Prey?
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This technology does not work for the game Prey does it? This is too bad if it doesn't as it would probably look amazing.
This technology does not work for the game Prey does it? This is too bad if it doesn't as it would probably look amazing.

#1
Posted 06/27/2009 05:27 AM   
Prey as many other id-games are opengl which is not supported. They work with old school nvidia stereodrivers which is also the only way to play these in stereo.

Nvidia old-school=Up to Winxp, up to 7900 nvidia card, 91.31 drivercombo but 169.21+162.50stereo works too.

I have no practical experience with 3d-vision so i cannot really tell if 3d-vision somehow works with "old-school".
Prey as many other id-games are opengl which is not supported. They work with old school nvidia stereodrivers which is also the only way to play these in stereo.



Nvidia old-school=Up to Winxp, up to 7900 nvidia card, 91.31 drivercombo but 169.21+162.50stereo works too.



I have no practical experience with 3d-vision so i cannot really tell if 3d-vision somehow works with "old-school".

Image

Mb: Asus P5W DH Deluxe

Cpu: C2D E6600

Gb: Nvidia 7900GT + 8800GTX

3D:100" passive projector polarized setup + 22" IZ3D

Stereodrivers: Iz3d & Tridef ignition and nvidia old school.

#2
Posted 06/27/2009 11:15 AM   
[quote name='Likay' post='558423' date='Jun 27 2009, 06:15 AM']Prey as many other id-games are opengl which is not supported. They work with old school nvidia stereodrivers which is also the only way to play these in stereo.

Nvidia old-school=Up to Winxp, up to 7900 nvidia card, 91.31 drivercombo but 169.21+162.50stereo works too.

I have no practical experience with 3d-vision so i cannot really tell if 3d-vision somehow works with "old-school".[/quote]

I thought the devs ripped the engine for Prey and made it direct3d?
[quote name='Likay' post='558423' date='Jun 27 2009, 06:15 AM']Prey as many other id-games are opengl which is not supported. They work with old school nvidia stereodrivers which is also the only way to play these in stereo.



Nvidia old-school=Up to Winxp, up to 7900 nvidia card, 91.31 drivercombo but 169.21+162.50stereo works too.



I have no practical experience with 3d-vision so i cannot really tell if 3d-vision somehow works with "old-school".



I thought the devs ripped the engine for Prey and made it direct3d?

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#3
Posted 06/29/2009 05:13 AM   
I can run them (well, at least d3 and prey) with nvidiaoldschool stereo. There are quite some anomalies though and besides they're somewhat alike between both games. So i had the impression that prey also was opengl. Not too sure after your statement though.
I can run them (well, at least d3 and prey) with nvidiaoldschool stereo. There are quite some anomalies though and besides they're somewhat alike between both games. So i had the impression that prey also was opengl. Not too sure after your statement though.

Image

Mb: Asus P5W DH Deluxe

Cpu: C2D E6600

Gb: Nvidia 7900GT + 8800GTX

3D:100" passive projector polarized setup + 22" IZ3D

Stereodrivers: Iz3d & Tridef ignition and nvidia old school.

#4
Posted 06/29/2009 02:27 PM   
I've been trying to get this game to work using GLDirect, I'm using Windows 7 64 with a 120Hz 3D Vision monitor. The game crashes after launching, but I can briefly see Nvidia's 3D overlay popup, so it seems like it wants to work. It launches in 2D without a problem. I think it's due to something missing in the current driver I'm using, 332.21. So I was wondering what Operating System (32 or 64) and driver version people were using with GLDirect to get it to work? part of the error log....... ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded Couldn't find proc address for: wglGetExtensionsStringARB Couldn't find proc address for: wglSwapIntervalEXT Couldn't find proc address for: wglGetPixelFormatAttribivARB Couldn't find proc address for: wglGetPixelFormatAttribfvARB Couldn't find proc address for: wglChoosePixelFormatARB Couldn't find proc address for: wglCreatePbufferARB Couldn't find proc address for: wglGetPbufferDCARB Couldn't find proc address for: wglReleasePbufferDCARB Couldn't find proc address for: wglDestroyPbufferARB Couldn't find proc address for: wglQueryPbufferARB Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB ...calling CDS: ok ...created window @ 0,0 (1920x1080) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 6 selected ...creating GL context: succeeded ...making context current: succeeded Couldn't find proc address for: wglGetExtensionsStringARB Couldn't find proc address for: wglSwapIntervalEXT Couldn't find proc address for: wglGetPixelFormatAttribivARB Couldn't find proc address for: wglGetPixelFormatAttribfvARB Couldn't find proc address for: wglChoosePixelFormatARB Couldn't find proc address for: wglCreatePbufferARB Couldn't find proc address for: wglGetPbufferDCARB Couldn't find proc address for: wglReleasePbufferDCARB Couldn't find proc address for: wglDestroyPbufferARB Couldn't find proc address for: wglQueryPbufferARB Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB
I've been trying to get this game to work using GLDirect, I'm using Windows 7 64 with a 120Hz 3D Vision monitor.

The game crashes after launching, but I can briefly see Nvidia's 3D overlay popup, so it seems like it wants to work.
It launches in 2D without a problem.

I think it's due to something missing in the current driver I'm using, 332.21.


So I was wondering what Operating System (32 or 64) and driver version people were using with GLDirect to get it to work?

part of the error log.......


----- R_InitOpenGL -----
Initializing OpenGL subsystem
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
Couldn't find proc address for: wglGetExtensionsStringARB
Couldn't find proc address for: wglSwapIntervalEXT
Couldn't find proc address for: wglGetPixelFormatAttribivARB
Couldn't find proc address for: wglGetPixelFormatAttribfvARB
Couldn't find proc address for: wglChoosePixelFormatARB
Couldn't find proc address for: wglCreatePbufferARB
Couldn't find proc address for: wglGetPbufferDCARB
Couldn't find proc address for: wglReleasePbufferDCARB
Couldn't find proc address for: wglDestroyPbufferARB
Couldn't find proc address for: wglQueryPbufferARB
Couldn't find proc address for: wglBindTexImageARB
Couldn't find proc address for: wglReleaseTexImageARB
Couldn't find proc address for: wglSetPbufferAttribARB
...calling CDS: ok
...created window @ 0,0 (1920x1080)
Initializing OpenGL driver
...getting DC: succeeded
...PIXELFORMAT 6 selected
...creating GL context: succeeded
...making context current: succeeded
Couldn't find proc address for: wglGetExtensionsStringARB
Couldn't find proc address for: wglSwapIntervalEXT
Couldn't find proc address for: wglGetPixelFormatAttribivARB
Couldn't find proc address for: wglGetPixelFormatAttribfvARB
Couldn't find proc address for: wglChoosePixelFormatARB
Couldn't find proc address for: wglCreatePbufferARB
Couldn't find proc address for: wglGetPbufferDCARB
Couldn't find proc address for: wglReleasePbufferDCARB
Couldn't find proc address for: wglDestroyPbufferARB
Couldn't find proc address for: wglQueryPbufferARB
Couldn't find proc address for: wglBindTexImageARB
Couldn't find proc address for: wglReleaseTexImageARB
Couldn't find proc address for: wglSetPbufferAttribARB

#5
Posted 04/17/2015 07:45 AM   
Apparently the game uses the ARB extension of the OpenGL API set. The problem doesn't seem to be in the nvidia driver but rather in the GLdirect wrapper. [code] ...calling LoadLibrary( 'opengl32' ): succeeded Couldn't find proc address for: wglGetExtensionsStringARB [/code] Basically the wrapper doesn't pass the system call to get the address to "wglGetExtensionsStringARB" and thus is crashing.... It would be nice if we would have the code for gldirect so we could fix this;))
Apparently the game uses the ARB extension of the OpenGL API set. The problem doesn't seem to be in the nvidia driver but rather in the GLdirect wrapper.

...calling LoadLibrary( 'opengl32' ): succeeded
Couldn't find proc address for: wglGetExtensionsStringARB


Basically the wrapper doesn't pass the system call to get the address to "wglGetExtensionsStringARB" and thus is crashing.... It would be nice if we would have the code for gldirect so we could fix this;))

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#6
Posted 04/17/2015 08:47 AM   
The initial source code is on sourceforge http://sourceforge.net/p/gldirect/news/ At one time, the author posted here https://forums.geforce.com/default/topic/487906/?comment=3499292 EDIT: I also came across this awhile back, no idea if it's useful for anything http://code.google.com/p/stereowrap/ EDDIT: I just came across this if it helps in some way. http://idea.hosting.lv/a/gfx//gl_rmain.c
The initial source code is on sourceforge
http://sourceforge.net/p/gldirect/news/

At one time, the author posted here
https://forums.geforce.com/default/topic/487906/?comment=3499292

EDIT: I also came across this awhile back, no idea if it's useful for anything
http://code.google.com/p/stereowrap/

EDDIT: I just came across this if it helps in some way.
http://idea.hosting.lv/a/gfx//gl_rmain.c

#7
Posted 04/17/2015 09:22 AM   
I took a quick look at the source code for gldirect off of sourceforge, and it doesn't include any reference at all to wglGetExtensionsStringARB. So, that suggests it's an older version. A little searching suggests there may be a newer version available somewhere that supports those ARB commands? This looks like a mismatch between the gldirect and the opengl that are being used. It would also be worth trying different versions of opengl.dll, maybe older ones that did not have ARB culled from them?
I took a quick look at the source code for gldirect off of sourceforge, and it doesn't include any reference at all to wglGetExtensionsStringARB. So, that suggests it's an older version. A little searching suggests there may be a newer version available somewhere that supports those ARB commands?

This looks like a mismatch between the gldirect and the opengl that are being used. It would also be worth trying different versions of opengl.dll, maybe older ones that did not have ARB culled from them?

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#8
Posted 04/18/2015 08:37 AM   
Prey uses idtech 4 for an engine and I guess GLDirect only works up to idtech 3. 5 is the last version of GLDirect, he never made 6. I was hopeful because I could see Nvidia's 3D Vision overlay pop up for a second before crashing and thought it might be due to my driver version. It's too bad that Prey doesn't have built in stereo like the games using idtech 3 did. I used a console command for conDump to text, for every cvar, cmd, etc..etc... Oddly, this game lets me dump more information than I have been able to with any other game so far. lol, pages of text with no stereo=1 or anything of the sort.
Prey uses idtech 4 for an engine and I guess GLDirect only works up to idtech 3.

5 is the last version of GLDirect, he never made 6.

I was hopeful because I could see Nvidia's 3D Vision overlay pop up for a second before crashing and thought it might be due to my driver version.

It's too bad that Prey doesn't have built in stereo like the games using idtech 3 did.

I used a console command for conDump to text, for every cvar, cmd, etc..etc...
Oddly, this game lets me dump more information than I have been able to with any other game so far.

lol, pages of text with no stereo=1 or anything of the sort.

#9
Posted 04/18/2015 09:57 AM   
Here's the start up dump if it helps. Prey 1.0.103 win-x86 Jun 10 2006 00:44:11 3369 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT & x64 12272 MB System Memory 1536 MB Video Memory Winsock Initialized prey using MMX & SSE & SSE2 & SSE3 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Loaded pk4 I:\Program Files (x86)\Prey\base\game00.pk4 with checksum 0xe0be292 8 Loaded pk4 I:\Program Files (x86)\Prey\base\pak000.pk4 with checksum 0x7dc00ed e Loaded pk4 I:\Program Files (x86)\Prey\base\pak001.pk4 with checksum 0xd06647b 1 Loaded pk4 I:\Program Files (x86)\Prey\base\pak002.pk4 with checksum 0x57dce44 3 Loaded pk4 I:\Program Files (x86)\Prey\base\pak003.pk4 with checksum 0x263006f e Loaded pk4 I:\Program Files (x86)\Prey\base\pak004.pk4 with checksum 0xcc07538 0 Current search path: I:\Program Files (x86)\Prey/base I:\Program Files (x86)\Prey\base\pak004.pk4 (3739 files) I:\Program Files (x86)\Prey\base\pak003.pk4 (4111 files) I:\Program Files (x86)\Prey\base\pak002.pk4 (5337 files) I:\Program Files (x86)\Prey\base\pak001.pk4 (6270 files) I:\Program Files (x86)\Prey\base\pak000.pk4 (3318 files) I:\Program Files (x86)\Prey\base\game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 2647 strings read from strings/english001.lang Couldn't open journal files couldn't exec editor.cfg execing default.cfg execing preyconfig.cfg execing autoexec.cfg 2647 strings read from strings/english001.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded ...calling CDS: ok ...created window @ 0,0 (1920x1080) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 10 selected ...creating GL context: succeeded ...making context current: succeeded ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ ...initializing OpenAL ...calling LoadLibrary( 'openal32.dll' ): succeeded ...checking for ALC_ENUMERATION_EXT: succeeded ...shutting down OpenAL ...unloading OpenAL DLL ...initializing OpenAL ...calling LoadLibrary( 'openal32.dll' ): succeeded ...creating AL device: succeeded ...creating AL context: succeeded ...making context current: succeeded ...shutting down OpenAL ...unloading OpenAL DLL sound: STEREO ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap ...using GL_NV_register_combiners ...using GL_EXT_stencil_two_side X..GL_ATI_fragment_shader not found X..GL_ATI_text_fragment_shader not found ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program ...using EXT_depth_bounds_test ---------- R_NV20_Init ---------- --------------------------------- ----------- R200_Init ----------- Not available. ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/arbVP_glasswarp.txt: File not found glprogs/arbFP_glasswarp.txt: File not found glprogs/interactionUpdate.vfp glprogs/interactionUpdate.vfp glprogs/interactionCubeMaps.vfp glprogs/interactionCubeMaps.vfp glprogs/interactionNormBump.vfp glprogs/interactionNormBump.vfp glprogs/interactionNormBumpH.vfp glprogs/interactionNormBumpH.vfp glprogs/interactionAll.vfp glprogs/interactionAll.vfp ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem WARNING: SetDeviceGammaRamp failed. game using MMX & SSE & SSE2 & SSE3 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode --------- Initializing Game ---------- gamename: basePrey-1 gamedate: Jun 10 2006 Initializing event system ...1028 event definitions Initializing class hierarchy ...366 classes, 1065008 bytes for event callbacks Initializing scripts Compiled 'interpolateShaderParm': 1504.2 ms ---------- Compile stats ---------- Memory usage: Strings: 58, 6800 bytes Statements: 92650, 1853000 bytes Functions: 2987, 352692 bytes Variables: 411160 bytes Mem used: 3782048 bytes Static data: 3617736 bytes Allocated: 5129676 bytes Thread size: 7080 bytes ...11 aas types game initialized. -------------------------------------- -------- Initializing Session -------- session initialized -------------------------------------- Failed to resolve master0: reloaded.ownage.as.usual:27650 WARNING: idPort::SendPacket: bad address type NA_BAD - ignored --- Common Initialization Complete --- ------------- Warnings --------------- during Prey initialization... WARNING: idPort::SendPacket: bad address type NA_BAD - ignored 1 warnings Map: game/roadhouse uses deathwalk map: none --------- Game Map Shutdown ---------- -------------------------------------- reloading guis/help.gui. reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. reloading guis/takeNotes.gui. reloading guis/intro.gui. reloading guis/subtitles.gui. reloading guis/save.gui. reloading guis/netmenu.gui. reloading guis/profiler.gui. Map: game/roadhouse plays music: mapload_roadhouse --------- Map Initialization --------- Map: game/roadhouse glprogs/heathaze.vfp glprogs/heathaze.vfp ------- Game Map Init SaveGame ------- glprogs/screenprocess.vfp glprogs/screenprocess.vfp collision data: 345 models 10755 vertices (252 KB) 19166 edges (673 KB) 7975 polygons (558 KB) 1257 brushes (172 KB) 3123 nodes (85 KB) 13008 polygon refs (101 KB) 4066 brush refs (31 KB) 4971 internal edges 649 sharp edges 0 contained polygons removed 0 polygons merged 1875 KB total memory used 47 msec to load collision data. glprogs/screeneffect.vfp glprogs/screeneffect.vfp glprogs/heatHazeWithMaskAndVertex.vfp glprogs/heatHazeWithMaskAndVertex.vfp 3 total game portals ++++++++++++++++++++++ GamePortal: area 3 -> 0 (rhShipHunter1) GamePortal: area 3 -> 0 (rhShipHunter2) GamePortal: area 3 -> 0 (rhShipHunter3) map bounds are (10576.0, 3600.0, 3000.0) max clip sector is (0.0, 0.0, 0.0) 960 bytes passage memory used to build PVS 1 msec to calculate PVS 17 areas 45 portals 10 areas visible on average 68 bytes PVS data [Load AAS] loading maps/game/roadhouse.aas48 done. [Load AAS] loading maps/game/roadhouse.aas96 [Load AAS] loading maps/game/roadhouse.aas240 [Load AAS] loading maps/game/roadhouse.aasKeeper [Load AAS] loading maps/game/roadhouse.aasDroid [Load AAS] loading maps/game/roadhouse.aasGasbag [Load AAS] loading maps/game/roadhouse.aasChild [Load AAS] loading maps/game/roadhouse.aasFodder [Load AAS] loading maps/game/roadhouse.aasDroidIndoor [Load AAS] loading maps/game/roadhouse.aasJetpack [Load AAS] loading maps/game/roadhouse.aasCreatureX glprogs/radialblur.vfp glprogs/radialblur.vfp glprogs/depthsprite.vfp glprogs/depthsprite.vfp glprogs/heatHazeWithMask.vfp glprogs/heatHazeWithMask.vfp loaded collision model models/mapobjects/roadhouse/bookshelf.lwo loaded collision model models/mapobjects/roadhouse/pipesection.lwo loaded collision model models/mapobjects/roadhouse/barstool/bar_barstool_seat. ase loaded collision model models/mapobjects/roadhouse/flo_light/flo_light.ase loaded collision model models/mapobjects/hand_dryer/dryer_button_lo.lwo loaded collision model models/mapobjects/roadhouse/lightswitch/lightswitch.lwo loaded collision model models/mapobjects/editor/controlPoint.ase loaded collision model models/mapobjects/roadhouse/beerbottle/beerbottlelo.lwo loaded collision model models/mapobjects/RoadHouse/extinguisher/extinguisher.l wo loaded collision model models/mapobjects/roadhouse/cashregister/cashregister.l wo loaded collision model models/mapobjects/condom/condom_knob_lo.lwo loaded collision model models/mapobjects/condom/condom_lo.lwo loaded collision model models/mapobjects/toilet_paper2/toilet_paper_lo.lwo loaded collision model models/mapobjects/sink/sink_handle_lo.lwo loaded collision model models/mapobjects/toilet2/toilet_lid_lo.lwo loaded collision model models/mapobjects/toilet2/toilet_handle_lo.lwo loaded collision model models/mapobjects/toilet2/toilet_lo.lwo loaded collision model models/mapobjects/roadhouse/urinalcake.lwo loaded collision model models/mapobjects/urinal/urinal_lo.lwo loaded collision model models/mapobjects/urinal/urinal_handle_lo.lwo loaded collision model models/mapobjects/sink/sink_lo.lwo loaded collision model models/mapobjects/toilet2/toilet_handle_lo.ase loaded collision model models/mapobjects/hand_dryer/dryer_lo.lwo loaded collision model models/mapobjects/hand_soap2/hand_soap_lo.lwo loaded collision model models/mapobjects/hand_soap2/hand_soap_handle_lo.lwo loaded collision model models/mapobjects/ft_lightpod/ft_light2_top_lo.lwo loaded collision model models/mapobjects/roadhouse/sponge/sponge_lo.lwo -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 2 models purged from previous level, 668 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- 0 purged from previous 182 kept from previous 1184 new loaded all images loaded in 1.1 seconds ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 60804k referenced 4168k purged ---------------------------------------- sound: found efxs/roadhouse.efx ----------------------------------- 5629 msec to load game/roadhouse idRenderWorld::GenerateAllInteractions, msec = 3, staticAllocCount = 0. interactionTable size: 574400 bytes 9699 interaction take 1086288 bytes *--- Map Loaded Successfully ---* ]con_Dump StartUp.txt Unknown command 'con_Dump' ]conDump StartUp.txt Dumped console text to StartUp.txt.
Here's the start up dump if it helps.

Prey 1.0.103 win-x86 Jun 10 2006 00:44:11
3369 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT & x64
12272 MB System Memory
1536 MB Video Memory
Winsock Initialized
prey using MMX & SSE & SSE2 & SSE3 for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
------ Initializing File System ------
Loaded pk4 I:\Program Files (x86)\Prey\base\game00.pk4 with checksum 0xe0be292
8
Loaded pk4 I:\Program Files (x86)\Prey\base\pak000.pk4 with checksum 0x7dc00ed
e
Loaded pk4 I:\Program Files (x86)\Prey\base\pak001.pk4 with checksum 0xd06647b
1
Loaded pk4 I:\Program Files (x86)\Prey\base\pak002.pk4 with checksum 0x57dce44
3
Loaded pk4 I:\Program Files (x86)\Prey\base\pak003.pk4 with checksum 0x263006f
e
Loaded pk4 I:\Program Files (x86)\Prey\base\pak004.pk4 with checksum 0xcc07538
0
Current search path:
I:\Program Files (x86)\Prey/base
I:\Program Files (x86)\Prey\base\pak004.pk4 (3739 files)
I:\Program Files (x86)\Prey\base\pak003.pk4 (4111 files)
I:\Program Files (x86)\Prey\base\pak002.pk4 (5337 files)
I:\Program Files (x86)\Prey\base\pak001.pk4 (6270 files)
I:\Program Files (x86)\Prey\base\pak000.pk4 (3318 files)
I:\Program Files (x86)\Prey\base\game00.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
Addon pk4s:
file system initialized.
--------------------------------------
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
using ARB renderSystem
renderSystem initialized.
--------------------------------------
2647 strings read from strings/english001.lang
Couldn't open journal files
couldn't exec editor.cfg
execing default.cfg
execing preyconfig.cfg
execing autoexec.cfg
2647 strings read from strings/english001.lang
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
----- R_InitOpenGL -----
Initializing OpenGL subsystem
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
...calling CDS: ok
...created window @ 0,0 (1920x1080)
Initializing OpenGL driver
...getting DC: succeeded
...PIXELFORMAT 10 selected
...creating GL context: succeeded
...making context current: succeeded

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
...initializing OpenAL
...calling LoadLibrary( 'openal32.dll' ): succeeded
...checking for ALC_ENUMERATION_EXT: succeeded
...shutting down OpenAL
...unloading OpenAL DLL
...initializing OpenAL
...calling LoadLibrary( 'openal32.dll' ): succeeded
...creating AL device: succeeded
...creating AL context: succeeded
...making context current: succeeded
...shutting down OpenAL
...unloading OpenAL DLL
sound: STEREO
...using GL_ARB_multitexture
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_env_dot3
...using GL_ARB_texture_env_add
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
...using GL_1.4_texture_lod_bias
X..GL_EXT_shared_texture_palette not found
...using GL_EXT_texture3D
...using GL_EXT_stencil_wrap
...using GL_NV_register_combiners
...using GL_EXT_stencil_two_side
X..GL_ATI_fragment_shader not found
X..GL_ATI_text_fragment_shader not found
...using GL_ARB_vertex_buffer_object
...using GL_ARB_vertex_program
...using GL_ARB_fragment_program
...using EXT_depth_bounds_test
---------- R_NV20_Init ----------
---------------------------------
----------- R200_Init -----------
Not available.
---------- R_ARB2_Init ----------
Available.
---------------------------------
----- R_ReloadARBPrograms -----
glprogs/test.vfp
glprogs/test.vfp
glprogs/interaction.vfp
glprogs/interaction.vfp
glprogs/bumpyEnvironment.vfp
glprogs/bumpyEnvironment.vfp
glprogs/ambientLight.vfp
glprogs/ambientLight.vfp
glprogs/shadow.vp
glprogs/R200_interaction.vp
glprogs/nv20_bumpAndLight.vp
glprogs/nv20_diffuseColor.vp
glprogs/nv20_specularColor.vp
glprogs/nv20_diffuseAndSpecularColor.vp
glprogs/environment.vfp
glprogs/environment.vfp
glprogs/arbVP_glasswarp.txt: File not found
glprogs/arbFP_glasswarp.txt: File not found
glprogs/interactionUpdate.vfp
glprogs/interactionUpdate.vfp
glprogs/interactionCubeMaps.vfp
glprogs/interactionCubeMaps.vfp
glprogs/interactionNormBump.vfp
glprogs/interactionNormBump.vfp
glprogs/interactionNormBumpH.vfp
glprogs/interactionNormBumpH.vfp
glprogs/interactionAll.vfp
glprogs/interactionAll.vfp
-------------------------------
using ARB_vertex_buffer_object memory
using ARB2 renderSystem
WARNING: SetDeviceGammaRamp failed.
game using MMX & SSE & SSE2 & SSE3 for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
--------- Initializing Game ----------
gamename: basePrey-1
gamedate: Jun 10 2006
Initializing event system
...1028 event definitions
Initializing class hierarchy
...366 classes, 1065008 bytes for event callbacks
Initializing scripts
Compiled 'interpolateShaderParm': 1504.2 ms
---------- Compile stats ----------

Memory usage:
Strings: 58, 6800 bytes
Statements: 92650, 1853000 bytes
Functions: 2987, 352692 bytes
Variables: 411160 bytes
Mem used: 3782048 bytes
Static data: 3617736 bytes
Allocated: 5129676 bytes
Thread size: 7080 bytes

...11 aas types
game initialized.
--------------------------------------
-------- Initializing Session --------
session initialized
--------------------------------------
Failed to resolve master0: reloaded.ownage.as.usual:27650
WARNING: idPort::SendPacket: bad address type NA_BAD - ignored
--- Common Initialization Complete ---
------------- Warnings ---------------
during Prey initialization...
WARNING: idPort::SendPacket: bad address type NA_BAD - ignored
1 warnings
Map: game/roadhouse uses deathwalk map: none
--------- Game Map Shutdown ----------
--------------------------------------
reloading guis/help.gui.
reloading guis/mainmenu.gui.
reloading guis/restart.gui.
reloading guis/msg.gui.
reloading guis/takeNotes.gui.
reloading guis/intro.gui.
reloading guis/subtitles.gui.
reloading guis/save.gui.
reloading guis/netmenu.gui.
reloading guis/profiler.gui.
Map: game/roadhouse plays music: mapload_roadhouse
--------- Map Initialization ---------
Map: game/roadhouse
glprogs/heathaze.vfp
glprogs/heathaze.vfp
------- Game Map Init SaveGame -------
glprogs/screenprocess.vfp
glprogs/screenprocess.vfp
collision data:
345 models
10755 vertices (252 KB)
19166 edges (673 KB)
7975 polygons (558 KB)
1257 brushes (172 KB)
3123 nodes (85 KB)
13008 polygon refs (101 KB)
4066 brush refs (31 KB)
4971 internal edges
649 sharp edges
0 contained polygons removed
0 polygons merged
1875 KB total memory used
47 msec to load collision data.
glprogs/screeneffect.vfp
glprogs/screeneffect.vfp
glprogs/heatHazeWithMaskAndVertex.vfp
glprogs/heatHazeWithMaskAndVertex.vfp
3 total game portals ++++++++++++++++++++++
GamePortal: area 3 -> 0 (rhShipHunter1)
GamePortal: area 3 -> 0 (rhShipHunter2)
GamePortal: area 3 -> 0 (rhShipHunter3)
map bounds are (10576.0, 3600.0, 3000.0)
max clip sector is (0.0, 0.0, 0.0)
960 bytes passage memory used to build PVS
1 msec to calculate PVS
17 areas
45 portals
10 areas visible on average
68 bytes PVS data
[Load AAS]
loading maps/game/roadhouse.aas48
done.
[Load AAS]
loading maps/game/roadhouse.aas96
[Load AAS]
loading maps/game/roadhouse.aas240
[Load AAS]
loading maps/game/roadhouse.aasKeeper
[Load AAS]
loading maps/game/roadhouse.aasDroid
[Load AAS]
loading maps/game/roadhouse.aasGasbag
[Load AAS]
loading maps/game/roadhouse.aasChild
[Load AAS]
loading maps/game/roadhouse.aasFodder
[Load AAS]
loading maps/game/roadhouse.aasDroidIndoor
[Load AAS]
loading maps/game/roadhouse.aasJetpack
[Load AAS]
loading maps/game/roadhouse.aasCreatureX
glprogs/radialblur.vfp
glprogs/radialblur.vfp
glprogs/depthsprite.vfp
glprogs/depthsprite.vfp
glprogs/heatHazeWithMask.vfp
glprogs/heatHazeWithMask.vfp
loaded collision model models/mapobjects/roadhouse/bookshelf.lwo
loaded collision model models/mapobjects/roadhouse/pipesection.lwo
loaded collision model models/mapobjects/roadhouse/barstool/bar_barstool_seat.
ase
loaded collision model models/mapobjects/roadhouse/flo_light/flo_light.ase
loaded collision model models/mapobjects/hand_dryer/dryer_button_lo.lwo
loaded collision model models/mapobjects/roadhouse/lightswitch/lightswitch.lwo

loaded collision model models/mapobjects/editor/controlPoint.ase
loaded collision model models/mapobjects/roadhouse/beerbottle/beerbottlelo.lwo

loaded collision model models/mapobjects/RoadHouse/extinguisher/extinguisher.l
wo
loaded collision model models/mapobjects/roadhouse/cashregister/cashregister.l
wo
loaded collision model models/mapobjects/condom/condom_knob_lo.lwo
loaded collision model models/mapobjects/condom/condom_lo.lwo
loaded collision model models/mapobjects/toilet_paper2/toilet_paper_lo.lwo
loaded collision model models/mapobjects/sink/sink_handle_lo.lwo
loaded collision model models/mapobjects/toilet2/toilet_lid_lo.lwo
loaded collision model models/mapobjects/toilet2/toilet_handle_lo.lwo
loaded collision model models/mapobjects/toilet2/toilet_lo.lwo
loaded collision model models/mapobjects/roadhouse/urinalcake.lwo
loaded collision model models/mapobjects/urinal/urinal_lo.lwo
loaded collision model models/mapobjects/urinal/urinal_handle_lo.lwo
loaded collision model models/mapobjects/sink/sink_lo.lwo
loaded collision model models/mapobjects/toilet2/toilet_handle_lo.ase
loaded collision model models/mapobjects/hand_dryer/dryer_lo.lwo
loaded collision model models/mapobjects/hand_soap2/hand_soap_lo.lwo
loaded collision model models/mapobjects/hand_soap2/hand_soap_handle_lo.lwo
loaded collision model models/mapobjects/ft_lightpod/ft_light2_top_lo.lwo
loaded collision model models/mapobjects/roadhouse/sponge/sponge_lo.lwo
--------------------------------------
----- idRenderModelManagerLocal::EndLevelLoad -----
2 models purged from previous level, 668 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
0 purged from previous
182 kept from previous
1184 new loaded
all images loaded in 1.1 seconds
----------------------------------------
----- idSoundCache::EndLevelLoad -----
60804k referenced
4168k purged
----------------------------------------
sound: found efxs/roadhouse.efx
-----------------------------------
5629 msec to load game/roadhouse
idRenderWorld::GenerateAllInteractions, msec = 3, staticAllocCount = 0.
interactionTable size: 574400 bytes
9699 interaction take 1086288 bytes
*--- Map Loaded Successfully ---*
]con_Dump StartUp.txt
Unknown command 'con_Dump'
]conDump StartUp.txt
Dumped console text to StartUp.txt.

#10
Posted 04/18/2015 10:19 AM   
Just out of curiosity;)) Did you try it with my wrapper? I bet you will be able to enable 3D Vision in the game (but without any stereo injected). Based on the log file I see is using again ARB ASM shaders: glprogs/test.vfp glprogs/test.vfp that is a vertex fragment program. That extension is used for Assembly shaders. So again we come back round circle to the fact that I need to implement the ARB ASM shader support in the wrapper, but I have no idea on how to do some stuff in the shaders (like injecting stereo) for which I require passing 3 uniforms (in GLSL terminology). If I have that I would be able to finish this ARB implementation. Do you know by any chance anything about ARB ASM shaders? ^_^ (or do you know anyone who might know) ? ^_^
Just out of curiosity;))

Did you try it with my wrapper? I bet you will be able to enable 3D Vision in the game (but without any stereo injected).

Based on the log file I see is using again ARB ASM shaders:
glprogs/test.vfp
glprogs/test.vfp

that is a vertex fragment program. That extension is used for Assembly shaders. So again we come back round circle to the fact that I need to implement the ARB ASM shader support in the wrapper, but I have no idea on how to do some stuff in the shaders (like injecting stereo) for which I require passing 3 uniforms (in GLSL terminology). If I have that I would be able to finish this ARB implementation.

Do you know by any chance anything about ARB ASM shaders? ^_^ (or do you know anyone who might know) ?
^_^

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#11
Posted 04/18/2015 10:27 AM   
[quote="helifax"]Just out of curiosity;)) Did you try it with my wrapper? I bet you will be able to enable 3D Vision in the game (but without any stereo injected).[/quote] No I haven't. [quote="helifax"] Do you know by any chance anything about ARB ASM shaders? ^_^ (or do you know anyone who might know) ? ^_^ [/quote] I'm pretty sure you are aware from my PMs over the years in regards to OpenGL that I'm clueless, so I'll assume you are talking to bo3b.
helifax said:Just out of curiosity;))

Did you try it with my wrapper? I bet you will be able to enable 3D Vision in the game (but without any stereo injected).

No I haven't.


helifax said:
Do you know by any chance anything about ARB ASM shaders? ^_^ (or do you know anyone who might know) ?
^_^



I'm pretty sure you are aware from my PMs over the years in regards to OpenGL that I'm clueless, so I'll assume you are talking to bo3b.

#12
Posted 04/18/2015 10:49 AM   
If you were to mess with a game, this might be a good one because the console has pretty much wide open access. also idtech 4 source code is available I think. Here's a list of the lists I can conDump ]list listAnims listCollisionModels listLines listSpawnArgs listMonsters listActiveEntities listEntities listThreads listClasses listTypeInfo listModelDefs listVertexCache listServers listSoundDecoders listSounds listModels listImages listModes listRenderLightDefs listRenderEntityDefs listGuis listBeams listHuffmanFrequencies listAF listParticles listFX listEntityDefs listSoundShaders listSkins listMaterials listTables listDecls listDictValues listDictKeys listBinds listCvars listToolCmds listGameCmds listSoundCmds listRendererCmds listSystemCmds listCmds ]conDump ListList.txt Dumped console text to ListList.txt.
If you were to mess with a game, this might be a good one because the console has pretty much wide open access. also idtech 4 source code is available I think.

Here's a list of the lists I can conDump

]list
listAnims
listCollisionModels
listLines
listSpawnArgs
listMonsters
listActiveEntities
listEntities
listThreads
listClasses
listTypeInfo
listModelDefs
listVertexCache
listServers
listSoundDecoders
listSounds
listModels
listImages
listModes
listRenderLightDefs
listRenderEntityDefs
listGuis
listBeams
listHuffmanFrequencies
listAF
listParticles
listFX
listEntityDefs
listSoundShaders
listSkins
listMaterials
listTables
listDecls
listDictValues
listDictKeys
listBinds
listCvars
listToolCmds
listGameCmds
listSoundCmds
listRendererCmds
listSystemCmds
listCmds
]conDump ListList.txt
Dumped console text to ListList.txt.

#13
Posted 04/18/2015 10:59 AM   
Yeah sorry, no idea on ARB shaders, I'd have to study them. @D-Man11: Your first launch reports looked like a version mismatch because of those missing ARB calls, and that is probably something in the opengl.dll that got killed at some point in the driver. So going back to older drivers is likely to get past that. For your more recent dump there, that all looks very promising. It seems like it's mostly working, success on all the graphic pieces include ARB setups. See if you can get a more complete log file and look for whatever the failing problem might be. It's not in that current sequence. Look for 'fail' as a start. If we can get some idea of why it fails, we can possibly figure out a workaround.
Yeah sorry, no idea on ARB shaders, I'd have to study them.

@D-Man11: Your first launch reports looked like a version mismatch because of those missing ARB calls, and that is probably something in the opengl.dll that got killed at some point in the driver. So going back to older drivers is likely to get past that.

For your more recent dump there, that all looks very promising. It seems like it's mostly working, success on all the graphic pieces include ARB setups.

See if you can get a more complete log file and look for whatever the failing problem might be. It's not in that current sequence. Look for 'fail' as a start. If we can get some idea of why it fails, we can possibly figure out a workaround.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#14
Posted 04/18/2015 10:18 PM   
The first dump was with the GLDirect OpenGL32.DLL installed. GLDirect is an OpenGL to DirectX9 wrapper. As you guys pointed out, it's trying to wrap old OpenGL calls being made by the game, but the game is not making those calls due to it being on a newer engine. If I understand correctly. Which is why no one else posted that it worked with Prey, it doesn't :( The second was without GLDirect, just to show the calls being made so helifax could see. I'll have to see what his wrapper does. Whenever I tried it in the past, I would always get sound but no video. So my assumption was a hardware/software problem with my rig, since only a few others experienced the same thing, but it worked for 90% or more other users. It's too bad to see that this used to work with old drivers but not new ones. I wonder how Nvidia initiated 3D with it back then. It had to be some kind of OpenGL 2D to OpenGL QuadBuffered 3D wrapper. BTW, anyone interested in using the old drivers with a legacy rig https://forums.geforce.com/default/topic/399990/?comment=2824584
The first dump was with the GLDirect OpenGL32.DLL installed. GLDirect is an OpenGL to DirectX9 wrapper. As you guys pointed out, it's trying to wrap old OpenGL calls being made by the game, but the game is not making those calls due to it being on a newer engine. If I understand correctly. Which is why no one else posted that it worked with Prey, it doesn't :(

The second was without GLDirect, just to show the calls being made so helifax could see.

I'll have to see what his wrapper does. Whenever I tried it in the past, I would always get sound but no video. So my assumption was a hardware/software problem with my rig, since only a few others experienced the same thing, but it worked for 90% or more other users.

It's too bad to see that this used to work with old drivers but not new ones. I wonder how Nvidia initiated 3D with it back then. It had to be some kind of OpenGL 2D to OpenGL QuadBuffered 3D wrapper.

BTW, anyone interested in using the old drivers with a legacy rig
https://forums.geforce.com/default/topic/399990/?comment=2824584

#15
Posted 04/19/2015 12:32 AM   
  1 / 2    
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