Got it working.
Got it working.
Last edited by Godless; 04-14-2014 at 09:37 AM.
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.
I am Ggzz..
Hackintosher
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
Thanks again Brandon, I can finally fix up my apeatoll script b/c the zoom thing was killing me !
Red & Green Salamander Hunter // Construction // Gilded Altar // Major help w/ Kyles Runespan // VWB Smither // PhoenixFeathers // GemCutter // Bonfire // LRC Miner // Spell Tab Maker // ApeAtollAgility // IvyWC // RoguesCooker // Herblore // AshamanButterfly // AshamanPowerMiner // Fletcher // LividFarm
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.
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.
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.
I am Ggzz..
Hackintosher
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.
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
Brandon,
Do you play CS portable?
Nice plugin, well done!
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
I am Ggzz..
Hackintosher
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.
I am Ggzz..
Hackintosher
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
Red & Green Salamander Hunter // Construction // Gilded Altar // Major help w/ Kyles Runespan // VWB Smither // PhoenixFeathers // GemCutter // Bonfire // LRC Miner // Spell Tab Maker // ApeAtollAgility // IvyWC // RoguesCooker // Herblore // AshamanButterfly // AshamanPowerMiner // Fletcher // LividFarm
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..
I am Ggzz..
Hackintosher
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.
Red & Green Salamander Hunter // Construction // Gilded Altar // Major help w/ Kyles Runespan // VWB Smither // PhoenixFeathers // GemCutter // Bonfire // LRC Miner // Spell Tab Maker // ApeAtollAgility // IvyWC // RoguesCooker // Herblore // AshamanButterfly // AshamanPowerMiner // Fletcher // LividFarm
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!
Scripts: ClarityNex | ClaritySlayer | ClarityElfThief | ClarityBurialArmour | ClarityMudRunes | ClarityWells | ClarityProTables | ClarityArmadyl | ClarityHarps
ClarityDominonTower | ClarityAltar | ClarityCitadel | ClarityBarrows | ClarityEsswraith | ChampionScrollCamperTools & Extensions: OpenGL ID Highlight Tool | SRL-6 Messaging System | SRL Companion | Item DTM Generator | BBCode Converter
Red & Green Salamander Hunter // Construction // Gilded Altar // Major help w/ Kyles Runespan // VWB Smither // PhoenixFeathers // GemCutter // Bonfire // LRC Miner // Spell Tab Maker // ApeAtollAgility // IvyWC // RoguesCooker // Herblore // AshamanButterfly // AshamanPowerMiner // Fletcher // LividFarm
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.
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
Yes. I'm working on the mouse drawing stuff. I'll try to get it done today. Got no school.
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.
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 thatEither that or I'll mess with the debug drawing again and draw using vertex/index buffers instead of sprites..
EDIT: Fixed.
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.
I am Ggzz..
Hackintosher
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.
Scripts: ClarityNex | ClaritySlayer | ClarityElfThief | ClarityBurialArmour | ClarityMudRunes | ClarityWells | ClarityProTables | ClarityArmadyl | ClarityHarps
ClarityDominonTower | ClarityAltar | ClarityCitadel | ClarityBarrows | ClarityEsswraith | ChampionScrollCamperTools & Extensions: OpenGL ID Highlight Tool | SRL-6 Messaging System | SRL Companion | Item DTM Generator | BBCode Converter
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