[1.10] D2GFEx - New Graphics Driver => Alpha Testing

This forum is for members of the public to post any announcements relating to Diablo 2 Mod Making including mod and patch releases amongst other similar subjects.
FearedBliss
Posts: 75
Joined: Sat Oct 16, 2010 4:29 pm

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?

User avatar
Necrolis
Site Admin
Throne
Posts: 8954
Joined: Sat Mar 25, 2006 1:22 pm
Location: The Land of the Dead
Contact:
South Africa

Hand-picked

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.
Image
Netiquette, Do you USE it?!?! | Nefarius' Fixed TXT Files | Terms Of Service
Blackened | Day of Death
"What was yours is mine. Your land, your people, and now your life." - Lim-Dul, the Necromancer
Judgement is Final, Death is Eternal

FearedBliss
Posts: 75
Joined: Sat Oct 16, 2010 4:29 pm

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?

leekun
Dark Alliance Beta Test
Warrior
Posts: 22
Joined: Wed Jul 19, 2017 9:41 pm

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?

User avatar
Necrolis
Site Admin
Throne
Posts: 8954
Joined: Sat Mar 25, 2006 1:22 pm
Location: The Land of the Dead
Contact:
South Africa

Hand-picked

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).
Image
Netiquette, Do you USE it?!?! | Nefarius' Fixed TXT Files | Terms Of Service
Blackened | Day of Death
"What was yours is mine. Your land, your people, and now your life." - Lim-Dul, the Necromancer
Judgement is Final, Death is Eternal

FearedBliss
Posts: 75
Joined: Sat Oct 16, 2010 4:29 pm

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).

User avatar
weapon-x
Forum Legend
Arch-Angel
Posts: 1042
Joined: Wed Mar 18, 2009 4:52 am
Location: Mindanao, Philippines
Contact:
Philippines

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
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

~Mark Twain

Ensley03
Posts: 25
Joined: Sat Nov 21, 2015 7:51 pm
United States of America

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

User avatar
Necrolis
Site Admin
Throne
Posts: 8954
Joined: Sat Mar 25, 2006 1:22 pm
Location: The Land of the Dead
Contact:
South Africa

Hand-picked

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...
Image
Netiquette, Do you USE it?!?! | Nefarius' Fixed TXT Files | Terms Of Service
Blackened | Day of Death
"What was yours is mine. Your land, your people, and now your life." - Lim-Dul, the Necromancer
Judgement is Final, Death is Eternal

User avatar
Kieran
Forum Regular
Angel
Posts: 595
Joined: Mon Oct 22, 2007 9:46 am
Location: England
Contact:
Great Britain

Hand-picked

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

Post by Kieran » Thu Dec 20, 2018 1:06 pm

I would be interested in testing for v1.09d Nec :D so glad that this is being supported too

Ensley03
Posts: 25
Joined: Sat Nov 21, 2015 7:51 pm
United States of America

Re: [1.10] D2GFEx - New Graphics Driver => Alpha Testing

Post by Ensley03 » Wed Dec 26, 2018 12:06 am

Super psyched about this. I see you said it's inteded to be compatible with mods, but I'm concerned about conflicts with added areas in mods that are not part of vanilla D2 that may not agree with this driver though. Will those areas simply remain as they were before with no upgrade, will they need to be edited/fixed/remade, or will they just flat out crash? Mostly talking about areas that were put in from Baldur's Gate and Diablo 1. Also this is for 1.10 and I'd love to help test.

User avatar
Necrolis
Site Admin
Throne
Posts: 8954
Joined: Sat Mar 25, 2006 1:22 pm
Location: The Land of the Dead
Contact:
South Africa

Hand-picked

Re: [1.10] D2GFEx - New Graphics Driver => Alpha Testing

Post by Necrolis » Wed Dec 26, 2018 8:48 am

Ensley03 wrote:
Wed Dec 26, 2018 12:06 am
Super psyched about this. I see you said it's inteded to be compatible with mods, but I'm concerned about conflicts with added areas in mods that are not part of vanilla D2 that may not agree with this driver though. Will those areas simply remain as they were before with no upgrade, will they need to be edited/fixed/remade, or will they just flat out crash? Mostly talking about areas that were put in from Baldur's Gate and Diablo 1. Also this is for 1.10 and I'd love to help test.
This driver will work just fine with those kinds of edits; the only ones it has issues with are code edits, ATM, that means PlugY doesn't work, but things like D2Mod and Dreamlands do. fearedbliss has made a custom build of alpaca to fill the gap of no PlugY (its unfortunately the way plugy was built thats the issue, not the patches it applies...).
Image
Netiquette, Do you USE it?!?! | Nefarius' Fixed TXT Files | Terms Of Service
Blackened | Day of Death
"What was yours is mine. Your land, your people, and now your life." - Lim-Dul, the Necromancer
Judgement is Final, Death is Eternal

User avatar
kidpaddle94
Forum Legend
Principality
Posts: 2056
Joined: Thu Aug 13, 2009 2:54 pm
Location: localhost
Canada

Re: [1.10] D2GFEx - New Graphics Driver => Alpha Testing

Post by kidpaddle94 » Thu Dec 27, 2018 8:34 pm

PLEASE NOTE: As of current, this is only planned for 1.10. This driver replaces D2GFX.dll, but also applies a lot of custom patches to D2Client, D2Common, D2CMP and D2Win. Many of these patches are configurable in the INI for maximum flexibility. In future, support for 1.09d/b and 1.13d will be added, but only once D2GFEx is feature complete.
Any plans for 1.13c for compatibility with Median XL and the other 1.13c projects out there? I can help with the porting.

User avatar
misiek1294
Junior Member
Paladin
Posts: 164
Joined: Mon Dec 29, 2014 3:58 pm
Poland

Re: [1.10] D2GFEx - New Graphics Driver => Alpha Testing

Post by misiek1294 » Thu Dec 27, 2018 10:05 pm

I can help with port for 1.13c too .

jessedazebra
Posts: 60
Joined: Sun Nov 11, 2012 9:46 am
Russia

Re: [1.10] D2GFEx - New Graphics Driver => Alpha Testing

Post by jessedazebra » Fri Dec 28, 2018 8:28 am

It would be great if someone would port this to 1.13c, because 8-bit is not enough and 1.10 is obsolete for me. There's no way I could help with porting, but with testing for sure.

lovesick00
Posts: 28
Joined: Tue Aug 20, 2013 9:16 am

Re: [1.10] D2GFEx - New Graphics Driver => Alpha Testing

Post by lovesick00 » Fri Dec 28, 2018 11:23 am

Best Project :D
Newbie

User avatar
Inertias
Posts: 20
Joined: Tue Oct 09, 2012 6:18 am
Location: Canada

Re: [1.10] D2GFEx - New Graphics Driver => Alpha Testing

Post by Inertias » Tue Jan 01, 2019 2:57 pm

I agree with others and would also like to request a 1.13c port. There are many projects I've always wanted to pursue relating to new, custom graphics, but couldn't due to the limited color palettes and general limitations. If other modding projects that use 1.13c had access to this, I would be a lot more motivated to pursue these projects of mine.

please consider these requests for 1.13c support. This driver is what many have been waiting for.

Either way, good job and keep up the great work!

Ensley03
Posts: 25
Joined: Sat Nov 21, 2015 7:51 pm
United States of America

Re: [1.10] D2GFEx - New Graphics Driver => Alpha Testing

Post by Ensley03 » Sat Jan 12, 2019 2:13 am

When can we get in on this testing?

User avatar
HarvestWombs
Senior Moderator
Angel
Posts: 930
Joined: Wed May 25, 2011 11:50 pm
United States of America

Re: [1.10] D2GFEx - New Graphics Driver => Alpha Testing

Post by HarvestWombs » Sat Jan 12, 2019 2:19 am

Ensley03 wrote:
Sat Jan 12, 2019 2:13 am
When can we get in on this testing?
When it's opened up to public beta.
Official Phrozen Keep Discord
Common Modding tools: link
My Resource Packs: link

Post Reply

Return to “Member Аnnouncements”