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Thread: Direct-X Plugin (Beta)

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    Got it working.
    Last edited by Godless; 04-14-2014 at 09:37 AM.

  2. #77
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    Quote Originally Posted by Brandon View Post
    *patiently waits*
    Any ideas about this error?
    http://puu.sh/6zF7O

    Runescape loads DirectX by default, but sometimes it's a little bit glitchy. My graphics card is pretty old, but it has the latest driver. My DirectX version is 9.0c. Windows DirectX diagnostic tool(DXDIAG.EXE) looks normal and it passes all of the direct3d tests.

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    Quote Originally Posted by tealc View Post
    Any ideas about this error?
    http://puu.sh/6zF7O

    Runescape loads DirectX by default, but sometimes it's a little bit glitchy. My graphics card is pretty old, but it has the latest driver. My DirectX version is 9.0c. Windows DirectX diagnostic tool(DXDIAG.EXE) looks normal and it passes all of the direct3d tests.

    You can get into DirectX in RS? Try: http://villavu.com/forum/showthread....71#post1282171

    If it doesn't work, I'll look into it tomorrow. Gotta sleep. Uhh according to your error though, it is saying it cannot find Direct3DCreate9Ex in your d3d9.dll which is located in SysWOW64 or System32.. I made the plugin "throw" an exception whenever it cannot find a specific function that is almost always called by RS (perhaps not in your case). Perhaps your computer may not need that function and might resort to older functions.

    I'll remove the exception throwing if the above doesn't work for you. In the mean time, see if you can send me a copy of your d3d9.dll from sysWOW64 or system32.. It seems very weird that you could possibly be missing that specific function.
    Last edited by Brandon; 01-27-2014 at 05:12 AM.
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    Quote Originally Posted by Brandon View Post
    You can get into DirectX in RS?
    Yes, but sometimes it does this... http://puu.sh/6zFcd

    No need to remove the exception throwing, I just wanted to see if it would work at all. As I said directx mode in browser can be a little glitchy, that probably explains why my game sometimes looks like that. It gets worse on higher graphics settings.
    http://puu.sh/6zIEf
    http://puu.sh/6zIZQ
    http://puu.sh/6zJ2e
    http://puu.sh/6zJ77
    http://puu.sh/6zJaV

    edit:dll http://puu.sh/6zJGr.dll

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    Quote Originally Posted by Brandon View Post
    If your Direct-X is working fine, and nothing else is, it is probably something on your part? Does it work for you in OpenGL mode? Without this information, there isn't really anyway I can help.

    If it works in OpenGL and not Direct-X, the only thing I can think of is that colours are different. According to others, the colours are the same though.. :l
    I can run scripts successfully in OpenGL, but it lags so bad that I don't even achieve 50% efficiency. It often lags so bad that I am logged out of RuneScape. Direct X resolves any issues with lag, but I can't seem to get the plug-in to run with any script...

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    Thanks again Brandon, I can finally fix up my apeatoll script b/c the zoom thing was killing me !

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    Just installed it and it seems to be working!
    Thanks a lot! DirectX > OpenGL for sure in terms of smoothness.
    That zoom in bug was also very annoying.

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    You're welcomed. Glad to see something working

    For the others, OpenGL shouldn't be so slow.. I also just updated it a day or two ago. It has linux support for the most part and I fixed a couple bugs in exports for compatibility and to get rid of microsoft's crap. For now, I'm mostly focusing on getting Direct-X ready and what not.


    Quote Originally Posted by tealc View Post
    Yes, but sometimes it does this... http://puu.sh/6zFcd

    No need to remove the exception throwing, I just wanted to see if it would work at all. As I said directx mode in browser can be a little glitchy, that probably explains why my game sometimes looks like that. It gets worse on higher graphics settings.
    http://puu.sh/6zIEf
    http://puu.sh/6zIZQ
    http://puu.sh/6zJ2e
    http://puu.sh/6zJ77
    http://puu.sh/6zJaV

    edit:dll http://puu.sh/6zJGr.dll


    Did you happen to blur those images? Or is that another language that I have never seen (Is your RS running a different language, why is everything out of place)? Just wondering because that is pretty screwed up.. Especially as those images depicted are running in your browser! Extremely messed up?

    Anyway, I'll need some time to investigate why your .dll is different from all of ours.. Kinda looks like the same situation with the OpenGL version that BMWxi had.. On the left is mine, on the right is yours:

    I have never ever seen a d3d9.dll NOT export CreateDevice9Ex. That means no matter what, you're unable to load the plugin since that export is missing and that also means that I would have to remove that check and instead check do a double check such as: CreateDevice0 || !CreateDevice9Ex.

    Is that Windows XP? Supporting multiple hardware is usually difficult but I managed to do it with OpenGL, pretty sure I could do it with D3D9 but it'd take me a day or two to figure out the difference in your exports and mine as I don't have access to a computer with a d3d9 like yours. I'll figure it out after my homework.. There only seems to be one function difference.


    @The other guy who's name did not stick in my head.. Deser something? Uhh see if you can contact me or allow me to teamviewer you and see what is up with you. You say you have it working but scripts won't work for you. That is odd since everyone else who has it working has scripts working. I can check it out if you like. Other than that, I'd be guessing at what is wrong.
    Last edited by Brandon; 01-27-2014 at 11:09 PM.
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    That's the English game on Windows xp. Don't put too much effort into it for me, I'm fine playing in safe mode.
    Quote Originally Posted by Brandon View Post
    Kinda looks like the same situation with the OpenGL version that BMWxi had..
    I remember that, it wouldn't work for me either. I believe my graphics card doesn't support that function either. http://puu.sh/6AIM8

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    Brandon,

    Do you play CS portable?

    Nice plugin, well done!

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    Quote Originally Posted by Brandon View Post
    Nope. It does not increase detectability. Smart's mouse is actually drawn over the game's canvas. Another thing about using these plugins is that I can freely insert or remove draw commands from the game and it cannot be detected because Jagex would have to reverse my reversal of OpenGL and debug their own game on the fly. Considering that OpenGL can make well over 10k calls in a single frame and Direct-X can do about the same, this would immediately drop you to 1-fps. Another thing is that they would NOT be able to tell my draw calls apart from their own. Can easily insert a vertex into their buffer and it'd be impossible for them to tell without choking the graphics card. C, C++, and ASM have no reflection.

    Anyway, I'm getting too detailed. I'm pretty sure I wrote a tutorial on all of that somewhere..



    Very nice!



    Looking good but is the chat not being detected a bug? Or part of your script? Or are colours different?




    While it is true that the API's are basically the same (both are C code) and does not take much time to implement (especially now that I have a plugin working and a fairly ok debugger), I'm not sure there is much benefit to me putting in time to implement these as the OpenGL non-colour plugin was NOT accepted or used by any part of SRL. The include lays there pretty much dead. I am aware that it apparently has a leak but I spent hours with Kasi and a ton of pros trying to find what just isn't there in the plugin but in the game itself along with its many glitches. However, I will think about adding it to Direct-X (maybe after I finish the Linux Native OpenGL-Colour plugin so that some of us won't have to use Wine.. Need Simba for Linux from Dgby714 or whoever has it). I'm hoping this plugin replaces the OpenGL one for Windows or at least gets used.

    I cannot say whether or not the IDs will be the same without actually implementing it. That'd be silly of me to say because Colours and textures may or may not be the same. To the human eye it could be the same but to a program it may not. I do believe it'd be the same though because colours seem to be the same, however, I cannot guarantee that.


    Anyway,

    I just added what I call a retard fix to the dll. No I'm not calling you guys retards. I'm calling my fix retarded because it actually embeds D3DX9_43 into the plugin. Calling it like:

    Simba Code:
    if DXIAutoFix(PluginPath) then
      writeln('Everything is fine!');

    will automatically "detect" if you are missing said file. If you are, it will extract said file from itself into your Simba's plugin folder. That should automatically fix whatever loading/flickering errors you guys seem to be having without any effort at all.. If that does NOT work then next time I will make it extract to your SysWOW64. Anyway, I'm confident it works. Just gotta find someone who has the problem.. *patiently waits*

    https://github.com/Brandon-T/DXI/releases/tag/v0.2
    Hey brandon, my dxi works perfectly, but my brothers is not. I did exactly what you did but his file is failing to load/initiate. It says dxd9.dll is not working properly. I think your new release is the exact same as the previous one because there is no autoupdateme function like github says there is. Its the same as dxiv1
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    Quote Originally Posted by Wu-Tang Clan View Post
    Hey brandon, my dxi works perfectly, but my brothers is not. I did exactly what you did but his file is failing to load/initiate. It says dxd9.dll is not working properly. I think your new release is the exact same as the previous one because there is no autoupdateme function like github says there is. Its the same as dxiv1

    It isn't the same: https://github.com/Brandon-T/DXI/blo...I/main.cpp#L21 https://github.com/Brandon-T/DXI/blo...lities.cpp#L50
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    So dxiautofix and stuff is inside of dxi.dll? then how do I get to use it if it isn't initiating d3d9.dll in smart?
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    Quote Originally Posted by Wu-Tang Clan View Post
    So dxiautofix and stuff is inside of dxi.dll? then how do I get to use it if it isn't initiating d3d9.dll in smart?
    Because it isn't for SMART. It is for Simba.

    Simba Code:
    {$loadlib DXI.dll}

    begin
    if (DXIAutoFix(PluginPath)) then
      writeln('Fixed!');
    end.

    I think you're mixing up Smart and Simba plugins.

    This is how ALL simba plugins work. You must load them. It is not a SMART plugin. Smart plugins aren't for the user to touch. There are currently two plugin systems:

    Smart plugins and Simba plugins. Smart's plugin system is actually really new. Smart plugins are those that the game requires or plugins that extend Smart's functionality and ability to communicate with Simba.. Then there are Simba plugins which are those that are for scripting or communication. Plugins usually ship in pairs; one simba and one smart plugin. The simba one usually is used to communicate with the Smart one or do some sort of Setup in the background.

    Examples: GXL + OpenGL32; DXI + D3D9; LibEGL + LibGLESv2; etc.. etc..

    In other words, DXI isn't even needed at all. It is only ever needed if using the d3d9 in the browser or another client or if you need to fix your d3d9. Otherwise you don't need to load it.
    Last edited by Brandon; 01-28-2014 at 09:58 PM.
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    Question @Brandon; , would it be possible to have simba/ogl/directx plugins autodetect which graphics mode the current smart window is using, then use that graphics mode plugin automatically? Or is that crazy talk

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    Quote Originally Posted by Ashaman88 View Post
    Question @Brandon; , would it be possible to have simba/ogl/directx plugins autodetect which graphics mode the current smart window is using, then use that graphics mode plugin automatically? Or is that crazy talk

    Well of course. Here's the thing.. If OpenGL colours and Direct-X colours are the same, all you do is load both plugins. Whichever mode your Smart is in, that's the plugin that will be used.. Only problem would be users in Safemode. I personally just load both plugins not caring about which one I'm using..
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    Quote Originally Posted by Brandon View Post
    Well of course. Here's the thing.. If OpenGL colours and Direct-X colours are the same, all you do is load both plugins. Whichever mode your Smart is in, that's the plugin that will be used.. Only problem would be users in Safemode. I personally just load both plugins not caring about which one I'm using..
    That would be awesome to add. However safemode isn't srl6 supported so that wouldn't matter so much (just give the standard 5 minutes no smart error)

    And I can confirm no difference:
    |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|
    | AshamanGGZZLRC v8.06 |
    |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|
    | Running For: 3 Hours, 29 Minutes and 36 Seconds |
    | Ore's Burned: 2,131 Ores/H: 610 |
    | Exp Earned: 136,400 Exp/Hour: 39,045 |
    |_________________________________________________ __________|
    |_________________________________________________ __________|
    Last edited by Ashaman88; 01-29-2014 at 12:54 AM.

  18. #93
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    Mouse drawing would be truly awesome, when script testing it's been frustrating sometimes not knowing whether the mouse is doing something totally off. But thanks for this plugin in general, a total life saver for barrows!

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    Quote Originally Posted by Brandon View Post
    Well of course. Here's the thing.. If OpenGL colours and Direct-X colours are the same, all you do is load both plugins. Whichever mode your Smart is in, that's the plugin that will be used.. Only problem would be users in Safemode. I personally just load both plugins not caring about which one I'm using..
    Also Brandon when I load both of the plugins, smartimage.draw whatever doesn't work anymore (but when i load only the directx plugin it does)

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    Just a disclaimer: As soon as I put the D3D9_43.dll into my brothers sysWOW64 (system 32 for you 32 bit people) the plugin worked. It is in your best interest to put that file there. Good luck guys.
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    The plugin loads fine for me but it just sits there with simba saying 'Waiting up to 5 minutes for RuneScape to load ...'
    ss1.jpg

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    Quote Originally Posted by Clarity View Post
    Mouse drawing would be truly awesome, when script testing it's been frustrating sometimes not knowing whether the mouse is doing something totally off. But thanks for this plugin in general, a total life saver for barrows!
    Yes. I'm working on the mouse drawing stuff. I'll try to get it done today. Got no school.

    Quote Originally Posted by Ashaman88 View Post
    Also Brandon when I load both of the plugins, smartimage.draw whatever doesn't work anymore (but when i load only the directx plugin it does)


    That's both OpenGL and DirectX. However, I did end up finding a bug when BOTH plugins are loaded. Switching modes multiple times while both are loaded stops the OpenGL drawing but DirectX still draws fine when both are loaded.. Guess the pointer gets invalidated in OpenGL. Easy to fix. Might also change the name of the Enable Debug buttons so that you can tell which is which.. OR I can bug Benland to modify the plugin system to give plugins the ability to check if buttons already exist or the ability to remove and add buttons at run-time.. Maybe I'll do it and push it :l I think changing the names would be easiest for now though..

    Either way works..
    EDIT: Fixed Drawing and button names.


    Quote Originally Posted by Wu-Tang Clan View Post
    Just a disclaimer: As soon as I put the D3D9_43.dll into my brothers sysWOW64 (system 32 for you 32 bit people) the plugin worked. It is in your best interest to put that file there. Good luck guys.
    Will fix. Another work around is to just do DXIAutoFix('C:/Windows/SysWOW64');. Should not have made a difference. I'll make the d3d9.dll load the other .dll explicitly. This way you'll never ever have to mess with your computer's internals. That is the only guaranteed fix. Was just testing the waters in hopes that I'd never have to do that Either that or I'll mess with the debug drawing again and draw using vertex/index buffers instead of sprites..

    EDIT: Fixed.

    Quote Originally Posted by Reflector View Post
    The plugin loads fine for me but it just sits there with simba saying 'Waiting up to 5 minutes for RuneScape to load ...'
    Check your graphic settings. Here's what I noticed. Even if my graphic settings are correct in OpenGL mode, it does NOT carry over to Direct-X. They are two different modes and you'll have to setup your Direct-X graphic settings to match your OpenGL settings or whatever settings worked for you before this plugin existed.

    I don't have a clue why the game is like that but it makes sense I guess.. In other words, if I have the mouse theme disabled in OpenGL, I can have it enabled in DirectX. Pretty cool to me.
    Last edited by Brandon; 01-31-2014 at 02:35 PM.
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    Quote Originally Posted by Ashaman88 View Post
    Thanks again Brandon, I can finally fix up my apeatoll script b/c the zoom thing was killing me !
    what zoom thing?

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    Quote Originally Posted by footballjds View Post
    what zoom thing?
    In OpenGL the game randomly zooms in when you load new areas, and you can't click on anything, which means you're basically stuck for about 6-7 seconds until it reverts back to normal. It's surprising Jagex hasn't fixed this tbh for so long.

    e.g. for the barrows script every time you enter a tomb or leave a tomb or enter the tunnels/leave the tunnels or teleport somewhere there's a 6-7 second wait, which adds up to a huge amount of wasted time.

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    Quote Originally Posted by Clarity View Post
    In OpenGL the game randomly zooms in when you load new areas, and you can't click on anything, which means you're basically stuck for about 6-7 seconds until it reverts back to normal. It's surprising Jagex hasn't fixed this tbh for so long.
    never encountered this

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