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WIP Builds 3 #1574

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

WIP Builds 3 #1574

gonetz opened this issue Sep 17, 2017 · 219 comments

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@gonetz
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@gonetz gonetz commented Sep 17, 2017

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

@olivieryuyu
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@olivieryuyu olivieryuyu commented Sep 17, 2017

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

@loganmc10
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@loganmc10 loganmc10 commented Sep 17, 2017

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

@theboy181
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@theboy181 theboy181 commented Sep 17, 2017

Confirmed working here too

@Frank-74
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@Frank-74 Frank-74 commented Sep 17, 2017

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

@theboy181
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@theboy181 theboy181 commented Sep 17, 2017

I was getting lines in Native Res..

@olivieryuyu
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@olivieryuyu olivieryuyu commented Sep 17, 2017

actually it works, just an error from my side

@Tasosgemah
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@Tasosgemah Tasosgemah commented Sep 18, 2017

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

@gonetz
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@gonetz 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
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@theboy181 theboy181 commented Sep 24, 2017

other fixes like WS?

@gonetz
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@gonetz gonetz commented Sep 24, 2017

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

@theboy181
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@theboy181 theboy181 commented Sep 24, 2017

No worries.

@gonetz
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@gonetz 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
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@olivieryuyu olivieryuyu commented Sep 30, 2017

great, a lot of tickets closed :)

@theboy181
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@theboy181 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
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@gonetz 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
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@gonetz 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
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@theboy181 theboy181 commented Oct 8, 2017

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

@Frank-74
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@Frank-74 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
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@gonetz gonetz commented Oct 9, 2017

Please open separate tickets for GUI issues

@Papermanzero
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@Papermanzero Papermanzero commented Oct 9, 2017

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
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@DonelBueno DonelBueno commented Oct 27, 2017

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

@RugRats
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@RugRats 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
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@DonelBueno DonelBueno commented Oct 28, 2017

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
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@gonetz 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
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@gonetz 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
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@gonetz 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
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@gonetz 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
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@DaRkL3AD3R DaRkL3AD3R commented Feb 18, 2019

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
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@gonetz 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
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@gonetz gonetz commented Feb 24, 2019

@thekarter104
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@thekarter104 thekarter104 commented Mar 14, 2019

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
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@gonetz gonetz commented Mar 15, 2019

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

@gonetz
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@gonetz 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
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@dezraj 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
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@gonetz gonetz commented Mar 25, 2019

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

@fzurita
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@fzurita 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
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@mcbpete 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
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@gonetz 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
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@mcbpete 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
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@gonetz gonetz commented Apr 1, 2019

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

@theboy181
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@theboy181 theboy181 commented May 5, 2019

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

@Jj0YzL5nvJ
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@Jj0YzL5nvJ Jj0YzL5nvJ commented May 5, 2019

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

WIP Builds 4

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