Late christmas present. Due to the way alpha works on the model3 adding regular anti-aliasing doesn't really work. Supersampling is very much a brute force solution, render the scene at a higher resolution and mipmap it.
It's enabled via command line with the -ss option, for example -ss=4 for 4x supersampling or by adding Supersampling = 4 in the config file.
Note non power of two values work as well, so 3 gives a very good balance between speed and quality. 8 will make your GPU bleed, since it is essentially rendering 64 pixels for every visible pixel on the screen.
-add a new separate class for crosshair
-crosshair coordinates are calculated by matrix instead of recreating every object at correct coordinates
-add ability to scale crosshair by dpi
-add ability to use bitmap crosshair (located in ./Media/). 32bits bmp format + alpha
-cmd line "-bitmapcrosshair" or "-vectorcrosshair" and/or BitmapCrosshair=0|1 in config file
-these changes are only for lost world game with Crosshairs=1|2|3
don't forget to copy the 2 crosshair images in Supermodel/Media folder
-pos=<x>,<y> Position [Default: centered]
-borderless Windowed mode with no border
These 2 settings are usefull when setting up a multiplayer game on one machine.
Example for 4 windows in fullHD:
start "Master" /D"Master_P4" Supermodel.exe -input-system=sdl ..\ROMS\dayto2pe.zip -res=960,540 -borderless -pos=0,0
start "Slave1" /D"Slave1_P4" Supermodel.exe -input-system=sdl ..\ROMS\dayto2pe.zip -res=960,540 -borderless -pos=960,0
start "Slave2" /D"Slave2_P4" Supermodel.exe -input-system=sdl ..\ROMS\dayto2pe.zip -res=960,540 -borderless -pos=0,540
start "Slave3" /D"Slave3_P4" Supermodel.exe -input-system=sdl ..\ROMS\dayto2pe.zip -res=960,540 -borderless -pos=960,540
To active set your command line to:
-res=1920,1080 -vsync -fullscreen -true-hz
Replace the resolution with whatever your monitor's native resolution is.
The standard triangle render requires gl 4.1 core, so should work on mac. The quad renderer runs on 4.5 core. The legacy renderer should still work, and when enabled a regular opengl context will be created, which allows functions marked depreciated in the core profiles to still work. This will only work in windows/linux I think. Apple doesn't support this.
A GL 4.1 GPU is now the min required spec. Sorry if you have an OLDER gpu. GL 4.1 is over 12 years old now.
This is a big update so I apologise in advance if I accidently broke something :]
also fixes 3 bugs:
1) mpeg right channel volume was always using the left channel volume, too
2) too high MusicVolume setting was not clamped to 0..200
3) too high SoundVolume setting was not clamped to 0..200
As requested by Bart; Ian's last SourceForge commit.
Also, purely to appease my OCD, a change I forgot on my last 'Games.xml' PR that really shouldn't bother me as much as it does.
-Separate each possible boards (wheel, joystick, skipad, billboard).
-Defined a Driveboard type in Games.xml for each games.
-Due to the refactoring, Driveboard Savestates have changed (a common base data + a specific board data are saved).
-Backwards compatibility with previous save states is maintained.
-Driveboard rom section is no longer required anymore. This disables Driveboard emulation in case the rom is not found.
-Added Billboard emulation (vf3, vs2, fvipers2, von2). 7 segments and lamps Outputs are redirected to Supermodel outputs.
-Changes project to C++ 17 standard.
In xinput mode, lets the choice to have left and right gamepad motors vibrate together.
XInputStereoVibration = 1 (both motors) [default]
XInputStereoVibration = 0 (separate motors)
In sdl input mode, new control option to set minimum strength above which a Model 3 constant force command will be simulated on an sdl gamepad device.
SDLConstForceThreshold = 30 [default]
note : the vibration strength can be mod with SDLConstForceMax = [val]
- Added ordinal logging level: all, debug, info, error. Compiling with DEBUG defined is no longer necessary for debug logging. Be careful when logging debug level because it produces copious output.
- Fixed -enter-debugger options when compiled with SUPERMODEL_DEBUGGER.
- Command line parse errors no longer ignored; Supermodel will now exit.
- Ported MAME's implementation
- Corrected FM sound for songs in VF3 that use it
- Music tempo now closer to real hardware thanks to emulating two SCSP chips.
- Add LegacySoundDSP config option for games with SCSP DSP glitches (ex. engine noises in Sega Rally 2, and loud garbage on Bahn's stage in Fighting Vipers 2)
- Renamed SysFPS to "SoundClock" (since raising this appears to adjust the sound frequency).
(Submitted by Paul Prosser)