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Author Topic: graphics extender  (Read 303998 times)

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slibenli

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Re: graphics extender
« Reply #72 on: September 05, 2018, 10:08:11 AM »

Looks amazing, how to install it?

Instructions are here: https://www.sas1946.com/main/index.php/topic,58926.msg655152.html#msg655152.
It's out of date ATM, but I'll update it soon.

Nowekat

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Re: graphics extender
« Reply #73 on: September 05, 2018, 10:52:58 AM »

I don't understand a word of what you are doing here, but this seems to be a new dimension in the history of IL 46 and modding this game, so thank you and may it work!
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SAS~Storebror

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Re: graphics extender
« Reply #74 on: September 05, 2018, 12:15:52 PM »

@SAS~Storebror: one last try with the forwarder:
https://gitlab.com/vrresto/il2ge/-/jobs/95006426
il2ge.dll is now placed in the game root and dinput.dll just forwards to il2ge.dll without relative path - maybe that will work.
That's a bit confusing.
I guess dinput.dll and il2ge.dll go into root folder now?
In that case it works.

FPS comparison on "The Black Death" gave an average FPS of 91 with default renderer and water=4 vs. 55 with il2ge and water=0.
That's not too bad considering the early stage and the extra load caused by the extended renderer.
I've also noticed that this renderer makes FPS much more CPU power dependent than GPU power related.
The graphics card rarely reached 100% usage during the il2ge test.

]cheers[
Mike
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DarkBlueBoy

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Re: graphics extender
« Reply #75 on: September 05, 2018, 12:42:49 PM »

This could be history in the making! Incredible development.
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Vihurah

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Re: graphics extender
« Reply #76 on: September 05, 2018, 01:28:02 PM »

new shaders in 1946? pinch me I must be dreaming.

Im in love with the terrain, but im also curious whether theres a way to effect the planes themselves as well. But im beyond grateful that its as good as it is in the first place

keep it up!
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slibenli

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Re: graphics extender
« Reply #77 on: September 05, 2018, 01:37:45 PM »

@SAS~Storebror: one last try with the forwarder:
https://gitlab.com/vrresto/il2ge/-/jobs/95006426
il2ge.dll is now placed in the game root and dinput.dll just forwards to il2ge.dll without relative path - maybe that will work.
That's a bit confusing.
I guess dinput.dll and il2ge.dll go into root folder now?
In that case it works.

Yes, both dlls go in the root folder.
Now the remaining issue is IL-2 Selector.exe overwriting dinput.dll with its own version from bin/selector/basefiles/DINPUT.dll.

One way to deal with it ist to rename bin/selector/basefiles/DINPUT.dll to dinput_orig.dll and put the il2ge version in its place.
So there would be :
bin/selector/basefiles/dinput.dll (il2ge)
bin/selector/basefiles/dinput_orig.dll
The il2ge dll would then load bin/selector/basefiles/dinput_orig.dll.

A nicer solution of course would be, if support for il2ge was added into il2-selector.

slibenli

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Re: graphics extender
« Reply #78 on: September 05, 2018, 01:38:50 PM »

new shaders in 1946? pinch me I must be dreaming.

Im in love with the terrain, but im also curious whether theres a way to effect the planes themselves as well. But im beyond grateful that its as good as it is in the first place

keep it up!

That's in the works, but performance is still not good.

Sita

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Re: graphics extender
« Reply #79 on: September 05, 2018, 01:46:37 PM »

WOW! Just WOW!!
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SAS~Storebror

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Re: graphics extender
« Reply #80 on: September 05, 2018, 11:02:50 PM »

A nicer solution of course would be, if support for il2ge was added into il2-selector.
That's a piece of cake.
For instance, I could modify the selector so that it looks whether there's an il2ge.dll either in it's own bin/selector/basefiles folder (in case we ship both tools together at some time) or in the il2ge/lib folder (as it is the case right now).
Of course in that case il2ge should not forward any calls to the selector's dinput.dll anymore, because otherwise we'll enter an endless loop (which I could try to fight from the selector's end, but with no guarantee of success).

Speaking about interaction of il2ge and selector, I'm wondering where the issue with the relative path between your dinput.dll stub and il2ge.dll was, given that calling the selector's dinput.dll apparently works, which if I'm not completely mistaken should involve the very same library loading process from relative path.

]cheers[
Mike
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slibenli

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Re: graphics extender
« Reply #81 on: September 06, 2018, 01:18:32 AM »

A nicer solution of course would be, if support for il2ge was added into il2-selector.
That's a piece of cake.
For instance, I could modify the selector so that it looks whether there's an il2ge.dll either in it's own bin/selector/basefiles folder (in case we ship both tools together at some time) or in the il2ge/lib folder (as it is the case right now).
Of course in that case il2ge should not forward any calls to the selector's dinput.dll anymore, because otherwise we'll enter an endless loop (which I could try to fight from the selector's end, but with no guarantee of success).

il2ge.dll currently loads bin/selector/basefiles/dinput.dll without any problem.
In fact I remember that if I disabled that and just loaded the system's dinput.dll, I would get a crash.

Edit: Or did you mean loading il2ge.dll from selector's dinput.dll?
That would probably be the most elegant solution.

Quote
Speaking about interaction of il2ge and selector, I'm wondering where the issue with the relative path between your dinput.dll stub and il2ge.dll was, given that calling the selector's dinput.dll apparently works, which if I'm not completely mistaken should involve the very same library loading process from relative path.

Actually that's not the case. The forwarder contains no code except an empty DllMainCRTStartup().
It's making use of this: https://blogs.msdn.microsoft.com/oldnewthing/20060719-24/?p=30473.
So it's actually the windows dll loader that does the forwarding, and apparently it works a little different depending on the windows version.
This is forwarder's .def:
Code: [Select]
EXPORTS
  DirectInputCreateA="il2ge.DirectInputCreateA"

SAS~Storebror

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Re: graphics extender
« Reply #82 on: September 06, 2018, 05:57:06 AM »

did you mean loading il2ge.dll from selector's dinput.dll?
That would probably be the most elegant solution.
Yes, except for that loop issue:
Game calls a dinput function, e.g. "DirectInputCreateA".
This function call ends up in the Selector's dinput.dll.
The Selector would load il2ge.dll and forward the function call to it.
But as of now, il2ge.dll would forward the function call back to dinput.dll again - here is the loop.

Therefore the whole "DirectInputCreateA" part would need to get kicked out of il2ge.dll and the Selector's dinput.dll would just load il2ge.dll instead.

]cheers[
Mike
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slibenli

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Re: graphics extender
« Reply #83 on: September 06, 2018, 09:46:22 AM »

I added code to make it work in both scenarios: https://gitlab.com/vrresto/il2ge/blob/844a05cd6b590d2f3074417b33f691c852c0cac8/loader/src/main.cpp#L107
I identify selector's dinput.dll by the existence of "Java_com_maddox_sas1946_il2_util_BaseGameVersion_getSelectorInfo".
Now all selector needs to to is LoadLibrary("il2ge.dll") .
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