Direct3D 11 via DDraw.dll

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Re: Direct3D 11 via DDraw.dll

JeremyaFr
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Post by JeremyaFr » Fri Sep 21, 2018 12:23 pm

UPDATE
Hello,
I've updated my ddraw.dll v1.3.2.

The changes are:
  • Fix app hang
https://github.com/JeremyAnsel/xwa_ddra ... tag/v1.3.2

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Darksaber

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Post by Darksaber » Fri Sep 21, 2018 1:07 pm

Nothing against Reimars version of DDraw, but I'm going to revert back to using Jeremy's versions of DDraw for the XWAUCP and DSUCP now that he has Set CPU affinity to single core, plus it's specifically for XWA and not for any of the other X-Wing games.

Also Reimar hasn't been seen around here since June, so I don't see any update from him anytime soon.

Jeremy, one quick question, So none of your DLL files are still dependent of having Visual C++ 2013 Runtime files installed, correct?
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JeremyaFr
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Post by JeremyaFr » Fri Sep 21, 2018 2:39 pm

It's correct. All my DLLs are no longer dependent on the Visual C++ Runtime.

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Darksaber

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Post by Darksaber » Fri Sep 21, 2018 2:53 pm

Brilliant thanks :) I can remove vcredist_x86.exe :)

Thanks
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Reimar
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Post by Reimar » Mon Sep 24, 2018 8:46 am

I am still around, but I don't have any new information to act on or anything that would allow me to fix or do anything about the issues reported so far.
There was a question around refresh rate limit, I am not sure what is missing, but there is the RefreshLimit option in the ddraw.cfg at least.
Also if anyone wants to reach me the quickest way is a PM or via the github issues page.

Reimar
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Post by Reimar » Tue Oct 02, 2018 2:49 pm

Made a new release that includes JeremyaFr's fixes to his version.
For the reported hangs/crashes I expect it should fix (most of?) those.
Not so sure about the reports about slowness, the change to default MSAA to off might help with some, but probably not all.

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