Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

111 Neutral

About directx8.0a

  • Rank

Personal Information

  • Interests

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. directx8.0a

    opengl 2.0 vs directx 8.0b

    thanks for the info, i'm not sure if i mentioned this or not but i do want to make it clear that when i say develop for windows 95, it doesn't mean that it only works for windows 95. it just means that it can work on windows 95, but obviously for 99 percent of the people or more, they can and would run the game on operating systems such as windows 7 or windows 10. the part about it working on windows 95 was simply a unique aspect i had of testing the limits on certain software, however, the questions of opengl 2.0 compatibility remains unclear. i did do some google searching and i'm pretty sure people have got things working up to windows 10 with opengl 2.0 or even 1.4/1.5, and if they didn't work directly, there was some kind of update or file you would need as a small inconvenience to get them running for forwards compatibility. so far i have written down fixed function pipeline, mingW, and software rasterizer as relevant to the programming aspect, as well as using windows 2000 as a possible candidate for the development platform.
  2. directx8.0a

    opengl 2.0 vs directx 8.0b

    thanks for the reply, although some of the things you mentioned are obvious and i already pointed out such as another source that placed directx 9.0 as similar to opengl 2.1, and so there are some questions unanswered. i did a quick google search on wikipedia on opengl, i didn't actually compare the 2.1 vs 2.0 there from before but it seems that 2.1 isn't much different from 2.0 from what is given in the site. when you say though that the code for gl2 won't be portable to other systems, why or how so? i would have though newer versions of opengl are backwards compatible all the way till opengl 2.0 or older? i also should mention that i may want to code / develop on windows 95 itself, although, my intention or incentive for that as a complete newbie is that logically speaking, if i were to develop on windows 95 since i would like the game to work on it, then it would ensure running it given what the operating system is built from and what it's capabilities are so you do not have to worry about making certain mistakes. although, realistically or hypothetically, windows 2000 would be a better choice. but this would be a team project of course, where i wouldn't be doing the coding myself, i'd have coders in the team, where i would simply be designing / supporting other elements like artwork, story, etc. this is why it wouldn't be necessary to code on windows 95 since you can do everything on the more stable windows 2000 system which i presume you would not run into any problems, with the assumption you make everything necessary to be compatible to work properly on windows 95 such as ANSI C, which i was also gonna see what limitations are there in that vs the full unicode support that 9x systems do not properly support. am i right or wrong that you can't develop unicode applications on w9x but that you can get unicode apps from other systems to work on 9x partially? i never understood these things. also with the whole visual studio 6.0 aspect, i've only been told that there is some directx 8 visual basic type of file that may not register on windows vista or newer till windows 10, but all that needs to be done is registering it via administrator mode, however, i also understand that there are many other implications or obstacles, and hopefully i can gradually get more answers or solutions to that.
  3. i was wondering if anyone has experience or technical information for opengl 2.0 and directx 8.0b. what i specifically wanted to know or ask is trying to see which version of opengl roughly is equivalent to directx 8.0b or what version of directx is equivalent, again, ( roughly ) to opengl 2.0. now i know the two programming api's are a bit different such as opengl not supporting sound in which it would require something like opengl, but they do both have support for pixel and vertex shader and opengl being cross platform so i can hypothetically have a larger audience / support. so i researched GLSL, and the closest type of comparison i got was opengl 2.1 being similar to that of directx 9.0's shader and vertex model, but i was not able to find such information for opengl 2.0 that uses GLSL version 1.10.59. other than the technicalities of these matters, it would also be important for me to know if opengl 2.0 is good to use / stable and also how much different opengl 2.1 is from 2.0. i understand that directx includes things such as directsound where opengl would require a third party source like openal for sound, however, these aren't much of a problem for me as so much the type of pixel shader / vertex shader support, efficiency, and capabilities. now you might ask, why use opengl 2.0 or directx 8.0b, the reason for that is that i would like to program a 3D game under windows 95 as a unique nostalgic project of my mine, and these two api's are the newest supported under windows 95. the geforce 6 series, particularly the geforce 6800 gt supports opengl 2.0 under windows 95 with it's forceware 81.98 driver and slightly older ones too. i'd being the directx 8.0a sdk + 8.0b libraries with visual studio 6.0 or opengl 2.0 + openal, glut, etc + visual studio 6.0. i looked at these models of opengl 2.1 vs directx 9 and 10 and the opengl 2.1 looked pretty nice, below is the image url -
  4. hi, i was wondering if anyone is familiar with the patching process with return to castle wolfenstein for pc. i have several questions, but first, i would like to know how necessary it is to be installing later patches for the game, i guess it's either a question of if it aint broke, then don't fix it. i am aware and have read some of the patch information such as fixing certain things like animations, etc, but part of me thinks it's better to keep the game more original or as original as i could have it to avoid possible incompatibilities unless of course the patches really can make them game function and look better and wouldn't cause problems, i already read up on a manual modification of resolution offered in the below thread - https://www.overclock.net/forum/78-pc-gaming/1429126-return-castle-wolfenstein-resolution-fix.html i have always had this idea of using gtk radiant and creating maps with rtcw on windows 95, though this brings up the question of whether it makes any functional difference creating the maps / using gtk radiant on another operating system such as windows 98 or windows 2000, or if it should be ok, so as long as the gtk radiant version is the same, for example using gtk 1.4 on windows 2000 to create rtcw maps and then being able to load them on windows 95, i plan on using gtk radiant 1.4 to create maps, the filename is "GtkRadiantSetup-1.4.0-raven.exe", i have tested the program on windows 95 in that it installed without any errors and launched up, however, i didn't test it anymore past that, i did not have any games to test, only the program itself, for some weird reason, i couldn't get the older 1.2.11 to work on the last build i had, but another system before that, it did. back to RTCW, does anyone know if installing a later patch somehow breaks the game if playing it on windows 95 or causes it not function fully / properly? because i understand the game can work better in many ways, at least through testings on newer systems for the majority of them, however, with the older OS's like windows 95 and 98, there has been little to no information online on specific configurations / operations of gtk radiant and / or RTCW, regardless of what patch is being used, i do not think i found anything more than from what i've already tested on my own so far. one question i have is what order should i be installing the rtcw patches, i read somewhere that 1.33 full version can be installed if you are using any version lower than 1.32, and another site mentioned 1.41 can be installed if you already have 1.33 installed. the latest one i found was 1.42c, however, it mentions that it features much more HD content, which i am not sure what exactly that means, does that mean that they structurally redesigned the game or is it simply bug fixes / implementations to make the game run better on the same operating systems it always supported, so that windows 95 would still be supported? because there are a lot of HD mods out there but sometimes these can break the game if im not mistaken? the site below is the one with patch 1.42c - http://www.wsgf.org/dr/return-castle-wolfenstein
  5. directx8.0a

    directx 8.0a rpg games with level editor

      This shows that you hadnt take a closer look to it. Warcraft 3 is one of the most supported games in its era. There is a huge community out in the internet at http://www.hiveworkshop.com/ with thousands of additional models and icons that you could use in it. WorldEdit is also capable to turn the basic game into anything you want even an RPG with multiple levels with or without the build up strategic part as shown in the link I posted. There are also thousands of RPG maps with millions of lines of custom scripts.   The reason why there might be games but hard to find is the disc space of the DX 8 era. Even such great (not RPG) games like Might and Magic 7 running on DX 7 or 8 I dont remember currently were shipped with 2 Discs. If shipping the editor with the game you would have had another disc and this was cost saving and related to the non popular or not wanted modder community also a factor the pubs/studios dont wanted to pay for.   Games I also know from the early days that have shipped or provided for download an editor were Unreal/Unreal Tournament (and related), Spellforce 1 (for download in the forums), Earth, Age of Empires/Mythology but I dont know if you are able to run an RPG with them or even if they are DX 8 compatible. Otherwise take a look at Sacred where I know that it is able to reprogram the game (modding it) by adding a file into the main directory, the game will load that file instead of the original game world and you are able to add items, characters ... in it then. Isnt Win95 but 98 compatible so take a look   thanks for the info, but now a different question, do you or anyone know of books that explain and / or give examples to specifically directx 8.0a pixel shader 1.3 and vertex shader 1.1. these two pixel and vertex shader versions are the ones i would use if i was ever to apply them to the development or contribution to a pc game. i bought two books that i thought would give examples of each pixel shader or pixel shader, specifically pixel shader 1.3 and vertex shader 1.1 but it was more of examples of pixel shader 1.4 which is only provided through directx 8.1 and the game i would like to create possibly would be limited to directx 8.0a which uses max ps 1.3 and vs 1.1.   again the reasoning to why i wan't to use directx 8.0a and not 8.1 or newer is because i would want the created game to work on windows 95 and 95 only supports up to directx 8.0a. there is another option of course to use opengl but i'm not sure if that would be "better" or "worse" for what i want to do. also i don't really know how it works, as a beginner to all this, from what i looked at, opengl is universal and not depedent on the os really. so in other words, if the graphics driver supports a certain opengl version, lets say opengl 1.2 and the game you created uses up to opengl 1.2, then it should work as intended? so even though w95 osr 2.5 has opengl 1.1 by default, it can still use newer versions provided by the gpu, so you can make a opengl 2.1 game and have it work at it's max settings and quality at opengl 2.1 using a gpu like the geforce 6800 on windows 95 since the 6800 supports opengl 2.1 and w95?
  6. does anyone know any directx 8.0a rpg pc games with out of game level editors like gtk radiant? i searched id tech 3 games but most if not all of them only supported fps games from gtk radiant. i couldn't find any unreal engine 1 level editors, although i probably wouldn't use unreal engines in general as i don't really like the look of them, though i looked up mobile forces, pc game of 2002 and it didn't look bad, despite using the unreal engine, it doesn't have a level editor and i'm looking for a rpg game level editor anyways. that being said, there is one game in particular that looked really nice but only the 2nd release had a level editor, this was project igi: im going in, it was only a directx 7.0 game but looked similar to directx 8.0 / 8.0a games with pretty good graphics and artwork.   the reason i specifically want a directx 8.0a game engine / level editor is because the game i would like to make or if it's an existing game, i want it to be able to work on windows 95. the only decent looking rpg game i found that works apparently on windows 95 is dark age of camelot but i don't think they have a level editor for that as the game isn't a normal rpg, it's an mmo rpg like world of warcraft. i wanted a game engine like the one used in project igi: im going in but which could allow up to pixel shader 1.3 support which i think is what directx 8.0a supports up to. something that would allow creating reflective water or realistic looking water which was not existing in project igi: im going in but only in the next release, project igi: covert strike.   the closest level editor i found for a rpg game with the aspects i would want is the warcraft 3 world editor but warcraft 3 isn't even an rpg, it's an rts game, so although the level editor is really really nice, the genre and environment of the game is the limiting factor, if the level editor was simiar but made for a rpg game where all you had to really do is add doodads, etc, that would be the best thing someone can ever make, but i haven't found anything like that yet.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!