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SADX Lantern Engine Dreamcast lighting for SADX PC! (v1.4, 09/24/17)

#76 User is offline BlazeHedgehog 

Posted 24 September 2017 - 03:52 AM

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Well, crap. The Dreamcast character models pack wasn't working (SADX wouldn't even boot), which I determined to be an older, out of date version of the Lantern Engine mod. Updated to the newest DLL, updated to the newest Lantern Engine mod, and now SADX crashes the moment it renders any 3D model.

I'm pretty sure it's just this laptop's crummy old Intel onboard GPU, but it sucks primarily because the older version used to work (albeit with some framerate drops on stages like Red Mountain and Speed Highway). Now I just can't use Lantern Engine. :/

#77 User is offline Mester Keel98 

Posted 24 September 2017 - 08:24 AM

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View PostBlazeHedgehog, on 24 September 2017 - 03:52 AM, said:

Well, crap. The Dreamcast character models pack wasn't working (SADX wouldn't even boot), which I determined to be an older, out of date version of the Lantern Engine mod. Updated to the newest DLL, updated to the newest Lantern Engine mod, and now SADX crashes the moment it renders any 3D model.

I'm pretty sure it's just this laptop's crummy old Intel onboard GPU, but it sucks primarily because the older version used to work (albeit with some framerate drops on stages like Red Mountain and Speed Highway). Now I just can't use Lantern Engine. :/
Just want to possibly reassure about the old GPU thing - I'm having the same issue with newer dedicated GPU desktop card, GTX 1070.

I am able to use a much older version of the pallete lighting mod I have on hand (version 1.1), but updating to 1.3 causes it to crash as soon as anything 3D is rendered much like in that case there. Probably worth noting, I did grab the 1.5.0 d3d8to9 thing listed on the Lantern Engine download page, and have made doubly sure it's the version I've got in the SADX folder. Using Windows 10 64-bit if that matters to any degree. Game works pretty fine on the old mod and without mods (but with the loader), with the Lantern Engine always being first in load order when I try using either version (other mods limited to input fix and some of the rest of the stuff that comes with the latest Dreamcast Conversion installer).

Here's the entire log file for the above thing:
Spoiler


Seems to stop at the redirection step. Apparently that's correct? It seems to be doing its job since it generates this exact thing when not using the mod as well.

To verify, the older mod definitely works (with the newer d3d8to9 file, even):
On, Off

Just the newer one dies to death.
This post has been edited by Mester Keel98: 24 September 2017 - 09:23 AM

#78 User is offline Morph 

Posted 24 September 2017 - 01:34 PM

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You're right, it is crashing with d3d8to9 v1.5. The latest dev build works fine with v1.5, but for the stable release I'd recommend using d3d8to9 version 1.4.

Edit: in fact, let me just push this update...
This post has been edited by Morph: 24 September 2017 - 02:09 PM

#79 User is offline Morph 

Posted 24 September 2017 - 02:37 PM

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Well, scratch that last post. I've just pushed Version 1.4 which should be a welcome update for those on older hardware.

This version has two major performance improvements:

Shader cache, which caches shaders on disk to improve startup time, and manually managed vertex/pixel shaders (no more D3DX Effects). The latter improved performance by as much as 50% on my system. D3DX Effects are amazingly aggressive with resource management, which is why it ran so poorly. For full release notes, see the link above.

This should also work fine with d3d8to9 v1.5, as previously mentioned. :v:

Edit: And by the way, I wanted to thank everyone who has been reporting bugs here and on the issue tracker on the repo. This is my only (somewhat-personal) project with so much community engagement, and the bug reports really really help. Thank you!
This post has been edited by Morph: 24 September 2017 - 02:42 PM

#80 User is offline BlazeHedgehog 

Posted 24 September 2017 - 09:33 PM

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The day is saved, thank you

Posted Image

For the record, my poor Intel laptop GPU gets maybe a 5 fps boost from the update :v:

#81 User is offline Blue Spikeball 

Posted 24 September 2017 - 10:41 PM

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Question: What files would one have to modify to change the color used by a stage's lighting?

#82 User is offline PkR 

Posted 25 September 2017 - 12:42 AM

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If you use my tool, it has a built-in level select menu that you can use if PLEdit.exe is run from the lighting mod's system folder. Stage, character and object palettes are all in one file.

#83 User is offline Neo 

Posted 25 September 2017 - 03:38 AM

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View PostBlazeHedgehog, on 24 September 2017 - 09:33 PM, said:

Posted Image

Man, it bears repeating: it is positively bonkers that SADX can now be made to look like this. My undying gratitude to Morph, PkR, and everyone else in the Dream Team that allowed this to happen. You've provided this ol' fogie with some serious feels.

#84 User is offline Dark Sonic 

Posted 25 September 2017 - 06:39 AM

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View PostNeo, on 25 September 2017 - 03:38 AM, said:

View PostBlazeHedgehog, on 24 September 2017 - 09:33 PM, said:

Posted Image

Man, it bears repeating: it is positively bonkers that SADX can now be made to look like this. My undying gratitude to Morph, PkR, and everyone else in the Dream Team that allowed this to happen. You've provided this ol' fogie with some serious feels.

Reiterating this. It's amazing seeing a screenshot like this just knowing how garbage the base game looks. Great job team, this is SADX as we truly imagined it.

#85 User is offline Shaddy the guy 

Posted 25 September 2017 - 02:02 PM

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I mean, I'm sure plenty of people imagined SADX would look better before it came out.

#86 User is offline RikohZX 

Posted 25 September 2017 - 02:07 PM

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To be fair, I still see a lot of people prefer the SADX models so long as the gloss is taken off. All the missing effects and botched lighting are a different story, though, and it's impossible to figure out why Sega was so lazy with its porting afterwards (besides trying to save money).

#87 User is offline Neo 

Posted 25 September 2017 - 02:22 PM

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Mighty classy of you gents to take my compliment as pretext to bash SADX again

#88 User is offline RikohZX 

Posted 25 September 2017 - 02:53 PM

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I didn't mean to construe it as that, just moreso baffled. But the fact that in less than a year, some breakthroughs allowed people to restore so much is insane considering I remember lurking years ago and seeing some people resigned to stuff like this being impossible.

#89 User is offline Blue Spikeball 

Posted 25 September 2017 - 05:04 PM

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View PostPkR, on 25 September 2017 - 12:42 AM, said:

If you use my tool, it has a built-in level select menu that you can use if PLEdit.exe is run from the lighting mod's system folder. Stage, character and object palettes are all in one file.

Thanks. I just wanted to get rid of the bizarre green tint that characters gain on Mystic Ruins, and your tool worked wonders for that purpose:
Posted Image
And yes, I'm aware the green tint was present in the Dreamcast version's Mystic Ruins as well. But it still looks really out of place.

Anyway, I uploaded my small edit here in case anyone would like to try it. Note that all this patch does is change the color used by characters' lighting in MR; the area's lighting is unaffected.

View PostNeo, on 25 September 2017 - 03:38 AM, said:

Man, it bears repeating: it is positively bonkers that SADX can now be made to look like this. My undying gratitude to Morph, PkR, and everyone else in the Dream Team that allowed this to happen. You've provided this ol' fogie with some serious feels.
Indeed. Morph, PkR and the others have done an amazing job restoring the Dreamcast content and addressing many of the SADX issues.
This post has been edited by Blue Spikeball: 25 September 2017 - 05:51 PM

#90 User is offline Morph 

Posted 25 September 2017 - 06:17 PM

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View PostNeo, on 25 September 2017 - 03:38 AM, said:

Man, it bears repeating: it is positively bonkers that SADX can now be made to look like this. My undying gratitude to Morph, PkR, and everyone else in the Dream Team that allowed this to happen. You've provided this ol' fogie with some serious feels.


Much appreciated. I'll never forget that Christmas of '99, on the note of feels. :v:

View PostBlue Spikeball, on 25 September 2017 - 05:04 PM, said:

Thanks. I just wanted to get rid of the bizarre green tint that characters gain on Mystic Ruins, and your tool worked wonders for that purpose:
[snip]
And yes, I'm aware the green tint was present in the Dreamcast version's Mystic Ruins as well. But it still looks really out of place.


I think the green bit was supposed to be a poor man's global illumination--i.e the grass "reflecting" green light. A little more intense than realistic, though. Looks great without it as well, but I suppose that's just a side effect of good lighting in general. :eng101:

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