESCRIPTION="3D-Analyze QuickStart" COMPANY_NAME="ToMMTi-Systems" PRODUCT_NAME="3D-Analyze QuickStart" FILE_VERSION="1.0" ORIGINAL_FILENAME="QuickStart.exe" INTERNAL_NAME="QuickStart" LEGAL_COPYRIGHT="ToMMTi-Systems Copyright (C) 2003" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.0.0.0" UPTO_BIN_PRODUCT_VERSION="1.0.0.0" LINK_DATE="11/29/2003 19:47:03" UPTO_LINK_DATE="11/29/2003 19:47:03" VER_LANGUAGE="German (Germany) [0x407]" />
   <MATCHING_FILE NAME="PainGame.exe" SIZE="3055675" CHECKSUM="0x322C46D2" BIN_FILE_VERSION="1.0.0.1" BIN_PRODUCT_VERSION="1.0.0.1" PRODUCT_VERSION="1.0.0.0" FILE_DESCRIPTION="Painkiller" COMPANY_NAME="People Can Fly" PRODUCT_NAME="Painkiller" FILE_VERSION="0.0.1.5" ORIGINAL_FILENAME="PainGame.exe" INTERNAL_NAME="PainGame.exe" LEGAL_COPYRIGHT="(c) People Can Fly.  All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.0.0.1" UPTO_BIN_PRODUCT_VERSION="1.0.0.1" LINK_DATE="05/05/2004 18:09:42" UPTO_LINK_DATE="05/05/2004 18:09:42" VER_LANGUAGE="English (United States) [0x409]" />
   <MATCHING_FILE NAME="hook_3DA.dll" SIZE="86016" CHECKSUM="0x7257B22D" BIN_FILE_VERSION="1.0.0.0" BIN_PRODUCT_VERSION="1.0.0.0" PRODUCT_VERSION="1.0" FILE_DESCRIPTION="hook_3DA" COMPANY_NAME="ToMMTi-Systems" PRODUCT_NAME="hook_3DA" FILE_VERSION="1.0" ORIGINAL_FILENAME="hook_3DA.dll" INTERNAL_NAME="hook_3DA" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.0.0.0" UPTO_BIN_PRODUCT_VERSION="1.0.0.0" LINK_DATE="12/11/2003 22:51:25" UPTO_LINK_DATE="12/11/2003 22:51:25" VER_LANGUAGE="Language Neutral [0x0]" />
   <MATCHING_FILE NAME="ForceDLL.dll" SIZE="46592" CHECKSUM="0xE351E992" BIN_FILE_VERSION="1.0.0.0" BIN_PRODUCT_VERSION="1.0.0.0" PRODUCT_VERSION="1.0" FILE_DESCRIPTION="ForceDLL" COMPANY_NAME="ToMMTi-Systems" PRODUCT_NAME="ForceDLL" FILE_VERSION="1.0" ORIGINAL_FILENAME="ForceDLL.dll" INTERNAL_NAME="ForceDLL" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.0.0.0" UPTO_BIN_PRODUCT_VERSION="1.0.0.0" LINK_DATE="11/28/2003 18:24:51" UPTO_LINK_DATE="11/28/2003 18:24:51" VER_LANGUAGE="Language Neutral [0x0]" />
   <MATCHING_FILE NAME="d3df.dll" SIZE="802816" CHECKSUM="0xCEC3A91F" BIN_FILE_VERSION="5.3.0.900" BIN_PRODUCT_VERSION="1.0.0.1" PRODUCT_VERSION="5.3.0000000.900" FILE_DESCRIPTION="3DA Direct3D Wrapper" COMPANY_NAME="ToMMTi-Systems" FILE_VERSION="5.3.0.900" ORIGINAL_FILENAME="D3D8.dll" INTERNAL_NAME="D3D8.dll" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="5.3.0.900" UPTO_BIN_PRODUCT_VERSION="1.0.0.1" LINK_DATE="11/28/2003 18:26:50" UPTO_LINK_DATE="11/28/2003 18:26:50" VER_LANGUAGE="German (Germany) [0x407]" />
   <MATCHING_FILE NAME="d3dg.dll" SIZE="1142784" CHECKSUM="0x2446374D" BIN_FILE_VERSION="5.3.1.902" BIN_PRODUCT_VERSION="1.0.0.1" PRODUCT_VERSION="5.3.0000001.902" FILE_DESCRIPTION="3DA Direct3D Wrapper" COMPANY_NAME="ToMMTi-Systems" FILE_VERSION="5.3.1.902" ORIGINAL_FILENAME="D3D9.dll" INTERNAL_NAME="D3D9.dll" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="5.3.1.902" UPTO_BIN_PRODUCT_VERSION="1.0.0.1" LINK_DATE="11/28/2003 18:28:05" UPTO_LINK_DATE="11/28/2003 18:28:05" VER_LANGUAGE="German (Germany) [0x407]" />
   <MATCHING_FILE NAME="opengl32.dll" SIZE="974848" CHECKSUM="0x4CB10B0E" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="11/28/2003 18:26:05" UPTO_LINK_DATE="11/28/2003 18:26:05" />
</EXE>
<EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY">
   <MATCHING_FILE NAME="kernel32.dll" SIZE="930304" CHECKSUM="0xCBCCF8A9" BIN_FILE_VERSION="5.1.2600.1106" BIN_PRODUCT_VERSION="5.1.2600.1106" PRODUCT_VERSION="5.1.2600.1106" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.1.2600.1106 (xpsp1.020828-1920)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xE7ED3" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.1106" UPTO_BIN_PRODUCT_VERSION="5.1.2600.1106" LINK_DATE="08/29/2002 10:40:40" UPTO_LINK_DATE="08/29/2002 10:40:40" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
</DATABASE>


So...whats your opinion about this...i'm using Windows XP Professional
#4
General Discussions / Painkiller
07 May 2004, 21:14:31
ugh the new 3D Analyze is crashing, the closest i've gotten this game to work was a black screen then crashing to the desktop....i tried tommti-systems patch provided here on 3dfx by Glide and no luck, i have the 1.15 patch installed, somebody give me a tutorial or something this is highly frustrating ;)
#5
General Discussions / Painkiller
07 May 2004, 20:15:34
um....yeah troubles...there is a "force 16-bit textures" in the opengl settings but i'm lost to find a 32-bit....more info maybe [8)]
#6
General Discussions / Painkiller
07 May 2004, 20:12:13
yeah thats the Painkiller i meant :D, i'll try your fix see if it works [8D] thanks for the reply
#7
General Discussions / Painkiller
06 May 2004, 23:44:05
OK this game has alot of bugs, but i got past the CD/DVD emulator error to get "ERROR: could not initialize directx 9 renderer"...so obviously it has something to do with DirectX and was wondering if their was ANY way possible i could get around this, if not thats cool, but best to ask the experts and see...I'm running a Voodoo 5500 with Amigamerlin 3.0...

#8
General Discussions / Finally!! :)
05 April 2004, 11:49:01
Hey long time no post! Anywayz check this out:

http://www.ngemu.com/index.php?action=post&id=1646

The article will pretty much tell all, but in-light of people who ponder "to click, or not to click" here is your article:

Finally, after 6 months wait, Gontez has released a new version of the N64 gfx plugin, Glide64. Since this version included many interesting features that seemed impossible to run on 3dfx cards, this version was named "miracle". Here's the list of changes for this release :
Hardware frame buffer emulation (HWFBE). Such feature was first introduced in glN64 plugin by Orkin. HWFBE allows plugin to use video memory for auxiliary frame buffers. This greatly speed ups frame buffer emulation and improves image quality. Frame buffer effects like motion blur now work as smooth as on real console and in high resolution. This feature also allowed me to emulate many things which are hardly possible to emulate with usual frame buffer emulation, e.g. dynamic shadows. HWFBE is fully supported only by Voodoo4/5 and partially by Voodoo3 and Banshee. Read readme.txt for details. Many thanks to KoolSmoky who gave me Voodoo5 card and hints how to implement this feature.


Long long long awaited Conker's Bad Fur Day support! This game was partially supported yet by v0.1, but it was unplayable due to heavy graphics errors. I found that these errors were caused by improper dynamic lighting emulation. When I removed dynamic lighting, problems were gone! Of course, the game looks incorrect without lighting, but currently no video plugin emulates lighting in this game correctly. PJ64 plugin by Jabo also does not emulated it at all. Beside this, the game looks perfect. As usual, all frame buffer effects are supported, including dynamic Conker's shadow (HWFBE is required for shadow).


Perfect Dark support. The game works nearly perfect, almost all frame buffer effects emulated correctly, including lens effect when cam spy is used. Voodoo4/5 users should use HWFBE to get full speed with frame buffer effects. I have used sources of TR64Ogl and glN64 to get information about microcode for this game, thanks to Icepir8 and Orkin!


Jet Force Gemini and Mickey's Speedway USA support. These 2 games use the same microcode as Diddy Kong Racing, only slightly modified. Again, all frame buffer effects are supported.


Voodoo3/4/5 and Banshee users can get dynamic shadows in JFG thanks to HWFBE. I have used sources of glN64 and RiceDeadalus to modify microcode for these games, thanks to Orkin and Rice!
Dr.Mario 64 support. Rice and schibo have added few extensions to Zilmar's plugin specifications. These extensions are designed to help video plugin with some kind of frame buffer emulation and they are supported by new 1964 and Rice's video plugin. I have implemented these extensions too, so Dr.Mario 64 is fully playable now.


Partial YUV textures support. N64 allows game to store images in JPEG format to save valuable space in ROM cartridge. This possibility is rarely used though, may be because JPEG compression leads to quality lost. However one game, Ogre Battle 64, uses it a lot, probably because it's the only way to put huge number of backgrounds into N64 cartridge. YUV is intermediate format for JPEG compression/decompression. Texture must be converted from YUV into common RGB format to be usable. This could be done by lot of ways since there are lot of YUV formats, and it was unclear which one is used by N64. I have decrypted format used by Ogre battle 64, and now this game is fully playable! However, my decoding method may not work for other games which use YUV textures.


Large textures support in sprite microcode. This fixes a bug in Yoshi's Story and makes Neon Genesis Evangelion playable!


Fixed a bug in TexrectFlip - all problems with text in Wetrix are gone!


Implemented/fixed combiners for many many games. Most drastic results can be seen in Beetle Adventure Racing and Roadsters Trophy.


Configuration dialog is changed a bit to avoid confusions when "Use custom ini settings" option is used. Ini file is greatly improved to make this option really useful.

Tons of other fixes and improvements.

Download Glide64 Me from: http://www.ngemu.com/download.php?action=plugin&id=38

Click here to visit the official Glide64 homepage: http://glide64.emuxhaven.net/

if you read all that give yourself a pat on the back [:p] But basically what this all means is simple, anybody with a Voodoo card can run N64 games with a dramatic increase in performance and compatibility, But whats more interesting to add is that our very own KoolSmokey actually gave advice to this guy/helped in the development progess of this release :) you can find the link of him mentioning KoolSmokey's help in the development progess Here:

http://www.emuxhaven.net/forum/index.php?showtopic=3970&hl=kool

Questions/Comments? ;)
#10
Was browsing my usural hardware news sites and came across this interesting article at www.theinquirer.net hope you guys find it as interesting as i did :D

http://www.theinquirer.net/?article=14600
#11
General Discussions / New 6000 pops up on EBAY
01 February 2004, 12:45:00
wow 1 day left and no bids!! So it's at $700 geez I wish I didn't buy my girlfriend that stupid engagement ring :)
#12
I don't understand why this is such a big deal o_0 because you can still get AAlchemy's from Quantum3D and they have even better versions then the one he's selling, the latest being the AAlchemy 8464 which combines up to 16 3dfx VSA-100 chipsets and 1 GB of dedicated graphics memory + tons other stuff...

I don't mean to be the idiot of the forum or the guy who acts like he knows alot...but I think I'm probably missing something here[?][?]

Also wouldnt the Rampage be more of a rare hard to find gem?

just my 2cents
#13
you should check ebay do a search for 3dfx and you should get lots of results one of which could be what your looking for.
#14
Windows and Software for Windows / Longhorn
24 December 2003, 13:36:25
Do the new proposed shaders in Longhorn or any other new "feature" so far revealed pos a threat to compatibility with 3dfx cards? (dunno if this is even answerable yet as Longhorn is still in Alpha but worth asking :))
#15
LD for stability I'd have to say go with the Asus P4S800D-E Deluxe you CAN overclock it to about 250 FSB with a decent processor (P4 2.4C)...Gigabytes arent so bad either but stay FAR FAR away from Soyo boards they work and run fine but don't overclock AT ALL no matter what you do and are poorly designed...just my 2 cents ;)