Project Flugan has left orbit going for the moon
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I just managed to build what I believe is the first 64-bit DX11 wrapper. Pause for applause. Some days Life is good :) Started making changes to 3DMigoto this morning so no lost love.
I just managed to build what I believe is the first 64-bit DX11 wrapper.

Pause for applause.

Some days Life is good :)

Started making changes to 3DMigoto this morning so no lost love.

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

#1
Posted 03/14/2014 09:24 PM   
All best Mate ! This sounds promissing. Did you try to work out some other game then we already know ?
All best Mate ! This sounds promissing.
Did you try to work out some other game then we already know ?
It runs in CoD Ghosts. It runs for a while in BF4 dumping 200-300 shaders Before crash. I don't own Titanfall. I might have missed some but these are the ones I could Think of that I own.
It runs in CoD Ghosts. It runs for a while in BF4 dumping 200-300 shaders Before crash.

I don't own Titanfall.

I might have missed some but these are the ones I could Think of that I own.

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

#3
Posted 03/14/2014 09:59 PM   
Woo! Praise be unto Flugan!
Woo! Praise be unto Flugan!

#4
Posted 03/15/2014 02:11 AM   
He needs Titanfall!!!!!!!
He needs Titanfall!!!!!!!

My 3D Vision Gallery
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#5
Posted 03/15/2014 03:26 AM   
I just tested Flugan's with Titanfall, and it worked. Played a whole round without crashing, and it dumped shaders. I'll pledge $10, would anyone else be interested in throwing in a few dollars to get him a copy to work with? We only need $40. [u]This can't guarantee he'll be able to fix it[/u], but he can't try unless he's got the game.
I just tested Flugan's with Titanfall, and it worked. Played a whole round without crashing, and it dumped shaders.

I'll pledge $10, would anyone else be interested in throwing in a few dollars to get him a copy to work with? We only need $40. This can't guarantee he'll be able to fix it, but he can't try unless he's got the game.

#6
Posted 03/15/2014 10:17 AM   
If there's any chance at all you can improve Thief (the fog, the asymetrical blur while sprinting, the low depth, etc.), I'll happily buy you Thief on Steam, Flugan. I've been eagerly waiting for this game - perhaps more so than any other - for almost 6 years! (I still remember being dismayed when I heard rumours that it might only come out in 2012, which seemed so far into the future at the time) After waiting this long though, I'm reluctant to play it until it's looking as good as it can be.
If there's any chance at all you can improve Thief (the fog, the asymetrical blur while sprinting, the low depth, etc.), I'll happily buy you Thief on Steam, Flugan.

I've been eagerly waiting for this game - perhaps more so than any other - for almost 6 years! (I still remember being dismayed when I heard rumours that it might only come out in 2012, which seemed so far into the future at the time)

After waiting this long though, I'm reluctant to play it until it's looking as good as it can be.

ImageVolnaPC.com - Tips, tweaks, performance comparisons (PhysX card, SLI scaling, etc)

#7
Posted 03/16/2014 12:53 PM   
great news, gratz on the progress. I've dropped you some $50 earlier and I might drop another next month. Keep up the good work.
great news, gratz on the progress. I've dropped you some $50 earlier and I might drop another next month. Keep up the good work.

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#8
Posted 03/16/2014 09:35 PM   
[quote="Volnaiskra"]If there's any chance at all you can improve Thief (the fog, the asymetrical blur while sprinting, the low depth, etc.), I'll happily buy you Thief on Steam, Flugan. I've been eagerly waiting for this game - perhaps more so than any other - for almost 6 years! (I still remember being dismayed when I heard rumours that it might only come out in 2012, which seemed so far into the future at the time) After waiting this long though, I'm reluctant to play it until it's looking as good as it can be.[/quote] What is your first impressions on the Thief re-boot Volnaiskra? The temperature on this game seems to be mediocre and too many console game designs. Things like one key for multiple functions, developer control, linear etc...The steam forums are full of zealots and god forbid to mention any constructive criticisms. Their are Thief cops that follow forum members to ensure they don't say anything other than some form of adulation, quite scary actually...lol...anyway, The Thief games are still my favorite of all time and in spite of the flaws, the sum of the parts made them the most immersive games at the time. Of course, 3D Vision changed the nature of the beast and many newer titles are up there for immersion. I've decided to hold off until a better price since some of the feedback I've seen and read don't look to encouraging. But as you know, 3D Vision can help on the immersion factor... Anyway, to get back on topic, great work Flugan!
Volnaiskra said:If there's any chance at all you can improve Thief (the fog, the asymetrical blur while sprinting, the low depth, etc.), I'll happily buy you Thief on Steam, Flugan. I've been eagerly waiting for this game - perhaps more so than any other - for almost 6 years! (I still remember being dismayed when I heard rumours that it might only come out in 2012, which seemed so far into the future at the time) After waiting this long though, I'm reluctant to play it until it's looking as good as it can be.


What is your first impressions on the Thief re-boot Volnaiskra? The temperature on this game seems to be mediocre and too many console game designs. Things like one key for multiple functions, developer control, linear etc...The steam forums are full of zealots and god forbid to mention any constructive criticisms. Their are Thief cops that follow forum members to ensure they don't say anything other than some form of adulation, quite scary actually...lol...anyway, The Thief games are still my favorite of all time and in spite of the flaws, the sum of the parts made them the most immersive games at the time. Of course, 3D Vision changed the nature of the beast and many newer titles are up there for immersion. I've decided to hold off until a better price since some of the feedback I've seen and read don't look to encouraging. But as you know, 3D Vision can help on the immersion factor...

Anyway, to get back on topic, great work Flugan!

#9
Posted 03/16/2014 11:18 PM   
Cool! If i had money for rent next month, I might have something to give you...
Cool! If i had money for rent next month, I might have something to give you...

46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530

#10
Posted 03/17/2014 05:24 AM   
[quote="Stryker_66"]What is your first impressions on the Thief re-boot Volnaiskra? The temperature on this game seems to be mediocre and too many console game designs. Things like one key for multiple functions, developer control, linear etc...The steam forums are full of zealots and god forbid to mention any constructive criticisms. Their are Thief cops that follow forum members to ensure they don't say anything other than some form of adulation, quite scary actually...lol...anyway, The Thief games are still my favorite of all time and in spite of the flaws, the sum of the parts made them the most immersive games at the time. Of course, 3D Vision changed the nature of the beast and many newer titles are up there for immersion. I've decided to hold off until a better price since some of the feedback I've seen and read don't look to encouraging. But as you know, 3D Vision can help on the immersion factor... [/quote] Well, I haven't actually played anything other than the first 5 minutes (repeatedly, while testing the motion blur) yet. I've been busy, plus when I'm really eager to play a certain game I usually try and wait for all the patches, DLC, 3dfixes etc. to be out, so I can get the best possible experience. I decided to finally play it just 2 days ago, which is when I discovered the one-eyed blur. So I can't tell you what I think of the game, but I've read quite a few reviews, and they all seem to mention the same flaws. So for whatever it's worth, these are my thoughts on those: --poor writing-- This one shocked me. Most games have poor writing, and it often doesn't matter. But if ever there's a need to invest in a good writer, it's when you're making a Thief game, since it's so much about the sense of place. They had 6 years, and a good writer costs just one salary. They have no excuse. --small, blocked off areas-- Well, this one's annoying - I wanted a huge open world to burgle as much as the next guy, but it can't be as bad as the tiny areas in Deadly Shadows were, and yet that game was still magical. So, I can probably live with it. --linear level design-- Honestly, I'm going to go out on a limb and say that not only doesn't this worry me, but it might even be a good thing. One thing that everyone praised about Deus Ex:HR is the open level design that allowed multiple playstyles. I agreed with that in theory, but in practice it kind of bugged me. Almost every area had hidden ducts (for stealth playstyles), AND enemies (for aggressive playstyle), AND console overrides (for hacking playstyle), and so on. In the end, I felt that I was given so many options that none of them really mattered. There were always several ways to get into any room, so ultimately you could just mindlessly take whichever one was closest or easiest, and be done with it. I loved DE:HR, but I hated that lowest-common-denominator aspect of the design. I'm glad Thief doesn't have that. I don't like the idea of every house having 3-6 exploitable routes to get past its security system. It's not realistic, not challenging for a master thief, and it would really cripple the designer's ability to get creative and devious with their level design. --the game wants to be everything to everyone, and introduces too many non-stealth elements-- It sounds like the game only really manages to please those who want a pure stealth game. And it sounds like it actually does this pretty well if you take the time to disable a lot of stuff in the menus, like focus, minimap, etc. So I'm not worried there. --one key for multiple functions-- Sounds annoying. Though it also sounds like the result of a game that was specifically designed for gamepad, which is good, because stealth games always play better with a gamepad. Overall, I'm less worried about the game than I was a few months ago!
Stryker_66 said:What is your first impressions on the Thief re-boot Volnaiskra? The temperature on this game seems to be mediocre and too many console game designs. Things like one key for multiple functions, developer control, linear etc...The steam forums are full of zealots and god forbid to mention any constructive criticisms. Their are Thief cops that follow forum members to ensure they don't say anything other than some form of adulation, quite scary actually...lol...anyway, The Thief games are still my favorite of all time and in spite of the flaws, the sum of the parts made them the most immersive games at the time. Of course, 3D Vision changed the nature of the beast and many newer titles are up there for immersion. I've decided to hold off until a better price since some of the feedback I've seen and read don't look to encouraging. But as you know, 3D Vision can help on the immersion factor...


Well, I haven't actually played anything other than the first 5 minutes (repeatedly, while testing the motion blur) yet. I've been busy, plus when I'm really eager to play a certain game I usually try and wait for all the patches, DLC, 3dfixes etc. to be out, so I can get the best possible experience. I decided to finally play it just 2 days ago, which is when I discovered the one-eyed blur.

So I can't tell you what I think of the game, but I've read quite a few reviews, and they all seem to mention the same flaws. So for whatever it's worth, these are my thoughts on those:



--poor writing--
This one shocked me. Most games have poor writing, and it often doesn't matter. But if ever there's a need to invest in a good writer, it's when you're making a Thief game, since it's so much about the sense of place. They had 6 years, and a good writer costs just one salary. They have no excuse.


--small, blocked off areas--
Well, this one's annoying - I wanted a huge open world to burgle as much as the next guy, but it can't be as bad as the tiny areas in Deadly Shadows were, and yet that game was still magical. So, I can probably live with it.


--linear level design--
Honestly, I'm going to go out on a limb and say that not only doesn't this worry me, but it might even be a good thing. One thing that everyone praised about Deus Ex:HR is the open level design that allowed multiple playstyles. I agreed with that in theory, but in practice it kind of bugged me.

Almost every area had hidden ducts (for stealth playstyles), AND enemies (for aggressive playstyle), AND console overrides (for hacking playstyle), and so on. In the end, I felt that I was given so many options that none of them really mattered. There were always several ways to get into any room, so ultimately you could just mindlessly take whichever one was closest or easiest, and be done with it. I loved DE:HR, but I hated that lowest-common-denominator aspect of the design.

I'm glad Thief doesn't have that. I don't like the idea of every house having 3-6 exploitable routes to get past its security system. It's not realistic, not challenging for a master thief, and it would really cripple the designer's ability to get creative and devious with their level design.



--the game wants to be everything to everyone, and introduces too many non-stealth elements--
It sounds like the game only really manages to please those who want a pure stealth game. And it sounds like it actually does this pretty well if you take the time to disable a lot of stuff in the menus, like focus, minimap, etc. So I'm not worried there.


--one key for multiple functions--
Sounds annoying. Though it also sounds like the result of a game that was specifically designed for gamepad, which is good, because stealth games always play better with a gamepad.


Overall, I'm less worried about the game than I was a few months ago!

ImageVolnaPC.com - Tips, tweaks, performance comparisons (PhysX card, SLI scaling, etc)

#11
Posted 03/17/2014 09:13 AM   
[quote="Volnaiskra"][quote="Stryker_66"]What is your first impressions on the Thief re-boot Volnaiskra? The temperature on this game seems to be mediocre and too many console game designs. Things like one key for multiple functions, developer control, linear etc...The steam forums are full of zealots and god forbid to mention any constructive criticisms. Their are Thief cops that follow forum members to ensure they don't say anything other than some form of adulation, quite scary actually...lol...anyway, The Thief games are still my favorite of all time and in spite of the flaws, the sum of the parts made them the most immersive games at the time. Of course, 3D Vision changed the nature of the beast and many newer titles are up there for immersion. I've decided to hold off until a better price since some of the feedback I've seen and read don't look to encouraging. But as you know, 3D Vision can help on the immersion factor... [/quote] Well, I haven't actually played anything other than the first 5 minutes (repeatedly, while testing the motion blur) yet. I've been busy, plus when I'm really eager to play a certain game I usually try and wait for all the patches, DLC, 3dfixes etc. to be out, so I can get the best possible experience. I decided to finally play it just 2 days ago, which is when I discovered the one-eyed blur. So I can't tell you what I think of the game, but I've read quite a few reviews, and they all seem to mention the same flaws. So for whatever it's worth, these are my thoughts on those: --poor writing-- This one shocked me. Most games have poor writing, and it often doesn't matter. But if ever there's a need to invest in a good writer, it's when you're making a Thief game, since it's so much about the sense of place. They had 6 years, and a good writer costs just one salary. They have no excuse. --small, blocked off areas-- Well, this one's annoying - I wanted a huge open world to burgle as much as the next guy, but it can't be as bad as the tiny areas in Deadly Shadows were, and yet that game was still magical. So, I can probably live with it. --linear level design-- Honestly, I'm going to go out on a limb and say that not only doesn't this worry me, but it might even be a good thing. One thing that everyone praised about Deus Ex:HR is the open level design that allowed multiple playstyles. I agreed with that in theory, but in practice it kind of bugged me. Almost every area had hidden ducts (for stealth playstyles), AND enemies (for aggressive playstyle), AND console overrides (for hacking playstyle), and so on. In the end, I felt that I was given so many options that none of them really mattered. There were always several ways to get into any room, so ultimately you could just mindlessly take whichever one was closest or easiest, and be done with it. I loved DE:HR, but I hated that lowest-common-denominator aspect of the design. I'm glad Thief doesn't have that. I don't like the idea of every house having 3-6 exploitable routes to get past its security system. It's not realistic, not challenging for a master thief, and it would really cripple the designer's ability to get creative and devious with their level design. --the game wants to be everything to everyone, and introduces too many non-stealth elements-- It sounds like the game only really manages to please those who want a pure stealth game. And it sounds like it actually does this pretty well if you take the time to disable a lot of stuff in the menus, like focus, minimap, etc. So I'm not worried there. --one key for multiple functions-- Sounds annoying. Though it also sounds like the result of a game that was specifically designed for gamepad, which is good, because stealth games always play better with a gamepad. Overall, I'm less worried about the game than I was a few months ago![/quote] Coming from someone who spent 40 hours with the game. -Story is not THAT bad. -The city is quite large, divided into small areas. Loading screen between them, frustrating to navigate from one end to another. -Free to explore between main missions and during side missions. Opens up as the story progresses. Lots of houses open up within the city the further you progress in the story. -Level desing is not that linear either. Intro is ultra linear, but later down the level design gets better. Multiple entryways, hidden rooms, hidden safe's and places and other special loot can be found. If you blindly go where the object marker points, you'll say its linear. Disable it and hud completely. Disable frame search helper and lockpick helper if you use controller. -Definitely designed for controller.
Volnaiskra said:
Stryker_66 said:What is your first impressions on the Thief re-boot Volnaiskra? The temperature on this game seems to be mediocre and too many console game designs. Things like one key for multiple functions, developer control, linear etc...The steam forums are full of zealots and god forbid to mention any constructive criticisms. Their are Thief cops that follow forum members to ensure they don't say anything other than some form of adulation, quite scary actually...lol...anyway, The Thief games are still my favorite of all time and in spite of the flaws, the sum of the parts made them the most immersive games at the time. Of course, 3D Vision changed the nature of the beast and many newer titles are up there for immersion. I've decided to hold off until a better price since some of the feedback I've seen and read don't look to encouraging. But as you know, 3D Vision can help on the immersion factor...


Well, I haven't actually played anything other than the first 5 minutes (repeatedly, while testing the motion blur) yet. I've been busy, plus when I'm really eager to play a certain game I usually try and wait for all the patches, DLC, 3dfixes etc. to be out, so I can get the best possible experience. I decided to finally play it just 2 days ago, which is when I discovered the one-eyed blur.

So I can't tell you what I think of the game, but I've read quite a few reviews, and they all seem to mention the same flaws. So for whatever it's worth, these are my thoughts on those:



--poor writing--
This one shocked me. Most games have poor writing, and it often doesn't matter. But if ever there's a need to invest in a good writer, it's when you're making a Thief game, since it's so much about the sense of place. They had 6 years, and a good writer costs just one salary. They have no excuse.


--small, blocked off areas--
Well, this one's annoying - I wanted a huge open world to burgle as much as the next guy, but it can't be as bad as the tiny areas in Deadly Shadows were, and yet that game was still magical. So, I can probably live with it.


--linear level design--
Honestly, I'm going to go out on a limb and say that not only doesn't this worry me, but it might even be a good thing. One thing that everyone praised about Deus Ex:HR is the open level design that allowed multiple playstyles. I agreed with that in theory, but in practice it kind of bugged me.

Almost every area had hidden ducts (for stealth playstyles), AND enemies (for aggressive playstyle), AND console overrides (for hacking playstyle), and so on. In the end, I felt that I was given so many options that none of them really mattered. There were always several ways to get into any room, so ultimately you could just mindlessly take whichever one was closest or easiest, and be done with it. I loved DE:HR, but I hated that lowest-common-denominator aspect of the design.

I'm glad Thief doesn't have that. I don't like the idea of every house having 3-6 exploitable routes to get past its security system. It's not realistic, not challenging for a master thief, and it would really cripple the designer's ability to get creative and devious with their level design.



--the game wants to be everything to everyone, and introduces too many non-stealth elements--
It sounds like the game only really manages to please those who want a pure stealth game. And it sounds like it actually does this pretty well if you take the time to disable a lot of stuff in the menus, like focus, minimap, etc. So I'm not worried there.


--one key for multiple functions--
Sounds annoying. Though it also sounds like the result of a game that was specifically designed for gamepad, which is good, because stealth games always play better with a gamepad.


Overall, I'm less worried about the game than I was a few months ago!


Coming from someone who spent 40 hours with the game.

-Story is not THAT bad.
-The city is quite large, divided into small areas. Loading screen between them, frustrating to navigate from one end to another.
-Free to explore between main missions and during side missions. Opens up as the story progresses. Lots of houses open up within the city the further you progress in the story.
-Level desing is not that linear either. Intro is ultra linear, but later down the level design gets better. Multiple entryways, hidden rooms, hidden safe's and places and other special loot can be found. If you blindly go where the object marker points, you'll say its linear. Disable it and hud completely. Disable frame search helper and lockpick helper if you use controller.
-Definitely designed for controller.

#12
Posted 03/17/2014 09:41 AM   
[quote="sammy123"] Coming from someone who spent 40 hours with the game. -Story is not THAT bad. -The city is quite large, divided into small areas. Loading screen between them, frustrating to navigate from one end to another. -Free to explore between main missions and during side missions. Opens up as the story progresses. Lots of houses open up within the city the further you progress in the story. -Level desing is not that linear either. Intro is ultra linear, but later down the level design gets better. Multiple entryways, hidden rooms, hidden safe's and places and other special loot can be found. If you blindly go where the object marker points, you'll say its linear. [b]Disable it and hud completely. Disable frame search helper and lockpick helper if you use controller. -Definitely designed for controller[/b]. [/quote] +1
sammy123 said:
Coming from someone who spent 40 hours with the game.

-Story is not THAT bad.
-The city is quite large, divided into small areas. Loading screen between them, frustrating to navigate from one end to another.
-Free to explore between main missions and during side missions. Opens up as the story progresses. Lots of houses open up within the city the further you progress in the story.
-Level desing is not that linear either. Intro is ultra linear, but later down the level design gets better. Multiple entryways, hidden rooms, hidden safe's and places and other special loot can be found. If you blindly go where the object marker points, you'll say its linear. Disable it and hud completely. Disable frame search helper and lockpick helper if you use controller.
-Definitely designed for controller
.

+1

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

#13
Posted 03/17/2014 10:41 AM   
Sounds pretty good to me :)
Sounds pretty good to me :)

ImageVolnaPC.com - Tips, tweaks, performance comparisons (PhysX card, SLI scaling, etc)

#14
Posted 03/17/2014 11:07 AM   
Questions: Anybody knows how to works with this wrapper to fix games?? Someone is already working with it? We can expect some fix soon?
Questions:
Anybody knows how to works with this wrapper to fix games??
Someone is already working with it?
We can expect some fix soon?

i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.

#15
Posted 03/17/2014 01:08 PM   
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