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Old 03-24-08, 12:55 PM   #97
walterman
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Post Re: BloodRayne 2 FSAA Patch 1.4

With my patch / Without my patch:



I do not see any difference. Just the jaggies.
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Old 03-24-08, 01:11 PM   #98
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Default Re: BloodRayne 2 FSAA Patch 1.4

Well sure enough, there is the circle. Dunno why I never noticed it before. Heh heh, guess I have to pay more attention! Would be nice if there was a way to get rid of it.


A question. How do you play without the patch (un-install) if one wanted to do testing? I don't know if I still have the original d3d8.dll and I couldn't find it searching the original disks. I do have one d3d8.dll sitting by itself in my folder where I have all your patches. Is the original 80 kb in size?

Another question. Since there is no in game Vsync setting, I assume to force it in the control panel? I do see a "syncRetrace=0" in the "Render.ini" file. Does setting it to "1" also enable vsync (then just leave the control panel setting to application)?
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Old 03-24-08, 06:30 PM   #99
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Default Re: BloodRayne 2 FSAA Patch 1.4

The blood rage aura is a cool effect.

The game comes without any 'd3d8.dll', so, if you want to play without my patch, just remove this file from the BR2 folder (or rename it to anything).

Quote:
... I do see a "syncRetrace=0" in the "Render.ini" file. Does setting it to "1" also enable vsync (then just leave the control panel setting to application)?
No, this option doesn't enable VSync.

To enable VSync on XP, you need to use nHancer, with a profile for the game (remember to point to the proper .exe file, cause in some versions it's called br2.exe, but rayne2.exe in others). RivaTuner D3D Overrider doesn't work.

VSync on Vista doesn't seem to work. I'll fix it when i get my Q9450 to install Vista.
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Old 04-05-08, 11:21 AM   #100
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Smile BloodRayne 2 FSAA Patch 1.41

Welcome to the public version 1.41 of the BloodRayne 2 FSAA Patch.

This new version adds vSync support for the Vista users, a configuration wizard, and fixes for a memory leak that caused some random hangs in the game. Therefore, it's an highly recommended update !

I still haven't my Q9450, so, i haven't added the SSE4 code to the patch yet.

The configuration wizard will ask you some basic questions about your hardware, and then it will auto-select the best options for your config. Only your gfx card is relevant to enjoy the game to the max. Therefore, i have divided the main gfx cards in four groups, based on their video memory bandwidth. A multi-core CPU will help you to enjoy smoother perlin effects (water, blood, wave pools, ...), but won't help you with the frame rate.

Finally, about the 'BloodRayne 2 HD' project, the development has started, and i have developed a tool called 'podExplorer', that helps to the artists to extract/insert textures from/to the game. I need more artists to help me to replace the original textures of the game with new high resolution versions. If you can contribute, please, contact with me. As sample of the project, i can show you the difference with this pic:



Special thanks to the game developers & publishers (Terminal Reality & Majesco) for allowing me to release this patch.

Thank you very much & enjoy playing with Rayne !
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Old 04-05-08, 06:22 PM   #101
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Default Re: BloodRayne 2 FSAA Patch 1.4

Whoa, very nice about HD feature! Damn, I need to buy BloodRayne 2. Looking forward for more.

Terminal Reality & Majesco are awesome for letting you release this patch. They should pay you for doing this.
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Old 04-05-08, 10:15 PM   #102
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Default Re: BloodRayne 2 FSAA Patch 1.4

tombraiderforums.com deleted my thread about my patch cause i hadn't 100 posts since i registered in year 2003.

And i love Lara since xmas 96:
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Old 04-06-08, 08:59 AM   #103
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Default Re: BloodRayne 2 FSAA Patch 1.41

Quote:
Originally Posted by walterman
Finally, about the 'BloodRayne 2 HD' project, the development has started, and i have developed a tool called 'podExplorer', that helps to the artists to extract/insert textures from/to the game. I need more artists to help me to replace the original textures of the game with new high resolution versions. If you can contribute, please, contact with me. As sample of the project, i can show you the difference with this pic:


That looks amazing. I wish I had some graphical skills so I could join but I really don't, so have to settle for praising it instead.
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Old 04-06-08, 10:24 AM   #104
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Smile Re: BloodRayne 2 FSAA Patch 1.41

Quote:
Originally Posted by Buio
That looks amazing. I wish I had some graphical skills so I could join but I really don't, so have to settle for praising it instead.
Thank you very much !

Well, i'm not an artist, but, i can do this sort of work too.

I need more people for this project, cause i want to use my time to code new features for the patch. The HD project opens a new world of features.
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Old 04-24-08, 01:34 PM   #105
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Talking Re: BloodRayne 2 FSAA Patch 1.4

A quick test with my new Xeon3350 running at 3.2 GHz 1:1 800MHz CAS3



Almost 4x times faster than my old Athlon X2
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Old 04-29-08, 10:57 PM   #106
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Default Re: BloodRayne 2 FSAA Patch 1.41

Dunno why but I'm still having problems with videos playing using any of the patches. I have to turn on use old FSAA for them to display. Every driver I have tried makes no difference. Dunno if I just have a software conflict somewhere or what.
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Old 04-30-08, 10:05 AM   #107
walterman
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Post Re: BloodRayne 2 FSAA Patch 1.41

Quote:
Originally Posted by Mike89
Dunno why but I'm still having problems with videos playing using any of the patches. I have to turn on use old FSAA for them to display. Every driver I have tried makes no difference. Dunno if I just have a software conflict somewhere or what.
It's a mystery.

I have tested the patch in several different systems (at home, from friends, ...) and no problems in any of them.

With 'useOldFSAAmethod = 0', the patch turns off the compatibility with the 'enhance in-game AA' option in the nVidia driver. The game will use more memory for the buffers & the speed will be a little slower.

Basically, the difference in the code of the patch is:

if (useOldFSAAmethod == 0)
{
pPresentationParameters->MultiSampleType = fsaaMode;
pPresentationParameters->Flags = 0;
pPresentationParameters->SwapEffect = D3DSWAPEFFECT_DISCARD;
}

I could try to compile several versions, with changes to those params, till we find the problem.
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Old 07-27-08, 09:52 AM   #108
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Default Re: BloodRayne 2 FSAA Patch 1.41

Fun to start up and play a bit now and then

Working on furniture arrangements:





(gotta get faster so they don't fade)
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