[1.10] D2GFEx - New Graphics Driver => Tooling Stage

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FearedBliss
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Re: [1.10] D2GFEx - New Graphics Driver => Tooling Stage

Post by FearedBliss » Mon Oct 29, 2018 8:44 pm

@Necrolis If you are going to port to a 1.09 version, you should use 1.09b since it has working CtC and /p64. No point for 1.09d at this point. 1.13d is a good candidate since Alpaca is basically stuck on that version since after my analysis of what it would take to move it to 1.14d, I decided it wasn't worth the time investment. The code looks vastly different for the most part, even simple functions like opening a MPQ file (which was in Storm.dll) looks completely different. So I would say we can forget about any major 1.14d+ mods, and we can do most of our work on either 1.10 or 1.13d. But given the already fragmented modding community (a lot of different versions, a lot of duplication of work), I would say that we should pick one version and work on that. 1.10f seems to be the most mod supported version so in favor of modding harmony and collaboration, I'm fine on downgrading/upgrading my stuff from 1.09b/1.13d/1.14d to 1.10f, we just need to have good compatibility with modern versions of Windows. From the topic notes, it seems this will fix a good amount of Windows compatibility problems (and also the CPU fix). What do you think?

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Re: [1.10] D2GFEx - New Graphics Driver => Tooling Stage

Post by Necrolis » Wed Oct 31, 2018 4:36 pm

1.09x is a great target as well because the ordinals and structs are still the same (for the stuff I am concerned with), which means only a few patches need to be ported and thats about it; and most of the patches are rather easy to find.

1.14x is the hardest to patch purely cause there are no longer any ordinals to redirect, which is going to make stubs a pain in the ass to get right.

Windows 7+ compatibility is also a priority.
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FearedBliss
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Re: [1.10] D2GFEx - New Graphics Driver => Tooling Stage

Post by FearedBliss » Sun Nov 04, 2018 4:25 am

Stubs, im guessing that's so you can have multi-version support in one codebase?

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Re: [1.10] D2GFEx - New Graphics Driver => Tooling Stage

Post by leekun » Mon Nov 05, 2018 5:50 am

About Oculus, will it support converting D1 trn to be used in D2?

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Re: [1.10] D2GFEx - New Graphics Driver => Tooling Stage

Post by Necrolis » Mon Nov 05, 2018 3:08 pm

leekun wrote:
Mon Nov 05, 2018 5:50 am
About Oculus, will it support converting D1 trn to be used in D2?
Right now its focus is on regular image formats and D2 formats; if the D1 formats are well documented I can look into it; but from what Ogodei has explain to me in the past, D1's TRN files are palettes for tilesets; they aren't standalone image files.
FearedBliss wrote:
Sun Nov 04, 2018 4:25 am
Stubs, im guessing that's so you can have multi-version support in one codebase?
Nah, one dll/codebase per version; this kind of project doesn't work well with "multi-versioning" given the massive differences. The stubs I was referring to are the asm stubs needed to regularize the internal calling conventions used in the 1.14x+ binaries (which are a side effect of whole program optimization).
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FearedBliss
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Re: [1.10] D2GFEx - New Graphics Driver => Tooling Stage

Post by FearedBliss » Tue Nov 06, 2018 12:30 am

@Necrolis Ah I completely understand. That's the first thing I did when I forked PlugY (Removed multi-version support).

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Re: [1.10] D2GFEx - New Graphics Driver => Tooling Stage

Post by weapon-x » Sat Nov 10, 2018 2:23 pm

awesome stuff you got there, i am glad its on 1.10 :lol: been away from modding lately, however i am planning to add new character armor animation files, oculus may prove very very helpful
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Re: [1.10] D2GFEx - New Graphics Driver => Tooling Stage

Post by Ensley03 » Sat Dec 15, 2018 5:24 am

I've been watching this for a while - hope it's still coming :p

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Re: [1.10] D2GFEx - New Graphics Driver => Tooling Stage

Post by Necrolis » Sat Dec 15, 2018 10:12 am

Ensley03 wrote:
Sat Dec 15, 2018 5:24 am
I've been watching this for a while - hope it's still coming :p
Yes it is, we are currently doing closed alpha testing, so when the public alpha starts in week or so, itll be a lot smoother; though I need to finish Oculus to the point where its encoding the new images.

I will update the main post in a day or two when one of my testers records a video for me...
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