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Hi! I made an OpenGL driver for Outlaws. It works with both the demo and the version here on GOG.
I made it available on GitHub if you want to contribute: github.com/r1sc/outlaws-gl
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r1sc: Hi! I made an OpenGL driver for Outlaws. It works with both the demo and the version here on GOG.
I made it available on GitHub if you want to contribute: github.com/r1sc/outlaws-gl
Is FOV handled by the video driver, or the game itself?

Edit: and do you know what the default FOV of Outlaws is? I want to change it and have been unsuccessful so far :(
Post edited January 03, 2020 by ZellSF
All transform and clipping is handled by the game itself. The game basically just feeds screen-space polygons to the driver, which is responsible for just drawing them to the screen. So yeah to change the fov, you’ll need to look into olwin.exe
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r1sc: All transform and clipping is handled by the game itself. The game basically just feeds screen-space polygons to the driver, which is responsible for just drawing them to the screen. So yeah to change the fov, you’ll need to look into olwin.exe
I think I've looked for it there too and given up :(

At least next time I try I won't bother looking in the driver.

Tried the OpenGL driver because I was bored and this part of your documentation confused me:
"Create a settings-file called legogl.conf and place it in the same directory as the DLL"
Should be lecogl.conf, I was wondering why I was only getting a tiny window.

This is a bit of misinformation (for now at least):
"Run olcfg.exe. Select the OpenGL driver in the list and a corresponding resolution to the right. The resolution should be choosen based on the aspect ratio of your intended output. The driver automatically upscales to your window resolution set in the settings file (or desktop resolution if fullscreen). Rendering of primitives is done in the resolution set in the config file, so this really only affects aspect ratio and text-resolution in game. "
At the moment it also affects 3D rendering accuracy, like other methods of forcing rendering resolution on Outlaws:
https://www.youtube.com/watch?v=h4NbVc80D-A
I changed the OpenGL driver to run at 1920x1080 and it looked a lot better than at 640x360 (being vert- widescreen is a bit pointless IMO).
Yes, it will affect the precision of the vertices. They are, as I wrote, handed to the driver transformed and projected to the screen. The reason I choose to upscale instead of handing you the native resolution is speed. I noticed a significant drop in framerate when I gave Outlaws a high resolution, however I didn't notice any dramatic effect on vertex accuracy with the upscaling.

Thanks for noticing the typo. I'll fix that.

Well I tried it again with my native monitor resolution, and you're right. It's actually noticable. I wonder how I managed to miss this while I tested earlier.. Well, I'll just enumerate all possible display modes and let users select that. Maybe I can add an upscaling option as an alternative.
Post edited January 04, 2020 by r1sc
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r1sc: Well I tried it again with my native monitor resolution, and you're right. It's actually noticable. I wonder how I managed to miss this while I tested earlier.. Well, I'll just enumerate all possible display modes and let users select that. Maybe I can add an upscaling option as an alternative.
It's easy to miss. Hence the video.

Upscaling would be necessary depending on future performance improvements. There's a reason I said the OpenGL render was OK at 1920x1080 and not 3840x2160 (which is the resolution I currently have the Direct3D render set to).
How do you get the lecogl.dll ?
Does anyone have a compiled dll to share?
Yeah, a compiled dll would be appreciated & handy.
Alternately, if someone knows where to get just the stripped-down compiler without a gig of useless stuff that could save me my data cap.
There's really no point in getting this if you're not a developer. The Direct3D render is still much better. The texture issue happens fairly frequently and performance is low.

Only reason I tried it was because I was bored, but I didn't waste anyone else's time on that.

Obviously still good job to the developer for figuring it out. Hopefully the information will help someone eventually create a perfect render.
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ZellSF: Obviously still good job to the developer for figuring it out. Hopefully the information will help someone eventually create a perfect render.
The Force Engine will have you covered at some point.
I wouldn't be too optimistic about the Force Engine. Hopefully it goes somewhere, but the developer's previous attempt did not (well DarkXL does exist, but it's very incomplete).