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#4239132 - 03/12/16 02:41 PM Glide 3 graphics  
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I was just wondering, as Glide 3 happily uses BMP files, in 256x256 and 512x512 24bit, do we really need 8bit support in TPC format anymore?

Any old TPC and easily be converted to BMP, and a lot of more modern skins are BMP anyway, and by not loading TPC's a large chunk of memory would be saved, and make the game load faster.

Win, Win?


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#4239136 - 03/12/16 04:31 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Would this entail converting all the existing planes?


Heck, even paranoids have enemies.
#4239166 - 03/12/16 06:26 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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No Ray, just converting an 8bit PCX to 24bit BMP.

You can batch convert files in PSP.

But, it would take a code change to stop the exe looking for 8bit TPC/PCX files and only look for BMP.

The only snag I can think of are the TRA files, which are not the same as BMP standard 24bit Greyscale Tra.

We would have to think of a way of loading them, alongside the BMP skins.

I wonder if we could use 24bit screens now?

smile


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#4239290 - 03/13/16 03:48 AM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Jon,
why do you think a large chunk of memory would be saved and what do you call a large chunk? Per pixel 8 bit is less memory. If I remember correct, the code loads 24 bit if found and 8 bit if not, not both.


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#4239333 - 03/13/16 10:22 AM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Thanks Allen. That is what I suspected too smile

Quote:
I wonder if we could use 24bit screens now?


The TPC search is part of the sequence of D3D loading routines which then loads the BMP file if available.

It is not involved in the display of selection screens. Separate routines do this, based on "*.MNU" files which often reference the screen to be used such as "Main2.pic" and the resolution. This is read from the referenced picture in a routine which reads TPC/PIC/MPC files. The game will CTD if the resolution of the picture does not match the resolution defined in the MNU file.
It is a very complex series of inter-related routines, and this is why nobody has ever been able to replace the system with one that reads and displays BMP screens frown

wink


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#4239357 - 03/13/16 12:27 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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I waS just wondering why we get that file missing error, if we use a sole BMP texture files, without a PCX/TPC?

At the moment we need both file types, for the game to run. Why do we need both to be present when the game now will only use BMP for all skins?


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#4239388 - 03/13/16 03:04 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Here are some edited code lines:
Code:
if (low_res_object_texture)
{
// 3dz files use .pcx extension even though we are using pic/tpc/mpc

len = strlen(P) - 4;   
//reads the length of the name of the file referenced in the 3dz header and shortens it by 4 characters

strncpy(texture_name, P, len);
// creates the base file name

strcat(texture_name, "s.tpc");
// adds "s.tpc" to the base filename to define the low-res texture filename


You would recall that most 3dz files have a header with the ".PCX" extension such as "GRND02.PCX"
The routine reads it to build a filename four characters shorter, making "GRND02"
If it is low res then "s.TPC" is added making "GRND02s.TPC"
This is the low res file that the exe will look for when low res is needed, and report missing if not found.
Similar routines are used to build hi-res filenames and aircraft texture filenames from the 3dz header.

If you make it add ".BMP" instead of ".tpc" the exe compiles, but crashes as soon as it cannot find the ".bmp" file it is looking for.

In later routines if it finds the tpc file it checks for a bmp file with the same name and uses it:
Code:
	len = strlen(texture->Name);  // get the length of the file name	
	strncpy(Mf_name, texture->Name, len); // copy that many charactures to my file name and
	// change the extension 
	Mf_name[len-3] = 'b';
	Mf_name[len-2] = 'm';
	Mf_name[len-1] = 'p';
	Mf_name[ len ] = '\0'; // add an ending null character
	
	if ( (fp = Copen( Mf_name, O_RDONLY | O_BINARY)) != -1) // file FOUND


wink


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#4239397 - 03/13/16 04:01 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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That's what's always been bazar in our code, this search for PCX, when it uses a TPC!

How about if we batch converted the 3dz file headers from .TPC to .BMP?

The reason I was thinking about this was your comment of a plane set having 200+ textures, 100 of which are 8bit TPC's.

In most of Mike's 24 bit skin sets, the TPC files are just a single colour 8bit grey, so they are just a waste of HD space.


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#4239423 - 03/13/16 05:17 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Quote:
How about if we batch converted the 3dz file headers from .TPC to .BMP?


Obviously you do not understand my replies frown

The exe does not use the extender in the 3dz header.


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#4239523 - 03/13/16 10:45 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Want to talk about doing away with the middle distance model ( M.3dz ) and possibly the long distance model (S.3dz )?


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#4239642 - 03/14/16 09:08 AM Re: Glide 3 graphics [Re: Col. Gibbon]  
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I just remmed out the loading of the aircraft s.3dz and m.3dz files;
Code:
		sprintf(f_name, "p%st.3dz", "lane"); 
		IsPlaneGraphicFile = plane_type;
		type->PlaneTiny = Load3dObject( f_name ); 

		/*
		IsPlaneGraphicFile = plane_type;
		f_name[5] = 's'; 
		type->PlaneSmall = Load3dObject( f_name ); 
		Wingman3DZF[plane_type][0] = type->PlaneSmall; // Added 2010 MultiSkin CG 
		*/

		IsPlaneGraphicFile = plane_type;
		f_name[5] = 'l'; 
		type->LeftWing = Load3dObject( f_name ); 

		IsPlaneGraphicFile = plane_type;
		f_name[5] = 'r'; 
		type->RightWing = Load3dObject( f_name ); 

		/*
		IsPlaneGraphicFile = plane_type;
		f_name[5] = 'm'; 
		type->PlaneMed = Load3dObject( f_name );
		Wingman3DZM[plane_type][0] = type->PlaneMed; 
		*/
	 

The exe compiled and ran well wink

I am just making a copy of my 140 folder from which I will erase all the aircraft 's' and 'm' files to test again smile


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#4239647 - 03/14/16 09:43 AM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Well, that was quick.

How did the planes look in the game? Any change in viewing distance?


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#4239648 - 03/14/16 09:46 AM Re: Glide 3 graphics [Re: Col. Gibbon]  
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An interesting result.
There were no Planem.3dz or Planes.3dz files in the folder.
It ran perfectly.
Then I switched to a previous exe (which has the loading routine for 'm' and 's' files active) and it still ran perfectly.
I now realise that the exe only loads a 3dz file if it is present.
It only spits the dummy if it loads a 3dz file but cannot find the referenced TPC file.
In all I deleted 3104 files from the 140 folder for this test smile


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#4239656 - 03/14/16 10:43 AM Re: Glide 3 graphics [Re: Col. Gibbon]  
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I just made this change
Code:
if (low_res_object_texture)
{
// 3dz files use .pcx extension even though we are using pic/tpc/mpc

len = strlen(P) - 4;   
//reads the length of the name of the file referenced in the 3dz header and shortens it by 4 characters

strncpy(texture_name, P, len);
// creates the base file name

//strcat(texture_name, "s.tpc");
strcat(texture_name, ".tpc");
// Now adds ".tpc" and not "s.tpc" to the base filename to define the low-res texture filename


If a lo-res load occurs and the hi-res file is "MYTEXT.TPC" it loads "MYTEXT.TPC" and not "MYTEXTs.TPC".
So it does not spit the dummy if the "MYTEXTs.TPC" file is missing.
I temporarily removed several TMod "*.s.3dz" files from "FullMata", and there was no problem.

With these changes there seems to be no detrimental effect on display, and if anything it seems better.
The big bonus is that (at least for 140) modders no longer need to make these files as they are no longer used smile

wink


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#4239669 - 03/14/16 11:25 AM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Ok, so if I understand correctly, we'd still have to keep the M and S for 1.28 series execs if we offer models for them.

So the advantage is that the number of files in the numerous planesets of the 1.4 series can be reduced by a fair bit. The M and S 3dz's plus their accompanying TPC files.

When you say there wasn't any detrimental effects in the game do you mean the distance that could see the planes was the same?

Another related suggestion.

How about getting rid of the L.3dz related to TMODs? That is the equivalent to the M.3dz for ground models.

Talk about file space and improving game start up speed. With 330 or so TMODs in the new target upgrade package that's 330 3dz files. Of course, most of the L.3dz's are just copies of the H.3dz's ( close view ) and use the same TPC files so you wouldn't get to delete very many texture files.

And then there's the quirky TMOD***s.TPC files. I say quirky because sometimes the game crashes if they're not included and sometimes it doesn't. I've never spent enough time on it to figure out the logic. If the game crashes I just copy the TMOD***.TPC file and add the "s" to the file name.


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#4239673 - 03/14/16 12:13 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Guys.

You'll still need the very far dot, and the S.3dz because the S has the wire lines which give you the very far plane.

Dropping the S, will give you a very fuzzy far distance graphic as the exe tries to render a full model, at 4 miles distance. This was a feature lots of people liked.

I thought the M had been dropped, after our last discussion on this subject some months ago?


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#4239676 - 03/14/16 12:23 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Viewing distances were fine smile

That last code I quoted had the change which made the lo-res TMod "s.tpc" unnecessary.
I have also remmed out the loading of the TMod L.3dz.

It is easy enough for me to put these changes into 1.28 exes smile
The best way is to stop the three 3dzs (Aircraft M, S and TMod L) that we do not want to use from being loaded.
Otherwise if you leave one out of a new TMod set of files the 1.28 series exes may use the one in the "3d.CDF" which potentially could cause a problem.
If a 3dz is not loaded, then neither is the TPC that it references.

wink


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#4239679 - 03/14/16 12:37 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Tony, What models are you not seeing any change in?

Please test with the original default models, and you will see a difference. Many of the more recent models released do not have the proper S.3dz distance models, with the wire lines, and this effects what you see.


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#4239680 - 03/14/16 12:42 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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If you can make this happen for the 1.28 series, all for the better.

What would you suggest as the best course of action for modders?

I guess I'm asking if the performance improvement is noticeable or is this more for saving space and model maker convenience ( not that those aren't great improvements )?

Then, would it be a worthwhile project to go back and edit something like SPAW or the target upgrade we've just released?


Heck, even paranoids have enemies.
#4239723 - 03/14/16 03:04 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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We discussed this a long time ago when there was a much bigger active community, and at the time the EAW way of distance modelling was found to be best.

OK, graphics cards are better, so as long as the FPS are not hit, dropping the M & L 3dz's can be argued as an improvement. but I remember VBH doing a hack with a 1.2 exe, and deleting the L and extending the view range made the FPS run at less than 10 FPS. At the time, the reason was given that the exe used a lot of CPU, and very little Graphics memory, and this caused a blockage, which slowed the game down. Since we went Glide 3, this problem seems to have improved, but I'd like to see how it runs with a maxed out planes formation, set at low level, and flying close to the ground so Tmods are all visible. That will show the effect of dropping all of those Tmods and M/S3dz's. wink


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#4239732 - 03/14/16 03:28 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Yeah, and the testers should be using the target mod at a major city like London or Berlin because those sites use the maximum number of TMOD's which is 255. Actually the major cities have about three or four times than number because they're broken up into three or four sections, each with 255 TMODs.


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#4239765 - 03/14/16 05:26 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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And those tests were with basically a default setup, not with your Tmod update, which might generate smoke, from even the biggest CPU!

I've only got a 4Gig 32bit processor, 4Gig RAM, and an 16 x 1Tb ATI card, which was basically a 2005 machine, and I can't afford a new one, just to run Tony's new exe! eek


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#4239770 - 03/14/16 05:47 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Sho and I just flew an online interdiction to Hornchurch using Ray's ETO.
Avoided the target to shoot up TMods in the city.
Highest reported FPS with Win 10 in d3d is 30, but I suspect it is really double that. Close to the ground with lots of city TMods the lowest FPS I saw was 22. No stuttering at all.

smile


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#4239772 - 03/14/16 05:49 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Seems pretty good.

Out of curiosity, at what FPS does the average person notice stuttering?


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#4239790 - 03/14/16 06:41 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Less than 10 I think.
Multiplayer is a real test of FPS smile

BTW there is a new 140exe we have been using at the d/l page

"85Neaw.exe"

Put it in the "EAW Versions" folder and load it with the DSPicker


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#4239792 - 03/14/16 06:49 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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The final change I made in the "85Neaw.exe" was this:



There are three distance values in Planes.dat
I have reset the three referred to in that routine so that they all equal the "LowDist" value which is invariably the longest.
It seems have worked well online so far tonight wink


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#4239802 - 03/14/16 07:20 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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I will ask nicely, on behalf of all the absent, like Ralf, and others. Please leave in the S.3dz!

What system specs are you testing on, Tony?


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#4239805 - 03/14/16 07:27 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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John there is a choice of exes. That is the whole point of having the DirSetExeManager. The "S.3dz" is in all the earlier ones, so what is the problem?


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I am now of an age at which I no longer need to suffer fools gladly
#4239814 - 03/14/16 07:45 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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Screenies from tonight's tests- note the reported framerate in the top right corner:

Down among the houses in London


B17s just visible


Selectable at this range


Many planes, the city below and still a good rate


Smoke and fire


Flak, tracer, contrails and the city


A good game


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#4239819 - 03/14/16 08:14 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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I'll have to test the FPS on D3D with the new exe. But in the recent past the game for me in
"Windows 10 with an automatically applied Compatibility Layer slows the game to near a crawl in D3D(res of 1680x1050) with 8FPS for dense Fighter formations to 15FPS when out in the clear. Then eventually to a crawl of 6-8 FPS in dense Bomber Formations. With a Res reduced to 1024x768, I get 12FPS for dense plane formations to 19FPS in the clear."

I still have to do more testing in D3D. I have a 3.0GHZ Quad core with only 4 gigs of memory and a 560sc vid card, so I maybe at a disadvantage here with the memory.

#4239826 - 03/14/16 09:06 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
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#4239900 - 03/15/16 01:11 AM Re: Glide 3 graphics [Re: Col. Gibbon]  
Joined: May 2015
Posts: 1,122
MarkEAW Offline
Member
MarkEAW  Offline
Member

Joined: May 2015
Posts: 1,122
Windows 10 D3D (March 2016)
EAW v1.40v84*
1024x768
21fps in dense fighter formation -slightly sluggish
25fps in the clear - smoother
19fps in dense bomber formation -just playable
*v85 yielded 1-2frames less than v84, but not consistently.

Windows 10 GLIDE (March 2016)
EAW v1.40v84
1024x768
44fps in dense formation*
48-50fps in the clear
*A odd drop down resulted to 36-41fps when I approach a dense bomber formation only when the tail gunners are firing.

#4239935 - 03/15/16 03:10 AM Re: Glide 3 graphics [Re: Col. Gibbon]  
Joined: Jan 2006
Posts: 1,506
Brit44 'Aldo' Offline
Every Human is Unique
Brit44 'Aldo'  Offline
Every Human is Unique
Member

Joined: Jan 2006
Posts: 1,506
Mark,
Great feed back.

Jelly,
This is my opinion and my personal observation of how EAW D3D compares to EAW Glide, if the code will continue to use DX6 then abandon D3D and spend your limited time supporting the new Glide 3 builds.

Gibbon,
"I will ask nicely, on behalf of all the absent, like Ralf, and others."
Do not ask on my account. My best rig is much lower spec then yours and I am able to keep EAW active when I choose to try. It is thanks to the code work since I left the group and the recent Glide work that you helped with, but please do not lump the "others" into your opinion.


TPA who TWI
"The 10th Amendment simply says that any powers that aren’t mentioned in the Constitution as belonging to the government belong to the states themselves."
#4239938 - 03/15/16 03:24 AM Re: Glide 3 graphics [Re: MrJelly]  
Joined: Feb 2007
Posts: 4,267
iron mike Offline
Senior Member
iron mike  Offline
Senior Member

Joined: Feb 2007
Posts: 4,267
Maryland, USA
"S" is usually the aircraft's shadow file...

#4239952 - 03/15/16 05:12 AM Re: Glide 3 graphics [Re: Col. Gibbon]  
Joined: Apr 2002
Posts: 12,497
MrJelly Offline
Veteran
MrJelly  Offline
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Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France
No Mike, it is not.
'S' is the shadow file for a TMod, but 's' is the small file for an aircraft, for which 'h' is the shadow file:


wink


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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4239966 - 03/15/16 06:47 AM Re: Glide 3 graphics [Re: Col. Gibbon]  
Joined: Apr 2002
Posts: 12,497
MrJelly Offline
Veteran
MrJelly  Offline
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Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France
I think that Shogun would agree with my observations.
In order to run properly the nGlide program needs the "eaw.ini" to be set at 1024x768. With Windows 10 it runs in full screen, not in a window.
So we see a 1024x768 picture stretched to fit the screen, and there is some loss of quality.
The framerates (20-30) I quoted previously were with d3d with the "eaw.ini" set to 1920x1080, and there was no stuttering.

I have just done a comparison with the "eaw.ini" set to 1024x768

Settings - all high:

In d3d- 52 FPS:


Re-set to Glide- 60 FPS:


The pictures here are all 1024x768 because of the "eaw.ini" setting, but in reality they were the full 1920x1080 screen.
The frame rates are higher, but the graphics are nowhere near as good as in d3d with the "eaw.ini" set to 1920x1080.

Quote:
Jelly,
This is my opinion and my personal observation of how EAW D3D compares to EAW Glide, if the code will continue to use DX6 then abandon D3D and spend your limited time supporting the new Glide 3 builds.

Allen- I am not sure what you mean by your comment. The new exes give the user the choice of d3d or Glide 3, and I am not in the business of developing the code for either system as it is not in my area of expertise at all smile


wink


Fly EAW online at GameRanger: GameRanger Site

FaceBook Pages
UAW 160 downloads
EAW Club

Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4240103 - 03/15/16 02:48 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
Joined: Apr 2002
Posts: 12,497
MrJelly Offline
Veteran
MrJelly  Offline
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Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France
I have finished this exercise with a compromise.
There is a "140V86" 7-zip at the 140Module download page.
Run it in the "140Module" folder and it will put the old and new map versions of V86 exe in the "EAW Versions" folder.
The compromise is that it still loads the "s.3dz", but not the "m.3dz".

Unless bugs are found I do not intend to do any more work on the 140 exe, and hope that V86 can be the standard version smile

wink


Fly EAW online at GameRanger: GameRanger Site

FaceBook Pages
UAW 160 downloads
EAW Club

Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4240117 - 03/15/16 03:19 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
Joined: Feb 2006
Posts: 4,859
Rotton50 Offline
3DZ / campaign designer
Rotton50  Offline
3DZ / campaign designer
Senior Member

Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
I've been working on a bunch of bi-planes for the Med package so I'm not up to date on the latest execs. I will, in time, but if I may ask, do you see an improvement in performance or load times.

I know you've posted frame rates with this mod but as far as I can tell, not in reference to earlier execs.

Simply put, does removing the M.3dz and _L.3dz do anything other than make it a bit easier for model makers?

Not that I'm complaining, just curious.


Heck, even paranoids have enemies.
#4240137 - 03/15/16 04:18 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
Joined: May 2015
Posts: 1,122
MarkEAW Offline
Member
MarkEAW  Offline
Member

Joined: May 2015
Posts: 1,122
@Rotton50 - I personally didn't see a performance increase with the v85 exe, jsut a wavering drop of 1 or 2 frames that where not consistent.
I believe earlier in this thread MrJelly did a test flying low to the ground...

I'm not expert but saving space on a download, Hard drive and in game memory is a plus.

#4240151 - 03/15/16 04:57 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
Joined: Apr 2002
Posts: 12,497
MrJelly Offline
Veteran
MrJelly  Offline
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Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France
If you recall this was a "can we" thread which resulted in experiments.
I cannot tell if there is an improvement in performance, but I think that not having to make the "m" dz and TPC is a bonus for modders. In the game I cannot see any difference between having the "m.3dz" for a short while, and jumping straight to the high res 3dzs.


Fly EAW online at GameRanger: GameRanger Site

FaceBook Pages
UAW 160 downloads
EAW Club

Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4240162 - 03/15/16 05:13 PM Re: Glide 3 graphics [Re: Col. Gibbon]  
Joined: Feb 2006
Posts: 4,859
Rotton50 Offline
3DZ / campaign designer
Rotton50  Offline
3DZ / campaign designer
Senior Member

Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
FWIW, I fiddled with the distance views in the planes.dat for SPAW, pushing the close model out about to the value that was originally the middle distance value and the middle distance value out to the far distance value.

That was back in '08 or so and no one ever mentioned any problems with PC's that were considerably slower that today's.

This will certainly make modding easier so thanks.


Heck, even paranoids have enemies.
#4240303 - 03/16/16 01:43 AM Re: Glide 3 graphics [Re: MrJelly]  
Joined: Feb 2007
Posts: 4,267
iron mike Offline
Senior Member
iron mike  Offline
Senior Member

Joined: Feb 2007
Posts: 4,267
Maryland, USA
"No Mike, it is not.
'S' is the shadow file for a TMod, but 's' is the small file for an aircraft, for which 'h' is the shadow file:"

I am corrected...

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