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Hello,

Can anyone explain me why isn't there new releases of GSDX anymore ?
@LSMetag: You have to compile your own updated plugins, for now. Atleast until the devs decide they are stable enough or ready to publicly release the binaries. Just read the how-to compile guides in the forum if there has been any updates that fix issues with any game your trying to play (just read the GSdx changelogs to find out).
------

Hope I'm not repeating stuff again.

Rogue Galaxy (SCUS_974.90)
Besides the missing shadows in hardware mode (whats new? Tongue) I found some funkyness going on with the text. Screenshots below, please focus your attention towards the Item Description box.

[Image: rghwv.th.jpg]
HW, 2x scale.
Grey text that should be white.
Background of some windows have a "gradient" effect, which is caused by enabling 2D filtering.

[Image: rgnative.th.jpg]
HW, Native.
Grey text still. I dunno if "native" forces filtered 2d or not but backgrounds are proper.

[Image: rgsw.th.jpg]
Software.
Yey, properly colored text.


[Image: funnyglow.th.jpg]
Also saw this on non-native resolutions with 2D filtering enabled, the "glow" effect from treasure boxes bleed off onto other models or something. When they pulse they become visible from certan angles and always extend leftwards like the screenshot (see circled areas).
I assume filtering and scaling have something to do with it, similar to bloom effects not being properly positioned ala Tales of the Abyss/God of War/<insert other "ghosting" game>.
Kamikaze: Have you tried turning off 8-bit textures (assuming of course that you're using the option)? 8-bit textures has messed with my text in several other games, hence my asking.

I think the main reason for the non-public updates is that Gabest is currently on haitus from working on the graphics plugin and it was his thing to compile them and put them up on the website.
I was under the impression that "8-bit textures" option didn't work properly for ATI cards and should just be left disabled.

Either way, it had no effect of the text. Nor did any clamp or round modes. It only seemed to effect "main" text, as any other fonts used in game were of a different size were uneffected.
Are the hourly builds experimental or assumed to be stable enough for general consumption? Also can the latest builds be used on 0.9.6 Windows?
GSDX versions are mostly stable, that said the "hourly" builds on gabest's website haven't been updated in weeks. The only way to get the latest versions of the plugin is to compile them yourself.

I generally keep a "stable" version of the plugin on standby whilst I try out the latest versions... Just rename the latest version with the revision # so you don't confuse them. Honestly, there is very little reason to use the old stable release of the emulator unless you have a game that doesn't work on the latest released beta (1888). For compatibility's sake it's probably best to use the latest beta emulator with the newer versions of gsdx.
Newer versions don't include a CD/DVD Plugin, only a Null and ISO one :/ Does the P.E.Op.S CD/DVD plugin work with the latest beta? (I need that specific one)
You can just copy the 'old' cdvd plugins from the 0.9.6 release in the beta and use them
Okay, just wanted to make sure no compatible problems are known. Thank you.
Actually, the latest (1846) is older then the one included with the beta. I'll not bother with updating if there is none newer then what is included.

edit: There is a broken underline artifact under text in the PAL Disgaea 1 using Direct x 10 GSdx. With the exact same settings there is none under 0.9.6.
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