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 ddfix-A patch for running Dark Engine games on modern hardware

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Bugya

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PostSubject: ddfix-A patch for running Dark Engine games on modern hardware   Sat Sep 25, 2010 5:18 am

Ddfix 1.5.3 is came out! This version fixes all issues with the xfire broadcast.
More info about ddfix http://www.ttlg.com/forums/showthread.php?t=121449
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Cherokee
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PostSubject: Re: ddfix-A patch for running Dark Engine games on modern hardware   Fri Oct 01, 2010 4:15 pm

Little update Smile http://jermi.dyndns.org/~jermi/stuff/Thief/ddfix_1.5.4.zip

1.5.4 version is out..

Some new changes:
Desktop resolution is restored when returning from Dromed game mode, even if game mode and editor are set to the same resolution.
If UseCompatibleZBuffer=0, out of two different z-buffer formats the one that works is used.
Texture replacement support for Dromed2 v1.18, Dromed v1.37, ShockEd v2.12. (Excluding TextureExists hook.)
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Bugya

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PostSubject: Re: ddfix-A patch for running Dark Engine games on modern hardware   Sat Nov 06, 2010 8:46 am

New version is out!

http://jermi.dyndns.org/~jermi/ddfix/ddfix_1.5.7.zip

Changelog:

ddfix 1.5.7

* Fixed bloom whiteout when console is active.
* Fixed messed up and flickering console. (Still some flickering remains if TripleBuffer=1.)
* New parameter LayeredOverlay. If LayeredOverlay=1, overlay is blitted to the backbuffer on every Unlock() call. This fixes the missing item model bug in SS2 inventory info.
* Auto replacement textures are now placed in the same directory with the texture to be replaced, and replacement extension must be .r.dds, .r.tga, .r.bmp or .r.avi. (r for "replacement")
* Widescreen support. Based on weak-ling's DarkWidescreen patch. Parameters gWidth and gHeight removed, information in cam.cfg is used instead. New MemAddr parameters Resolution, VertResLimit and AspectCorrection are set automatically for TG, T2 and SS2.
* Field of view (FOV) modification support. Based on weak-ling's DarkWidescreen patch. New parameter FovModification. New MemAddr parameter FovModification is set automatically for TG, T2 and SS2.
* Item size setting (Thief only). Based on weak-ling's DarkWidescreen patch. New parameter ItemSize. New MemAddr parameter ItemSize is set automatically for TG, T2 and SS2.
* UseSysMemOverlay and TextOverlayColourKey as well as LayeredOverlay are set automatically for TG, T2 and SS2.

ddfix 1.5.6

* Texture (pcx,gif,tga) auto replacement (uses giflib to decode gifs).
* Replacement texture search order changed from tga,dds,bmp,avi to dds,tga,bmp,avi.

ddfix 1.5.5

* Fixed a bug with the screen turning pure white when looking at a near wall in SS2.
* Per-mission ini files, new parameter EnableMissionIni.
* New parameter EnableGamma. Set EnableGamma=0 to disable gamma correction.
* New postprocessing parameters BloomShift and BloomShiftRemodulate.
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Bugya

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PostSubject: Re: ddfix-A patch for running Dark Engine games on modern hardware   Wed Dec 29, 2010 5:18 am

Update: ddfix 1.5.10

Changelog
ddfix 1.5.10

* Removed the useless alpha channel from the screenshots.
* Even more improved limb rendering fix for custom limb models with self-illuminating materials. T2 only.
* LimbZBufferFix now works also in "Masks".
* Fixed a problem with water transparency. New parameter WaterAlphaFix.
* Fog for "Framed" is no longer forced by default.
* The default for BloomUI is now 0 for the game executables and 1 for the editors, because BloomUI=0 doesn't work with the editors.

ddfix 1.5.9

* Fixed bloom for arrows when BloomUI=0.
* Improved limb rendering fix for custom limb and carry models. No effect on original models.
* Fixed overlay key color problems that caused solid color screen on some systems. Default key color is 0xffdf for both Thief and SS2.
* Fixed a bug that caused saturation to be applied even when post processing was disabled.

ddfix 1.5.8

* Fix for the limb model rendering bug in T2. New ini file parameter LimbZBufferFix.
* Replaced the ini file parameter UseCompatibleZBuffer with new parameter ZBufferBitDepth.
* All UI elements are now unaffected by bloom (except the minimap and some text boxes in SS2). New ini file parameter BloomUI.
* Replaced the ini file parameter BaseSaturation with Saturation, which is an overall saturation control affecting also bloom and the overlay. Bloom is affected by both Saturation and BloomSaturation.
* Fixed some crashes (with debug version) due to released FakeVidTextures being used.
* Fixed some crashes (with debug version) due to lost surfaces.
* Renovated the sample ini file. Now all the settings are commented out, and are exactly the same as the defaults in the binary.
* Bloom trailing no longer causes indefinite afterimages.
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