Jump to content
We promise no intrusive ads, Please help keep the community alive
Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.

Recommended Posts

Posted
3 hours ago, opentdu said:

and ended up switching to Vulkan

So you want to rewrite shaders anyway? Because obviously the best bet would've been starting with DX9 and copying the renderer verbatim to begin with. Even DX11 is already a tad more challenging in subtle ways (e.g. texture adressing changed the pivot, you do have constant groups as optimization).

 

I know because initially I worked on a d3d9.dll to make TDU2 run using DX11. And a byproduct of that is a disassembler/decompiler for d3d9 assembly. Another interesting use would've been to patch shaders in modding, but as probably all my projects, it's unfinished 😄

One may consider in the decompilation step (that still doesn't support loops etc) to also just output glsl instead of hlsl, though differences there are probably miniscule anyway.

 

Or was your idea to use SPIR-V with the DX Bytecode? I guess it can't right? So definetely rewriting shaders

Posted (edited)
23 hours ago, opentdu said:

I initially started with OpenGL 3.3 and ended up switching to Vulkan, as I was struggling to find a good library to translate dxso bytecode to GLSL. I might revisit this at some point if I need to save time.

I am not planning to support 32bit at the moment (as this will complicate streaming/resource management and file parsing).

that is, when the client is completely finished, it can be run on a 32-bit system, am I right? Thank you for your reply and your work.

Edited by andrey zyb
Posted (edited)
On 6/21/2025 at 12:25 PM, MeFisto94 said:

So you want to rewrite shaders anyway?

One may consider in the decompilation step (that still doesn't support loops etc) to also just output glsl instead of hlsl, though differences there are probably miniscule anyway.

 

Or was your idea to use SPIR-V with the DX Bytecode? I guess it can't right? So definetely rewriting shaders

Oh definitely not! I am planning to use something like HLSLcc (or re-use the DXVK shader translation logic if the code license allows it) to directly translate the shader bytecode (and not having to hand translate the +5k permutations the game uses 😁). HLSLcc (while pretty old and buggy at times) should be good enough to translate shaders from the SM2-era (if I can figure out wth the lexer crashes from time to time) and has some compatibility options to reduce friction between APIs. My main complain is the quality of the output  

The only challenge for shader modding would be to figure out what each shader is doing (I've only managed to to label each "shader  group" based on Ghidra and RenderDoc outputs).

@andrey zyb Yes, although it will require some minor changes to properly load assets (as TDU1's file formats are 32bit and require extra care when supporting 64bit)

Edited by opentdu
Posted
1 hour ago, MeFisto94 said:

Is there finally a build of renderdoc that supports DX9? Last time I checked there wasn't and that was intentional

There isn't (I am running Renderdoc on Linux (using Wine and DXVK)). On Windows you can use PIX (as long as you patch the executable to bypass D3DPERF_SetOptions) 

Posted (edited)

I have a question: will there be online races in freeride mode in opentdu? I mean, freeride mode displays single races, so will online races and other key locations such as clubs and drive-ins be available in the full version of opentdu? Thank you for your response

Edited by andrey zyb
Posted
On 6/27/2025 at 9:46 AM, andrey zyb said:

I have a question: will there be online races in freeride mode in opentdu? I mean, freeride mode displays single races, so will online races and other key locations such as clubs and drive-ins be available in the full version of opentdu? Thank you for your response

Re-implementing the network logic on the client side is planned however I don't plan to write a server emulator

Posted (edited)
16 hours ago, opentdu said:

Re-implementing the network logic on the client side is planned however I don't plan to write a server emulator

thank you for your response and i wish you success in your future development of opentdu just wanted to see online racing clubs and so on again as it was before the closure of tdu servers

Edited by andrey zyb
Posted (edited)

Wow this actually seems really promising. This gets me excited for modding possibilities in the future, like imagine being able to make a full remaster of this, being able to mod in stuff more easily, a mobile port, completely new career systems and also QoL fixes like the radio not blocking you from opening the map when it's open, and most importantly, actual full multiplayer if someone were to make that for this project. There's a lot of potential for this. 

I hope I can figure out how to do the CMake build stuff because I really want to help this project to get released

Edited by transam33o
Posted (edited)

In order to log in to opentdu, will I need to create a new online profile, or will my existing online profile in tdu 1 be sufficient?

Edited by andrey zyb
Posted
On 7/2/2025 at 11:15 PM, andrey zyb said:

In order to log in to opentdu, will I need to create a new online profile, or will my existing online profile in tdu 1 be sufficient?

I haven't spent too much time reversing the player data format, but my understanding is that online and offline profiles use the same format and it should easily be possible to load online profiles offline

Posted (edited)
18 hours ago, opentdu said:

I haven't spent too much time reversing the player data format, but my understanding is that online and offline profiles use the same format and it should easily be possible to load online profiles offline

Thus, it turns out that races can take place both online and offline, the only difference being that there are more online races than offline ones. I mean, during the game, online races are displayed in the player's profile, but they are not displayed on the map or in freeride, making it impossible to complete the game completely?

Edited by andrey zyb
Posted
On 7/7/2025 at 11:55 PM, andrey zyb said:

Thus, it turns out that races can take place both online and offline, the only difference being that there are more online races than offline ones. I mean, during the game, online races are displayed in the player's profile, but they are not displayed on the map or in freeride, making it impossible to complete the game completely?

I am pretty sure that you can already show the online races offline (e.g. by using the project paradise launcher). However if your goal is to unlock the achievements then you won't be able to do it unless you play online (or you can edit your savegame to unlock those achievements...)

Posted (edited)
3 hours ago, opentdu said:

I am pretty sure that you can already show the online races offline (e.g. by using the project paradise launcher). However if your goal is to unlock the achievements then you won't be able to do it unless you play online (or you can edit your savegame to unlock those achievements...)

there are no online races in Project Paradise, there is only a quick race, as well as races and single-player tasks, and there are no online races at all, and there are 75 races and 23 speed races in the online game section, but none are displayed on the map and so far there is not a single client who would add them

Edited by andrey zyb

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



×
×
  • Create New...