I have the key to One Eyed Willy

Allegiance discussion not belonging in another forum.
Wasp
Posts: 1084
Joined: Sun Aug 17, 2003 7:00 am

Post by Wasp »

R9 with dinput7

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).
Last edited by Wasp on Tue Mar 27, 2018 2:15 pm, edited 1 time in total.
Wasp
Posts: 1084
Joined: Sun Aug 17, 2003 7:00 am

Post by Wasp »

Apparently there is a way to get VS2017 to build projects using older tools by utilizing a program "daffodil" which simply populates the platform toolset drop down menu with the older stuff.

Using V80 and Aug2007 SDK's and starting from dogbone's last commit (as BT did), I was able to walk it forward, copying BT's commits and was able to get this to build. It's perfect as far as I can tell.

In order to use it, you need to have R4 old school selected in steam. There are a couple cores that aren't updating on R4 old school so you may need to copy them to your artwork folder. Don't copy your inputmap over. This is just so you can compare and see what I've been talking about.

Allegiance.exe
Last edited by Wasp on Sun Apr 15, 2018 12:51 am, edited 1 time in total.
Wasp
Posts: 1084
Joined: Sun Aug 17, 2003 7:00 am

Post by Wasp »

I think I've eliminated the last remaining issues and offer this for your testing pleasure.

This exe has:

1. Restored retained mode which was broken with the change to Directx9 (rendering pipeline) eliminating the imposed lag between input and display.
2. Restored direct-input to MS Original which was broken when it was changed to dinput-8 (R5) which broke windows pointer ballistics and broke pointer speed control from windows control panel.
3. Restored the sound engine which I suspect was impacting the CPU's ability to keep up with real time much like what used to happen to your mouse input when you had lots of action on your screen.
4. Was built using the proper Visual Studio platform toolset (V80) and appropriate SDK's (Aug 2007) of the time thus eliminating the online ship jumping / stuttering that I've pointed out repeatedly from videos that everyone keeps posting.
5. Removed auto AFK feature, mouse wheel stuff, extra mouse button stuff and anything that may be eating time in the game's main loop.
6. Reverted some code back to MS Original that I suspect is affecting thrust/drag/torque behavior. (See Github for details)

To get the most out of this exe, disable vsync on your graphics card otherwise, the game will force it on. Disable mouse pointer acceleration (enhanced pointer precision) in windows control panel - mouse settings. In Steam, select R4 Old School (game properties - Beta Tab) and after Steam updates your game, goto the Local Files Tab / Browse Local Files, and drop this in overwriting the exe that's already there.

Allegiance.exe
Papsmear
Posts: 4810
Joined: Sun Jul 06, 2003 7:00 am
Location: Toronto, Canada

Post by Papsmear »

Thanks Wasp I will try to test this later today or tomorrow and will provide some feedback.
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MagisterXF94
Posts: 1935
Joined: Fri Aug 23, 2013 9:46 am
Location: Trieste, Italy

Post by MagisterXF94 »

Wasp wrote:QUOTE (Wasp @ Jun 16 2018, 05:52 PM) I think I've eliminated the last remaining issues and offer this for your testing pleasure.

This exe has:

1. Restored retained mode which was broken with the change to Directx9 (rendering pipeline) eliminating the imposed lag between input and display.
2. Restored direct-input to MS Original which was broken when it was changed to dinput-8 (R5) which broke windows pointer ballistics and broke pointer speed control from windows control panel.
3. Restored the sound engine which I suspect was impacting the CPU's ability to keep up with real time much like what used to happen to your mouse input when you had lots of action on your screen.
4. Was built using the proper Visual Studio platform toolset (V80) and appropriate SDK's (Aug 2007) of the time thus eliminating the online ship jumping / stuttering that I've pointed out repeatedly from videos that everyone keeps posting.
5. Removed auto AFK feature, mouse wheel stuff, extra mouse button stuff and anything that may be eating time in the game's main loop.
6. Reverted some code back to MS Original that I suspect is affecting thrust/drag/torque behavior. (See Github for details)

To get the most out of this exe, disable vsync on your graphics card otherwise, the game will force it on. Disable mouse pointer acceleration (enhanced pointer precision) in windows control panel - mouse settings. In Steam, select R4 Old School (game properties - Beta Tab) and after Steam updates your game, goto the Local Files Tab / Browse Local Files, and drop this in overwriting the exe that's already there.

Allegiance.exe
Hey thanks for your efforts.
is this ready to replace steam's r4 beta?
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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Wasp
Posts: 1084
Joined: Sun Aug 17, 2003 7:00 am

Post by Wasp »

Blacksun,

You're a pip squeakin' douchbag.
MagisterXF94
Posts: 1935
Joined: Fri Aug 23, 2013 9:46 am
Location: Trieste, Italy

Post by MagisterXF94 »

My my. How badass you must feel after having said that.

You still can't get over the fact that someone got silenced because he said the thing that he should not have.

We responded to the personal attack against Ryu.

all 3 of us admin convened and agreed.
If you dislike our decision you can leave.

although at this stage I merely pity you.
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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Wasp
Posts: 1084
Joined: Sun Aug 17, 2003 7:00 am

Post by Wasp »

You didn't silence anyone.

You sat in a sandbox with your shovel and pail and demonstrated that you're still, a child.

Globe simply shook his head and walked away from you and your sandbox.
MagisterXF94
Posts: 1935
Joined: Fri Aug 23, 2013 9:46 am
Location: Trieste, Italy

Post by MagisterXF94 »

Keep dreaming.
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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TheRock
Posts: 966
Joined: Sat Nov 12, 2005 8:00 am
Location: Delft, Netherlands

Post by TheRock »

I have implemented a "raw input" option for the mouse. I think it's an improvement, but it's hard to say. A similar change could be made for joysticks, but I'd like to know first if there is any noticable improvement for the mouse.

It is available on the beta under mouse & joystick -> mouse input method. If you have been experiencing a lot of input lag (using the mouse for now), do you notice an improvement? How much?
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