hiho
on the end of this mail is a patch, that removes an assert(0) from the surface code in ddraw. but removing it let Ankh[1][2] start (it started before, but there where no loading screen visible). yet there are other problems with this game - but it now actually works better than before.
so let the ddraw developers decide what to do there - this mail is just a reminder, that there is a poor little homeless assert, that needs your attention ;)
[1] german demo: http://www.gamershell.com/download_12062.shtml [2] engl. demo: http://www.gamershell.com/download_12202.shtml
Hi,
on the end of this mail is a patch, that removes an assert(0) from the surface code in ddraw. but removing it let Ankh[1][2] start (it started before, but there where no loading screen visible). yet there are other problems with this game - but it now actually works better than before.
so let the ddraw developers decide what to do there - this mail is just a reminder, that there is a poor little homeless assert, that needs your attention ;)
Ooops.
Well, that assert is a sort of debugging assertion to be sure to catch apps which call this function. It wasn't meant to go into the winehq tree, I missed it when doing my cleanup checks :-(
Anyway, that call is pretty much untested, I don't expect it to work as-is(especially if the app sets a surface memory pointer).
You can send the patch to remove that assert to wine-patches, it's clearly wrong. I'm just downloading the demo to test it myself, but I'm quite busy at university right now :-(
Am Dienstag 20 Juni 2006 09:17 schrieb Christoph Frick:
hiho
on the end of this mail is a patch, that removes an assert(0) from the surface code in ddraw. but removing it let Ankh[1][2] start (it started before, but there where no loading screen visible). yet there are other problems with this game - but it now actually works better than before.
I tested the demo, the loading screen appears without the assert. I will send a more proper implementation of IDirectDrawSurface::SetSurfaceDesc when I have time(university tests :-( ).
The loading screen appears, but it seems to get stuck quite soon during loading. It seems to wait for something, the cpu is idle and the screen not redrawn.
This game seems to use the open source ogle library for rendering, and it also ships a Direct3D9 and OpenGL renderer. Maybe there's a way to make it use the ogl renderer, but I haven't found a way to do so.
On Fri, Jun 23, 2006 at 11:49:24AM +0200, Stefan Dösinger wrote:
Hi Stefan,
I tested the demo, the loading screen appears without the assert. I will send a more proper implementation of IDirectDrawSurface::SetSurfaceDesc when I have time(university tests :-( ).
no hurry! i try out all the stuff that lies on my disk with cvs every now and then and this came up.
The loading screen appears, but it seems to get stuck quite soon during loading. It seems to wait for something, the cpu is idle and the screen not redrawn.
it takes _ages_ in some c++ code in one of the dlls it ships with. you just have to be patient. it takes about 3-5 minutes - then you are in the main menu (where the mouse is magically drawn to the center of the screen like a moth and yesterdays dinput mouse fix, does not help here).
one good thing about it, is the use of ogre, so i had a peak in the dinput code of current ogre version, if i see something strange. but with my limited knowledge of if the winapi there was at least nothing obvious and there is always the possibility, that the old version did something radical else or that they have patched around in the ogre code.
This game seems to use the open source ogle library for rendering, and it also ships a Direct3D9 and OpenGL renderer. Maybe there's a way to make it use the ogl renderer, but I haven't found a way to do so.
forget about that - it does not run at all using ogl. i had the same idea and tried it. its also a pity, that they use ogre but do not provide a osx/linux version of the game :/
Am Dienstag 20 Juni 2006 09:17 schrieb Christoph Frick:
hiho
on the end of this mail is a patch, that removes an assert(0) from the surface code in ddraw. but removing it let Ankh[1][2] start (it started before, but there where no loading screen visible). yet there are other problems with this game - but it now actually works better than before.
Oh, just noticed that ankh renders with direct3d9 by default. It can be switched to opengl by commenting out the d3d9 plugin in bin/release/plugins.cfg and enablding the opengl plugin instead. However, this doesn't fix the loading bug, and it still hits the assertion in ddraw.