-
Notifications
You must be signed in to change notification settings - Fork 10
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Dedicated server mode still requires DX9 #32
Comments
@emoose could we not use something like "3D-Analyze" to trick the game into thinking there is graphics card, as a quick fix? |
Hmm, didn't know there were apps like that, tried 3D Analyze but didn't seem to work.. |
The easiest way would probably be to write a custom D3D9 interface stubbing out all of the calls returning success for each and then hooking the initialization function(s) to replace the ptr stored in-game at 0x50DADDC (and possibly other places) with the stubbed out empty version instead. That way game calls will still succeed as if there's GPU hardware present and everything is controlled from a central location. |
I was thinking that too, would take some time to write it up though.. I wonder if there's any other open-source null D3D9 interfaces we can use... |
Fixed in 9d6f696, thanks to Shockfire for finding the null d3d bool! Going to leave this open though until we can get it tested under WINE, hopefully it should work great. |
DX9 is still inited/used in dedicated server mode, trying to run it on a WinServer box with no graphics card stops it from running, with the last message in the log file saying "Core.Direct3D.Init event triggered"
If we want proper dedicated servers we'll need to stop D3D from being used somehow
The text was updated successfully, but these errors were encountered: