timenewroman
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if the message continues to appear try running Project64 as administrator
Thank you, that worked.
if the message continues to appear try running Project64 as administrator
Uh, but wouldn't that make it incompatible with any emulators other than Project64 1.7+? Also as far as I know, the new plugin specs were only created to prevent the new Jabo plugins from being redistributed and used in other emulators, they do not contain any real improvements over the previous ones.Update the plugin to conform with the latest video plugin specifications for Project64
Nah the specs are fairly backwards compatible, the only main difference is that there's a few more features here and there, and since versions below 1.7 dont make any call of them, theres no issue anyway. XD Jabo's plugins probably just rely on Zilmars RSPUh, but wouldn't that make it incompatible with any emulators other than Project64 1.7+? Also as far as I know, the new plugin specs were only created to prevent the new Jabo plugins from being redistributed and used in other emulators, they do not contain any real improvements over the previous ones.
Which means you killed compatibility with Windows XP (and anything based on NT 5.X).This may be due to me switching to using a newer toolset for visual studio.
Which means you killed compatibility with Windows XP (and anything based on NT 5.X).
Also, you should edit the first post to reflect the requirement of the Microsoft Visual C++ 2012 Runtime.
Oh really? Well, I guess that's a nice treatment from Microsoft...Wrong actually,Visual Studio SP1 adds support for XP. So everything should work absolutely fine.
Yeah I probably should >.<
EDIT:
Development is probably going to stall soon sorry guys, computer is starting to act up quite a bit (Cant go a day without 3 full reboots). And i do not have the money to upgrade/replace the dodgy parts >.<
EDIT2: Well before my computer crashed out on me yet again I had actually finally made some work on getting pillarboxing implemented (main issue is reposition the UI so it doesnt get clipped more than anything) Ill upload some photos later >.< Hopefully all my source files are fine
Current plan is to merge in all improvements done by the Daedulus team (there's quite a few, they handle a lot of things much cleaner than rice does, but at the same time their not the easiest changes to merge across.
yeah indeed, was actually surprised they added back in backwards compatibility XDOh really? Well, I guess that's a nice treatment from Microsoft...
And well, as long as "stalled" doesn't mean "permanently abandoned", it's alright. If it helps, I will spend part of the afternoon clicking you Adfly links, since I don't want to have anything to do with PayPal (and my debit card is running a bit short of money...).
Ahhh yes I saw that the other night, just got to do some serious rethinking of our lighting. I got it implemented a couple of days ago but produced quite a mess. Though i get the feeling that's more just down to my bad porting of the code than anything >.< Probably try and bring across some of your other changes beforehand. Your handling of the microcommands is much cleaner and nicer than the way Rice is handling it at the moment in my opinion.Ah thanks!
If you want to give it a shot, we implemented recently proper lightning for Conker and Majora's Mask (props to Glide64 authors for reversing the ucodes!)
Aw, but my computer only supports DirectX 10.1 Does this mean the plugin would only work with DirectX 11.2 capable cards? Because AFAIK only a few cards support that currently.Development might slow down a fair bit for awhile sorry guys. I'm planning on a complete overhaul of the DirectX9 system with DirectX10 and 11 (Possible use some 11.2 features for those running windows 8 and add support for tiled resources)
There's varying advantages to this, for instance a much better programming pipeline. Much easier ways to handle things as it sorts particular shortfalls in DirectX9. It's also starting to make sense instead of using dating technologies to modernise hopefully bringing more features to the emulator.
Also a note, if your graphics card support DX10.1 it will actually support some features of DX11 like multi-threaded resource handling. DirectX11 is pretty much an extension to DX10. You just wont get access to features like tessellation and shadermodel 5.0.