R4 (Old School) with dinput7
There are two bugs it seems. One with the dinput and the other appears to be in the presentation. The R4 example I posted here has both fixes in place and works properly (R4 Old School on Beta tab in steam).
The R9 version here has the dinput fix in (which you can readily see) however, there is still an issue with the presentation part. In order for this to work you must ENABLE vsync in game (ESC O A V) and force vsync OFF from within nvidia control panel or catalyst control center or whatever you use, set your pre-rendered frames to 1(Nvidia) in AMD it's called flip method (I believe). I also recommend using MSI Afterburner which comes with Riva Tuner Statistics Server that allows you to lock the frame rate to your monitor's refresh rate.
I had to set RTSS to use "Medium" application detection level otherwise, I was unable to lock the frame rate. I use RTSS because it is the BEST at locking frame rates with only one frame lost (you'll never notice it missing). I have discovered that frame rates (on my machine) spike when the fps is above 195ish and cause an undesirable controller behavior (sluggish) which may be due to buffer overrun? Anyhoo, I lock my fps to 144 to match my 144Hz monitor.
The mouse speed is now managed through windows control panel mouse settings (as it used to be). If you wish to use the in-game mouse sensitivity settings, you must hit ESC G Q and move the sensitivity setting up or down for it to register and take affect otherwise it will default to 100%. If you wish to use a joystick, hit ESC G C ESC so that it will be recognized properly... these bugs have been fixed in other builds however, I'm too lazy to move them over to test builds that are demonstrating dinput changes.
If anyone has any input regarding the rendering pipeline (presentation), it'd be greatly welcomed.
UPDATE March 19 - Because there were changes from abs to fabs and reverting them created errors, I pulled up the last working version (dogbone's R4 last commit) and compared it side by side with the current Allegiance. I copied over all the abs, fabs and fabsf definitions so that they matched with the current release. For your entertainment.
UPDATE March 27 - A little more research has revealed that the problem is deeper than just some coding mistake. The upgrade to newer versions of Visual Studio and the change to the newer SDKs created widespread problems that went unaddressed. The only way I can think of getting a non-broken game is to build the thing with the old tools with steam integrated using whatever tools steam requires. This would certainly require BT's abilities and he's non-responsive at the moment (probably has a life or something).



