Hi all, I'm an old M1TP2 player since windows 98Se. Lately I found my old copy and tried to install it on fairly new machine with Win 10. And as you know I hit a brick wall till I found out about this beautiful piece of software. I spent some time played around with the options and finally was able to get it running in Glide using nglide.
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Everything works well. I don't see any movies (and I don't care). There are no CTD at least from training missions. Though there is one issue which I've not been able to fix. The issue of mouse cursor in menue screens.
It totally not there, I can traverser through the screens by guess work. Within the mission the mouse works perfectly fine.
I tried playing with the 'show cursor' setting in the input tab, but that induces doubble cursor within the game engine. Can anyone suggest something which I can do?
Its not a show stopper but if I can get just the ingame native cursor then it will be splendid. And once again thanks for this wonderful piece of work. Hi, Shoaib, first of all thank you for your appreciation. I fear that my pc where I installed and uninstalled all sort of Glide emulators is no longer the best place to make tests: in fact I couldn't get the game working with glide so far. I am curious about this problem because the 3dfx emulation seems to start after the menu screens, so in theory you should see exactly what is shown here (see attached picure), that is a cursor shaped like a viewfinder.
May I get from you a copy of the game configuration you are using (you may eXport the configuration by right clicking on the DxWnd game entry and selecting the eXport command) and possibly some information about the game and nGlide releases? Hi Gho, Sorry for not replying earlier, (busy at this time of the year). I've attached my configuration with this msg. I know what the cursor looks like as I used to play this game on my win98 rig years ago. I made a work around for game menu to show as window in which I can use the windows mouse cursor and the when i hit lauch the sim goes into full screen and I only see one mouse cursor. Just for your information, My current PC is: Windows 10 Pro CPU: i5 3470K RAM: 32 GB GPU: Radeon 7950 Display 1920 X 1080. The DxWnd package (the rar compressed file that you can get from the SourceForge download area) contains an 'export' folder where I place a collection of tested & working configuration.
By 'supported one' I mean one of these files, that I also appended to my thread reply, above. I was explaining that, though not having analyzed the reasons why, if I use your configuration I replicate your problem (that is, I don't see the cursor), and if I use the 'supported one', the cursor is perfectly visible. So, it seems that the problem could depend on the configuration.
I was suggesting you to adopt my configuration (of course, after updating the game path with the one used in your pc) and see if the problem disappears. In addition, it seems that your configuration influences also the intro movies, so it may happen that using my configuration you're going to see the movies as well. Ok, I have compared the two configurations and I think I know what's wrong: 1) uncheck the 'Hook Glide' flag.
Hat flag was meant to provide patching for genuine 3dfx interfacing, but if you use a Glide emulation like nGlide it is necessary to leave that unchecked. This way, the application will call Glide calls, the nGlide emulation layer will call DirectX equivalent methods and DxWnd will adapt these methods for windowed mode. Depending on the nGlide emulation layer (it can map Glide to both DirectX/D3D9 or OpenGL) it may be necessary to hook DirectX interface to DirectX9 or set OpenGL hooking, but by default it should work as is. 2) set the 'Cursor visibility' to 'hide': the game cursor is not an actual hardware cursor but a texture, so you have to hide the hardware cursor to avoid having two cursors. 3) Set the DirectX 'Auto Primary Surface Blt': this way you should be able to watch the many game movies. Merry Christmas GHO. Hi Gho, I did as you as you instructed, exported your pre configured template for M1TP2, fixed the game path and launched.
The Videos ran, the cursor came back. But when I launched a mission it crashed to desktop. So eventually after playing around with options I found out that if i uncheck 'Hook Glide' flag I get a CTD, if I check it I can get the mission to launch, but after completion of the mission I lose the cursor again. But if i leave the videos off by unchecking 'Auto Primary Surface Blt' things work with the mouse cursor, and the mission launches properly and terminates back to game menu. I really appreciate all your help n effort. Its Christmas eve right now. I'll go n spend some times with family.
Once again thank you for all your help and a happy Christmas Shoaib. Hi all Looks like I've joined this thread a bit late, but I'm a bit new to Windows and I've only just discovered this suberb programme of yours. You must be really dedicated to the cause! Having read everything here, I've got M1TP2 running perfectly, complete with videos and the cursor.
The only thing that won't work is Glide. It seems whatever settings I use (including those above), the game freezes immediately after the 3D Glide splash screen. Is there something I've overlooked, such as setting the screen size or forcing to full screen?
Not really sure what DirectX it should be on – I'm guessing 11? I'm running Windows 10 on a Bootcamp partition just to make it interesting. I believe I've got the latest version (2.04.42). Thanks in anticipation. The game supported 3DFX video cards with glide interface, but nowadays it is almost impossible to find a native platform to do that (unless you visit a hardware/software museum, perhaps.) but the interest in this interface is kept alive by the many good games that were meant to run this way and by the existence of many good glide emulators (my preferred one is nGlide).
M1TP2 luckily also supports D3D and SW rendering, so the Glide option is not mandatory, but it is undeniable that many games were better adapted to this interface so that they offer a better quality even through the use of Glide emulation. But DxWnd has no native support for glide interface (for some early versions that would also be impossible because they were meant for fullscreen use only), while it can leverage on the fact that each emulator is a layer between glide and something else. Now the problem is quite this 'something else': some emulators map glide to D3D9 (so to make the windowing process working you have to configure DxWnd for D3D9 hooking), while others remap towards OpenGL (in this case you should enable OpenGL hooking) or maybe something even different. This only to say that I can't provide any help before you tell us what glide emulator you are using, and probably we'd need also some version number and configuration settings. In the lucky case you used nGlide with D3D9 mapping, try just to set DxWnd version selector to DirectX9, this usually works. I just made a quick test with what I had ready at the moment, that is a M1TP2 RIP nGlide v1.05 Win7 64bit The game allows only selection between software and glide renderer, but it's possible that the patched version also supports D3D, I'll check later.
The game configured with the available exported file works fine with software renderer, but selecting glide I saw two problems: 1) the window is moved and resized when the 3Dfx logo is shown 2) the game starts, but the scene flickers alternating the rendered image with a magenta screen Trying to fix the window position with the dxwnd flags, the game doesn't show the 3dfx logo and terminates. It seems that the interaction between the game and the 3dfx emulation introduces some problems, and what's more strange is that I don't recall having noticed them before. I'll investigate. Update: First of all I must admit that the game is a little deceiving: when you set a video mode the game tries it but, in case of failure, it reverts to software mode and continues, so it is possible that I reported some success where I simply had software mode activated. Then, I confirm that the DIRECT 3D option (enabling D3D version 2) is available only in the patched game version 1.2 (see screenshots).
So here are the results of my tests with M1TP2 v1.2, game CDRom mounted, nGlide 1.05, dxwnd exported configuration: SOFTWARE mode: no problems, as usual. DIRECT 3D: the exported configuration is no good, it brings a D3D error and the game switches to sw mode. But looking more carefully I noticed that the 'Flip emulation' flag was missing, adding it fixes the problem.
GLIDE: nGlide 1.05 means D3D9, so in this case the DxWnd configuration must be updated again setting the version selector to DirectX9. This way you see the 3Dfx logo and the game works at its best; it seems that the glide renderer is the one with better quality. So, here is my updated configuration. I'll attempt that tonight. Having a log file makes sense I suppose. Not sure what game version it is, as I thought there was only one; that being from www.myabandonware.com/ It's defintely patched to M1TP2v1-2.
The error happens before the glide screen would usually appear. I'm still not convinced that I'm not simply doing something daft! Should I have changed any of the settings in DxWnd or does the new configuration good to go as it is?
Bear with me on this, as I said before, I'm really a mac boy! Seriously, you know what is the difference between a Mac and a PC boy? It's an idea of mine, so I assume some resposnibility on saying that, but I'm pretty sure about it after all: A Mac boy doesn't like troubles, he only minds the results A PC boy doesn't mind the results, he definitely likes troubles!!
Otherwise, why should I spend so much time for developing something that simply shouldn't be? Games should simply run and however you like, windowed or fullscreen. Well, forgive this unasked preamble.
Difference between v1.0 and 1.2 are two: v1.0 is really bugged, v1.2 much less and only v1.2 supports DIRECT 3D render mode. The two screenshots I posted above just show these differences. I assume you have 1.2, if not better upgrade soon.
The problem with glide renderer is a complicated matter. The fact is that the culprit could be either DxWnd or the glide emulator. In my tests I used nGlide 1.05 that works pretty well and is based on D3D9, so DxWnd can hook to the D3D9 calls. But some different emulator, or even nGlide with different version or configuration could map glide calls to another renderer like OpenGL, and in that case the DxWnd configuration should be updated.
This is why it is important to know exactly what 3DFX emulator you have mounted. I also tries dgVooDoo emulator, but that doesn't seem to work as good as nGlide with this game. The logs could hopefully clarify. If you simply want to have fun with the game, switching to DIRECT 3D or SOFTWARE rendering should fix the problem, though the rendering quality will be a little worse. Does the game work ok in software mode?
It would be safer to check if a mission can successfully start and finish in this mode before fixing the other renderers. The log file should be in the game folder and you should be able to see it with the DxWnd Log-View command or locate the file with 'Explore.' If the file isn't there there could be a few reasons:. you didn't set the log flags properly, in particular the 'Overwrite' flag, because if 'None' is set that would invalidate any further logging flag.
The game folder doesn't have write permissions, strange but possible. By chance did you install the game on a desktop subfolder? But in that case the log should be in DxWnd folder.
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