Delerion said:Using megamod on FO2 now though, not sure that would sfall break the mod somehow so maybe it's best to wait until Megamod has the sfall with it.
Glovz said:I just tried it and got an error:
"... d3dx9_29.dll was not found. ..."
and a second error of needing different version of Direct X.
Anyways it may be; just like the other filter "global.fx", that my video card does not support the filter. But I thought I would mention it anyways.
Glovz said:I just tried it and got an error:
"... d3dx9_29.dll was not found. ..."
and a second error of needing different version of Direct X.
Using a d3d9 graphics mode obviously requires you to have dx9 installed and a dx9 compatible graphics card. sfall requires the DX9.0c August 2006 update. If you set the graphics mode to 5 or 6 but don't have DX9.0c installed, fallout will crash on startup. If you have a version of DX9.0c older than August 2006, fallout will crash at the main menu.
Timeslip said:Edit: And 5 minutes after posting that, he posted the source code. I'll need to get them working without requiring DX9 first though. Does anyone have any particular reason they want me to keep graphics modes 2 and 3?
I'm not entirely sure of the point to that; anisotropic filters are only useful when something's angled away from you in 3d space which isn't applicable to a 2d game like fallout, and textures use a linear filter by default anyway. Do they have something to do with the filters rather than d3d textures? (I can't read russian, and google isn't doing a very good job of translating.)Dude101 said:I was about to post that his new version has linear and anisotropic texture filters to
I mean the modes to force fallout to use 16 bit colour instead of paletted textures, rather than the new filters. (i.e. The 'Mode=' line in ddraw.ini) I was just wondering if anyone ever found a use for them by getting fallout to load full 16 bit images instead of the usual paletted stuff. If not I'll dump them.Dude101 said:Modes 2 and 3 are not very good, I dont see a reason to keep them.
Timeslip said:I'm not entirely sure of the point to that; anisotropic filters are only useful when something's angled away from you in 3d space which isn't applicable to a 2d game like fallout, and textures use a linear filter by default anyway. Do they have something to do with the filters rather than d3d textures? (I can't read russian, and google isn't doing a very good job of translating.)Dude101 said:I was about to post that his new version has linear and anisotropic texture filters to
I mean the modes to force fallout to use 16 bit colour instead of paletted textures, rather than the new filters. (i.e. The 'Mode=' line in ddraw.ini) I was just wondering if anyone ever found a use for them by getting fallout to load full 16 bit images instead of the usual paletted stuff. If not I'll dump them.Dude101 said:Modes 2 and 3 are not very good, I dont see a reason to keep them.
I haven't tried it myself, so I don't know if it'll work. It's just something I came across when I was experimenting with increasing the resolution.Dude101 said:No idea, I didn't even know about that feature! does that mean we can use new textures instead of the old FO ones? (was going to say crappy, but don't fancy being beaten to death.) forgive my ignorance, I am not very technically minded.