(08-25-2009, 03:17 PM)Bositman Wrote: [ -> ]We removed it. Compile it on your own or wait for the beta releases
Sorry to hear that. Now many people that I know will start looking for it in other, less trusted places or trying to compile it when they never saw VisualStudio before...
Since this game is pretty much forgotten and when you use search nothing interesting popus so I am gonna mention it
Red Dead Revolver has this weird "stripe bug" during cutscenes,FMVs and bullet time like. I can't test it with ZeroGS, because ZeroGS doesn't show any screen I just hear sound.
Left one is HW mode and right one is SW mode.
BTW I use DX9 of course.
(08-25-2009, 03:17 PM)Bositman Wrote: [ -> ]We removed it. Compile it on your own or wait for the beta releases
Jeez. Just what was the point of that.
(08-25-2009, 07:45 PM)Innuendo Wrote: [ -> ] (08-25-2009, 03:17 PM)Bositman Wrote: [ -> ]We removed it. Compile it on your own or wait for the beta releases
Jeez. Just what was the point of that.
Maybe so they dont get so many bug reports about the SVN versions.
(08-25-2009, 07:45 PM)Innuendo Wrote: [ -> ] (08-25-2009, 03:17 PM)Bositman Wrote: [ -> ]We removed it. Compile it on your own or wait for the beta releases
Jeez. Just what was the point of that.
People reporting crap 'bug reports' like omgz not working need dlls and such, clueless people making threads all the time about how the new beta breaks x-y-z games and expecting to get support etc.
The point of betas is for people to give us bug reports. Having a tested beta released as we have been doing so every so often, which does not suffer from random bugs helps a lot. People can get that and give us much more useful bug reports than what we are getting now.
It also cuts back on people using 10000000000 different builds, which we can't keep track of what was fixed/broken in each specific one making it that much harder to track bugs or help anyone.
If people are
dying to use bleeding-edge SVN builds, just compile them yourself we already have a very detailed guide on it. If you can't follow that, I don't think you should be using SVN builds in the first place.
(08-25-2009, 07:55 PM)Bositman Wrote: [ -> ] (08-25-2009, 07:45 PM)Innuendo Wrote: [ -> ] (08-25-2009, 03:17 PM)Bositman Wrote: [ -> ]We removed it. Compile it on your own or wait for the beta releases
Jeez. Just what was the point of that.
People reporting crap 'bug reports' like omgz not working need dlls and such, clueless people making threads all the time about how the new beta breaks x-y-z games and expecting to get support etc.
The point of betas is for people to give us bug reports. Having a tested beta released as we have been doing so every so often, which does not suffer from random bugs helps a lot. People can get that and give us much more useful bug reports than what we are getting now.
It also cuts back on people using 10000000000 different builds, which we can't keep track of what was fixed/broken in each specific one making it that much harder to track bugs or help anyone.
If people are dying to use bleeding-edge SVN builds, just compile them yourself we already have a very detailed guide on it. If you can't follow that, I don't think you should be using SVN builds in the first place.
Wow again,today seems your "angry day man" anyway what you have said its true indeed,less bug reports but a more acurate way to deal with them
I'm not angry at all. And this is not a decision I'm taking on my own, we always talk with the whole team and agree on things before doing such changes.
Back on topic now please.
(08-25-2009, 08:00 PM)Bositman Wrote: [ -> ]I'm not angry at all. And this is not a decision I'm taking on my own, we always talk with the whole team and agree on things before doing such changes.
Back on topic now please.
well thats ok,man i wish i where in that team pretty awesome
,well anyway back on topic im still having that dragon ball budokai tenkaichi 3 problem i think that problem doesnt exist in dx10 but there should be a way to make it work on dx9 anyway have any ideas for this?
this post just to thank the team working on gsdx for the last release 1650
as suggested on the value :
pixoff_x=-8
pixoff_y=-8
corrected the problem with ToA and misplaced shaders
i can play in higher resolution now
is there any advice with the value to test when we've got a problem of upscaling in a game ?