Яндекс

Friday, May 1, 2015

Public Release 1

Hello again,

Two weeks passed since the “Early Release” and time for the first Public Release is come. Since the “Early Release” leaked week ago “in accordance with GPL rules”, eager people already know what to expect from this release. Nevertheless, development works continued all these two weeks, and Public Release got some new features.

The main new GUI feature is internalization support. It implemented just few days ago, and currently the project has only three translations: Italian, French and German. Thanks to our forum members baptiste, ratop46, Predator82 and Mark L.R. for these translations. If you want to translate the project on your language, check this wiki page:
https://github.com/gonetz/GLideN64/wiki/Internalization

Other changes are internal. Several bad regression bugs were found and fixed. We have done large work for improving stability of frame buffer emulation. Probability of game crash during emulation is greatly reduced. Project ini file with custom game settings cleaned and updated. Fixed problems with bloom post-filter.

Time to sum up the results. This project started as my little private hobby, but thanks to very successful crowd-funding campaign on Indiegogo we pushed it on very high new level. It is stable, compatible, fairly fast graphics plugin with unique features which you cannot find in any other N64 graphics plugin with hardware rendering. It supports all popular N64 emulators for Windows and it works well on Linux. All campaign goals successfully achieved. Moreover, the project got features, which initially considered as “may be somewhere in a far future”. Low Level Emulation and Widescreen support are among them.

There is the price for that. The project planned release date was January. Due to huge amount of works, the release delayed for four month. I expected that the project might take more time than planned when I prepared the Indiegogo campaign, but I did not expect that it would be twice as much. The planned Android port works will be finished, but I have no funds left for anything else.

I want to express my sincere gratitude to all people who helped me with that project. First of all, our main beta tester Olivieryuyu, who made that campaign possible and helped the project in variety of ways. All people, who donated to the project and make it real. Special thanks to most active forum members, who supported me and greatly helped me with testing: nesplayer4life , theboy181, Predator82, ratop46, aquatakat, baptiste, Mush Man, v1del.

Now I am switching to Android port. I already started that work. I am working with Mupen64Plus AE team.I am ready to contact with other projects dedicated to N64 emulation on mobile devices.

GLideN64 First Public Release Download Link on GitHub

Enjoy!

Update:
Source code in the release file contain a typo, which prevent sources from building on Linix.
Please download the distributive again, or load sources only.

Warning: bad bug with texture packs path found. Please don't change default value of this settings or use the workaround.

Translations update:
New translations pack is ready to download. It contains:
  • French translation by baptiste0602
  • German translation by WC-Predator and ratop46
  • Italian translation by Mark L.R.
  • Brazilian Portuguese translation by DaEckster
  • Spanish translation by IlDucci & PacoChan

  • 73 comments:

    1. This comment has been removed by the author.

      ReplyDelete
    2. Congratulations, and thanks for this release! Do you have plans to release your repository as well so others can fork it? Or should we instead just make our own repository from the source code you released?

      ReplyDelete
      Replies
      1. Whole source history will be uploaded soon, when I'll be able to process pull requests. Currently I way to busy with other stuff.

        Delete
    3. Hi Gonetz.
      I just wanted to thank you for your efforts.
      Also the download link in the email from kickstarter is wrong (the "!" is missing at the end).

      DETOMINE

      ReplyDelete
      Replies
      1. You welcome :)

        I corrected update news on Indiegogo, thanks!

        Delete
    4. Something aint right...
      http://bildr.no/image/aGI3LzNW.jpeg

      ReplyDelete
      Replies
      1. Your video card must support at least OpenGL 3.3

        Delete
      2. My "video card" is an Intel HD4000 and should support opengl 4.0 @ windows.
        Is there something else I should be looking at?

        Delete
      3. I figured it out. HP installed a custom video driver for the HD 4000.
        After I installed the driver directly from intel it started to work. Finally I can enjoy your work.
        But another problem showed up. Changing the resolution in windowed mode cause a black screen.

        Delete
      4. I noticed the problem with the black screen in windows mode too on my Surface Pro 3 (also Intel HD 4000). It's working on my PC with AMD though.

        Also the text in Diddy Kong Racing is rendered wrong on my SP3. Could you try that game too, christer? That's also working on my PC.


        Delete
    5. I'm getting black screen in every game I try. Anyone else?
      Tried with Pj64 1.6, Pj64 2.X and MupenPlus. Any other plugins run fine.
      Thank you!

      ReplyDelete
      Replies
      1. The plugin has high system requirements. Good graphics card with at least OpenGL 3.3 support and 500 mbytes of VRAM is must.

        Delete
      2. Hum I think mine is OpenGL 2.0.
        I thought that not meeting this requirement would show wrong graphics, not an entire black screen.
        My new VGA is coming anyway, I will reply if I get rid of the blackness :)
        Thanks for your quick reply!

        Delete
    6. I have the same black-screen-problem.. Windows 7 64bit, AMD A10 5800k, 8GB Ram, Geforce 560 1GB Ram, PJ64 1.6, PJ64 2.x and also black screen at Mupen64plus 2.0.. all other plugins are running.. Glide64 runs well... what could be the reason? any ideas? thank you.

      ReplyDelete
      Replies
      1. The answer Gonetz gave to me do not apply to your case.
        I will try again when I get my new VGA, then I will reply to you.
        Hope you get it working right much sooner.

        Delete
      2. Update your drivers if you haven't already

        Delete
      3. I'm using the latest drivers and my problem is the VGA for sure.
        Too old. Only OpenGL 2.0
        Tronnix got rid of the problem by updating his drivers.
        Thanks for the help anyway, Riley.

        Delete
    7. Gonetz I have a AMD/ATI OpenGL 3.3 card and only get black screen too

      ReplyDelete
    8. It's worth mentioning that I get sound, and the emulator keeps running.
      It's only video output that is missing.

      ReplyDelete
    9. Number of build issues when building from source on Fedora 21 (Linux)....

      1. Requires boost-static to be installed
      2. Requires libstdc++-static to be installed
      3. Revision.h does not exist in source (Created a dummy one)
      4. error: stray ‘\321’ in program extern bool �onfigOpen; (Caused by non ascii chars in N64.h)
      5. #include "GLideN64_MupenPlus.h" is case sensitive and the filename is "GLideN64_mupenplus.h"

      Tested with Mupen64Plus. Seems to work as expected but there are a number of graphical glitches with most games. There is a white flashing garbled border around the main game window and the text for "Started Mupen64plus" is corrupted.

      Other than that it seems to work well. Good Job :)

      ReplyDelete
      Replies
      1. Sorry for �onfigOpen. I fixed it when compiled on Linux, but forgot to update the sources in distributive. Revision.h is generated with getRevision.sh.
        #include "GLideN64_MupenPlus.h" is case sensitive - hmm, I fixed it too. Probably forgot to commit.

        Could you write a wiki page on https://github.com/gonetz/GLideN64 with instructions, how to build for Linix from source?

        Delete
      2. Wiki Done :)

        Please review and verify the dependencies. Thanks.

        https://github.com/gonetz/GLideN64/wiki/Build-From-Source-(Linux)

        Delete
      3. Very clean instruction, thank you!
        I'll add Ubuntu dependencies later. Or somebody else will do.
        I just don't remember which packages I installed to build it.

        Delete
    10. So I found out that after installing the newest Nvidia Geforce Driver my black-screen-problem is history.. in both emulators (PJ64 and Mupen64plus) i get a video-out now.. and it seems to run very well on the first sight.. ok, some game need ofcourse some individual settings and bugfixing.. but i am very happy.. also the HD-Texture-Enhancements in some games work very well.. great job!! so guys, please check if your gfx-drivers are the latest.. i think the black-screens have something to to with the implemented opengl versions in the gfx-drivers..

      ReplyDelete
      Replies
      1. May be I need to show some kind of warning if detected OpenGL version is below minimal requirement.

        Delete
    11. Thank you gonetz for all of your hard work and congratulations! This is surely the new benchmark in N64 graphics emulation and I hope the work continues beyond the initial release.

      And the Majora's Mask Lens of Truth is working 100%, no more invisible fairies!

      ReplyDelete
    12. Thanks! I'm looking at your code! Your job is MASSIVE! Seriously!

      Code is impressively clean! A big thanks for that Gonetz!

      I would have maybe loved more comments in some dark corners of N64 emulation in general gSP.cpp, gDP.cpp, ZSort.cpp and Texture.cpp. As some informations are not very well documented, your code will certainly became a reference.

      I see you used the struct/union/struct approach for gDP values haha! Maybe it was a well known approach in Rice I never seen it elsewhere. Did you inspired from Rice for this? I'm just curious?

      ReplyDelete
      Replies
      1. I'm glad that you like my work.
        I'll release my git repository soon. Git history will help you to understand dark parts of the code.

        Regarding gDP values - it is legacy code :) Thanks Orkin for that.

        Delete
      2. > I'm glad that you like my work.

        Haha! I remember trying to understand old glide64 code and was quite affraid opening your new one (^^').

        I will try to document your combiner code (as it's the part I know the more) and will submit PR.

        I was wondering: Do you plan to keep the repo under your ownership and accept/refuse PR or will you let the release under an archive and don't touch it anymore.

        I ask because I'm affraid of PR monkeys trying to fix unknwon bugs in a inconsitent way and, as the main author (you :D) is not here anymore and there is no one to raise a red flag when commit has side effect.

        If you don't I guess the long living repo will be mupen64plus one.

        Delete
      3. I plan to push whole history and accept PR. But since I'll stop active work on the project soon, maintenance will be a problem. It is already problem - my mailbox is overloaded with messages from GitHub. I can't work and answer on everything at the same time. Probably enthusiasts you are talking about will need to clone the repo and play with the code in their own sandboxes.

        Delete
      4. >Probably enthusiasts you are talking about will need to clone the repo and play with the code in their own sandboxes.

        It's going to be a problem if GLideN64 doesn't have a "primary" repo maintained by someone trustworthy and who knows what they're doing. IMO. You'll end up with a bunch of disorganised competing forks.

        Delete
      5. I hope that GLideN64 repo will be included into main emulators projects, like mupen64plus or Project64. People who work on these projects are competent and can maintain the repo.

        Delete
      6. Fair enough. And I'm a strong advocate for GLideN64 to be PJ64's primary plugin once the major issues are fixed. However, IMO, it would be ideal if there were a main\shared GLideN64 fork kept separate from any of the emulator projects. A common ground, if you will.

        Not to nag, since I know you're busy, but when can we expect your GLideN64 fork to be made public?

        Delete
    13. I can not play any games, I closed the project 64 2.2 emulator when I try. I have an Intel Core2 Duo 2.80 GHz.

      ReplyDelete
    14. I can not play any game, project 64 2.2 emulator closes when I try. I have an Intel Core2 Duo 2.80 GHz.

      ReplyDelete
      Replies
      1. CPU does not matter. What is matter:
        - graphics card capabilities
        - OS may be. Plugin did not tested on Win XP

        Delete
    15. Very good rendering, but having a small problem.
      I can't have real fullscreen, i mean any option i tryed '4:3/16:9/strech/adjust) cause black border on top and bottom (on Mario 64 for exemple).
      My screen are 16/9 and with that black border screen are a bit small, i don't care if output are unlike real N64 (stretched option).
      For Material i own:
      Core I7 3930k@4.25Ghz
      Asus STRIX 970GTX
      16GB DDR3
      Asus Rampage IV Extreme.

      ReplyDelete
    16. Black borders are programmed in many games. Plugin just emulates what is programmed. (E) version of Mario64 has wider black borders than (U) one. Zelda has almost no borders.

      ReplyDelete
    17. WinXP displays no image. I have OGL 3.3

      ReplyDelete
    18. I get 18 compile errors in Visual Studio 2013, and they all seem to stem from a couple include errors in TextDrawer.cpp;

      "Error 1 error C1083: Cannot open include file: 'ft2build.h': No such file or directory"

      "3 IntelliSense: expected a file name"

      ReplyDelete
      Replies
      1. Never mind, figured it out. Had to download Freetype 2 and add it to my include directories

        Delete
    19. One problem p64 keeps crashing when i load a rom with the plugin

      ReplyDelete
    20. This comment has been removed by the author.

      ReplyDelete
    21. Dear sir, i dont see any benefits with your plugin expect AA + it contains little bugs.

      Texture Caching:
      -Doesn't load .dat at all
      -Unable to choose the right texure cache folder, as program code got typos and write what he wants to.
      -Most of the time it doesn't even load textures in .png format(Even if u manual create a typo'd folder) 9/10 tries fail
      -Sometimes it loads(Without info text) but crash the emulator


      In early release it was bugged too, thats poor


      Thanks for release, but this is unuseable at this time.

      ReplyDelete
    22. Thanks for Public Release 1. !!

      and,

      I hope check the game killer instinct gold!!!! Please!!!!!

      The game's sky graphic is graphic glitches while gaming

      Please, Please check the gmae _ killer instinct gold !!

      ReplyDelete
      Replies
      1. I know about problem with KI. It is hard issue, can't promise to solve it soon.

        Delete
    23. How come there's no folder/files for Project 64 (2.2) in the Public Release? Also, will there be more detailed instruction pages coming to the GitHub wiki for stupid people like me? Can't wait to start playing.

      ReplyDelete
      Replies
      1. Unfortunately, I have no time for detailed docs atm.
        Unpack the archive, go to GLideN64_Public_Release_1\bin\Win32\Zilmar-specs
        and copy all files from here to Project64 2.2\Plugin\GFX

        Delete
    24. Thank you! It works very well on linux mint 17.1 64 bit and the new mupen64plus 2.5!

      ReplyDelete
    25. Great work!! But I thought I have to say that I got the black screen too, with driver support OpenGL 4.2.
      You can check the information from GLview here: http://i.imgur.com/to5fPxz.png
      After I updated to the newest driver which support OpenGL 4.4 everything works fine.
      I guess the system require should be OpenGL 4.3 or 4.4?

      ReplyDelete
      Replies
      1. This comment has been removed by the author.

        Delete
      2. Found broken graphic in one game: Jikkyou J.League Perfect Striker.
        The same broken graphic didn't happened with old glide64 plugin.
        You can check it here: http://i.imgur.com/8OtO2m5.png

        Delete
      3. Old glide64 plugin has no intersection with GLideN64. It is new plugin, which unfortunately has new bugs. You may report about the bug on the bugtracker, if it is not done yet.

        Delete
    26. This comment has been removed by the author.

      ReplyDelete
    27. Let me tell you that your work is very much appreciated, what you do is remarkable and deserves the support that you had with the fundraising campaign. The plugin is a real success and works wonderfully. Thank you, gonetz!

      That said, I have a small question : Is it possible that AA (or framebuffer) is not compatible with the some NVIDIA parameters, such as Transparency AA? When I enable it, performance is greatly reduced, to make the game completly unplayable (Majora's Mask, for exemple). I don't think it's an hardware problem.

      Again, thank you and good luck for the future!

      ReplyDelete
      Replies
      1. Thanks for warm words. Unfortunately, I'm not OpenGL expert and can't say anything about MSAA compatibility with Transparency AA.

        Delete
    28. I can't build it on windows
      too many dependencies
      what do i need?
      freetype? boost? qt?

      ReplyDelete
    29. Unfortunately, tons of everything.
      freetype, boost, qt, pnglib, zlib, qt plugin for Visual Studio.
      if you need build, which works not only on your PC, you need static build of all libs, including static qt build from sources. I don't have time to write proper build instruction atm, sorry.

      ReplyDelete
      Replies
      1. Ok, thanks for the answer
        Would be nice if it could build out of the box in the future, without installing so many dependencies

        Delete
      2. It never work with large freeware projects. Try to build mupen64plus from sources on clean OS for example.

        Delete
      3. But dependencies are included
        all you have to do is clone https://github.com/mupen64plus/mupen64plus-win32-deps

        Delete
      4. Well, GLideN64 includes all dependencies necessary to build mupen64plus build, except FreeType. QT static build is 700+MB of libs.

        Delete
      5. I got it working
        FreeType and boost are missing
        But I used freetype.lib instead of freetype253MT.lib
        And it seems to need both libboost_system-vc120-mt-s-1_57.lib and libboost_system-vc120-mt-s-1_58.lib?

        Delete
      6. GLideNHQ needs boost system and filesystem. I link libboost_filesystem-vc120-mt-s-1_57.lib in GLideNHQ project.

        Delete
    30. Hi, thanks for all your work. :) Monaco Grand Prix: Racing Simulation 2 is slightly buggy graphically - I'm getting a black screen with Resident Evil 2, both of them have errors with in menu. (Using Project 64 2.2.0.3)

      ReplyDelete