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1964 60FPS bundle for GoldenEye/Perfect Dark (2022/01/19)
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TauAkiou
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 PostPosted: Fri May 14, 2021 10:25 am    Post subject: Reply with quote Back to top

I certainly wouldn't say porting the code was all that bad. The only code I absolutely discarded was the WinForms UI and config saving code, since I found it far too difficult to work with and extend the ways I wanted. This came with its own horrible headaches (QT is a absolute nightmare to get working statically, and the GUI doesn't work right, though I can blame my own inexperience for that). The rest of the major code went through quite cleanly.

I'd say that the end result, however, getting 4 players in-game with full mouse-like controls on gyro-enabled controllers was worth the effort. I'll definitely see if I can port this to Drahsid's fork, however - the Linux support is pretty important to me and WINE doesn't cleanly support passing through SDL controllers to windows apps. (The plugin 'sees' them, but won't process input properly.) I'll definitely keep everyone here in touch, as well.

I took a video awhile ago that demonstrated the 'free aim' hack, which worked far better then it really should have (Barring a few unusual bugs, such as a constant rightward drift). Here if is if anyone was interested in seeing how that worked: https://www.youtube.com/watch?v=NcUWD-GlJMc
 
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madmax386
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 PostPosted: Sat May 29, 2021 9:33 pm    Post subject: Reply with quote Back to top

I noticed when using Shunyuans Direct input Perfect Dark only runs at 30fps but when using Nrages input plugin PD runs at 60fps. Is this something that could be fixed/adjusted?

I find Shunyuans plugin to be more suitable for the Xbox one controllers I use when I have friends over for multiplayer matches.
 
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Carnivorous
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 PostPosted: Sat May 29, 2021 10:21 pm    Post subject: Reply with quote Back to top

I'm unable to recreate the bug so unfortunately I cannot debug/fix this - sorry
 
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Xii-Nyth
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 PostPosted: Tue Jun 01, 2021 10:59 am    Post subject: Perfect Dark texture pack gradually unloads itself Reply with quote Back to top

When using the pack provided by Trov, the textures will show the first time they are displayed, then will revert to the original. (for example the stars and thumbnails on level select will show but once I load a level then abort it they will be gone)

What is strange is the htc files remain the same, Ive tried setting as read only. Yet if I reload 1964 they still wont be loaded. If I replace the files from a backup, with the same names and file size (identical besides date accessed, they do get loaded one time again.

Its probably something to do with glide, but I was wondering if Trov still had this issue when his textures were not in the .htc format, since that would be an easier way to solve the problem assuming you could easily package all the textures to load with the rom (I'm not familiar with n64 texture packs).

The problem exists on multiple PCs so it should be easy to re create. The only other thing I suspected was that reshade was drawing the old textures on top of the new ones but toggling that off made no difference.

Thanks!

Edit: found out in the newest build of glide n64 (2021) there is a toggle and reload key added. Toggling off and on will keep the textures, but once reloading them they stop appearing (they do re appear after reloading 1964 in this case). I dont have reshade on this pc so that definately isn't it.
 
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Carnivorous
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 PostPosted: Tue Jun 01, 2021 5:04 pm    Post subject: Reply with quote Back to top

Hi, could you try redownloading 1964 and seeing if the problem happens with GLideN64 2020/2021?
 
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madmax386
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 PostPosted: Mon Jun 07, 2021 3:23 pm    Post subject: Reply with quote Back to top

would it be possible to make this emulator more compatable with frontends? Like ive tried to set this emulator up with LaunchBox but i dont think the comands are working to open a rom up via comand lines.

these are the line im trying to use but do not seam to work.

1964 [-f] [-v video_plugin_filename] [-a audio_plugin_filename] [-c controller_plugin_filename] [-r directory] [-g rom_full_filename]
 
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Carnivorous
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 PostPosted: Mon Jun 07, 2021 4:05 pm    Post subject: Reply with quote Back to top

Full command line arguments with examples are located in the BUNDLE_README.txt FAQ
 
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Xii-Nyth
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 PostPosted: Fri Jan 14, 2022 8:06 pm    Post subject: Suggestion Reply with quote Back to top

Would it be possible to force the high res textures in perfect dark in low res mode? This would be a huge help if its possible because I'm getting 50 fps with my reshade maxed out.

Or keep the high res textures but disable the horizontal resolution doubling?

Also minor issue with discord rich presence not working for me, I could just be doing something wrong as I'm not an expert at discord related stuff

Images are sorta big so Ill just post this gallery:
https://imgur.com/gallery/C1gQ9jn
 
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Carnivorous
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 PostPosted: Fri Jan 14, 2022 8:20 pm    Post subject: Reply with quote Back to top

Xii-Nyth wrote:
Would it be possible to force the high res textures in perfect dark in low res mode? This would be a huge help if its possible because I'm getting 50 fps with my reshade maxed out.

Or keep the high res textures but disable the horizontal resolution doubling?

Assuming by 'low res mode' you mean the in-game video option called 'Hi-Res', the font texture pack should work no matter what setting this option is set to. Not to mention, 'Hi-Res' mode has little effect for HLE video plugins such as GLideN64, as the plugin is rendering to an arbitrary resolution anyway - this only benefits LLE video plugins/console.

Xii-Nyth wrote:
Also minor issue with discord rich presence not working for me, I could just be doing something wrong as I'm not an expert at discord related stuff

Ensure you have downloaded the correct 1964 build from github.
 
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Xii-Nyth
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 PostPosted: Sat Jan 15, 2022 7:15 pm    Post subject: Low res/high res and discord stuff Reply with quote Back to top

Carnivorous wrote:
Xii-Nyth wrote:
Would it be possible to force the high res textures in perfect dark in low res mode? This would be a huge help if its possible because I'm getting 50 fps with my reshade maxed out.

Or keep the high res textures but disable the horizontal resolution doubling?

Assuming by 'low res mode' you mean the in-game video option called 'Hi-Res', the font texture pack should work no matter what setting this option is set to. Not to mention, 'Hi-Res' mode has little effect for HLE video plugins such as GLideN64, as the plugin is rendering to an arbitrary resolution anyway - this only benefits LLE video plugins/console.


Just for clarification yes I did mean the button under video in perfect dark.

As far as I knew it did still change some of the textures in game like it did on an n64 (such as the stem of the eyepiece in a menu). And I'm referring to the games textures, not the user interface ones from the texture pack (which are working for me now).

I may have missed a change in gliden64 which doesn't have this happen anymore but I know for sure the same thing happens with high res in other games such as rogue squadron so it would've had to be a specific 'fix' for perfect dark.

Edit: they are still on the menu for sure at least, changes to ui are minor like the width on the health bar being slightly wider
https://imgur.com/a/hq1sUBF

[side note a texture pack with the perfect dark recon hd textures would be cool if possible, retaining the current fonts thumbnails and icons ofc]

Xii-Nyth wrote:
Also minor issue with discord rich presence not working for me, I could just be doing something wrong as I'm not an expert at discord related stuff
Carnivorous wrote:

Ensure you have downloaded the correct 1964 build from github.


Yeah not sure whats going on, I redownloaded just in case and still no luck. Tried using this tool to make my own and its working. https://www.youtube.com/watch?v=cH1HcjTOg6A&t

I might just be being a dummy and missed something saying to add a specific file in discord and not 1964.exe, but I was also assuming that whatever is supposed to do it is automatically detected by discord. (maybe it just cant see it since it doesn't have access to look at my n64 folder which is directly in my C drive? 7zip has similar issues even while running as admin)

Not of huge priority anyways since discord seems to mess some stuff up where I could get a repeatable crash in PD when loading into a level while streaming, and have the screen flip upside down for a single frame in Rogue Squadron, etc.

And for the time being netplay with this doesn't really exist the same way it does with m64p since its just too much work for 2 games I guess (I think there was a input plugin that added it or something lol).



Oh right and entirely unrelated, I just remembered that when looking down loing hallways such as the firing range the textures seem to get all shuffled as if there is no anisotropic filtering, not sure how that stuff works in perfect dark since the depth buffer is only over your weapon, not sure where to mention this to gonetz sorry.


Edit: did a fresh install of discord and run 1964 from a different directory, to no avail sadly.
https://imgur.com/a/laBcuAG
 
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Carnivorous
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 PostPosted: Sun Jan 16, 2022 2:57 am    Post subject: Reply with quote Back to top

Hi-res mode does not change the textures, it only changes the video output and framebuffer effects [which HLE handles interdependently anyway]. The textures are the same regardless of output resolution.

Quote:
Edit: they are still on the menu for sure at least, changes to ui are minor like the width on the health bar being slightly wider
https://imgur.com/a/hq1sUBF

This is due to the slight ratio change from the output resolution. Hi-res mode is worse for HLE overall - don't use it.

Quote:
Oh right and entirely unrelated, I just remembered that when looking down loing hallways such as the firing range the textures seem to get all shuffled as if there is no anisotropic filtering, not sure how that stuff works in perfect dark since the depth buffer is only over your weapon, not sure where to mention this to gonetz sorry.

Depth buffer is reset when the rendering pipeline starts drawing view models, but for GE it is handled differently. Because PD has reload animations that makes draw sorting triangles impossible they opted to using z-buffer. This is simply a design decision and unavoidable.

Quote:
Yeah not sure whats going on, I redownloaded just in case and still no luck. Tried using this tool to make my own and its working. https://www.youtube.com/watch?v=cH1HcjTOg6A&t

I might just be being a dummy and missed something saying to add a specific file in discord and not 1964.exe, but I was also assuming that whatever is supposed to do it is automatically detected by discord. (maybe it just cant see it since it doesn't have access to look at my n64 folder which is directly in my C drive? 7zip has similar issues even while running as admin)

Discord rich presence SDK that the mouse injector uses is now discontinued - I will be removing this in a future update. Sorry.

Quote:
Edit: did a fresh install of discord and run 1964 from a different directory, to no avail sadly.
https://imgur.com/a/laBcuAG

The description for Perfect Dark Rev A ROM implies this version of 1964 is from over a year ago. If this is a new install then you downloaded 1964 from the wrong github repo, or from a mirror that I have zero involvement with. Please redownload 1964 from the link in the first post and see if this resolves your issue.
 
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Xii-Nyth
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 PostPosted: Sun Jan 16, 2022 2:56 pm    Post subject: Thanks! Reply with quote Back to top

Carnivorous wrote:
Hi-res mode does not change the textures, it only changes the video output and framebuffer effects [which HLE handles interdependently anyway]. The textures are the same regardless of output resolution.

Quote:
Edit: they are still on the menu for sure at least, changes to ui are minor like the width on the health bar being slightly wider
https://imgur.com/a/hq1sUBF

This is due to the slight ratio change from the output resolution. Hi-res mode is worse for HLE overall - don't use it.

Quote:
Oh right and entirely unrelated, I just remembered that when looking down long hallways such as the firing range the textures seem to get all shuffled as if there is no anisotropic filtering, not sure how that stuff works in perfect dark since the depth buffer is only over your weapon, not sure where to mention this to gonetz sorry.

Depth buffer is reset when the rendering pipeline starts drawing view models, but for GE it is handled differently. Because PD has reload animations that makes draw sorting triangles impossible they opted to using z-buffer. This is simply a design decision and unavoidable.

Quote:
Yeah not sure whats going on, I redownloaded just in case and still no luck. Tried using this tool to make my own and its working. https://www.youtube.com/watch?v=cH1HcjTOg6A&t

I might just be being a dummy and missed something saying to add a specific file in discord and not 1964.exe, but I was also assuming that whatever is supposed to do it is automatically detected by discord. (maybe it just cant see it since it doesn't have access to look at my n64 folder which is directly in my C drive? 7zip has similar issues even while running as admin)

Discord rich presence SDK that the mouse injector uses is now discontinued - I will be removing this in a future update. Sorry.

Quote:
Edit: did a fresh install of discord and run 1964 from a different directory, to no avail sadly.
https://imgur.com/a/laBcuAG

The description for Perfect Dark Rev A ROM implies this version of 1964 is from over a year ago. If this is a new install then you downloaded 1964 from the wrong github repo, or from a mirror that I have zero involvement with. Please redownload 1964 from the link in the first post and see if this resolves your issue.


Oh yeah just grabbed that rom off of the n64 rom archive v2 by ghostware on the internet archive. IS it better to use the one from the old 1964 GEPD internet archive page? or is there one on github I'm missing? Havent had any other issues besides the rich presence which you mentioned is because the input plugin no longer supports it (its still called discordrpc.dll? lol).

Thanks for the heads up about the hi res mode! I guess I've been hurting my performance for no reason other than to make this have an outline on the octagonal prism and to have a less blurry texture on the piece hidden behind the menu.


Maybe the doors on attack ship have a different lod also? They get very blocky but I might've just never noticed before since I don't like that level xD.

As for the thing with anisotropic filtering, does this mean I should shut it off entirely in pd to save performance? or is there something that it still works on? (not a huge noticeable hit in performance anyways when looking at frametimes with speed sync off)

Finally during cutscenes or with the camera of the slayer perfect dark goes from seeing the depth buffer of just the weapon model and the hand to the whole scene. (not with camspys), more curious why this is since really the only one which causes a slowdown when I don't want it is the slayer in multiplayer, basically forcing me to shut my reshade off if we are playing with slayers. Again more of a question for gonetz but he is hard to get a hold of.

Other than the above, specifically the textures, any other minor issues are due to 1964 being old like the game getting stuttery after loading saves states, sometimes until you close 1964 and reopen it,
or that specifically the crossbow, or when looking at extreme angles, the back of the platforms of the elevators in the ci building have some aliasing unless I go from 8x to 16x msaa,
the experience is perfect and better than the xbox version.

By the way do you or gonetz have a patreon or something? Thanks for all the work!

Quick edit: is there a way to resize the window? why using scaling in windows you have to do this


And that makes the text too big to fit in the window, and for some reason the width of the game name section keeps resetting to the default.
 
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Carnivorous
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 PostPosted: Sun Jan 16, 2022 3:22 pm    Post subject: Re: Thanks! Reply with quote Back to top

Xii-Nyth wrote:
Oh yeah just grabbed that rom off of the n64 rom archive v2 by ghostware on the internet archive. IS it better to use the one from the old 1964 GEPD internet archive page? or is there one on github I'm missing? Havent had any other issues besides the rich presence which you mentioned is because the input plugin no longer supports it (its still called discordrpc.dll? lol).

Go to the first post on this thread, and only download the 1964 zip included on the github page. If you've downloaded 1964 elsewhere I cannot guaranteed that it's the latest version, or even safe to run.

Xii-Nyth wrote:
Thanks for the heads up about the hi res mode! I guess I've been hurting my performance for no reason other than to make this have an outline on the octagonal prism and to have a less blurry texture on the piece hidden behind the menu.


Maybe the doors on attack ship have a different lod also? They get very blocky but I might've just never noticed before since I don't like that level xD.

As for the thing with anisotropic filtering, does this mean I should shut it off entirely in pd to save performance? or is there something that it still works on? (not a huge noticeable hit in performance anyways when looking at frametimes with speed sync off)

Finally during cutscenes or with the camera of the slayer perfect dark goes from seeing the depth buffer of just the weapon model and the hand to the whole scene. (not with camspys), more curious why this is since really the only one which causes a slowdown when I don't want it is the slayer in multiplayer, basically forcing me to shut my reshade off if we are playing with slayers. Again more of a question for gonetz but he is hard to get a hold of.

I'm not sure of this - I don't experience any of these problems. Try using a clean install of 1964 and using video plugin GLideN64 (2021) without reshade with default settings - see if this helps. If the problems still persist create an issue on GLideN64's github page describing the issues.

Xii-Nyth wrote:
Other than the above, specifically the textures, any other minor issues are due to 1964 being old like the game getting stuttery after loading saves states, sometimes until you close 1964 and reopen it,
or that specifically the crossbow, or when looking at extreme angles, the back of the platforms of the elevators in the ci building have some aliasing unless I go from 8x to 16x msaa,
the experience is perfect and better than the xbox version.

I'm aware of this issue but unable to debug it due to how rare and randomly it occurs - sorry.

Xii-Nyth wrote:
Quick edit: is there a way to resize the window? why using scaling in windows you have to do this

And that makes the text too big to fit in the window, and for some reason the width of the game name section keeps resetting to the default.

I do not use Windows 10 - so I don't know why the interface is so large. Perhaps set your global windows DPI to 100%.
 
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Xii-Nyth
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 PostPosted: Sun Jan 16, 2022 6:27 pm    Post subject: Re: Thanks! Reply with quote Back to top

Xii-Nyth wrote:
Oh yeah just grabbed that rom off of the n64 rom archive v2 by ghostware on the internet archive. IS it better to use the one from the old 1964 GEPD internet archive page? or is there one on github I'm missing? Havent had any other issues besides the rich presence which you mentioned is because the input plugin no longer supports it (its still called discordrpc.dll? lol).

Carnivorous wrote:
Go to the first post on this thread, and only download the 1964 zip included on the github page. If you've downloaded 1964 elsewhere I cannot guaranteed that it's the latest version, or even safe to run.

Oh well the bundle is the one from github, just the rom is from elsewhere. Maybe the description it had already overwrote whatever 1964 set the description as?




Carnivorous wrote:
I'm not sure of this - I don't experience any of these problems. Try using a clean install of 1964 and using video plugin GLideN64 (2021) without reshade with default settings - see if this helps. If the problems still persist create an issue on GLideN64's github page describing the issues.

Ok a couple isolate things here so:


Xii-Nyth wrote:
Thanks for the heads up about the hi res mode! I guess I've been hurting my performance for no reason other than to make this have an outline on the octagonal prism and to have a less blurry texture on the piece hidden behind the menu.

This example in particular happens on the original hardware so if its not the expected behaviour I'll have to go work it out on the gliden64 page.


Xii-Nyth wrote:
Maybe the doors on attack ship have a different lod also? They get very blocky but I might've just never noticed before since I don't like that level xD.
I remembered reading about something like this happening in paper mario/maybe super mario 64. Shutting off n64 style mip mapping fixes it like it did in that game, but that is required for the laser sights here.

Here's an image of what it looks like on and off in case you were wondering:
https://imgur.com/a/YzMH1rg
Edit: zoomed in the photos

Xii-Nyth wrote:
As for the thing with anisotropic filtering, does this mean I should shut it off entirely in pd to save performance? or is there something that it still works on? (not a huge noticeable hit in performance anyways when looking at frametimes with speed sync off)

I guess I already answered my own question here, one could make a mod to disable reload animations so you could use filtering, but not really worth it.


Xii-Nyth wrote:
Finally during cutscenes or with the camera of the slayer perfect dark goes from seeing the depth buffer of just the weapon model and the hand to the whole scene. (not with camspys), more curious why this is since really the only one which causes a slowdown when I don't want it is the slayer in multiplayer, basically forcing me to shut my reshade off if we are playing with slayers. Again more of a question for gonetz but he is hard to get a hold of.

Ill have to ask on the gliden64 page about this one too.




Carnivorous wrote:
I'm aware of this issue but unable to debug it due to how rare and randomly it occurs - sorry.

Yeah no problem, I could imagine how difficult that is to deal with. The one is m64p is pretty good and they would probably be willing to share some code. It has a slight bug where it will sometimes load the wrong one and you have to select a different slot, load it, and select the correct one and then it load the right one. It might've been fixed, but the newer versions of m64p are all paraLLEl which so far don't work on my radeon or nvidia gpus and only iris xe in the latest windows 10/11 versions, but don't have that laptop anymore.




Xii-Nyth wrote:
Quick edit: is there a way to resize the window? when using scaling in windows you have to do this:

And that makes the text too big to fit in the window, and for some reason the width of the game name section keeps resetting to the default.

Carnivorous wrote:
I do not use Windows 10 - so I don't know why the interface is so large. Perhaps set your global windows DPI to 100%.

Yeah that would fix it, just unfortunately no way to do it per application so its just an extra hassle.




Also do you have a patreon? I'd like to pay you for your work haha
 
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Carnivorous
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 PostPosted: Sun Jan 16, 2022 6:36 pm    Post subject: Re: Thanks! Reply with quote Back to top

Xii-Nyth wrote:
This example in particular happens on the original hardware so if its not the expected behaviour I'll have to go work it out on the gliden64 page.

This does not happen if you use the default settings, with the default plugins included with 1964 [example]. If you still have these issues with a clean install of 1964 then I'm unable to help, sorry.
 
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