One year ago fixing DX11 games seemed impossible as both existing wrappers were abandoned.
Because of my living on minimum wage pension but having time to spare I decided to attempt to write a wrapper from scratch. My wrapper is unlike any other by being very tiny codebase.
Writing a compiler and getting the produced code accepted required reverse engineering the hashcode.
More alarming was microsofts builtin anti-hook code which took much longer to circumvent.
Add this to tricky bugs where it works in one game but not the other.
I'm sitting here 12 month later satisfied, AC4 appears to work well with 3DMigoto fix files.
What bums me is the lack of appretiation for my work. My DX10 wrapper is near complete as well.
I know it's not about the hours but given that a wrapper is worthless on it's own I kind of disagree. Helix wrapper is useless beyond BSI due to no debug dll functionality.
What I want is some appreciation that I didn't give up and got the wrapper to the point of fixing a game (AC4) and perhaps others. You could argue what's the Point but as I started Before 3Dmigoto was open source it was for a while everything pointing to a DX11 wrapper. Quite a lot to put on your shoulders. I'm bipolar and became sick twice with hospitalization and had to take some extended breaks.
What I'm trying to say is that effort should have some value not just results.
Some problems have been really troublesome like trying to bypass microsoft hook prevention.
Probably forgot writing an DX11 shader assembler from scratch.
Not sure if it is useful but got LUA integration ready to be deployed.
One year later it is good to see what has been achieved from scratch.
The code is still pretty small due to the initial hooking idea that started it all.
Without that idea there would be nothing.
My birthday is 11 dec, wish me a better year next year.
I want to thank for all the donations during this year.
One year ago fixing DX11 games seemed impossible as both existing wrappers were abandoned.
Because of my living on minimum wage pension but having time to spare I decided to attempt to write a wrapper from scratch. My wrapper is unlike any other by being very tiny codebase.
Writing a compiler and getting the produced code accepted required reverse engineering the hashcode.
More alarming was microsofts builtin anti-hook code which took much longer to circumvent.
Add this to tricky bugs where it works in one game but not the other.
I'm sitting here 12 month later satisfied, AC4 appears to work well with 3DMigoto fix files.
What bums me is the lack of appretiation for my work. My DX10 wrapper is near complete as well.
I know it's not about the hours but given that a wrapper is worthless on it's own I kind of disagree. Helix wrapper is useless beyond BSI due to no debug dll functionality.
What I want is some appreciation that I didn't give up and got the wrapper to the point of fixing a game (AC4) and perhaps others. You could argue what's the Point but as I started Before 3Dmigoto was open source it was for a while everything pointing to a DX11 wrapper. Quite a lot to put on your shoulders. I'm bipolar and became sick twice with hospitalization and had to take some extended breaks.
What I'm trying to say is that effort should have some value not just results.
Some problems have been really troublesome like trying to bypass microsoft hook prevention.
Probably forgot writing an DX11 shader assembler from scratch.
Not sure if it is useful but got LUA integration ready to be deployed.
One year later it is good to see what has been achieved from scratch.
The code is still pretty small due to the initial hooking idea that started it all.
Without that idea there would be nothing.
My birthday is 11 dec, wish me a better year next year.
I want to thank for all the donations during this year.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
What you've done is great.
But you're writing that you are satisfied with what you've done. Are you? Why do you care what other people think about it, though? If that's what lets you define value for your own work, then it sounds like you aren't enjoying what you're doing. That's not a good sign. Perhaps you could do with some introspection and then decide why you're doing and what and whether you enjoy it or not.
For random internet people to genuinely appreciate what you've done you probably _do_ have to demonstrate some value for them. Most people here already appreciate the effort.
But you're writing that you are satisfied with what you've done. Are you? Why do you care what other people think about it, though? If that's what lets you define value for your own work, then it sounds like you aren't enjoying what you're doing. That's not a good sign. Perhaps you could do with some introspection and then decide why you're doing and what and whether you enjoy it or not.
For random internet people to genuinely appreciate what you've done you probably _do_ have to demonstrate some value for them. Most people here already appreciate the effort.
There are people who use your work and are grateful for it, but never even register on this forum or other, so they have no opportunity for saying "thanx".
Your work, and every other person's that contributes towards better PC-3D reality, is greatly appreciated.
Personally I would feel like a rock star if I was the one who did something important, that directly or not directly allowed for some game to be working.
I'm not a programmer, I tried a little with WRC 4, got a micro or nano-success - disabled all the shadows in some area, some very short part of one track. I'm useless in making fixes, in other words, but I do know computers and stuff, and fully realize how much work you guys need to put into it.
Thank you.
There are people who use your work and are grateful for it, but never even register on this forum or other, so they have no opportunity for saying "thanx".
Your work, and every other person's that contributes towards better PC-3D reality, is greatly appreciated.
Personally I would feel like a rock star if I was the one who did something important, that directly or not directly allowed for some game to be working.
I'm not a programmer, I tried a little with WRC 4, got a micro or nano-success - disabled all the shadows in some area, some very short part of one track. I'm useless in making fixes, in other words, but I do know computers and stuff, and fully realize how much work you guys need to put into it.
Thank you.
It is hard to keep motivated working abandoned and alone on a wrapper when bo3b and mike is collaborating so well with 3Dmigoto. The circumstances would be very different without 3Dmigoto going open source. While I'm happy for the current development and we wouldn't be here without bo3b's work and dedication. I just can't feel like it's a slap in the face, due to me just starting my wrapper when the news broke, as my wrapper never had the chance to be the most feature complete and thus relevant. It's just a bit sad pouring your best work into something and succeeding while still failing due to the massive development lead that can never be conquered.
I did not know at the start that there would be an almost complete competing wrapper. Talk about time pressure.
I do hope there is room for two wrappers but currently there is no-oone using my wrapper which makes it useless atm.
It is hard to keep motivated working abandoned and alone on a wrapper when bo3b and mike is collaborating so well with 3Dmigoto. The circumstances would be very different without 3Dmigoto going open source. While I'm happy for the current development and we wouldn't be here without bo3b's work and dedication. I just can't feel like it's a slap in the face, due to me just starting my wrapper when the news broke, as my wrapper never had the chance to be the most feature complete and thus relevant. It's just a bit sad pouring your best work into something and succeeding while still failing due to the massive development lead that can never be conquered.
I did not know at the start that there would be an almost complete competing wrapper. Talk about time pressure.
I do hope there is room for two wrappers but currently there is no-oone using my wrapper which makes it useless atm.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
People do appreciate what you do. Maybe you could go through bo3b's school, and learn shader fixes? Or help out on 3DMigoto? We need shader hackers more than a new wrapper right now, there's no reason for competition.
People do appreciate what you do. Maybe you could go through bo3b's school, and learn shader fixes? Or help out on 3DMigoto? We need shader hackers more than a new wrapper right now, there's no reason for competition.
[quote="Flugan"]What I'm trying to say is that effort should have some value not just results.[/quote] Maybe in an ideal world, but not in the real world. In the real world, people will only reward you if you give them something in return. It's only fair.
I maybe know more than most about this. I quit my job in June to work on my game full-time. It's a monumentally time-consuming task to make a game all by yourself, I spend every spare hour of my day working on it, as well as teaching myself about all sorts of tiring subjects like marketing and PR. At the same time, I'm raising a young daughter.
Our savings are going down every week, and I won't have any income for many more months. If my kickstarter doesn't succeed next year, then I might not have any income for over a year. By the time my game comes out, I will have spent *thousands* of hours on it, working hard to make it as excellent as I can. I can barely go to sleep at night without still thinking about it.
Yet *nobody* is going to reward me just because I worked hard. People will only reward me if they like the game. If a lot of people don't like the game, it'll be yet another ignored indie game that gets buried in the bowels of the Steam catalogue. I'll be broke, bitter, and depressed. I will have hurt my pride, hurt my family's future, and wasted years of my life. It scares the crap out of me. But I have to accept that. No one's going to give me money just because they feel sorry for me. Nor should they.
If you want people to give you recognition, you have to deliver them something in return. Success is built around win-win relationships. You give me something good so I win, and I give you something good in return, so you win. This is the spirit of mutual generosity that makes the world turn.
You want something from people: recognition. Then you're going to have to give those people something in return: results. It's that simple.
The people who consistently fix games get loads of recognition around here. They're practically rock stars. You have the skills to be one of them. It's your choice whether to join their ranks and fix games using helixmod or 3dmigoto, or keep working on a DX10 fix that never seems to see the light of day.
Flugan said:What I'm trying to say is that effort should have some value not just results.
Maybe in an ideal world, but not in the real world. In the real world, people will only reward you if you give them something in return. It's only fair.
I maybe know more than most about this. I quit my job in June to work on my game full-time. It's a monumentally time-consuming task to make a game all by yourself, I spend every spare hour of my day working on it, as well as teaching myself about all sorts of tiring subjects like marketing and PR. At the same time, I'm raising a young daughter.
Our savings are going down every week, and I won't have any income for many more months. If my kickstarter doesn't succeed next year, then I might not have any income for over a year. By the time my game comes out, I will have spent *thousands* of hours on it, working hard to make it as excellent as I can. I can barely go to sleep at night without still thinking about it.
Yet *nobody* is going to reward me just because I worked hard. People will only reward me if they like the game. If a lot of people don't like the game, it'll be yet another ignored indie game that gets buried in the bowels of the Steam catalogue. I'll be broke, bitter, and depressed. I will have hurt my pride, hurt my family's future, and wasted years of my life. It scares the crap out of me. But I have to accept that. No one's going to give me money just because they feel sorry for me. Nor should they.
If you want people to give you recognition, you have to deliver them something in return. Success is built around win-win relationships. You give me something good so I win, and I give you something good in return, so you win. This is the spirit of mutual generosity that makes the world turn.
You want something from people: recognition. Then you're going to have to give those people something in return: results. It's that simple.
The people who consistently fix games get loads of recognition around here. They're practically rock stars. You have the skills to be one of them. It's your choice whether to join their ranks and fix games using helixmod or 3dmigoto, or keep working on a DX10 fix that never seems to see the light of day.
I totally understand how you feel Flugan. But Volnaiskra is right, you'll get leagues more appreciation if you start fixing games instead.
The main problem is that there is no immediately apparent benefit of having a second wrapper as 3dmigoto adapted to any dx 11 game with a couple of fixes so far. Sometimes you just have to understand that you're fighting a battle that is just too hard to win.
On the bright side, you've gained a lot of experience with coding and if you choose to, you can help bo3b to fix migoto to work on more games.
I totally understand how you feel Flugan. But Volnaiskra is right, you'll get leagues more appreciation if you start fixing games instead.
The main problem is that there is no immediately apparent benefit of having a second wrapper as 3dmigoto adapted to any dx 11 game with a couple of fixes so far. Sometimes you just have to understand that you're fighting a battle that is just too hard to win.
On the bright side, you've gained a lot of experience with coding and if you choose to, you can help bo3b to fix migoto to work on more games.
I can only imagine how you must feel now.
The only thing I wrote was a simple launcher for my friend. He never had a PC and was poor, so he bought an old 486.
I installed some old DOS classics, but there was a problem with configuration. My friend had no idea how to make them work, the things like different RAM configuration (conventional memory etc.) loading or not loading emm386.exe, loading a mouse/sound drivers or not etc.
I thought "I'll make it automatic, how hard can it be?". I planned it to take me 3-4 hours.
Then I realized it's not enough, so I added game descriptions, categories, so he can know in advance which game he can play after which, and which require him to restart his PC.
I made a menu, code was really easy, just a simple batch instructions + a few file write lines in Turbo Pascal, if I remember it correctly. And yet it still somehow presented me with a few complications and problems that I needed to find solutions to.
Overall, with all the menus, options, categories, descriptions - It took me about 10x the time I planned for it.
And the PC had a serious hardware malfunction a week after I gave the PC back to my friend.
That feeling of lost time was awful, I can only imagine how much work you put into your work and how it feels.
I have zero knowledge in wrappers, so I don't even know if I should encourage you to continue your work, or team up with others. But no matter what you'll do - remember that you have our respect. Anyone who works for better 3D situation on PC is my hero.
I can only imagine how you must feel now.
The only thing I wrote was a simple launcher for my friend. He never had a PC and was poor, so he bought an old 486.
I installed some old DOS classics, but there was a problem with configuration. My friend had no idea how to make them work, the things like different RAM configuration (conventional memory etc.) loading or not loading emm386.exe, loading a mouse/sound drivers or not etc.
I thought "I'll make it automatic, how hard can it be?". I planned it to take me 3-4 hours.
Then I realized it's not enough, so I added game descriptions, categories, so he can know in advance which game he can play after which, and which require him to restart his PC.
I made a menu, code was really easy, just a simple batch instructions + a few file write lines in Turbo Pascal, if I remember it correctly. And yet it still somehow presented me with a few complications and problems that I needed to find solutions to.
Overall, with all the menus, options, categories, descriptions - It took me about 10x the time I planned for it.
And the PC had a serious hardware malfunction a week after I gave the PC back to my friend.
That feeling of lost time was awful, I can only imagine how much work you put into your work and how it feels.
I have zero knowledge in wrappers, so I don't even know if I should encourage you to continue your work, or team up with others. But no matter what you'll do - remember that you have our respect. Anyone who works for better 3D situation on PC is my hero.
With the future looking grim I took a gamble that I could create a wrapper on my own from scratch.
The circumstances quickly changed as 3Dmigoto went open source a few weeks later. At this point 3Dmigoto was far less stable than now.
Do we ultimatelly need 3 dx11 wrappers? Probably not!
While game fixes are the goal. Many manhours are spent creating these wrappers themselves.
Writing a wrapper requires a completely different skillset from actually fixing a game and I would like if people don't confuse the two. Currently I have more important things to do, christmas is around the corner and I don't want to spend another cristmas locked up behind bars because of a manic episode like last year. It's not fun in the least.
Due to the two manic episodes since starting the Project I'm probably more sensitive when people dismiss it conpletely. I agree that it is not needed now but things were very different when I started.
With the future looking grim I took a gamble that I could create a wrapper on my own from scratch.
The circumstances quickly changed as 3Dmigoto went open source a few weeks later. At this point 3Dmigoto was far less stable than now.
Do we ultimatelly need 3 dx11 wrappers? Probably not!
While game fixes are the goal. Many manhours are spent creating these wrappers themselves.
Writing a wrapper requires a completely different skillset from actually fixing a game and I would like if people don't confuse the two. Currently I have more important things to do, christmas is around the corner and I don't want to spend another cristmas locked up behind bars because of a manic episode like last year. It's not fun in the least.
Due to the two manic episodes since starting the Project I'm probably more sensitive when people dismiss it conpletely. I agree that it is not needed now but things were very different when I started.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
We understand that Flugan, and we appreciate the work you did at the time. But the circumstances have changed, and an additional wrapper isn't really necessary right now.
Many of us know that the skillset for fixing games and writing code is different, but it's definitely something you could learn quickly. Bo3b's school is very good, and I have made significant progress with fixing Never Alone, just from using the skills in his school (and with a lot of assistance from DarkStarSword). If you would like more recognition, maybe consider trying to learn shader fixes?
We understand that Flugan, and we appreciate the work you did at the time. But the circumstances have changed, and an additional wrapper isn't really necessary right now.
Many of us know that the skillset for fixing games and writing code is different, but it's definitely something you could learn quickly. Bo3b's school is very good, and I have made significant progress with fixing Never Alone, just from using the skills in his school (and with a lot of assistance from DarkStarSword). If you would like more recognition, maybe consider trying to learn shader fixes?
[quote="Flugan"]Writing a wrapper requires a completely different skillset from actually fixing a game and I would like if people don't confuse the two. [/quote]
Flugan, I'd like to say I appreciate what you do, but the fact is I have no idea what you're doing. The question you should ask is whether my appreciation should matter to you at all. My guess is your perceived competitors are far more likely to appreciate your skills.
I've modded a game for years and if there's one thing it's taught me is that the prospect of future acclaim for an end product will [i]not[/i] sustain motivation for long enough to actually see it through. Seek out people with similar skills and vision and work together. If you get along, that will keep you going for ages regardless of what the unwashed masses say or don't say.
Flugan said:Writing a wrapper requires a completely different skillset from actually fixing a game and I would like if people don't confuse the two.
Flugan, I'd like to say I appreciate what you do, but the fact is I have no idea what you're doing. The question you should ask is whether my appreciation should matter to you at all. My guess is your perceived competitors are far more likely to appreciate your skills.
I've modded a game for years and if there's one thing it's taught me is that the prospect of future acclaim for an end product will not sustain motivation for long enough to actually see it through. Seek out people with similar skills and vision and work together. If you get along, that will keep you going for ages regardless of what the unwashed masses say or don't say.
People are grateful of your efforts, but at least for me, I don't understand exactly why you do what you do. 3DMigoto seems a solid, functional DX11 wrapper, I think that creating a new wrapper from scratch is a waste of your talent that could be used in greatly improving 3DMigoto. It's seems a huge pity to me because, in my ignorance, it looks like your efforts are redundant.
I really hope you can help 3DMigoto to be even better since it seems pretty solid already, and I'm sure people would be really grateful if you can get some games fixed, even donate for some of those current games that at this point look almost unfixable.
People are grateful of your efforts, but at least for me, I don't understand exactly why you do what you do. 3DMigoto seems a solid, functional DX11 wrapper, I think that creating a new wrapper from scratch is a waste of your talent that could be used in greatly improving 3DMigoto. It's seems a huge pity to me because, in my ignorance, it looks like your efforts are redundant.
I really hope you can help 3DMigoto to be even better since it seems pretty solid already, and I'm sure people would be really grateful if you can get some games fixed, even donate for some of those current games that at this point look almost unfixable.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
I think I better understand the nature of your past posts now that I know you're bipolar. There's often a flurry of activity from you where you make several threads in a few days, outlining all the progress you're making on your wrapper. Sometimes it seems like you're really 'in the zone' with the wrapper, and occasionally it seems like you might have so much motivation that you're even 'spinning your wheels' a bit. I'm guessing that these are your "up" periods.
Then other times, you post threads like this one, where you complain (probably rightly) about how under-appreciated you are. I'm guessing these are your "down" or "crash" periods?
I don't know much about bipolar, though I'm no stranger to mental illness. I've have chronic depression most of my life. Luckily for me, I responded really well to medication when I finally tried it, so after 20 years of misery, I'm now pretty great. Though I still have to carefully manage my depression sometimes of course, when warning signs appear.
Maybe you can tell us what it is that you need most of all from the community? How best can we make you feel appreciated? Should we behave differently when you seem optimistic versus when you seem down? Or should we always behave the same? Is there anyone on this thread who you think has satisfied your desire for appreciation, who we could perhaps learn from?
I think I better understand the nature of your past posts now that I know you're bipolar. There's often a flurry of activity from you where you make several threads in a few days, outlining all the progress you're making on your wrapper. Sometimes it seems like you're really 'in the zone' with the wrapper, and occasionally it seems like you might have so much motivation that you're even 'spinning your wheels' a bit. I'm guessing that these are your "up" periods.
Then other times, you post threads like this one, where you complain (probably rightly) about how under-appreciated you are. I'm guessing these are your "down" or "crash" periods?
I don't know much about bipolar, though I'm no stranger to mental illness. I've have chronic depression most of my life. Luckily for me, I responded really well to medication when I finally tried it, so after 20 years of misery, I'm now pretty great. Though I still have to carefully manage my depression sometimes of course, when warning signs appear.
Maybe you can tell us what it is that you need most of all from the community? How best can we make you feel appreciated? Should we behave differently when you seem optimistic versus when you seem down? Or should we always behave the same? Is there anyone on this thread who you think has satisfied your desire for appreciation, who we could perhaps learn from?
Because of my living on minimum wage pension but having time to spare I decided to attempt to write a wrapper from scratch. My wrapper is unlike any other by being very tiny codebase.
Writing a compiler and getting the produced code accepted required reverse engineering the hashcode.
More alarming was microsofts builtin anti-hook code which took much longer to circumvent.
Add this to tricky bugs where it works in one game but not the other.
I'm sitting here 12 month later satisfied, AC4 appears to work well with 3DMigoto fix files.
What bums me is the lack of appretiation for my work. My DX10 wrapper is near complete as well.
I know it's not about the hours but given that a wrapper is worthless on it's own I kind of disagree. Helix wrapper is useless beyond BSI due to no debug dll functionality.
What I want is some appreciation that I didn't give up and got the wrapper to the point of fixing a game (AC4) and perhaps others. You could argue what's the Point but as I started Before 3Dmigoto was open source it was for a while everything pointing to a DX11 wrapper. Quite a lot to put on your shoulders. I'm bipolar and became sick twice with hospitalization and had to take some extended breaks.
What I'm trying to say is that effort should have some value not just results.
Some problems have been really troublesome like trying to bypass microsoft hook prevention.
Probably forgot writing an DX11 shader assembler from scratch.
Not sure if it is useful but got LUA integration ready to be deployed.
One year later it is good to see what has been achieved from scratch.
The code is still pretty small due to the initial hooking idea that started it all.
Without that idea there would be nothing.
My birthday is 11 dec, wish me a better year next year.
I want to thank for all the donations during this year.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
But you're writing that you are satisfied with what you've done. Are you? Why do you care what other people think about it, though? If that's what lets you define value for your own work, then it sounds like you aren't enjoying what you're doing. That's not a good sign. Perhaps you could do with some introspection and then decide why you're doing and what and whether you enjoy it or not.
For random internet people to genuinely appreciate what you've done you probably _do_ have to demonstrate some value for them. Most people here already appreciate the effort.
Your work, and every other person's that contributes towards better PC-3D reality, is greatly appreciated.
Personally I would feel like a rock star if I was the one who did something important, that directly or not directly allowed for some game to be working.
I'm not a programmer, I tried a little with WRC 4, got a micro or nano-success - disabled all the shadows in some area, some very short part of one track. I'm useless in making fixes, in other words, but I do know computers and stuff, and fully realize how much work you guys need to put into it.
Thank you.
I did not know at the start that there would be an almost complete competing wrapper. Talk about time pressure.
I do hope there is room for two wrappers but currently there is no-oone using my wrapper which makes it useless atm.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
I maybe know more than most about this. I quit my job in June to work on my game full-time. It's a monumentally time-consuming task to make a game all by yourself, I spend every spare hour of my day working on it, as well as teaching myself about all sorts of tiring subjects like marketing and PR. At the same time, I'm raising a young daughter.
Our savings are going down every week, and I won't have any income for many more months. If my kickstarter doesn't succeed next year, then I might not have any income for over a year. By the time my game comes out, I will have spent *thousands* of hours on it, working hard to make it as excellent as I can. I can barely go to sleep at night without still thinking about it.
Yet *nobody* is going to reward me just because I worked hard. People will only reward me if they like the game. If a lot of people don't like the game, it'll be yet another ignored indie game that gets buried in the bowels of the Steam catalogue. I'll be broke, bitter, and depressed. I will have hurt my pride, hurt my family's future, and wasted years of my life. It scares the crap out of me. But I have to accept that. No one's going to give me money just because they feel sorry for me. Nor should they.
If you want people to give you recognition, you have to deliver them something in return. Success is built around win-win relationships. You give me something good so I win, and I give you something good in return, so you win. This is the spirit of mutual generosity that makes the world turn.
You want something from people: recognition. Then you're going to have to give those people something in return: results. It's that simple.
The people who consistently fix games get loads of recognition around here. They're practically rock stars. You have the skills to be one of them. It's your choice whether to join their ranks and fix games using helixmod or 3dmigoto, or keep working on a DX10 fix that never seems to see the light of day.
The main problem is that there is no immediately apparent benefit of having a second wrapper as 3dmigoto adapted to any dx 11 game with a couple of fixes so far. Sometimes you just have to understand that you're fighting a battle that is just too hard to win.
On the bright side, you've gained a lot of experience with coding and if you choose to, you can help bo3b to fix migoto to work on more games.
The only thing I wrote was a simple launcher for my friend. He never had a PC and was poor, so he bought an old 486.
I installed some old DOS classics, but there was a problem with configuration. My friend had no idea how to make them work, the things like different RAM configuration (conventional memory etc.) loading or not loading emm386.exe, loading a mouse/sound drivers or not etc.
I thought "I'll make it automatic, how hard can it be?". I planned it to take me 3-4 hours.
Then I realized it's not enough, so I added game descriptions, categories, so he can know in advance which game he can play after which, and which require him to restart his PC.
I made a menu, code was really easy, just a simple batch instructions + a few file write lines in Turbo Pascal, if I remember it correctly. And yet it still somehow presented me with a few complications and problems that I needed to find solutions to.
Overall, with all the menus, options, categories, descriptions - It took me about 10x the time I planned for it.
And the PC had a serious hardware malfunction a week after I gave the PC back to my friend.
That feeling of lost time was awful, I can only imagine how much work you put into your work and how it feels.
I have zero knowledge in wrappers, so I don't even know if I should encourage you to continue your work, or team up with others. But no matter what you'll do - remember that you have our respect. Anyone who works for better 3D situation on PC is my hero.
The circumstances quickly changed as 3Dmigoto went open source a few weeks later. At this point 3Dmigoto was far less stable than now.
Do we ultimatelly need 3 dx11 wrappers? Probably not!
While game fixes are the goal. Many manhours are spent creating these wrappers themselves.
Writing a wrapper requires a completely different skillset from actually fixing a game and I would like if people don't confuse the two. Currently I have more important things to do, christmas is around the corner and I don't want to spend another cristmas locked up behind bars because of a manic episode like last year. It's not fun in the least.
Due to the two manic episodes since starting the Project I'm probably more sensitive when people dismiss it conpletely. I agree that it is not needed now but things were very different when I started.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Many of us know that the skillset for fixing games and writing code is different, but it's definitely something you could learn quickly. Bo3b's school is very good, and I have made significant progress with fixing Never Alone, just from using the skills in his school (and with a lot of assistance from DarkStarSword). If you would like more recognition, maybe consider trying to learn shader fixes?
Flugan, I'd like to say I appreciate what you do, but the fact is I have no idea what you're doing. The question you should ask is whether my appreciation should matter to you at all. My guess is your perceived competitors are far more likely to appreciate your skills.
I've modded a game for years and if there's one thing it's taught me is that the prospect of future acclaim for an end product will not sustain motivation for long enough to actually see it through. Seek out people with similar skills and vision and work together. If you get along, that will keep you going for ages regardless of what the unwashed masses say or don't say.
I really hope you can help 3DMigoto to be even better since it seems pretty solid already, and I'm sure people would be really grateful if you can get some games fixed, even donate for some of those current games that at this point look almost unfixable.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Then other times, you post threads like this one, where you complain (probably rightly) about how under-appreciated you are. I'm guessing these are your "down" or "crash" periods?
I don't know much about bipolar, though I'm no stranger to mental illness. I've have chronic depression most of my life. Luckily for me, I responded really well to medication when I finally tried it, so after 20 years of misery, I'm now pretty great. Though I still have to carefully manage my depression sometimes of course, when warning signs appear.
Maybe you can tell us what it is that you need most of all from the community? How best can we make you feel appreciated? Should we behave differently when you seem optimistic versus when you seem down? Or should we always behave the same? Is there anyone on this thread who you think has satisfied your desire for appreciation, who we could perhaps learn from?