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Oldblivion Forums  |  General  |  Fallout  |  Topic: OldFallout3 SM2.0 « previous next »
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Author Topic: OldFallout3 SM2.0  (Read 149591 times)
Spade
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Re: OldFallout3 SM2.0
« Reply #45 on: November 05, 2008, 03:12:44 AM »

Hello people.
I've been stalking this forum, Fallout 3 forums and Shadershock forums forever today... and the more I read more I want to help out although I have zero knowledge about coding or anything, just replacing and tweaking the .ini's etc.

Yes, I'm also a user of an ATI Radeon 9550/X1050 who got the game early today. After a few minutes reading here and there, I replaced package008 with 002, worked pristinely to get inside the menu, I then had to disable the heads, and I got to the 1-year-old baby control part, boom, crash.

I didn't have the need for the Oldblivion software since my card could support those shaders and it ran pretty well for my rig, so I have faith this project can get the job done for me without having to rob someone to get a new PC.  Smiley

So, If in anyway I can help out, let me know, and great job to everyone so far  Cheesy I personally greatly appreciate it and I know you're helping a lot of people with this.

Regards
Spade

PS: Sorry if you guys were waiting for good news about the progress so far, heh.
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PogoDaMonkey
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Re: OldFallout3 SM2.0
« Reply #46 on: November 05, 2008, 03:17:14 AM »

WOW! YAY! I managed to get it to run using those save games and the other details listed! Woot! Time to take screenshots! I didn't get the rainbow effect on my computer, but I also found that changing the display settings to those similar to what I used in Oblivion gave me a decent FPS. As a reminder, this is on an Intel 965GM Express.

In FalloutPrefs.ini:

iSize W=800
iSize H=600

VATS made it crash the first time I tried using it, but I'll explore the extent of how much it works. Shooting a mole rat outside of Megaton gave me a similar crash, hmm.

Edit: Okay, now I have killed a couple mole rats without crashing (not using VATS, thats insta crash as soon as I start the sequence), it seems pretty random, but also seems to work a bit better if I set the following:

bUseBlurShader=0
bScreenSplatterEnabled=0

Maybe its just wishful thinking, but those seem to work, albeit slightly. Oh, and for some reason my screenshots don't seem to work. Are they stored in User/Documents/My Games/Fallout 3? My AllowScreenShots=1 seems to be in order, then again I'm on a laptop and have to hold the Fn button down before hitting the screenie button. Maybe this was disabled like some of the things in Oblivion were (like I couldn't change my volume once I got into the game) but I would like to know if anyone is having similar problems.
« Last Edit: November 05, 2008, 03:52:04 AM by PogoDaMonkey » Logged

Naaldi
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Re: OldFallout3 SM2.0
« Reply #47 on: November 05, 2008, 04:19:01 AM »

I'm not sure if there's a way to take screenshots from within the game, but the old-fashioned way works for me. Just hit PrtScr (which captures the screen and copies it to the clipboard), then open up Paint and hit Ctrl+V.
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Re: OldFallout3 SM2.0
« Reply #48 on: November 05, 2008, 05:16:08 AM »

I don't know if this helps, but when I played Fallout 3 at my brother's godly pc, VATS caused a lot of hiccups and sometimes, CTD, So it seems that VATS needs a lot of tweaking and editing graphically speaking for this anti-pixelshading campaign, trying to minimize the amount of Graphical processing or whatever it makes it so unstable because it REALLY seems to suck some video-card capabilities.

I saw some VATS lines on the FALLOUT.ini under My Documents/My Games/Fallout3 that go as follows:

[VATS]
fVATSLightLevelMin=20.0
fVATSLightLevelMax=65.0
fVATSLightAngle=0.0
fVATSLightDistance=100.0
fVATSLightElevation=100.0
fVatsLightColorR=0.35
fVatsLightColorG=0.35
fVatsLightColorB=0.35

I'll change those values to 0.0 or 0.1 etc to see what happens, but personally, I also did all the changes said on the previous pages in the thread, (showpackage replacing, head removal and post-saved games being loaded) and I still get a CTD shooting at a roadsign on the Wastes, tried what Pogo did with the "bUseBlurShader" lines and didn't work out for me. I can post Screenies or Videos if they help...

So I'm going to try and tweak the .ini files until I get some positive results and see if they also help you in some way.
I seem desperate to help out, but I really wanna play this game and aid in this if I can, If I'm being a nuisance please also let me know heh Undecided
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Pemalite
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Re: OldFallout3 SM2.0
« Reply #49 on: November 05, 2008, 07:57:26 AM »

Alright, I discovered a handy little tool called "Swiftshader" basically it emulates shader operations onto the processor, and other various software rendering also.

I tried it out on "Spore" with a Geforce MX440 and it actually worked! Not sure if it will help with Fallout 3 however, so a bit of experimentation might be in order for those who have the game.

Link can be found here: http://www.transgaming.com/products/swiftshader/
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Re: OldFallout3 SM2.0
« Reply #50 on: November 05, 2008, 08:56:45 AM »

Alright, I discovered a handy little tool called "Swiftshader" basically it emulates shader operations onto the processor, and other various software rendering also.

I tried it out on "Spore" with a Geforce MX440 and it actually worked! Not sure if it will help with Fallout 3 however, so a bit of experimentation might be in order for those who have the game.

Link can be found here: http://www.transgaming.com/products/swiftshader/


 Wow, that sounds incredible. What's the frame rate like? It works with Oblivion I gather? Does it sort of replace the need for 3DAnalyze?

Nice find, can't believe we didn't hear about it earlier.
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Re: OldFallout3 SM2.0
« Reply #51 on: November 05, 2008, 09:04:27 AM »

Wow, that sounds incredible. What's the frame rate like? It works with Oblivion I gather? Does it sort of replace the need for 3DAnalyze?

Nice find, can't believe we didn't hear about it earlier.

Wow: according to their site, they can match low-end integrated hardware performance running a game (they use Half Life 2 as an example) entirely in hardware. Pretty impressive.
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Pemalite
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Re: OldFallout3 SM2.0
« Reply #52 on: November 05, 2008, 11:13:26 AM »

Wow, that sounds incredible. What's the frame rate like? It works with Oblivion I gather? Does it sort of replace the need for 3DAnalyze?

Nice find, can't believe we didn't hear about it earlier.

Spore is completely smooth on a Geforce 4 MX440 with the resolution set to 1024x768, I haven't tried it on Oblivion however, or any other games, a friend just wanted to run Spore on his machine and I told him his choice was either: 1) Upgrade   2) I'll see what I can do. - So I took the time do some research and found the tool, works rather well without any issue.

As for replacing 3D Analyze, I have no idea, because I have never used 3D Analyze. xD

Wow: according to their site, they can match low-end integrated hardware performance running a game (they use Half Life 2 as an example) entirely in hardware. Pretty impressive.

Yeah it's fairly good performance wise, I thought that Spore would run like molasses on a Geforce 4 MX440, however I installed the 53.03 drivers which then enabled Hardware Assisted Software Vertex Shading, tweaked the drivers for maximum performance and the game is silky smooth at 1024x768, I was rather impressed actually, however the MX440 is probably more powerful than most Intel IGP's anyway which manage to run spore without any issues at all.

I only posted it so people with Oblivion/Fallout 3 could try there luck with it, as I haven't got either game at the moment, I'm buying a copy of Oblivion for the Xbox 360 tomorrow, so I don't need to hunt down my legit PC copy, And Fallout 3 is only around 30% downloaded.
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Re: OldFallout3 SM2.0
« Reply #53 on: November 05, 2008, 11:27:14 AM »

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Re: OldFallout3 SM2.0
« Reply #54 on: November 05, 2008, 01:54:06 PM »

First of all, thanks a lot for starting this project. I'll be rooting for you guys  Grin

Moving on, I gave swiftshader a try. Keep in mind that i have not altered the shader directory or the .ini file as suggested while trying this. I was able to get into the main menu but crashed to desktop while creating a new game.

I even tried loading up a save game but again the game crashed.

My specs are:
Radeon 9600 256MB
Intel Pentium 4 2.4 GHz
1 GB RAM
Windows XP
« Last Edit: November 05, 2008, 02:03:30 PM by infinitus » Logged
godeatgod
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Re: OldFallout3 SM2.0
« Reply #55 on: November 05, 2008, 02:33:37 PM »

I just tried it, and it still needs the headgen removal, unfortunately, and it also has a very low fps, compared to normal running


But its definately the way we need to turn this project, as it seems that there are more than shaders in the pack we need to modify,

At first i thought there might be other shaders present that pack002 didnt have, but after i created another pack which contains all the shaders in all the packages at least once, with no notable improvement, i think the game uses some 3.0 or 2.x features in code, like for example setting too many textures for  a shader than supported in the 2.0 model,

So we'd need to create a fake directx dll which will hijack the shader operators so we can circumvent these limitations.

This is what i've learned so far and probably my best guess right now.
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Pemalite
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Re: OldFallout3 SM2.0
« Reply #56 on: November 05, 2008, 03:37:37 PM »

I just tried it, and it still needs the headgen removal, unfortunately, and it also has a very low fps, compared to normal running


But its definately the way we need to turn this project, as it seems that there are more than shaders in the pack we need to modify,

At first i thought there might be other shaders present that pack002 didnt have, but after i created another pack which contains all the shaders in all the packages at least once, with no notable improvement, i think the game uses some 3.0 or 2.x features in code, like for example setting too many textures for  a shader than supported in the 2.0 model,

So we'd need to create a fake directx dll which will hijack the shader operators so we can circumvent these limitations.

This is what i've learned so far and probably my best guess right now.

You need a rather fast Central Processing Unit to be able to handle the tasks giveth to it that would normally be dedicated to the Graphics Processing Unit, this shouldn't be an issue with those that have a Core 2 Duo/Quad and an Intel x3100/965 Integrated Graphics Processor.

Now the Radeon 9xxx/R300 series features the F-Buffer which is a small amount of memory, located in each pixel pipeline, whose target is to override the architectural limit of R300 to handle pixel shader programs with only 64 instructions length per pass, would be nice if we had someone smart enough to take advantage of such a thing, the performance benefit would be very well worth it for the R300 series, however it won't help the Geforce FX or previous generation of cards.

I have a friend checking out Fallout 3 now who is a rather skilled programmer, so once I have the game downloaded I'll be checking it out with him anyway to see what we can do.

And ASP, if you need an "old" card, I'm willing to send you a Radeon 9550 which loves to be overclocked for testing purposes, however it is AGP, so I'm not sure if it will be compatible with your particular system.
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Indy
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Re: OldFallout3 SM2.0
« Reply #57 on: November 05, 2008, 04:03:41 PM »

Hi guyz. So i have Gf Ti 4200 128 mb with 1.1 shaders ver. but i could start game with SwiftShader help. The problem is that from the very beginning of intro i have terrible lags and can see menu once of 10 times. What can be the problem?

Renderer Device Information:
   TransGaming SwiftShader Software 3D Renderer
   SwiftShader
   RenderPath               : BSSM_SV_2_0
   PSversion                : 200
   VSversion                : 200
   VStarget                 : vs_2_0
   PStarget                 : ps_2_0
   PS2xtarget               : ps_2_0
   maxPS20inst              : 512
   3.0 Support              : no
   3.0 Lighting             : no
   Nonpowerof2textures      : yes
   FP16ARGB blending        : yes
   FP16ARGB filtering       : yes
   High dynamic range       : yes
   Bloom lighting           : no
   Refraction               : no
   2.0 hairw                 : yes
   SLI mode                 : no
   Water shader             : no
   Water reflections        : no
   Water displacement       : no
   Water high res           : no
   Multisample Type         : 1
   Transparency MS          : no
   Shader Package           : 2
   HW Thread Count          : 2
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Re: OldFallout3 SM2.0
« Reply #58 on: November 05, 2008, 05:01:03 PM »

Swiftshader basically turns over the graphical load to the CPU?
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Re: OldFallout3 SM2.0
« Reply #59 on: November 05, 2008, 06:11:35 PM »

Yes some of it, but the GPU's are doing a hellaof a lot more, so you get really low fps count, unless you have a really good processor.

What i'm working on is a directx hack dll which will in first instance tell me what was the last notable operation, and later on will help us hijack these incompatible operations.

Right now i've been able to just walk around, talk to a few people in megaton, and crash while getting hit, so i'm guessing some splatter stuff is causing the attack crashes.
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