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The second release of d_ren, the Vulkan renderer for LithTech 1 that replaces Blood II's d3d.ren / soft.ren. It fills in most of what the original renderer drew that 0.1 didn't, and fixes how the game window behaves.
Install
- Unzip
d_ren-0.2.zipinto the Blood II folder (next toCLIENT.EXE), replacing an olderd_ren.ren. - In the game's launcher, open the display settings and pick the d_ren renderer and a resolution.
Requires a graphics card with Vulkan support.
New in 0.2
- Chrome weapons and props. On high detail, the weapons in your hands and props marked as chrome reflect the level's environment map, as in the original.
- Moving cloud shadows in the outdoor levels that have them (CAS Revenant, Cabal Safehouse and some multiplayer maps).
- Dynamic lights on walls. Muzzle flashes, explosions and other moving lights now light lightmapped walls, doors and lifts per pixel, with the original's falloff. The rules for which lights affect the world and which affect characters now match the original.
- The game window behaves like a modern game:
- with focus, the cursor is hidden and the mouse controls the view;
- without focus, the cursor is free, so a game that started in the background no longer pulls the cursor to the middle of the screen;
- the game comes to the front when it starts.
- Checked in-game: the sky and water in Pickman St. Station, the chrome weapons and the airship's cloud shadows.
Known limitations
- Not done: model detail levels (models are always drawn at full detail) and the game's screenshot key.
- Low-detail options such as
LightMap 0andMipmapOffsetare ignored. - Line systems (beams and lines) haven't been checked in-game yet.
Recommended, separate projects
- dinputto8, if Blood II crashes at startup on current Windows (a DirectInput problem unrelated to the renderer).
- A Blood II widescreen patch, for 16:9 menus and loading screens.
Reporting problems
Attach vk_test.txt and test.txt from the game folder. They're rewritten at every start.
