Gliden64: WIP Builds 4

Created on 7 Apr 2019  路  37Comments  路  Source: gonetz/GLideN64

Thread for WIP builds links. No feedback in that thread please.

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Hello gonetz! Are there any new wip builds?

Not yet. You may find experimental builds here: #1885

@gonetz What's the difference between this build and HD fix 7-2, on #1885?

@DonelBueno added file tex storage option; GUI refreshed.

gonetz, the information tips for antialiasing are not showing in this version.

Can you explain what the difference between "Use file storage instead of memory cache", "Use file storage instead of memory cache", and "Save enhanced texture cache to hard disk" are?

I thought this was a "disable hires texture preloading" kind of feature but I seem to be mistaken (and possibly bugged. I'll make a full bug report since it's a full WIP Build now.)

@gonetz, can we have a build with the latest changes from master?

Thanks in advance.

@JustNoon I tried to explain it in #2079
In short: "Use file storage instead of memory cache" enables texture file storage, which loads textures from HDD. Memory cache keeps all textures in RAM. This option can be set separately for enhanced textures and for hi-res ones. "Save enhanced texture cache to hard disk" saves memory/file cache to disk. Without it, the cache will be dropped after rom closed.

@DonelBueno I'm close to completion of #1548. I'll make new WIP build when it will be finished.

@gonetz Ok, thanks for letting me know.

Master + file tex storage + refreshed GUI + depth copy option:
https://drive.google.com/file/d/15IFiEiLesOb7Ad5F8FxdWkqc0wdGXe6E/view?usp=sharing

Depth copy is for Reshade, see #1548
The archive contains "Reshade" folder with modified version of Reshade (opengl32.dll) by Boulotaur2024. If you want to test GLideN64 with Reshade, use that build. You need to activate the "Force default depth buffer" checkbox on the OpenGL tab for ReShade to get it work right. If you have AMD card, you need to recheck that option each time you start a rom or load a savestate.

You also need to enable depth copy to main buffer in plugin's settings.
Check "EnableCopyDepthToMainDepthBuffer" for mupen64plus.
Check "Copy depth to main depth buffer" in "Frame buffer" tab of GLideN64 config panel in Project64.

@gonetz is it possible to add the 'zilmar-spec' build to appveyor?

Zilmar-spec build requires static QT libs, which take ~2GB and thus not included into GLideN64 repository. I don't know how to setup appveyor to take the libs from an external source.

@gonetz thanks for the quick response I understand. I'm not sure if that is really easy to do, to get the libs from external sources into appveyor.

Is there a guide how to set up the build environment to build the Zilmar-spec build locally? Or could you send me which tools are needed?

Thanks in advance.

a guide how to set up the build environment to build the Zilmar-spec build locally
https://github.com/gonetz/GLideN64/wiki/Build-From-Source-(Windows)

@bladeoner see #2132, it makes Appveyor build all versions of GLideN64 automatically

2132 is merged, so WIP Builds are now senseless - you may download artifacts for every commit from Appveyor. @tim241, thanks!

Will this thread remain open then?
Since no feedback is wanted in this thread, I see no point

What about feature builds? Will those have a separate ticket? Or link to the current Pull Request with the feature, and tell people to download the builds thru the "1 check passed > Details" option at the bottom of the pull request. AppVeyor currently builds for the master branch only. Do you think it should be changed so it builds all branches?

Will this thread remain open then?

Yes, at least until next public release.

What about feature builds?

Depends on situation. Some will be posted here, some in tickets.

Do you think it should be changed so it builds all branches?

I don't see the need for this atm.

Current master. MacOsX build (mupen64plus + GLideN64):
https://drive.google.com/file/d/1kH0QUKS4S-5HQbDH8ZAQvB32-0E7kBdn/view?usp=sharing

@gonetz Just wondering, when will you make public the LLE code updates?

I need more time to complete LLE tasks and cleanup the code. If I'll be lucky to find the source of the depth fighting issue, it can go public this year. Otherwise, it will be someday later.

Ok, thanks for the update!

Texture changes by standard-two-simplex, see #2097 for details
https://drive.google.com/file/d/1hthWPfjnZS31Uv4PgnBPB64vl7O4apoO/view?usp=sharing

Causes texture blurriness in Pok茅mon Stadium/Stadium 2 on the HP numbers and pok茅balls:

Master:
Project64_2019_12_12_08_25_55_890

WIP 4:
Project64_2019_12_12_08_28_52_937

Thanks for the report, I will check it soon.

gonetz, the current masters after the Nov 4th one are producing corrupted hires textures. Is this normal, I mean, are these masters any different from the Nov 4th one? Should I open an issue for this?

@dezraj Please open an issue because I do not know about corrupted hires textures.

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