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RReady (Rendition Verite wrapper) Test Build (Alpha 1)

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First post, by sharangad

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Hi Guys
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RReady Alpha, January 13, 2025 (Fully tested stable build)
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https://nirvtek.com/downloads/RReady.Alpha.20250113.001.7z
MD5: 2bdc27f53bbc7ad5b7a0eb3a484ee706

Fixes:
- Tomb Raider 1 video cutscenes should now render on Win11 24H2 with Nvidia hardware and possibly on most Intel integrated GPUs.
- ICR2 by default disables Rendition anti-aliasing which makes the game runnable on GPUs with less VRAM, such as Intel HD graphics. It also provides a significant performance boost on such systems.
- ICR2 – RLauncher now offers control over fogging, bilinear filtering and low res mirrors (original game resolution). Additionally options to disable line drawing and Rendition Anti-Aliasing are available. The latter two are turned off by default as custom carsets have issues with this, even on original hardware. They can be turned back on for purists. Rendition if enabled from RLauncher, can be disabled in game by pressing [ALT+A].
- Whiplash original low res mirrors can be enabled.
- SDK Demo Ucube.exe should now once again render correctly in full screen mode.
- Dosbox-Staging-Rendition now uses dosbox-staging-rendition.conf as its setting file. If an older version was installed, run dosbox-staging-rendition, close it and then copy the old dosbox-staging.conf settings into the newly created dosbox-staging-rendition.conf.
- Should allow for enabling frame interpolation/generation on more GPUs such as the AMD RX7900 series and GT 330 M.
- Window positioning/centering controls in RLauncher with support from the wrapper.
(Note: Position (0,0) is the top left of the primary monitor. Anything to the left/top of the primary will have a negative x/y coordinate or possibly both.
- Better support [ALT+TAB], [ALT+ENTER] commands when switching between Dosclient.exe and the desktop. It should no longer maximise the Dosbox console and leave Dosclient locked out of keyboard and mouse input.
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RReady Alpha, January 14, 2025 Build #002 (Untested alpha build)
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https://nirvtek.com/downloads/RReady.Alpha.20250114.002.7z
MD5: 48d1e0041a6c803bdffab34cea656d07
- Corrects lockup when resuming a race/season in ICR2.
- All OEM keys on keyboards are now handled correctly depending on locale, should work correctly for all keyboard language settings.
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RReady Alpha, January 7, 2025, Build #001 (Full tested stable build)
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https://nirvtek.com/downloads/RReady.Alpha.20250107.001.7z
MD5: 6ef91529aa5bf287b88fd5179f36c489
- Support for a full 16 MB of VRAM for Speedy3D apps. This is the upper limit for Speedy3D (24 bit).
For Speedy3D apps, VRAM is configured in dosbox-rendition.conf (or ...-staging.conf) with
[rendition]
MaxVRAM =nn (nn is in MB, range 4-16, default 16 if setting missing)
For RRedline MaxVRAM=nn can be set in rendition.cfg and it defaults to 128 MB
- vQuake beta 1.06 is once again playable and joins betas 1.07 and 1.08* (*recommended beta)
- Higher resolutions may be selectable in vQuake 1, but currently have issues. This will be resolved in a future release.
- Bilinear filtering can be disabled by adding nofilter=1 to rendition.cfg. [This should work correctly now]. Some games might not render correctly with this setting.
- vHexen II additional resolutions can be unlocked by selecting the game in the WinApps tab of RLauncher and clicking "App Settings."->Unlock resolutions. There may be rendering bugs with higher resolutions. This will be fixed in a future update.
- Regression ucube.exe (SDK demo) fails to render correctly in full screen mode.
- Corrects OpenGL GLSL shader "error C7011: implicit cast from "uint" to "int'" error on some hardware.
- 60 fps Frame Generation/interpolation supported for Grand Prix Legends and "Die by the Sword." Note GPL will have to be run at default resolution/4:3 (fill screen aspect) aspect as the game has a mouse lock. Higher resolutions can be selected from within the game, Your GPU's internal aspect ratio controls from its control panel should be used for aspect ratio selection. "Die by the Sword" can be upscaled without issue.
- Fixes Eurofigher 2000+ texture corruption when switching between menu and active mission. This was caused by the game writing to 8 MB of VRAM and choosing textures within the 4 MB range. Rounding write addresses modulo 4 MB, effectively restricting writes to the first 4 MB for this game, corrects the issue.
- Whiplash minor fixes.
This update should be available in the Microsoft Store within the next 3 days.
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RReady Alpha, January 12, 2025 (Untested Alpha Release,)
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https://nirvtek.com/downloads/RReady.Alpha.20250112.001.7z
MD5: 18983b8a716eab970f813b74327bc754

- Window positioning/centering controls in RLauncher with support from the wrapper.
(Note: Position (0,0) is the top left of the primary monitor. Anything to the left/top of the primary will have a negative x/y coordinate or possibly both.
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RReady Alpha, January 10, 2025 (Untested Store Release candidate)
This will be undergoing testing shortly
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https://nirvtek.com/downloads/RReady.Alpha.20250110.001.7z
MD5: 7a07f529eade3ed5aae43a6a5c0c8724

- Tomb Raider 1 video cutscenes should now render on Win11 24H2 with Nvidia hardware and possibly on most Intel integrated GPUs.
- ICR2 by default disables Rendition anti-aliasing which makes the game runnable on GPUs with less VRAM, such as Intel HD graphics. It also provides a significant performance boost on such systems.
- ICR2 – RLauncher now offers control over fogging, bilinear filtering and low res mirrors (original game resolution). Additionally options to disable line drawing and Rendition Anti-Aliasing are available. The latter two are turned off by default as custom carsets have issues with this, even on original hardware. They can be turned back on for purists.
- Whiplash original low res mirrors can be enabled.
- SDK Demo Ucube.exe should now once again render correctly in full screen mode.

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RReady Alpha, January 7, 2025 , Build #002 (Untested build for ICR2)
Updated build:

https://nirvtek.com/downloads/RReady.Alpha.20250107.002.7z
MD5: d975cfc9f583d10b1de9a121e514a194

- Fixes all issues raise by @gplaps for ICR2 (two of them I'm not sure, but they seem fixed)
- Massive performance improvement in ICR2 for mobile/integrated GPUs. Achieved by disabling Edge AA. I disabled only Line AA and not edge AA.
- This won't be on the store for at least a weeek.
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RReady Alpha November 19, 2024 (Fully tested release)
See below for lastest Alpha
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https://nirvtek.com/downloads/RReady.Alpha.20241119.001.7z
MD5: 9f10a82d3bd689044ff1407c019b1931

19 November 2024
-Frame Generation support for select 30 fps DOS apps to run at 60 fps. (interpolate=1 in Rendition.cfg)
-Windowed mode support (this will allow alternate frame generation through "Lossless Scaling" (Steam, not-supplied) when a custom resolution less than the screen is used. Knocking one pixel off the horizontal resolution (i.e. 1919x1080x60 for 1080p) will work without any scaling artifacts in Lossless Scaling.
- Restores generic VESA support for non-Rendition apps in Dosbox-Rendition, such as setup.exe in TR1, for audio config.
-Adds Rendition 32 bit mode VESA support for CGL demo “21s Century Digital Boy.” The CGL 3D sections do not work currently.
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RReady Alpha, January 5, 2025 (Untested release, undergoing testing)
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https://nirvtek.com/downloads/RReady.Alpha.20250105.001.7z
MD5: 95a9426d295887198bfc6f442f7d9ee7
- Support for a full 16 MB of VRAM for Speedy3D apps. This is the upper limit for Speedy3D (24 bit).
For Speedy3D apps, VRAM is configured in dosbox-rendition.conf (or ...-staging.conf) with
[rendition]
MaxVRAM =nn
(nn is in MB, range 4-16, default 16)
For RRedline MaxVRAM=nn can be set in rendition.cfg and it defaults to 128 MB
- vQuake beta 1.06 is once again playable and joins betas 1.07 and 1.08 (recommended beta)
- Higher resolutions may be selectable in vQuake but currently have issues. This will be resolved in a future release.
- Bilinear filtering can be disabled by adding nofilter=1 to rendition.cfg. Some games might not render correctly with this setting.
- vHexen II additional resolutions can be unlocked by selecting the game in the WinApps tab of RLauncher and clicking "App Settings."->Unlock resolutions. There may be rendering bugs with higher resolutions. This will be fixed in a future update.

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RReady Alpha January 03, 2025 (Untested Alpha Release)
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https://nirvtek.com/downloads/RReady.Alpha.20250103.001.7z
MD5: 863a01108132a9ceaf5a03a7f85067c4

- Ups Speedy3D VRAM limit to 16 MB from 4 MB (Speedy3D hardware limit. Note RRedline has access to a full 128 MB thanks to higher level abstraction). The MiroV1k.VBI BIOS needs to be used.
- Includes previous fixes:
- Corrects OpenGL glsl shader "error C7011: implicit cast from "uint" to "int'" error
- 60 fps Frame Generation/interpolation supported for Gr*nd Pr*x L*egends and "Die by the Sword." Note GPL will have to be run at default resolution/4:3 (fill screen aspect) aspect as the game has a mouse lock. Higher resolutions can be selected from within the game, Your GPU's internal aspect ratio controls from its control panel should be used for aspect ratio selection. "Die by the Sword" can be upscaled without issue.
- Fixes Eur*figher 2000+ texture corruption when switching between menu and active mission. This was caused by the game writing to 8 MB of VRAM and choosing textures within the 4 MB range. Rounding write addresses modulo 4 MB, effectively restricting writes to the first 4 MB for this game, corrects the issue.[Update] This issue is fixed with 16 MB of VRAM as well. The previous fix is unnecessary,
- Whiplash minor fixes.

This release won't go into testing (and then on to to a store release) for at least another week.
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RReady Alpha, December 28, 2024 (Untested Alpha Release)
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https://nirvtek.com/downloads/RReady.Alpha.20241228.001.7z
MD5: 4ac88593b03b798f10f2a4a08ef6d6d4

- Corrects OpenGL glsl shader "error C7011: implicit cast from "uint" to "int'" error
- 60 fps Frame Generation/interpolation supported for Gr*nd Pr*x L*egends and "Die by the Sword." Note GPL will have to be run at default resolution/4:3 (fill screen aspect) aspect as the game has a mouse lock. Higher resolutions can be selected from within the game, Your GPu's internal aspect ratio controls from its control panel should be used for aspect ratio selection. "Die by the Sword" can be upscaled without issue.
- Fixes Eur*figher 2000+ texture corrutpion when switching between menu and active mission. This was caused by the game writing to 8 MB of VRAM and choosing textures within the 4 MB range. Rounding write addresses modulo 4 MB, effectively restricting writes to the first 4 MB for this game, corrects the issue.
- Whiplash minor fixes.

This release probably won't go into testing for a few more weeks and has undergone rather severe and sudden shader changes as well as enhanced logging, so pretty much nothing is guaranteed to work. I really have to finish off the TREdit tool over the next two-three weeks before getting around to do a release. If you do spot any bugs, please let me know and I will fix them.
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RReady Alpha October 23, 2024 (Fully tested release)
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https://nirvtek.com/downloads/RReady.Alpha.20241023.001.7z
MD5: 4538bc2b544cc8aa42a0769bf2975ab0

19 October 2024
- Initial support for Eur*figher 2000+ in FIFO mode( DMA mode does not currently work reliably)
- Performance increases across the board with two new settings:
[rendition]
Highperformance=true
Picdma=true
And
[sdl]
Priority=normal, normal
(Previous DMA performance can be restored by setting both these to false. Threadsafe=true only has an effect if both these are set to false).
The new high-performance mode is extremely CPU intensive and might not work on older CPUs and might introduce audio static (random occasional pops).
- Compatible custom car sets in ICR2 should be usable on most modern quad core or better systems.
- R*belMoon should sustain a solid 60 fps right throughout.
- R*belMoon chroma keying fixes: particle impact cloud sprites should render fully and not be clipped.
- FIFO mode memory write tweaks to support EF2000+ in FIFO mode.
- Dosbox-Staging-Rendition has a full set of config settings under [rendition]. It also has performance improvements in ICR2. However it may have stability issues with N*scar Racing 1999R and possibly other apps. It does not currently support per-app config files.
- N*scar Racing 1999 improved stability with Dosbox-Rendition.
- Dosbox-Rendition vQ*ake performance parity with Dosbox-Staging-Rendition.
- T*am Apache may have compatibility issues with cutscenes with the October updates to Windows 11/nvidia drivers.
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Experimental performance boosting release (October 3, 2024)
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This build adds two new options:

https://nirvtek.com/downloads/RReady.Alpha.20241003.004.7z
MD5: 89bfd9f38babf0e3b90ac3cf841bd882

(dosbox.conf)
[rendition]
highperformance = true|false (default:true)
picdma = true|false (default:false)

highperformance allows the new fast mode and picdma makes it threadsafe (but at the expense of performance).

I would recommend testing it with highperfornance = true and picdma = false. If there're any stability issues in ICR2 or Nascar 1999, setting picdma = true to gauge performance would also be useful. (picdma = true is a death sentence for weaker CPUs).
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Experimental performance boosting release : October 1, 2024
For a stable, fully tested release use the September 30 release
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This is an extremely alpha release, but it appears to be stable on both my machines with discrete GPUs. Integrated GPUs are completely no go with this release, at least for Nascar and ICR2. The priority of Dosclient is set to be the same as dosbox and dosbox configures itself as being 'in focus' (even though dosclient is) on video mode change.

Performance feedback for this build would be useful, on my Sandy Bridge based i7 (2600) with a GTX660, ICR2 and Nascar Racing 1999 is stable. The framerate isn't always 30 though, it dips with other cars. So feedback on stability and performance would be very nice. On faster machines a full framerate is possible.

https://nirvtek.com/downloads/RReady.Alpha.20241001.001.zip
MD5: b1f1c3fc896cb5e300b2ce01fa98032f

- Significant performance improvements on machines with discrete GPUs (with dosbox-rendition, staging is only partially modified).
- Dosbox-rendition achieves vQuake performance parity with dosbox-staging-rendition.
- Rebel Moon should run at a solid 60 fps, all the time.
- Dosbox-staging-Rendition has some performance tweaks, but could be unstable. The stability fixes are not in place yet. This shouldn't be tested yet as the changes are incomplete.
- Keys being held down within dosbox on app exist *might* be fixed.

Whether this build lives or dies depends on your feedback. So please post your results.
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RReady Alpha September 30, 2024 (Fully Tested Alpha release)
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https://nirvtek.com/downloads/RReady.Alpha.20240930.001.zip
MD5: cede5fd862e0bf5d02ade7dc7417006d
- Nascar some texture clamping issues fixed
- MDK weapon power up blended background in HUD

The Nascar 1999 optimisations aren't there (they won't be necessary and the performance boost will be there in the next release without this)
and neither are the new vQuake engine edge AA shaders.
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RReady Alpha September 09, 2024 ([EDIT] Fully tested Alpha release)
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https://nirvtek.com/downloads/RReady.Alpha.20240909.003.zip
MD5: 0b5930f7f08569653b385136a498744f

https://nirvtek.com/downloads/RReady.Alpha.20240909.001.zip
MD5: 5afb44c22325fff2dfbdb61d7df75016

- Fixes random texture corruption with r_surfacelookup 1 (vQuake 1). On weaker CPUs (in modern terms) r_surfacelookup 1 will be faster, just like in Rendition's heyday.

Should be out on the Store in the next few days.

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RReady Alpha September 09 2024 (Untested Alpha release)
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https://nirvtek.com/downloads/RReady.Alpha.20240908.001.zip
MD5: dc331c189d6148300d934679c8cdb18f

- Fixes r_surfacelookup "1" not working. The earlier betas should render, but r_surfacelookup "1" and earlier betas are not officially supported, yet. There may be bugs .Note enabling surfacelookup ("1") is slower than disabling it ("0"). This is true for vQuake 2 and vHexen II as well with RReady.
- vQuake 2 chroma keying and texture filtering is now shader based. This should fix pixelated textures in expansion pack "The Reckoning."
- RLauncher remembers the last tab and selected app in each and every tab between restarts.

This will be tested and released to the Store once it's validated.

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!!!RReady DOS/Speedy3D Alpha (Setptember 01 2024) (Alpha, fully tested)
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RReady Alpha (Fully Tested watermarked store build)
(Hotfix for dosbox-staging not running in recent alpha releases, sorry should've tested this)
https://nirvtek.com/downloads/RReady.Alpha.20240901.001.zip
MD5: a4da1e987458e9b18f13866dec3ac75a
*** vQuake will have missing polygonal content if r_surfacelookup is not set to "0"
With stock vquake in the <Quake installation>/id/config.cfg add/set
r_surfacelookup "0"
- RLauncher remembers the last tab and selected app in each and every tab between restarts (This will be released to the store during the next update)
There are no changes to the core wrapper code. - vQuake runs in FIFO mode with vanilla Dosbox (vQuake performs best with DMA mode enabled)
- ICR2 cockpit minor corruption (stray pixel line) fixed
- Nascar 2 and Nascar Racing 1999 mirror background colour fix
- Tomb Raider Health+Oxygen bars and correct chroma keying (thick line drawing is only used for Tomb Raider 1)
- Eurofighter cockpit HUD seems a bit more alive than usual.

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August 29, 2004
Fully tested watermarked alpha build.

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https://nirvtek.com/downloads/RReady.Alpha.20240829.001.zip
MD5: 72494780c755d0dae0c6e747a81051b5
- vQuake runs in FIFO mode with vanilla Dosbox (vQuake performs best with DMA mode enabled)
- ICR2 cockpit minor corruption (stray pixel line) fixed
- Nascar 2 and Nascar Racing 1999 mirror background colour fix
- Tomb Raider Health+Oxygen bars and correct chroma keying (thick line drawing is only used for Tomb Raider 1)
- Eurofighter cockpit HUD seems a bit more alive than usual.

[EDIT] vQuake requires r_surfacelookup "0" to be set currently. This is a bug in RReady and will be fixed in an upcoming release.

[EDIT]I supplied the wrong help file with the store build. Clicking help button in RLauncher will open a PDF document without a table of contents. This should have it:
https://nirvtek.com/downloads/RReady%20Rendit … e%20Wrapper.pdf[/EDIT]

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RReady untested alpha (August 27, 2024) (Alpha)
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RReady Alpha 27 August 2024 (untested alpha see August 22, 2024 release for fully tested build)

https://nirvtek.com/downloads/RReady.Alpha.20240827.001.zip
MD5: 6c2985bcb66879a4133b3bc8d6c4e1b0
- vQuake runs in FIFO mode with vanilla Dosbox
- ICR2 HUD minor corruption fixed
- Nascar 2 and Nascar Racing 1999 mirror background colour fix
- Tomb Raider Health+Oxygen bars and correct chroma keying (thick line drawing is only used for Tomb Raider 1)
- Eurofighter cockpit HUD seems a bit more alive than usual.

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!!!RReady DOS/Speedy3D Alpha (August 22, 2024) (Alpha)
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Fully tested Alpha release (should be up on the store tomorrow without the watermark):
https://nirvtek.com/downloads/RReady.Alpha.20240822.001.zip
[EDIT] If you get AV warnings from Windows Defender, I suggest as many people as possible report it to Microsoft here:
https://www.microsoft.com/wdsi/filesubmission
This is getting very tiresome.
[/EDIT]
Fixes:
-Dosbox-Staging not showing up right after selecting installation folder
-Dosbox and dosbox-staging mouse motion and button clicks not registering on some systems
-Partial support for Descent II
-vQuake byte ordering (texture column swap): There was a serious bug in the handler for V_FIFO_MEM_WRITE_RECT, leading to texture corruption.
-vQuake, vQuake II and vHexen II underwater palette colour bug fixed (cl_blend/r_nomurk)

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August 11, 2024
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Alpha release:
https://nirvtek.com/downloads/RReady.Alpha.20240811.002.zip
MD5: 47c386c755cebef95a783eeef30be498
Corrects:
- Dosbox-Staging not showing up right after selecting installation folder
- Dosbox and dosbox-staging mouse motion and button clicks not registering on some systems
- Partial support for Descent II

When I get Descent II working, I'll released another build, test it and push it out to the store.

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July 25 2024
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This is an untested alpha. It will be tested over the next few days. A fully test tested release should be right below this
This is a fully tested release. (Dosbox-staging-Rendition is still experimental).
[/b]
Rebel Moon and vQuake random lock up should be fixed (fingers crossed) and now with dosbox-staging (recommended for Rebel Moon and vQuake):

https://nirvtek.com/downloads/RReady.Alpha.20240806.002.zip
MD5: c5073d54097516aa71bf79f547d1df69

https://nirvtek.com/downloads/RReady.Alpha.20240807.001.zip
MD5: 845c5d9141df77c153ea1e201e0fcbe1

https://nirvtek.com/downloads/RReady.Alpha.20240808.001.zip
MD5: 2aa2c8873eb8ba84b39be575e874f2bf

Staging uses its own dosbox-staging.conf and rendition.cfg files and does not support per-app configs. These will be copied across to the staging subfolder of that dosbox is installed to (withint RLauncher).

This is an alpha release. I have done some stress testing with vQuake and Rebel Moon with staging. Vanilla dosbox should also be fixed (tested only with Rebel Moon). The bug was in the mouse handler. It goes through a thread safe routine now (using SDL_PushEvent) just like it did for the keyboard.

- Initial support for dosbox-staging.
- vQuake 2/vHexen II v1k_nopageflip should no longer tear/band. This is the Rendition native no-vsync mode. It's best to not enable this and disable vsync in rendition settings instead. This should allow for higher frames rates than 85 Hz.
- Descent II (still not working), pre-mission intros no longer flicker.
- Mouse input should be a lot more stable not cause lockups.

I'll be stress testing it over the next few days and will push it out to the store when I'm done.
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!!!RReady DOS/Speedy3D Alpha (July 25, 2024) (Alpha)
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This is a watermarked version of a fully tested release that should appear on the Microsoft Store next week/over the weekend:

https://nirvtek.com/downloads/RReady.Alpha.20240725.001.zip

MD5: c5747a0892340267c451cfaa3fb9ec7d
- vQuake loading glitches icon glitching screen fixe
- vQuake underwater resolution selection
- vsync checkbox in RLauncher for dosbox actually works
- Rebel Moon sprite corruption fixed.

https://nirvtek.com/downloads/RReady.Alpha.20240711.001.zip
MD5: f2041b91c974b23e1172a1de4452b8a4
- Preliminary support for Speedy3D (DOS) on the Windows Store
- All Windows and currently functional DOS apps have been tested for basic functionality.
- A series of further updates will fix glitches in the DOS apps.

The help/documentation file is available here:
https://nirvtek.com/downloads/RReady%2520Rend … 2520Wrapper.pdf
MD5: 1211b2c22a17c5386d586492c819b889
(Copy it into the RLauncher folder and it will be accessible through the help button. The filename needs the html escape chars replaced with their ascii equivalents. Future alpha releases will come with the help file. The st0re release has always come with the help file).

See below for bleeding edge alpha releases.
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Latest alpha:
July 22, 2024

Untested alpha release for vQuake:
https://nirvtek.com/downloads/RReady.Alpha.20240722.001.zip
MD5: 5704466c82972f663ed3e52b44a2baf5

- All graphical glitches with vQuake fixed.
- vQuake underwater resolution selection available in "Rendition Settings" for dosbox. This destructively modified vquake.exe at runtime. A future update will switch to in-memory patching.
- per app config files now support runtime reloading of [rendition] and [cpu] sections in their entirety. The [sdl] only update priority. Note the vquake.exe.config is the new per app config filename for vquake and not cwsdpmi.exe. The dosbox-rendition.config and per app files should be located in %localappdata%\dosbox.
- Other games are untested.
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July 9, 2024

(All DOS games should work)
https://nirvtek.com/downloads/RReady.Alpha.20240709.001.zip
MD5: 42db63f2135949b047d86ba1703e1ab3
- vQuake mode selection should work correctly with the right mode numbers and through the menu with the right resolutions.
- vQuake at low resolutions the "LOADING" logo might have some corruption. Actual gameplay/HUD should be fine.
- Anyone running "Sub Culture ," "Interstate '76, or "Interstate Nitro" on fully patched Windows 11 with the June updates will need to
disable Windows virtualisation support and reboot (virtual machine/hyper-v support). This is thorugh add remove Windows components and not the BIOS. The BIOS setting can be left enabled. Not disabling this will cause extremely laggy keyboard input and in the case of i76 jittery AI cars and player camera. [EDIT]The July Windows update fixes this.[/EDIT]

July 6, 29024
https://nirvtek.com/downloads/RReady.Alpha.20240706.001.zip
MD5: 5b4d20106addb147345dbe30fff99451
- vQuake gpu filtering+chroma keying. Should smoothen pixel edges of grenade and rocket explosions and underwater air bubbles.

July 4, 2024
(Not thoroughly tested)
https://nirvtek.com/downloads/RReady.Alpha.20240704.002.zip
MD5: 31edf3f866027d999290372249f5966a
- vQuake should fix all AA glitches.

Old link:
https://nirvtek.com/downloads/RReady.Alpha.20240704.001.zip
MD5: a8b03f64453a0009cad147a52a6345c0
- r_antialias 7 (and other combos) should work in vQuake) There may be occasional glitching. This will be fixed in later release. Since RReady does't support Rendition edge AA yet, MSAA is applied to AA points. The AA pixel size is currently scaled based on resolution, but not on z so from afar objects may be blurry.
- Corrects regression in Team Apache menus.

July 2, 2024
Build with vQuake support (all currently working DOS games confirmed to work correctly. RRedline (Windows) games untested):
https://nirvtek.com/downloads/RReady.Alpha.20240702.001.zip
MD5: 3cb2ab212425b119c061b242ded26b93

- vQuake use r_surfacelookup 0 for best performance.
- vQuake AA doesn't work properly
- vQuake Setting video modes not currently supported (the game will default to 768x576).
- vQuake 1.08 is the only version without rendering defects. Earlier betas might don't render correctly.
- Dosbox-Rendition/RReady expects the game name to be cwsdpmi.exe (which is the process which vQuake.exe launches to actually run the game).
- Everything else is as before. Edge AA might not be working in Speedy3D games (CR and vQuake). This might account for the strange lines on the wheels of the high res custom car models in ICR2.
- per-game dosbox-rendition settings file. Only a limited subset of settings can be overridden in an app specific file.

June 24, 2024
Build 1 (Dos tested and work with thisgames work with this correctly, except for the save game menu in Rebel Moon):
https://nirvtek.com/downloads/RReady.Alpha.20240624.003.zip
MD5: 670856fbe20bdb82d16a0aedab4fa58a

- Nascar 2 and Nascar 1999 will need threadsafe=true enabled.

Build 2 (Somewhat tested):
Ok, this should restore performance in ICR2 along with the Nascar fix:

https://nirvtek.com/downloads/RReady.Alpha.20240624.002.zip
MD5: 1fc3c0cd83edaaea73feb2e27cdc4a95

There'll be one more update to restore 32 bit register access for ICR2 and only for that tomorrow. Without 32 bit access ICR2 suffers momentary micro-freezes without threadsafe=true.

Everything else will use 8-bit access.
********************
June 23, 2024.
********************

https://nirvtek.com/downloads/RReady.Alpha.20 … .Nascar.001.zip
MD5: 617491421938bb13ff9bf389526b3ce3

This is an alpha release designed to run nascar2/1999. Use another build from below for stability and performance with other games.

- Nascar 2 and Nascar 1999 should be stable. Threadsafe=1 needs to be set in dosbox-rendition.cfg for these two. ICR2 *might* also need it depending on your system specs. It's generally not necessary for anything else.
-icr2 appears to have suffered a performance regression., it will be fixed in tomorrow.

********************
June 22, 2024
********************

https://nirvtek.com/downloads/RReady.Alpha.20240622.001.zip
MD5: 71a10f341ef14dec5112130e3b399ece

********************
June 21, 2024
********************

Dosbox is now integrated with RLauncher and can be launched and configured from within RLauncher. This is the recommended way of running Dosbox-Rendition. The store based version will always update dosbox-rendition and dosclient with the latest and greatest.

-Massive changed to Rendition register implementation. I hope this improves stability.
- Lots of other internal changes. Please check to see if whatever you play is stable.
- Rebel Moon chroma keying fix.

https://nirvtek.com/downloads/Speedy3D.202406 … 9.Alpha.001.zip
MD5: de7becd46dfcc935c0d415c47fbb5ccf

- Nascar 2 and Nascar 1999 hard coded framerate cap. Cockpit view messed up.
- Rebel Moon chroma keying changes. HUD should render correctly.
- Tomb Raider "Out of memory" OpenGL error fixed.

Previous Release:
https://nirvtek.com/downloads/Speedy3D.202406 … 7.Alpha.001.zip
MD5: 0fa7b3449f2e2b2f6f4c1d7e26dbc6e0

- Descent II still not working, but elements of gameplay are now visible.
- Whiplash, working well.
- All other working dos apps should work as before.

There's also a new dosbox-rendition.conf option:
[rendition]
cacheddma = false

when set to true it does the same thing as threadsafe, but uses a more logical method to do so. It will allow [ALT+X] mode to function correctly with ICR2 on machines with discrete GPUs. On slower machines it could potentially be slower than threadsafe=true. It's best to see which one works best, at least until I figure out what's wrong with DMA. With enough CPU and GPU grunt neither of these settings should be needed.

Windows apps hopefully shouldn't be broken, but I haven't tested them very much after adding Speedy3D support, so there could be a few nasty surprises there.

Previous build:
https://nirvtek.com/downloads/Speedy3D.202406 … 1.Alpha.001.zip
MD5: c6cf2e2a96a03dd21ceb4cc807a29f27
- Eurofighter 2000+ menus are now functional. Actual game has major rendering issue.

Previous release :
- Whiplash random polygons fixed.

Previous release:
- - Whiplash menus fixed.

Previous release:
- Smoke and dust particles from the 50 KB effects.dat should work with ICR2. The 36 KB software rendered version isn't needed anymore.

Previous release:
- Support for high detail mid-Ohio track in ICR2
- Support for alternate V1000 BIOSes (not with the game you must use the original UC files that came with it). Copy the BIOS over to the dosbox folder and edit Dosbox-Rendition.conf (in %localappdata%\dosbox) adding or altering biosfile=<name of BIOS file. Not the path>

Previous release
- Tomb Raider almost complete (health bar not visible)
- ICR2/Cart 2 100%
- Stability issues remain
- Other games have partial compatibility (Whiplash/Rebel Moon somewhat playable. Nascar 2/1999 has major corruption and stability issues)
- Windows games might work properly with this release. They haven't been tested for regressions and the debugging will definitely break the
Interstate games. For playing Windows games, use a fully tested release from below.

Extract Dosbox into a fixed folder and RReady into another (can be a temp folder). Run the unzipped Rlauncher and add dosbox as an app under Win apps. Eventually it'll move into it's own tab.
- Configure upscaling resolution, vsync and framerate indicator, if necessary.
- Run dosbox by clicking the Launch button.
- Dosbox-Rendition.conf in %localappdata%\temp contains the dosbox settings for this build of dosbox.
In this file the following settings are available:
[rendition]
# threadsafe: Thread safety seting for dosbox
threadsafe = false
fullscreen = true
threadsafe is crash proof with DMA, but will kill performance (This option will hopefully be replaced with a full speed and stable DMA mode option, just as soon as I figure out how to do it). fullscreen decides whether the app runs in a window or not. There will be window scaling and positioning options when not fullscreen in a later release, but this isn't a priority at the moment. I've disabled the [ALT+ENTER] fullscreen toggle because this broke ICR's cockpit view. Without support from games this toggle won't work properly anyway. Configuring the startup up full screen flag will allow correct rendering either in fullscreen or a window without a toggle.

***********************************************
***********************************************
RReady alpha build : March 23, 2024 (Full tested release)
***********************************************

https://1drv.ms/u/s!As-dKk-N73dSmF6uQkBJB_f0FyZE?e=XLBlYS
MD5: 62599a51c02316a2abba45228c3ebb06

- Adds support for the last known versions of tdhdemo and RRide(RRide3) (From the 2TheRRedline competition). Found thanks to @MichaelHuth and @WhatTheHex (both on youtube) for supplying final versions of these. The Bacchus demo still remains lost.
- With this release higher resolutions in vQuake 2 and vHexen II are officially supported (@WhiteMagicRaven hacks).

(Speedy3D support is not present in this release).
**************************************************************
****************************************************************************************
RReady alpha build February 19 2024 (Fully tested)
****************************************************************************************

- Texture seam fix for scverite.exe and f1red.exe. This is now a fix for the fix as the previous fix broke one of the RRedline demos.
- Support for vQuake 2/vHexen II in-memory patching (higher res/underwater res) . This should leave the original binaries unpatched. For Quake 2 you will still need a copy of ref_v1k
that supports native fullscreen modes. The fullscreen toggle happens before RReady loads and it has no control over the parent EXE at that point.

https://1drv.ms/u/s!As-dKk-N73dSl1YMo-Zu9Ad0nTvO
MD5: 51e4e06f44d413c9df0125d99989433f

This will be available in the store shortly.

****************************************************************************************
Running Formula 1 on a an actual V2200 board
*************************************

Anyone interested in running Formula 1 on an actual V2200 board should look here Test: Running Formula 1 on a Rendition Verité V2200: Works (fully functional) (v2k. RReady, gpl license). V2k is based partially on work done to add Formula 1 compatibility to regular RReady. Formula 1, being the sole RRedline 1.0 app, will normally run only on a V1000 with a special set of drivers.

****************************************************************************************
RReady test build January 10 2024 (Untested build)
****************************************************************************************

Preliminary support for vQuake 2/vHexen II in-memory patching (increased high tes/underwater res) . This should leave the original binaries unpatched. For Quake 2 you will still need a copy of ref_v1k
that supports native fullscreen modes. The fullscreen toggle happens before RReady loads and it has no control over the parent EXE at that point.

The only change in this binary is the patching, but that doesn't mean that nothing's broken.

https://1drv.ms/u/s!As-dKk-N73dSlxgMo-Zu9Ad0nTvO
MD5: 51d976481231f74edc3cd29dbf699fbf

This probably won't be pushed out to the store anytime soon.

****************************************************************************************
****************************************************************************************
RReady December 01 2023

https://1drv.ms/u/s!As-dKk-N73dSlwwMo-Zu9Ad0nTvO
MD5: 3f280c6df107d21dbbec54891bbfe0d4

RLauncher fixes:
- All vQuake 2 and vHexen II binary hacks in their own section along with warning about not being thoroughly tested each release).
- Corrects vQuake 2 unlocked resolutions (1280x1024 is selectable for underwater resolutions. 1152x864 is the highest full screen resolution.) For vQuake 2 unlocked resolutions, the underwater resolution should be higher than the game's internal full screen resolution. For vHexen II it should be at or below the game resolution. Rendering issues may otherwise arise.
- Adds vHexen II 72/144 max fps limit and 11/22 kHz audio selection
- Existing Redline.dll and verite.dll rebuilt with latest compiler update. Hopefully nothing should break.
****************************************************************************************

November 22, 2023 (Fully tested watermarked store builld):

https://1drv.ms/u/s!As-dKk-N73dSlwUMo-Zu9Ad0nTvO
MD5: 787425d7a2838f199783f74303be1780

20 November 2023

- Ability to restrict VRAM by setting MaxVRAM=<nn>(Megabytes). The Golems in VH2.exe correctly change colour when VRAM is restricted to between 4-14 MB. Restricting VRAM will severely affect performance and is not recommended. It is also unsupported in other apps.
- RRosetta's renderer switching (using F1-F3) work correctly but for F3 (Direct3D) to work dgVoodo's directdraw/direct3d files need to be copied to the same folder as RRosetta.exe. OpenGL to RRedline switch to work.
- Screenshot capability in games such as WinDie.exe (save game image) or games which have a console command 'screenshot' should work (except VH2.exe. This application appear to do a copy to clipboard and does not currently work.). Screenshot is correctly downsampled now.
- End credits background textures in F1red.exe should work.
- Bilinear filtering (using shaders) is enforced for paletted textures.
- Memory safety checks removed. Should be as fast as before.
****************************************************************************************
Latest untested alpha (November 15 2023)
https://1drv.ms/u/s!As-dKk-N73dSlnoMo-Zu9Ad0nTvO
MD5: 46c91c66a1052eb13b3cc0c5f4933d40

- Alpha release auto-downloader has textual error messages on failure. (Windows 7 SP1 users may need the Win7 TLS 1.2 patch/reg keys for the download to work)
- RRosetta toggling renderers between RRedline, OpenGL and Direct3D now work.
For F3 Direct3D switch to work you'll needs dgvoodo's:
DDraw.dll,
D3DImm.dll,
D3D8.dll and possibly
D3D9.dll
- Formula 1 Credits textures should appear. These textures were rendererd with an z-coordinate of -65535.9xx. RReady capped z at [0,65535.0]. The far limit has now been corrected to 65536.0.
****************************************************************************************

RReady Fully Tested Releae( November 6 2023)
https://1drv.ms/u/s!As-dKk-N73dSlmIfZk1e2zquKYDk?e=FdXAcS
MD5: 6e75dda5f5dde0d5577383b7bc90480f
- Fixes VH2 texture corruption issues.
- Adds MSAA as the default vQuake 2/vHexen II AA mode. This is a stopgap measure until a full implementation of Rendition's proprietary Quake AA is fully implemented.

(This release is live on the Windows store as well)
****************************************************************************************
RReady Fully Tested Release (27 October 2023)

https://1drv.ms/u/s!As-dKk-N73dSllb7RHbQOoBpaOQr?e=h9AqLx
MD5: 33076420b258943b71cdb90751d6901f

Adds: RRosetta SDK demo. This needs to be redownloaded: hit reset and automatically downloading in the alpha build or manually in the store release. Store rules prohibit bundleware, which is why the auto download is stripped.
Fixes:
SODA Offroad:
- Menus should show a copy of what used to be on the screen instead of a flat colour.
- Texture coordinate generation for this game now uses rounding to nearest pixels. Without this the revised code (requring repeating texture support/default no clamping) shows artifacts. Games like vQuake 2 and VH2 require precise coordinates. This is probably down to how textures are sampled on Verité as opposed to OpenGL.
- Stability fixes for vQuake 2.

- The golden golems not going green when firing beam is an outstanding issue.

The Windows Store version (watermark free has been updated with this build).

****************************************************************************************
RReady Alpha Release (26 October 2023) VH2 and SODA fixes. (Still undergoing testing)

https://1drv.ms/u/s!As-dKk-N73dSllPvgXyc9qti3qlp?e=A9jZI7
MD5: f098b514b0fdfb2d01c40d95d14c5c08

Adds: RRosetta SDK demo. This needs to be redownloaded: hit reset and automatically downloading in the alpha build or manually in the store release. Store rules prohibit bundleware, which is why the auto download is stripped.
Fixes:
SODA Offroad:
- Menus should show a copy of what used to be on the screen instead of a flat colour.
- Texture coordinate generation for this game now uses rounding to nearest pixels. Without this the revised code (requring repeating texture support/default no clamping) shows artifacts. Games like vQuake 2 and VH2 require precise coordinates. This is probably down to how textures are sampled on Verité as opposed to OpenGL.

VH2:
-World textures showing cracks fixed. vQuake 2 doesn't use repeating textures, generating fresh spans using <[0,1), [0,1]> as texture coordinates. vHexen does and this causes the cracks to appear. RReady's VL_QSpan implementation may be lacking or texture sampling is different with OpenGL compare to a Rendition board. The call's undocumented and probably needs more work. VH2 does not appear to change the clamping mode for QSpans and RReady guesses what sky textures (which do repeat) and world textures (which don't) and manually toggles the mode instead of honouring the RRedline setting. There may be issues with this method.
- 256 colour full screen palette effects are now implemented in a 16 bit mode. RReady uses the first colour to alter the screen colour. This does appear to work, though someone with a Verité board could probably comment on accuracy.
This should allow damage, power up collection and r_nomurk 0 to work. The toggle from r_nomurk 0 to 1 and back again does work. Not entirely convinced the colour's right.

*****************************************************************************************
Full tested alpha with Formula 1 Support with full app compatibility(October 13 2023):

https://1drv.ms/u/s!As-dKk-N73dSliZgF4NmAkDukmQO?e=hWqdaW

MD5: 0775a675bb964fc2b065bc92e43d8dd2
*****************************************************************************************
Formula 1 Alpha (October 12 2023) (This is untested against the other games. So regression bugs may exist)

https://1drv.ms/u/s!As-dKk-N73dSliHbLbn6urtxs1d_?e=HrLu8W

MD5: 983ab87ef34f450e1fa8e407b0117d8d

- Bug with water trails/spray on some occasions.
- Task manager should be closed before running F1, if running.

With this release RRedline (1.0 & 2.0) is fully supported.

*****************************************************************************************
The live release on the Windows store:

https://apps.microsoft.com/store/detail/rread … ?hl=en-us&gl=us

- with support for RRedline 2.0 only at this moment
- This is functionally identical to the latest alpha below except :
--The Alpha text/watermark is not there
-- The launcher doesn't auto-download anything (demos/additional components for games). This is because of the Windows store's rules on bundleware.
-- A help button is included which opens a PDF file with download links to everything. (This will be available in the next alpha).
-- The visual C++ runtime libraries are statically linked. This means the launcher and the two dlls will be will double in size. The installation size doubles from 3.x MB to a little under 7 MB.
This is also because of store rules on additional components. The next alpha will also have this. It should functionally be identical.
-- The help document briefly how to setup each game, but doesn't have detailed instructions. It mentions the use of dgVoodoo (for DirectDraw support) and DxWnd, but does not include them.

Unforunately this is listed under the entertainment category, because I wasn't sure it'd be allowed in the Games section (not being a game).

*****************************************************************************************
The alphabetas
*****************************************************************************************

Sorry for intruding on your weekend, but

I have a test build for anyone wanting to try out RReady.
*****************************************************************************************
Alpha build: Team Apache video fix. (fully tested, identical to store build) September 22, 2023 Alpha Release

https://1drv.ms/u/s!As-dKk-N73dSlhwXgBSd3jTtucfL?e=X8J4hI

MD5: 9f2d13a2b128537dcd5f30650dd7c1d2

- Toggles dynamically between single threaded mode and multi-threaded mode with Team Apache. The videos don't playback with multi-threading, but in-game graphics require it for performance. I haven't tested this rigorously, so feedback would be most welcome. Requires @Been_Nath_058's fixed intro videos to avoid crashing. Forcing single threaded mode with a shim/dxwnd should be unnecessary, barring bugs.

*****************************************************************************************
Latest stable build : full screen switch (Mostly tested) September 21, 2023

https://1drv.ms/u/s!As-dKk-N73dSlhsBM2ZvCalX_91S?e=5sm71p

MD5: 034cdbb1c9659d1beac0bd67f409916d

- Switches full-screen mode switch over from ChangeDisplaySettings to the ANSI version (ChangeDisplaySettingsA). This should allow games running under DxWnd to remap to higher resolutions with DxWnd (2.05.99)

-If single threaded is forced for "Team Apache" with DxWnd or a shim, RReady no longer switches back to multi-threaded. NB For this app RReady does not force single threaded mode as it kills in-game performance.

- Fixes a SODA car select menu performance regression.

*****************************************************************************************

Stable build : vHexen II /Heavy Gear fogging (Somewhat tested) September 10 2023

https://1drv.ms/u/s!As-dKk-N73dSlggPsgIQ_q5Pdr-i?e=EgruKV

- Memory allocation for surfaces and buffer groups have been moved into a custom heap. As a result vHexen II no longer requires DxWnd or Win98 compatibility.
- Should finally fix Heavy Gear 1 fogging. Constant fogging was being set when per vertex fog info was unavailable, but the command buffer numeric property update was disabled during testing and never reenabled .
- This will probably (barring bugs reported) be the final release of RReady until F1 is supported.

*****************************************************************************************

INFO
Minimum requirements:
Dual core 3.00 GHz
Intel HD 4000 (SODA offroad and Team Apache will have issues on Intel HD graphics) (Discrete GPU recommended)
3 MB disk space
Windows 7 SP1 or later

Recommended:
Quad core
Discrete OpenGL 3.3 compatible GPU with GLSL 1.40 compatibility profile support (Most discrete GPUs built after 2012 should be fine)
Windows 7 SP1 or later.

"Alpha 1" text annoyingly appears on screen, I do apologise for that.

All the SDK demos, "Race to the RRedline!" demos and all RRedline version 2.0 games should work*.

Just run the launcher and from the "Windows Apps" tab select add game (to remove right click the game in the list and select remove).

Launching games from the launcher, RLauncher, will automatically set compatibility settings for some , but not all apps. The launcher no longer needs to be running for games to work.

For Quake 2, Hexen II and MDK appropriate files will be downloaded automatically (ref_v1k.dll, VH2 .exe and MDKRed.exe). If you already have these files in your installation folder it won't download them.

Supported games:

Indy Car Racing 2/Cart Racing 2
https://youtu.be/_XL2kaKnJhw
- DMA thread safety sometimes an issue on some systems. setting threadsafe=true or cacheddma=true will usually fix stability issues at the cost of some performance.

Whiplash
https://youtu.be/N9hH2KPPtyU
- no DMA issues

Tomb Raider 1
https://youtu.be/IbAhvjMwDYg

- Health bar doesn't currently render
- no DMA issues

Rebel Moon
https://youtu.be/U-_1qVne9fY
- Chroma Keying fixed (not seen in this video)
- No DMA issues

vQuake II (Quake II )

https://youtu.be/qb1eYQ35iV0?si=zbSEeGVYDCC-H05o

- force fullscreen in rlauncher.exe and a resolution needs to be set (can be max). The baseq2/config.cfg needs to be set to windowed.
- Does work with Remaster (add quake2.exe, configure in RLauncher, copy dlls* and launch original game from steam,). (*to copy dlls you could just run the game from the launcher. This will copy the dlls and run the remaster. Quit and on subsequent runs launch original version from Steam).

vHexen II (Hexen II)

https://youtu.be/w0hFT8umNQw?si=BmMIbrdvZ-OxRSLL

Intel HD 6000 may have issues running it, 4000 HD should be fine though Loading progress bars might not work correctly. Discrete GPUs should be OK. With the September 10 2023 build of RReady, WIn98 compatibility or DxWnd is no longer required. It should run natively.

Monster Truck Madness 2

https://youtu.be/2Bom-ZSNiXw?si=8Gt5w5DYq1a3bEbF

No issues.

Heavy Gear 1 demo/Heavy Gear 1

https://youtu.be/UdNUEEuFKts?si=uR_Y_Set7ZKCf4ma

Exiting a mission may leave you with a black screen. Stick dgvoodo's Ddraw.dll along with D3dImm.dll in the game folder and it should work for most users.

Sub Culture/Sub Culture Demo

https://www.youtube.com/watch?v=f5JAAI6FYcE&t=25s

Should run without issue.

MDK

https://youtu.be/Hgxik-rUWT4?si=sP5sbbD73fMTNbA5

No problems.

SODA Offroad '97

https://youtu.be/uiyCT3FMcQA?si=0hrHlju9fbHaMYQL

Intel HD graphics of all varieties will have issues rendering the menus. Not sure about AMD GPUs. Otherwise fully functional.

Die by the Sword

https://youtu.be/HUtbSuzfqqw?si=ue3Zo8I3WaxkzB9Y

Starting up WinDie.exe may be iffy and the menus can be randomly slow in Win11.

Grand Prix Legends (GPL)
https://www.youtube.com/watch?v=Rth5lU8zM2A

RLauncher's resolution settings should be set at default. Higher resolutions should be selected from the in-game options menu
Intel HD integrated gpu users will have issues. Discrete gpus should be fine.

Interstate '76
https://www.youtube.com/watch?v=EAjSmOrCef0&t=5s

Runs with DxWnd. Stable 2.05.96 should work as well as the upcoming release.

Myth :The Fallen Lords

https://www.youtube.com/watch?v=vfCLjEXMM1o&t=57s
Needs WinXPSP2 compatibility set in Launcher. v1.3 Runs with dgvoodoo's directdraw.dll and d3dimm.dll present in the game folder.

Mech Warrior 2 Titanium/Mercenaries

https://youtu.be/QunN6dDEGPo?si=19UfgoZBumtQ2t4E

Runs with DxWnd stable 2.05.96. Please see a guide for details.

Team Apache

https://youtu.be/MKXiQZ1EwRE

Runs, skip the intro videos by pressing ESC 2-3 times quickly and the game should be fine from then on, though a few niggling issues still remain. Does not run on Intel HD graphics. Alternatively corrected videos can be used from the net.

Forumula 1

https://youtu.be/kFRRl686S94

Runs natively.

************************************************************************************[/b]

This has been tested on nvidia and Intel hardware so I don't know whether they'll even work on AMD hardware. I have run the shaders against AMD offline shader validation tools and they appear to pass. Intel ARC also remains untested.

Generally you should be fine with an nvidia gpu.

If it doesn't work or you have any suggestions please reply to this thread and I'll try and resolve it. RLauncher has a "View logfile" button near the bottom, which should help diagnose what's wrong (barring catastrophic failure, in which case an instrumented build would be necessary). If not "Zip log files" will zip up 4 generations of log files (the maximum maintained) and open an explorer view to %localappdata%\temp (where the log files live).

Legacy Builds

Fogging Fix (Not fully tested)

https://1drv.ms/u/s!As-dKk-N73dSlgSzhPpxv1WwOOye?e=dzlOev
MD5: f1142836cb6fef31ff43265f45f38a42

- Fogging fixes. Fogging inputs in the range 0-255 were scaled down to 0.0-1.0 in the vertex shader. Now it's done in the fragment shader preventing a loss of precision in fog interpolation. This is very noticeable in Sub Culture.
- Heavy Gear 1 fogging issues. Per vertex fog info now updates the constant fog value (used when fogging is enabled without per vertex data). This caused noticeable sudden polygon colour changes in distant mountains and objects. The last vertex's per vertex info for colour, fog and alpha (when available) is used to update the complementary constant value. On an actual Rendition board this value is indeterminate after passing per vertex data.

Heavy Gear makes a habit of enabling fogging without per vertex data and often not setting the constant value. This should massively improve distant objects.

*****************************************************************************************

GPL+Monster Truck Madness 2 Hotfix Build 05 September 2023

https://1drv.ms/u/s!As-dKk-N73dSlX_JnLc8W_qRgm_e?e=HhEU3E
md5: a2c2f154bf6e4a6c708f5808da4bab07

- GPL should be 100% functional with no flickering.
- GPL performance improved. Should run at a full 36 fps while driving.
- Monster Truck Madness 2 High Quality should work without issue.
- Not tested against anything else.

There may be a new v_lockbuffer issue which can be seen in occasional gearbox rendering tearing. This will be fixed in the next tested build.
[EDIT] The lock buffer issue may be a non-issue. It sort of occurs with software rendering as well.

*****************************************************************************************

(mostly tested) Build 02 September 2023
Grand Prix Legends Release:

https://1drv.ms/u/s!As-dKk-N73dSlXzOy7Ry7FjpSxh2?e=VX9RGb
MD5:
6eea4dfda7f78fc4d5b9948f12aa91a6
- Adds support for GPL (RLauncher's resolution settings should be set at default. Higher resolutions should be selected from the in-game options menu).
- Fixes performance regression with tdhdemo.
- Team Apache still has glitchy front buffer updates.

With this release all RRedline v2.0 games should be supported either standalone or with dgvoodoo/dxwnd. F1 '97 (RRedline v1.0) being the sole WIndows Rendition game that currently doesn't work.

****************************************************************************************************************************
Build 27 August 2023
https://1drv.ms/u/s!As-dKk-N73dSlXDCLw7avRY8WPHv?e=eTNacg

MD5:d80770f61ea3d9aec1168345d024c784

- Tweaks and fixes, also contains all previous fixes. Team Apache still not 100% but a lot better, but there are other fixes. This is a somewhat tested build.
- Should fix bug with RLauncher.exe adding sdk and rredline demos to wingames tab. I don't know when this bug was introduced, but doing a "reset all settings" from RLauncher and then adding everything back should work.
- SDK demo triangle.exe should once again be runnable from the launcher.
- Fullscreen toggle might take a bit longer, but it will be fixed in the next release.
- RReady will no longer fail on resolution changes. This is to support DxWnd. It'll log the error and move on.
- Rlauncher's license activation is disabled. Redline.dll and Verite.dll will work independently. The activation isn't coming back.
- An issue has cropped up with running RReady compatible games while Vivaldi or Opera browsers are running. They may be OpenGL based apps and should be closed before running a game.

*****************************************************************************************
Mostly untested Build 24 August 2023
https://1drv.ms/u/s!As-dKk-N73dSlWtpmA4bsjVRY0Ga?e=SjI8ys

MD5:9edebef8ad9d6f2e83f3b961b73d0e30

Should improve compatibility with SODA's level select menu on Intel HD graphics, but it's still broken.
Need confirmation that the level select menu works on an AMD GPU. Until then it's mea culpa.

*****************************************************************************************
Some what tested Build August 23 2023:
https://1drv.ms/u/s!As-dKk-N73dSlWqrlXPcYGyXkQZD?e=eotpUA
(MD5:7c6771be2976016c49c1cfd79d1d03fe)

- Should fix Heavy Gear 1 fogging corrupting some textures.
*****************************************************************************************
Tested build August 22, 2023 (with Heavy Gear 1 fogging issues):

https://1drv.ms/u/s!As-dKk-N73dSlWiJjnsjyFptNVzt?e=fClOWC

(MD5: 657795403cccb3c02d2c765201983cf6)

Fixes:
- Adds support for "Myth the Fallen Lords" (requires xpsp2 compat & ddraw. Dll from dgvoodoo) and "Interstate '76" (I76 requires DxWnd 2.05.96). Team Apache support vastly improved.
- Major shader bug fixed (Everything is affected, especially Heavy Gear 1).
- Shader chroma keying code tweaked. Should work with Myth the Fallen Lords and Interstate '76 now.
- Changes texture clamping modes for MDK and Interstate '76. Should no longer produce corrupted textures in some levels.
- Windows 7 should no longer complain about a missing DLL.
- Team Apache's menus and loading screens should now render. Glitches still remain including not updating the screen after exiting a mission and tracking the cursor.
The menu screens are front buffer based.
- Front buffer updates should render a lot better (Team Apache menus and vHexen II loading progress bars).
- RReady deviates from the spec for Interstate '76 and no longer toggles fullscreen. DxWnd should be able to hook a bit better.
- Interstate '76 forced copyback=1 is gone. Should work much better with DxWnd.
*****************************************************************************************
[Older builds]
***********************************************************************************************************************************

https://1drv.ms/u/s!As-dKk-N73dSlVxy4MpmWL3o9Cxh?e=hDV5eg

(MD5 checksum: 29fed9fd15c6c9ae88829d0c39dfb9c5)

***********************************************************************************************************************************
[Mech Warrior 2 build:

https://1drv.ms/u/s!As-dKk-N73dSlV1pa5AuLniZcuU2?e=kzZXZ1

MD5 4e6a45c7712016cbeca239137768dc9b

Fixes:
- Textures should be correct
- CopyBack should work with additional missions.
- Not tested against all other games
]

***********************************************************************************************************************************
[EDIT]
For Windows 7 :
Try this:
https://1drv.ms/u/s!As-dKk-N73dSlV5vcI-T83-Yj2K9?e=7Xkfyi
This should be the same as the MechWarrior fix, but like that build is untested. I don't know whether it'll work, but it should fix an issue that came up on sourceforge.
MD5 77465f2b7c6551eb80107530c2cfc3d2
[/EDIT]

***********************************************************************************************************************************

Thanks for reading the entire post and I hope this is of use to someone other than me.

Last edited by sharangad on 2025-01-14, 06:34. Edited 165 times in total.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 1 of 2285, by ntalaec

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Many thanks for this project!

Any plans to support Speedy3D for DOS games like IndyCar Racing II?

Reply 3 of 2285, by BEEN_Nath_58

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I tested with SODA Off-Road Racing and it works quite well. I have this question: how to keep the resolution unforced?

Oh and didn't MechWarrior 2 Titanium support RRedline? I will check out tomorrow, but you'll know better.

Edit: It does, but I am not getting it to work properly (check attachment).
Edit-2: Look at the textures too (stretched?). Until I hit Exit, it appears like this.

previously known as Discrete_BOB_058

Reply 4 of 2285, by sharangad

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MechWarrior 2 Titanium is rredline. I forgot to add it to the list . I can't get it to run at all on my Dev system (win 11 amd, nvidia) . How'd you get it going?

Can you attach your log files after running mechwarrior? Just hit zip log files. It should open an explorer view with the zip file highlighted.

To keep the resolution unforced, in rendition.cfg set the remapall=max to remapall= <blank>. (at the very end of the file). Alternatively remapall=640x480x60, if the refresh rate is too high.

Alternatively, you can put a # sign at the start of the line to comment it out.
You can also comment out remap all and add

Remap640x480=640x480x75 (for 640x480@75 Hz). Games that need Win 98 compatibility can't use =max because resolutions higher than 1280x1024 are hidden as well as the refresh rates.

Forcefullscreen needs to commented out as well, only quake 2 needs that.

A lot of rredline games use an 85 Hz refresh rate which for a lot of 60 hz panels isn't doable. So remapping 640x480 and 800x600 is a good idea.

I should probably add a native option to the resolution selector.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 5 of 2285, by BEEN_Nath_58

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sharangad wrote on 2023-08-13, 03:22:

MechWarrior 2 Titanium is rredline. I forgot to add it to the list . I can't get it to run at all on my Dev system (win 11 amd, nvidia) . How'd you get it going?

A comprehensive guide to install and play MechWarrior 2 on new versions on Windows.

Check the MechWarrior 2 Titanium part.

sharangad wrote on 2023-08-13, 03:22:

Alternatively remapall=640x480x60, if the refresh rate is too high.

This brings the game properly to fulllscreen, the texture bug is there, I will add log.

sharangad wrote on 2023-08-13, 03:22:

A lot of rredline games use an 85 Hz refresh rate which for a lot of 60 hz panels isn't doable.

I think it is better that RReady decides to choose the monitor refresh rate by as default, instead of looking for 85hz. The 85hz option can be set as "unforced" - refresh rate; in the resolution selector applet.

sharangad wrote on 2023-08-13, 03:22:

Can you attach your log files after running mechwarrior? Just hit zip log files. It should open an explorer view with the zip file highlighted.

Sure

Query: What is the difference between aspect and monitor aspect?

Last edited by BEEN_Nath_58 on 2023-08-13, 04:45. Edited 1 time in total.

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Reply 6 of 2285, by sharangad

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Thanks for that, got it working!

How do I select the renderer in game,? I'm having a bit of a slow day.

Last edited by sharangad on 2023-08-13, 05:26. Edited 1 time in total.

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https://www.youtube.com/@sharangadayananda

Reply 7 of 2285, by BEEN_Nath_58

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sharangad wrote on 2023-08-13, 04:38:
BEEN_Nath_58 wrote on 2023-08-13, 04:10:

I think it is better that RReady decides to choose the monitor refresh rate by as default, instead of looking for 85hz. The 85hz option can be set as "unforced" - refresh rate; in the resolution selector applet.

Query: What is the difference between aspect and monitor aspect? What I observed it, former changes stuff inside game, other is just a resizer with black border. Correct?

The problem being with Win95/98 compatibility where Windows reports a refresh rate of 0 for the restricted resolutions. Also users might not want to run at max refresh, I don't know why but they might not. But you're right ignoring refresh rate by default would be useful (forcing max) and defaulting to 60 when unavailable

Instead of "max", by definition setting the "desktop" refresh rate could be better. It is how Direct3D does stuffs if I am not wrong. My monitor supports 1080p 60hz max officially, the driver supports upto 72hz at 640x480 (I don't know if it's an "officially supported" refresh rate for low res, but it's there).

By my definition, "Max" could still mean two things: highest driver refresh rate (72hz), highest refresh rate available at the output resolution (60hz at 1080p). It's an ambiguous term, and however you plan to do, there could be a readme or manual in your proper release later. I suppose you will go by the "highest refresh rate available at the output resolution" definition.

In case of bad refresh modes, such as 0hz, 60hz can be a fallback as you said.

Opinions: Whenever you create a configurator, I feel you can remove the "aspect" setting only inside the configurator app. It should be kept in the .cfg though. Since the user should only need the "monitor aspect" (maybe rename it to "Output aspect ratio" there). Also the "aspect" setting that is in the .cfg can be configured to be "unforced", since there can be games that need 5:4 or some other ratio (I am not aware, but I am not cutting possibilities), which would otherwise look squeezed?

Problem-2:
MechWarrior 2, if you run it in DxWnd windowed mode as I specified earlier, would flash in Rendition mode. This also happens in fullscreen mode, if I run the game in Glide, then in Direct3D, and then switch to RRedline without exiting the game. It could be a DxWnd problem as well, but you can inspect it better.

Problem-3:

I enabled MSI Afterburner to monitor the status. There looks like a memory leak, that hogs the FPS gradually.

previously known as Discrete_BOB_058

Reply 8 of 2285, by sharangad

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BEEN_Nath_58 wrote on 2023-08-13, 04:58:
Instead of "max", by definition setting the "desktop" refresh rate could be better. It is how Direct3D does stuffs if I am not w […]
Show full quote
sharangad wrote on 2023-08-13, 04:38:
BEEN_Nath_58 wrote on 2023-08-13, 04:10:

I think it is better that RReady decides to choose the monitor refresh rate by as default, instead of looking for 85hz. The 85hz option can be set as "unforced" - refresh rate; in the resolution selector applet.

Query: What is the difference between aspect and monitor aspect? What I observed it, former changes stuff inside game, other is just a resizer with black border. Correct?

The problem being with Win95/98 compatibility where Windows reports a refresh rate of 0 for the restricted resolutions. Also users might not want to run at max refresh, I don't know why but they might not. But you're right ignoring refresh rate by default would be useful (forcing max) and defaulting to 60 when unavailable

Instead of "max", by definition setting the "desktop" refresh rate could be better. It is how Direct3D does stuffs if I am not wrong. My monitor supports 1080p 60hz max officially, the driver supports upto 72hz at 640x480 (I don't know if it's an "officially supported" refresh rate for low res, but it's there).

By my definition, "Max" could still mean two things: highest driver refresh rate (72hz), highest refresh rate available at the output resolution (60hz at 1080p). It's an ambiguous term, and however you plan to do, there could be a readme or manual in your proper release later. I suppose you will go by the "highest refresh rate available at the output resolution" definition.

In case of bad refresh modes, such as 0hz, 60hz can be a fallback as you said.

Opinions: Whenever you create a configurator, I feel you can remove the "aspect" setting only inside the configurator app. It should be kept in the .cfg though. Since the user should only need the "monitor aspect" (maybe rename it to "Output aspect ratio" there). Also the "aspect" setting that is in the .cfg can be configured to be "unforced", since there can be games that need 5:4 or some other ratio (I am not aware, but I am not cutting possibilities), which would otherwise look squeezed?

Problem-2:
MechWarrior 2, if you run it in DxWnd windowed mode as I specified earlier, would flash in Rendition mode. This also happens in fullscreen mode, if I run the game in Glide, then in Direct3D, and then switch to RRedline without exiting the game. It could be a DxWnd problem as well, but you can inspect it better.

Problem-3:

I enabled MSI Afterburner to monitor the status. There looks like a memory leak, that hogs the FPS gradually.

Could you add CopyBack=1 to rendition.cfg to see if it helps.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 9 of 2285, by BEEN_Nath_58

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sharangad wrote on 2023-08-13, 05:31:
BEEN_Nath_58 wrote on 2023-08-13, 04:58:
Instead of "max", by definition setting the "desktop" refresh rate could be better. It is how Direct3D does stuffs if I am not w […]
Show full quote
sharangad wrote on 2023-08-13, 04:38:

The problem being with Win95/98 compatibility where Windows reports a refresh rate of 0 for the restricted resolutions. Also users might not want to run at max refresh, I don't know why but they might not. But you're right ignoring refresh rate by default would be useful (forcing max) and defaulting to 60 when unavailable

Instead of "max", by definition setting the "desktop" refresh rate could be better. It is how Direct3D does stuffs if I am not wrong. My monitor supports 1080p 60hz max officially, the driver supports upto 72hz at 640x480 (I don't know if it's an "officially supported" refresh rate for low res, but it's there).

By my definition, "Max" could still mean two things: highest driver refresh rate (72hz), highest refresh rate available at the output resolution (60hz at 1080p). It's an ambiguous term, and however you plan to do, there could be a readme or manual in your proper release later. I suppose you will go by the "highest refresh rate available at the output resolution" definition.

In case of bad refresh modes, such as 0hz, 60hz can be a fallback as you said.

Opinions: Whenever you create a configurator, I feel you can remove the "aspect" setting only inside the configurator app. It should be kept in the .cfg though. Since the user should only need the "monitor aspect" (maybe rename it to "Output aspect ratio" there). Also the "aspect" setting that is in the .cfg can be configured to be "unforced", since there can be games that need 5:4 or some other ratio (I am not aware, but I am not cutting possibilities), which would otherwise look squeezed?

Problem-2:
MechWarrior 2, if you run it in DxWnd windowed mode as I specified earlier, would flash in Rendition mode. This also happens in fullscreen mode, if I run the game in Glide, then in Direct3D, and then switch to RRedline without exiting the game. It could be a DxWnd problem as well, but you can inspect it better.

Problem-3:

I enabled MSI Afterburner to monitor the status. There looks like a memory leak, that hogs the FPS gradually.

Could you add CopyBack=1 to rendition.cfg to see if it helps.

Edited: That fixed the flashing, but the game crashes on 2nd run! The texture problem, and the fps decreasing still remains.

Log for the crash

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Reply 10 of 2285, by sharangad

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Ok, got it going.

Will sort out the texture issue and memory leak.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 11 of 2285, by BEEN_Nath_58

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sharangad wrote on 2023-08-13, 05:51:

Ok, got it going.

Will sort out the texture issue and memory leak.

(This post is under constant edit)
The flashing problem seems related to CopyBack surface, it seems. MSI Afterburner reports main game value, while DxWnd reports copyback surface value.
I don't know how many things are refreshed by the game, I can see 7 different FPS values for the game on screen when CopyBack=1 and OpenGL is DxWnd-hooked:(

sharangad wrote on 2023-08-13, 04:38:

Thanks for that, got it working!

How do I select the renderer in game,? I'm having a bit of a slow day.

Missed that completely. Hover mouse up the screen. Options -> Video Options -> Rendition RRedline

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Reply 12 of 2285, by sharangad

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BEEN_Nath_58 wrote on 2023-08-13, 06:10:

(This post is under constant edit)
The flashing problem seems related to CopyBack surface, it seems. MSI Afterburner reports main game value, while DxWnd reports copyback surface value.
I don't know how many things are refreshed by the game, I can see 7 different FPS values for the game on screen when CopyBack=1 and OpenGL is DxWnd-hooked:(

CopyBack renders to another OpenGL window and blits the data using GDI calls onto the main window. I recently added this because some games use DirectDraw for menus, which is incompatible with OpenGL.

[EDIT]
Fixed not being able to start another level.

The world texture issue is clamping. For some reason the floor texture is clamping to its original size.
[/EDIT]

Last edited by sharangad on 2023-08-13, 08:55. Edited 1 time in total.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 13 of 2285, by BEEN_Nath_58

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sharangad wrote on 2023-08-13, 08:19:
BEEN_Nath_58 wrote on 2023-08-13, 06:10:

(This post is under constant edit)
The flashing problem seems related to CopyBack surface, it seems. MSI Afterburner reports main game value, while DxWnd reports copyback surface value.
I don't know how many things are refreshed by the game, I can see 7 different FPS values for the game on screen when CopyBack=1 and OpenGL is DxWnd-hooked:(

CopyBack renders to another OpenGL window and blits the data using GDI calls onto the main window. I recently added this because some games use DirectDraw for menus, which is incompatible with OpenGL.

Well it did fix the flashing but it crashes. Did the log say anything... (till then I am testing Interstate76)

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Reply 14 of 2285, by BEEN_Nath_58

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Interstate 76 looks beautiful. It has problems. The game crashes with an error that reverts to SW renderer.

This scene is at a higher resolution. The .cfg said 640x480 but the screen is not. After logging out and in, I changed to 800x600 and back to 640x480. Now the game in fullscreen goes out of window and is slanted. It is as if the game doesn't want to follow the file.

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Reply 15 of 2285, by sharangad

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BEEN_Nath_58 wrote on 2023-08-13, 08:28:

Interstate 76 looks beautiful. It has problems. The game crashes with an error that reverts to SW renderer.

This scene is at a higher resolution. The .cfg said 640x480 but the screen is not. After logging out and in, I changed to 800x600 and back to 640x480. Now the game in fullscreen goes out of window and is slanted. It is as if the game doesn't want to follow the file.

If you could post a handy link to a guide to getting it to run. I'll look at it as soon as I fix mech2.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 16 of 2285, by sharangad

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BEEN_Nath_58 wrote on 2023-08-13, 08:28:

Interstate 76 looks beautiful. It has problems. The game crashes with an error that reverts to SW renderer.

This scene is at a higher resolution. The .cfg said 640x480 but the screen is not. After logging out and in, I changed to 800x600 and back to 640x480. Now the game in fullscreen goes out of window and is slanted. It is as if the game doesn't want to follow the file.

Is forcefullscreen set in the cfg?

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 17 of 2285, by leileilol

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AMD user here, can confirm MDKRED works

Out of curiosity, no luck with Quake3 however (renaming the late'98 beta ICD opengl32.dll to veritegl.dll, r_gldriver veritegl, and putting the wrapper in). It's noted to run at a crawl on hardware

apsosig.png
long live PCem

Reply 18 of 2285, by BEEN_Nath_58

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sharangad wrote on 2023-08-13, 09:11:
BEEN_Nath_58 wrote on 2023-08-13, 08:28:

Interstate 76 looks beautiful. It has problems. The game crashes with an error that reverts to SW renderer.

This scene is at a higher resolution. The .cfg said 640x480 but the screen is not. After logging out and in, I changed to 800x600 and back to 640x480. Now the game in fullscreen goes out of window and is slanted. It is as if the game doesn't want to follow the file.

Is forcefullscreen set in the cfg?

No I disabled it. When I used windowing of DxWnd, the setting I had to change to was remapall=640x480. The problem is, it doesn't do anything in fullscreen! It is as if DxWnd window mode magically fixed the wrapper.

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Reply 19 of 2285, by sharangad

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leileilol wrote on 2023-08-13, 09:27:

AMD user here, can confirm MDKRED works

Out of curiosity, no luck with Quake3 however (renaming the late'98 beta ICD opengl32.dll to veritegl.dll, r_gldriver veritegl, and putting the wrapper in). It's noted to run at a crawl on hardware

Quake 3 is opengl, not rredline. Not entirely sure that verite gl maps to rredline. I'll check it out just as soon as I finish dealing with mechwarrior.

Did you leave the launcher running before running Quake 3? If verite_gl is redline based it won't load if work unless you do.

Last edited by sharangad on 2023-08-13, 10:39. Edited 1 time in total.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda