Nah, just refunds normally.Has a game ever been pulled off Steam beause of too many bugs?
The closest I saw was the 4x game Kalypso published. That was a buggy mess, but got removed because the dev went under and thus wasn't going to be fixed ever.
Nah, just refunds normally.Has a game ever been pulled off Steam beause of too many bugs?
I haven't touched this game due to all the problems. I'm really regretting buying it early intending to play along with GAF day one... The game is so immersive and strange, that I'll go nuts if I can't finish it due to bugs.
Dawn of Discovery was pulled from Steam because of a game-breaking bug. It was notable because a) it was published by Ubisoft and b) there is actually a patch that fixes the bug... but they never released it for the Steam version.Has a game ever been pulled off Steam beause of too many bugs?
You could just bookmark his blog, that's what I did.Are you guys going to post updates in the OP for the Durante fix? I am thinking about checking this out next week.
You could just bookmark his blog, that's what I did.
Xbox 360 comparison:Do you see it? In the water, Zach.
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Xbox 360 comparison:
I'm more curious about the green tint removal.
That was removed for PS3 as well.
For some reason my game is crashing now whenever I drive cars. Bleh.
Try restarting Windows. That worked for me, don't know why but it worked.
I do hope they patch this. I'm really enjoying it so far but it's the most unstable PC game I've played for many a year.
I had a question, I'm on a mission that is the next day. I want to go back to my hotel and sleep, but I can't figure out how to get back. I can't read the map. And as far as I can tell, I can't set a way point. Maybe it's messed up because I'm playing it at 2560x1600p, but I feel like the map is a lot harder to read in this version compared to console.
So confused. Just want to get back to the hotel. Derp.
The map's a pain: It rotates depending on which way you're facing and you can't zoom out far enough. What you can do with the map on the pause screen is to use Left-CTRL and Space to cycle through the different locations in the game. That might help a bit.
Yeah, that's currently a bug caused by Durante's fix.
HRESULT APIENTRY hkIDirect3DDevice9::SetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget) {
[B]if(RenderTargetIndex != 0) return D3D_OK; // rendertargets > 0 are not actually used by the game - this makes the log shorter [/B]
SDLOG(3, "SetRenderTarget %5d, %p\n", RenderTargetIndex, pRenderTarget);
return RSManager::get().redirectSetRenderTarget(RenderTargetIndex, pRenderTarget);
}
Thanks for all your hardwork.The rest is history.
Anyway, here's a high-res shot with the normal mapping intact:
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Now to actually reach the place with the minimap issue.
It's really a wonder (and a bit of a testament to the resilience of the DirectX API) that it worked at all before.
It's really a wonder (and a bit of a testament to the resilience of the DirectX API) that it worked at all before.
Actually, in the case of this normal mapping issue, I just undid some stupidity I used to make it not workThanks for all your hard work, I can only assume you use some sort of magic to make it all work.
We had a thread about this, it's probably impossible. Well, not impossible, but infeasible. The game is designed to be frame-locked at 30 FPS. (I.e. It slows down when it drops frames, other than e.g. Dark Souls which at least had rudimentary support for variable time steps)It's not really high priority, but I'd be interested if you could work your magic on the new Naruto game PC port. The game is locked at 30FPS.
It's not really high priority, but I'd be interested if you could work your magic on the new Naruto game PC port. The game is locked at 30FPS.
It's really a wonder (and a bit of a testament to the resilience of the DirectX API) that it worked at all before.
"Real" controller support (that is, with analog movement) is almost impossible with an unofficial mod, and "fake" controller support (just mapping it to keyboard controls) is already possible using third party tools, so I don't plan on doing it.Thanks for this. Will Xbox 360 controller support be possible to implement through DPFix or will we need to wait (and pray) for a patch?
It's not that hard, but it's quite different from normal programming. It's really mostly a challenging reverse engineering task, the actual programming is rather simple.I have a basic knowledge of programming and PC hardware so forgive for my ignorance but is there something particularly complex about the nature of unlocking resolutions and framerates that only Durante does it? I'm sure there are loads of skilled programmers on Gaf.
And we join you in your glorious addiction.And you also need the will in addition to the skill -- I only do it because I am not quite sane about image quality.
I'm an incredibly silly person. Come laugh at the incredibly silly person.
Basically, I obviously started DPfix from the DSfix code base. It contained this gem:
Code:HRESULT APIENTRY hkIDirect3DDevice9::SetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget) { [B]if(RenderTargetIndex != 0) return D3D_OK; // rendertargets > 0 are not actually used by the game - this makes the log shorter [/B] SDLOG(3, "SetRenderTarget %5d, %p\n", RenderTargetIndex, pRenderTarget); return RSManager::get().redirectSetRenderTarget(RenderTargetIndex, pRenderTarget); }
The rest is history.
Anyway, here's a high-res shot with the normal mapping intact:
http://abload.de/img/dp_2013_11_01_12_29_4nsllk.jpg
Now to actually reach the place with the minimap issue.
Hey, I found the screenspace normal buffer.
![]()
You are a fucking wizard Durante! Amazing.I'm an incredibly silly person. Come laugh at the incredibly silly person.
Basically, I obviously started DPfix from the DSfix code base. It contained this gem:
Code:HRESULT APIENTRY hkIDirect3DDevice9::SetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget) { [B]if(RenderTargetIndex != 0) return D3D_OK; // rendertargets > 0 are not actually used by the game - this makes the log shorter [/B] SDLOG(3, "SetRenderTarget %5d, %pn", RenderTargetIndex, pRenderTarget); return RSManager::get().redirectSetRenderTarget(RenderTargetIndex, pRenderTarget); }
The rest is history.
Anyway, here's a high-res shot with the normal mapping intact:
![]()
Now to actually reach the place with the minimap issue.
Seriously. We should get him on at Platinum so he can oversee the Rising port.Seriously impressive.
If you're not already working in the industry one of these companies needs to be offering you a job.
I'm an incredibly silly person. Come laugh at the incredibly silly person.
Basically, I obviously started DPfix from the DSfix code base. It contained this gem:
Code:HRESULT APIENTRY hkIDirect3DDevice9::SetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget) { [B]if(RenderTargetIndex != 0) return D3D_OK; // rendertargets > 0 are not actually used by the game - this makes the log shorter [/B] SDLOG(3, "SetRenderTarget %5d, %p\n", RenderTargetIndex, pRenderTarget); return RSManager::get().redirectSetRenderTarget(RenderTargetIndex, pRenderTarget); }
The rest is history.
Anyway, here's a high-res shot with the normal mapping intact:
![]()
Now to actually reach the place with the minimap issue.
Cool! What effect will finding this have on DPfix?
Keep up the amazing work!
THANKS!