Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

WIP Builds 3 #1574

Closed
gonetz opened this issue Sep 17, 2017 · 219 comments
Closed

WIP Builds 3 #1574

gonetz opened this issue Sep 17, 2017 · 219 comments

Comments

@gonetz
Copy link
Owner

gonetz commented Sep 17, 2017

Continue there.
Current master:
https://drive.google.com/file/d/0B0YqMPjGo3B2OERNOEVHMGdaQ2c/view?usp=sharing

@olivieryuyu
Copy link

I have a weird flickering in cruis exotica now with this build

@loganmc10
Copy link
Contributor

I don't have that issue (tested mupen64plus), maybe you need to clear your shader cache?

@theboy181
Copy link

Confirmed working here too

@Frank-74
Copy link

No flickering here either. But there's lines around all 2d elements in all but native resolution.

@theboy181
Copy link

I was getting lines in Native Res..

@olivieryuyu
Copy link

actually it works, just an error from my side

@Tasosgemah
Copy link

Tasosgemah commented Sep 18, 2017

Thanks. Tested F-Zero X, i assume the recent fixes for it aren't implemented yet?

@gonetz
Copy link
Owner Author

gonetz commented Sep 24, 2017

Current master:
https://drive.google.com/file/d/0B0YqMPjGo3B2NnBzTzVWQVFFbWc/view?usp=sharing

F-Zero, optimized blending and other fixes.

@theboy181
Copy link

other fixes like WS?

@gonetz
Copy link
Owner Author

gonetz commented Sep 24, 2017

Ops, I forgot about WS hack. I'll do it tomorrow, if my memory will not fail me.

@theboy181
Copy link

No worries.

@gonetz
Copy link
Owner Author

gonetz commented Sep 30, 2017

Current master + fix_sprite_size branch:
https://drive.google.com/file/d/0B0YqMPjGo3B2UjJ4aWNNS0ZHZGs/view?usp=sharing

Built with Visual Studio 2015

@olivieryuyu
Copy link

great, a lot of tickets closed :)

@theboy181
Copy link

theboy181 commented Sep 30, 2017

@gonetz there seems to be an issue where the plugin locks up after changing settings and exiting the GUI.

@gonetz
Copy link
Owner Author

gonetz commented Oct 8, 2017

@theboy181 Looks like switch to new QT version was not as smooth as it liked. I'll check it later.

@gonetz
Copy link
Owner Author

gonetz commented Oct 8, 2017

@gonetz
Copy link
Owner Author

gonetz commented Oct 8, 2017

You also can download win32 builds for mupen64plus there:
https://ci.appveyor.com/project/gonetz/gliden64/history
New build automatically created after each push to git.

@theboy181
Copy link

Still having issue with the emulator crashing on PJ64 when you play with the GUI settings.

@Frank-74
Copy link

Frank-74 commented Oct 8, 2017

I had to click restore defaults, even though they were set to defaults, to get rid of some bugs I had with Perfect Dark. Is there something different in the ini, that it needs re-writing?

I also have problem with tooltips taking a minute to disappear in my build with VS2015.

@gonetz
Copy link
Owner Author

gonetz commented Oct 9, 2017

Please open separate tickets for GUI issues

@Papermanzero
Copy link

In general it is pretty simple: this is a WIP release issue thread not a bug issue thread. So open for every kind of bug or issue a seperate thread with a reference to the build. In this manner this release thread stays clean

@DonelBueno
Copy link

@gonetz Could you post the current master here? Pretty please xD

@Papermanzero
Copy link

At least for mupen64plus:
https://ci.appveyor.com/project/gonetz/gliden64/build/artifacts

@RugRats
Copy link

RugRats commented Oct 28, 2017

@DonelBueno https://drive.google.com/file/d/0B7uzNEsNOxQSbHJmNjZKbFFtZGs/view?usp=sharing (zilmar spec/Project64) , I'm not gonetz, but I used the wikipage they made and am able to compile my own GLideN64 versions. This is the current master.

@DonelBueno
Copy link

Thank you, @RugRats. I don't like installing tons of software just to compile a plugin build.

@Papermanzero: Yeah, I know there are automated builds for Mupen64 now, but I use Project64. Thanks anyway.

@gonetz
Copy link
Owner Author

gonetz commented Oct 29, 2017

@RugRats Thanks :)

@theboy181 "Still having issue with the emulator crashing on PJ64 when you play with the GUI settings."
I tested current master with Project64 2.3 I run several games, changed plugins settings during gameplay and after game stopped - no problems at all. May be something is broken in later builds of Project64 ?

@gonetz
Copy link
Owner Author

gonetz commented Oct 29, 2017

Current master:
https://drive.google.com/file/d/0B0YqMPjGo3B2ZnJyTnBlaEVHaDg/view?usp=sharing

@gonetz
Copy link
Owner Author

gonetz commented Nov 5, 2017

Current master:
https://drive.google.com/file/d/0B0YqMPjGo3B2Q1YyZFgyN0s1TzA/view?usp=sharing
Hotfix:
https://drive.google.com/file/d/1oZpsZgNM2LqmWxU2240f1sOZt9sqm7KA/view?usp=sharing

Fixes!

@gonetz
Copy link
Owner Author

gonetz commented Feb 7, 2019

Current master:
https://drive.google.com/file/d/1MHORjBEnksS6jIykPr6CZB8BEpgtiPn1/view?usp=sharing

Update for the bilinear filtering fix:

  • removed "filtering with color bleeding" options
  • new option added -"remove halos".
    The fix itself is not touched, only config options.

@gonetz
Copy link
Owner Author

gonetz commented Feb 8, 2019

Current master:
https://drive.google.com/file/d/1_vqInZV4Xb9YNFkSZ7bKg2fcF8RQM-dL/view?usp=sharing

Fixed rendering texrects in native resolution.

@gonetz
Copy link
Owner Author

gonetz commented Feb 17, 2019

Current master:
https://drive.google.com/file/d/1LG-_khXKTUqe_-B2uv-3_YkSkvSe9oEq/view?usp=sharing

3-point texture filtering for mipmapped textures.

@DaRkL3AD3R
Copy link

Just tested 3-point texture filtering. Sadly seems still not implemented properly. Textures just appear bilinear filtered. No filtering artifacts present which are visible when using real hardware or pixel-accurate plugins. Also, now I am seeing missing triangles on certain objects like walls and floors.

@gonetz
Copy link
Owner Author

gonetz commented Feb 18, 2019

@DaRkL3AD3R Please open new issue if 3-point texture filtering does not work right, with screen shots of what is wrong and how it should be. This thread is for WIP builds links, not for fedback.

@gonetz
Copy link
Owner Author

gonetz commented Feb 24, 2019

Current master:
https://drive.google.com/file/d/1iD9CwBktAm03Hmy5QHpsEmKbebBIMNoV/view?usp=sharing

Fixes.

@gonetz
Copy link
Owner Author

gonetz commented Mar 3, 2019

Current master:
https://drive.google.com/file/d/1G5Swxloi_Z4NVo79AAEmhNbYMAREkWfR/view?usp=sharing

@gonetz
Copy link
Owner Author

gonetz commented Mar 11, 2019

Current master:
https://drive.google.com/file/d/1c647fABJWQBV8t8sWjsvy-bASgXe2h3G/view?usp=sharing

@thekarter104
Copy link

Hello.

I have an error when I try to go to fullscreen with GlideN64:
"Failed to change display mode."

I tried different versions of GlideN64 including the public release 3.0 one.
How do I solve the issue?

On Jabo, I can go to fullscreen no problem, so this means it's possible to go fullscreen on my PC, so why GlideN64 can't?
I have a GTX GEForce 660Ti.

Thanks.

@gonetz
Copy link
Owner Author

gonetz commented Mar 15, 2019

@thekarter104 please open new ticket for your problem. This thread is for WIP builds links, not for discussion.

@gonetz
Copy link
Owner Author

gonetz commented Mar 24, 2019

Current master:
https://drive.google.com/file/d/1Np1fkWGjbrLXiOQqaaaSaDtzUk-Sx5UR/view?usp=sharing
I consider this build as Release Candidate 1. I fixed (almost) all regressions and currently I'm testing all games. This is a large work. I checked games from 0007 to M*. Please help me. I'd like to make regressions-free release.

Also I prepared build of experimental "Threaded OpenGL API calls" by fzurita : #2014 :
https://drive.google.com/file/d/1v43nesPE7vInmuzCG4q5HZ97sOZCgScW/view?usp=sharing
please give it a try and leave feedback at #2014.

@dezraj
Copy link

dezraj commented Mar 24, 2019

Gonetz, just a suggestion: could you add a comment balloon for FXAA, so that the layman users like me know the difference between using this anti aliasing option instead of the standard anti aliasing slider? Thank you so much for your hard work.

@gonetz
Copy link
Owner Author

gonetz commented Mar 25, 2019

Good point. I'll add tooltips for FXAA and MSAA.

@fzurita
Copy link
Contributor

fzurita commented Mar 25, 2019

I would like to point out that you mainly want to try the threaded version if you have performance issues with GLideN64.

@mcbpete
Copy link

mcbpete commented Mar 27, 2019

Closed Issue #1598 still seems to be occurring in the 'Current' master of Gliden64 (dated 24th March) in Tetrisphere on Project64:

image

image

@gonetz
Copy link
Owner Author

gonetz commented Mar 28, 2019

@mcbpete check that "Use per-game settings" option is enabled. If it is off, set "Fix black lines between 2D elements" to Always.

@mcbpete
Copy link

mcbpete commented Mar 28, 2019

Hi gonetz - I'm so sorry, on my walk to work this morning I actually thought: 'I bet there's a per-game setting that uses that custom ini file, that I've not switched on'. Apologies again....

EDIT: Just got back from the office, I notice it'll still happen if the 'Internal resolution' is set to 'Original N64 resolution (most accurate)' and choosing either of the other two internal resolution modes will have some slight grid & striping artifacts using the current .custom.ini. I seem to get the least glitches with the following config (additions in bold), though again not using the 'Original N64 resolution' mode:

[TETRISPHERE]
Good%20Name=Tetrisphere (U)
generalEmulation\correctTexrectCoords=2
graphics2D\correctTexrectCoords=2
graphics2D\enableNativeResTexrects=0
frameBufferEmulation\nativeResFactor=2

@gonetz
Copy link
Owner Author

gonetz commented Apr 1, 2019

Public Release 4.0 is out.
WIP builds will be continued in new thread.

@theboy181
Copy link

You should link to the new thread, if there is one. :)

@Jj0YzL5nvJ
Copy link
Contributor

You should link to the new thread, if there is one. :)

WIP Builds 4

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests