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Need For Speed 4 Modern Patch - Donations?

Started by MADMAN_nfs, May 31, 2016, 3:12 AM

Choose the maximum sum you would donate for Veg's "NFS4 Modern Patch" project.

5$
0 (0%)
10$
0 (0%)
20$
0 (0%)
30$
2 (22.2%)
40$
0 (0%)
50$
3 (33.3%)
60$
1 (11.1%)
70$
0 (0%)
80$
0 (0%)
90$
0 (0%)
100$
2 (22.2%)
150$
0 (0%)
200$
0 (0%)
even more
0 (0%)
I will not donate for this project.
1 (11.1%)

Total Members Voted: 9

Voting closed: Jun 20, 2016, 3:12 AM

noise

#195
Hmmm.... Without VEG's patch I had much better graphics (with nglide selected from EP pack)

How can I improve the graphics with those directX renderers? Graphics settings in game don't change anything.

@FranknFurter: I tried using your dx9 trick.But how can I start nfs4 in direct3d mode?

MADMAN_nfs

Quote from: noise on Jan 08, 2017, 12:54 PM
Hmmm.... Without VEG's patch I had much better graphics (with nglide selected from EP pack)
How can I improve the graphics with those directX renderers? Graphics settings in game don't change anything.

You need to be more precise. What exactly was better before? Resolution? Colors? Flickering?
If you set up nGlide correctly, it will have exactly the same graphics as with the Expansion pack. nGlide stays nGlide...

Make sure you made the changes in the nfs4.ini to enable nglide, also check that the trash.ini in the "drivers/nglide" folder has the right settings (maybe post screenshots). Make sure to check the settings of the nGlide Configurator, accessable via Windows start menu.

Greetings

JimDiabolo

Quote from: Keiiko on Jan 08, 2017,  9:15 AM
Quote from: MADMAN_nfs on Jan 08, 2017,  8:45 AM
(...) Now, if you dont want to use the launchers that were linked by Keiiko and JimD (...)
Mine is still only for nfs3, code needs some changes for nfs4

I'm counting on you Keiiko, that you make your setup compatible with nfs4. I'll think it should be less work then implementing all the settings in mine, that yours already has.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

Keiiko

Quote from: JimDiabolo on Jan 08, 2017, 10:45 PM
I'm counting on you Keiiko, that you make your setup compatible with nfs4. I'll think it should be less work then implementing all the settings in mine, that yours already has.
I'm working now on advanced thrash settings and when it will be done (i think this or next week, i dont have so much free time :D) then i edit it to work with nfs4

noise

@Madman: nGlide 0.95 cofigurator settings:

Screenresolution: 1680 x 1050
Refresh rate: by app
vert.synchro:on
gamma correction:0.8
3dfx logo splash screen:off         

in trash.ini from nglide driver it says:
nglide resolution=16

when I make this 32 I have bad graphics in race, but not in car menu.

I tried glide3x driver, this gives much better result for graphics, although I can only choose 16bit screens in gameoptions.

The ''race'' doesn't freeze anymore for some reason, so forget about that

But always''Exit''game  doesn't work correct.I still need taskmanager to stop the process.

I understand you need pic's, don't have time for that now.My english isn't good enough to explain the graphics.

Keiiko

#200
NGLIDE_RESOLUTION should be 0 and desirable resolution you can set in game (or not?)

and possible values for NGLIDE_RESOLUTION are here, if you want; vaule 32 is invalid/too high
http://www.zeus-software.com/forum/viewtopic.php?f=9&t=796#p4248

Quote from: noise on Jan 09, 2017,  3:19 AM
nGlide 0.95

why are you using so outdated version?  :o there are a lot of fixes in later versions (see attachment, readme for v1.05)

nfsfan83

Quote from: noise on Jan 09, 2017,  3:19 AM
@Madman: nGlide 0.95 cofigurator settings:

Screenresolution: 1680 x 1050
Refresh rate: by app
vert.synchro:on
gamma correction:0.8
3dfx logo splash screen:off         

in trash.ini from nglide driver it says:
nglide resolution=16

when I make this 32 I have bad graphics in race, but not in car menu.

I tried glide3x driver, this gives much better result for graphics, although I can only choose 16bit screens in gameoptions.

The ''race'' doesn't freeze anymore for some reason, so forget about that

But always''Exit''game  doesn't work correct.I still need taskmanager to stop the process.

I understand you need pic's, don't have time for that now.My english isn't good enough to explain the graphics.

Noise try this: Instal NFS4 than EP, than copy files from this: http://veg.by/files/nfs4/nfs4_modern_patch_beta.7z than in 3D setup choose directX 9b.dll and ok

I have Core2Duo 2,66, gpu-GT630 2GB, and 4 GB ram, system XP Professional SP3, directX 9c,  and works perfect on this beta version. Can have full grid of Enzo Martin Laps :) without crash and dropping fps.

FranknFurter

thx Keiiko also,
maybe I'd give it another try, too ... 0.97 was the one I used and had tried, also have 1.03 but that was even worse concerning lag .. well thx again

Not so hard to do since NGlide setup places its drivers in the Windows system directory while the Zeckensack drivers are being placed in Windows root :D

I had then just deactivated NGLide's Glide3x.dll by renaming it so both can work parallel and HS resp. VEG patch nfs4.exe looks up in both directories starting from \system so if a driver isn't found there it looks up in the parent directory ;)

Only disadvantage then is that the Zeckensack configurator complains that there are more drivers to be found except its own what can greatly be ignored ... ;)

MADMAN_nfs

#203

Quote from: noise on Jan 09, 2017,  3:19 AM
@Madman: nGlide 0.95 cofigurator settings:
Screenresolution: 1680 x 1050
Refresh rate: by app
vert.synchro:on
gamma correction:0.8
3dfx logo splash screen:off         

in trash.ini from nglide driver it says:
nglide resolution=16
when I make this 32 I have bad graphics in race, but not in car menu.

I tried glide3x driver, this gives much better result for graphics, although I can only choose 16bit screens in gameoptions.

When you force a resolution, the trash.ini needs to look like this:

[THRASH]
File=voodoo2a.dll
Type=voodoo
FogSupport=1
[ENV]
NGLIDE_RESOLUTION=1
NGLIDE_ASPECT=1
NGLIDE_REFRESH=1
NGLIDE_VSYNC=1
NGLIDE_GAMMA=5
NGLIDE_SPLASH=1

Like Keiiko said, valid values for the "NGLIDE_X=" sections are usually just 1 or 0
It only sets if the nGlide options are used or ignored by the Modern Patch.

Again: Glide mode does not support 32bit color depth, it never did. 3dfX decided to get stuck with 16bit color septh on Glide, don't ask me why... anyways, normally you will barely notice the difference, at least with old glide games like NFS4.

FranknFurter

#204
Quote from: MADMANAgain: Glide mode does not support 32bit color depth, it never did. 3dfX decided to get stuck with 16bit color septh on Glide, don't ask me why... anyways, normally you will barely notice the difference, at least with old glide games like NFS4.

Agreed ... I switched between 16 and 32-bit mode alot when I sometimes have to use Dx, I don't see any difference so that woudn't be a reason for me to stick with Dx ..

Ok .. there had been that old myth around that a video card cannot correctly render a 16-bit game resolution when you are in 32-bit desktop mode but that assumption was coming from prehistoric times back when VESA cards were using a 5-6-5 bit reservation pattern :o

If ever you had looked at a track's .qfs file by expanding it with FSHTool you might have noticed that also the major part of texture bmps are even 8-bit (!) so .. what's the use of 32-bit ingame then?

@Keiiko .. no chance also with the new updated 1.05 Nglide driver :(
As soon as I start the game I notice that certain delayed reaction on mouse cursor and ingame is even worse, no matter what I do on display driver panel, either with several dead certain options 'on' or 'off', so

It works so far 'ok' up to 1024x768 set in NGlide configurator as I noticed but that's much less than Zeckensack driver produces on 'try HiRes' (default HS res. is 640x480 x2 = 1280x960)

I'll stick with the Zeckensack driver then, it renders very fast, no delay on mouse and rendition in menu looks ok for me ... ;)

nfsfan83

In directX 9b.dll I have all these resolutions:


FranknFurter

#206
Slawek you may be right, but you as a track maker, can you affirm of what I said about the track textures?
Some are millions of colours (24-bit bmp, that's anyway less than 32-bit 'true colour') if transparency is needed (so plus 8-bit greyshaded alpha channel) but most are 256 (8-bit) colours, so what is the use of 32-bit ingame then? That doesn't conclude to me somehow ... is just 'higher' always being for the better?

Ingame textures will not be displayed better or higher than they are then will they?

[OT..very]
That Glide vs. Dx discussion sometimes reminds me of my other hobby Model Railroading where we often have similar discussions about that old enmity 'AC (Märklin) vs. 'the Rest of the World' running DC' -LOL ;)
[/OT]

MADMAN_nfs

#207
Quote from: FranknFurter on Jan 09, 2017,  7:12 AM
[...] but most are 256 (8-bit) colours, so what is the use of 32-bit ingame then? That doesn't conclude to me somehow ... is just 'higher' always being for the better?
Ingame textures will not be displayed better or higher than they are then will they?

Like you said, 8bit means 256 colors - custom palette. Custom palette is important, because you can define what colors are used for the single texture.
So when you have many different 8bit textures, more than 256 colors have to be displayed during a race. The difference of 16bit and 32bit will be visible when you have fine color gradients.

By using Glide you still avoid some glitches that occur with the directX renders... listed by Veg in this post:
http://www.nfsaddons.com/forums//index.php?topic=1819.msg33909#msg33909
(except you use his fixed Dx7 file)

FranknFurter

#208
That's the point MADMAN! ..

When I do colour gradients on car textures like on the NYPD Fury or such I notice that certain colours simply 'disappear' in car menu, that's why sometimes also some tire textures appear as to dark ..

But I didn't conclude that on either using Glide or Dx driver and/or 16 or 32-bit rendition but HS' rendition that simplifies colours anyway? I'm a bit confused sry .. ???

nfsfan83

#209
Quote from: FranknFurter on Jan 09, 2017,  7:12 AM
Slawek you may be right, but you as a track maker, can you affirm of what I said about the track textures?
Some are millions of colours (24-bit bmp, that's anyway less than 32-bit 'true colour') if transparency is needed (so plus 8-bit greyshaded alpha channel) but most are 256 (8-bit) colours, so what is the use of 32-bit ingame then? That doesn't conclude to me somehow ... is just 'higher' always being for the better?

Ingame textures will not be displayed better or higher than they are then will they?

[OT..very]
That Glide vs. Dx discussion sometimes reminds me of my other hobby Model Railroading where we often have similar discussions about that old enmity 'AC (Märklin) vs. 'the Rest of the World' running DC' -LOL ;)
[/OT]

I know about textures in game, but I wanna said that in beta version in DX9b, I have all these resolutions on screen amd game works nice :) on last version of Veg modern patch I have only 16 bit res and game have fps drops.