How to create Pak files Created 8 months ago2020-05-18 17:13:35 UTC by abbadon abbadon

Created 8 months ago2020-05-18 17:13:35 UTC by abbadon abbadon

Posted 8 months ago2020-05-18 17:13:35 UTC Post #344229
Hi. I have tried to use Wally and Pakscape to make a PAK file, and both two failed because some errors (lenght of the file, or s**t like that), I have tried everything but, since PAK files are old, I did not find any solution except "download Wally" or "download Pakscape", no tutorials whatsoever.
Is tehre a program that TRULY works? or any SERIOUS tutorial, not "do it with Wally/Pakscape, it is easy!!"... because, no, I repeat, I tried with no luck.
Thanks in anticipation. :)
Posted 8 months ago2020-05-19 00:09:03 UTC Post #344232
Maybe that error message is actually important? Instead of assuming the tool is broken and ignoring the message, you should read the error message and think about what it's saying. If it's about file lengths, then you might be trying to add a file with a very long path. PAK supports paths of 55 characters maximum (plus a null terminator). Take a look at the files you're trying to add and see if any are too long.
Penguinboy PenguinboyHaha, I died again!
Posted 8 months ago2020-05-19 09:27:09 UTC Post #344235
Hi penguin, the folder has only three letters as its name, inside a 10 letter folder all in the root drive. The rest are the common HL folders,so, no, I have read well the message, even I have renamed asset's names just in case.

Folder is as follows:


Even will al lenght of folder's and subfolder's names put togheter it will be no more than 32 letters in lenght, far shorter than those "55" characters you did say. :( I'll try to use names as short as "a" or "b" for assets, but it will be a pain in te ass to change all ents names in the map editor and in the very SDK...
Posted 8 months ago2020-05-19 10:21:02 UTC Post #344236
What is the error exactly, and why are you trying to create pak files? They have nothing to offer that you can't accomplish by just putting files in the game or mod directory.
Posted 8 months ago2020-05-19 13:11:01 UTC Post #344237
THE BEST I KNOW is called pakexplorer 1.2 .. it was made before hl was published ;']
all others softwares [ i tested ] are not able to "extract" correctly the pak files ..

the software seems to be there :
programmer name is the one i read in mine when i "about box" .
i hope it compresses well
Posted 8 months ago2020-05-19 14:14:51 UTC Post #344239
Mmmm... PakExplorer throws this:
User posted image
And... Yes, PakScape, and I swear I don´t know why, now ALMOST works, It throws me a pak file that´s incomplete... There are some files, no matter how lenghty is its name, that are not include and when I try to add them in PakExplorer the "Invalid name...", blah, blah appears again.

BTW: I want a pak file for the sake of order because it will not be a "modificable" mod. Oh, I am doing this because the mod now is 100% complete. Only the manual and the installer are left to be done. :)

Well. I realized that, for some reason even with a full pak (I have tried the "very-short-names" method) the Xash engine does not like very much the pak I have done because it does not work. Well, less work for me!!. Thanks aniway to you all this time ;) and sorry for a questions apparently so easy to fix. :pwned:
Posted 8 months ago2020-05-20 09:37:05 UTC Post #344247
Do any of those filenames contain non-ASCII characters, such as letters with an accent or a tilde?
Posted 8 months ago2020-05-20 14:11:38 UTC Post #344248
No, not at all, I´m spanish, but all my material except very little things is all done in english. ;) But, don´t worry, the pak thing was something I want to do just for the sake of order and, well, I think it´ll look cool if you just can see a pak and the config files instead of a bunch of subfolders. :)
Posted 8 months ago2020-05-20 15:54:19 UTC Post #344249
Aniway, the mod, after 15 years and 15 years, at last can be considered Oficially finished!!
Pag 1Pag 1
Pag 2 (of 2) Quick reference CardPag 2 (of 2) Quick reference Card
The full manual is still being written, it´ll be long and with lots of info, but that can wait because what´s needed to play the mod is in that QRC, the rest of options are quite intuitive if you have played Half-Life (or its mods) before. :)

Thanks to all of you people who have contributed to it!!! :P
Posted 8 months ago2020-05-20 17:26:10 UTC Post #344250
i have no idea [yet] about xash3d .. [ i recently had a row with him at] his rendere has few bugs.. but has some great things for the "way" i like to play or create mods.. ;'] [ like my giant one coming soon .. ]
but according to my knowledge.. you must not put all the files in the paks : like the "famous dlls" of the mod..
it is very good for single player maps to use the pak for example ..
try to check with sierra-won mods like azure sheep . pov and others opposing force.. the pak system is also cool for "updates" i mean it loads the files in the pak with highest number ..

by the way try to check with "official" half life instead of xash ..
Xash3D_build4344_with_extras works well and shows no bugs...
xash3d-fwgs-win32-0.20 is making strange crashes sometimes [ rarely ]
Posted 8 months ago2020-05-20 21:46:35 UTC Post #344256
The only version that offers me stability and bug-free gameplay is 48/98 (Build 3598), the rest are an absolute mess that don´t let me make a standalone game, pushing me to use the old mod structure for HL (A folder inside the HL folder that must run inside CUSTOM GAME menu).

I quit of using half-life version for three reaons: edict limitation that always make crash the Mod, among other failures, and because I cannot use materials, and, of course, because Xash has menu background map support. :)
Posted 8 months ago2020-05-21 15:42:28 UTC Post #344260
may be your mod could run better with single player..
the mod is hyper bloated by the "famous" script engine .. so an average player with a half second of lag is unable to join a server..
i made few post at moddb that were deleted ..
but in single player - use a game with two to be able to use cheats.. like noclip.. you should not feel the prob moreover if you use listen server..

the names are a real prob for server owner... you should try to be as much simple as possible..
i made a mod that runs svencoop 4.7 linux and big mapcycles because i also reworked that part..
if a mapper uses a file named mine.mdl , then call it Mine.mdl ...and so on .. when the server loads it [the map with the same model used twice.. but with different names.. ] : that counts twice...
that is one of the first details you can try to fix : use the hl regular and type mcache to see listing of loaded files.. with condump to have the content wrote into a txt file..
same with name of folders.. if you write c or C that counts two...
try to post more info about your bugs : with the mod files .. i ll check what can be done ..
Posted 8 months ago2020-05-21 18:44:25 UTC Post #344262
I remember that some years ago, maybe 4 or 5 years, some guy I know who loves Sven Coop tried to use my mod along with another mod of CS I´ve done changing skins and using some files that let me change some parts of the gameplay (I swear I cannot remember what its name was), and he have had some trouble with that, aniway, after that, I discovered Xash3D and I fixed my problems with edicts and I stick with Xash3D until now. Aniway, THANK you so much for your help!!! :P
Posted 8 months ago2020-05-21 19:22:13 UTC Post #344263
i was already banned from sovietsccccp .. cs is and was highly popular years ago.. valve killed it .. at least they killed with too much boring breaking little updates...
like bms did with its famous "port to hl2" .. these motherfukers are recruiting using steam news..
that is killing funny... they were so friendly and so best above others with the source engine.. they finished badly their "story" [ like would say instagram members.. ] i think more and more the same about the famous "steam boss: gab-enewell"
they aere two to make hl ... and the "artist" was the other that left quickly after steam was launched.. gab-enewell was only the programmer.. and he is not an artist but more a motherfucker like bill gates : that only think about making more profits more billions.. but never pleasures or happiness ..
i asked several times valve and gearbox.. to help my super project .. no one except a young writer coming from disney-star-wars has shown a very little interest... despite like sierra : i am french...
in the nowadays usa : it seems to be the rule to forget who are friends or not ..
like in europe these days .... the uk had made its brexit without paying its debts to the europe and its members.. they simply "flee" back to london... i wait the days they ask to re-enter...

your version of xash3d is not very old.. one thing i discovered is the use of the opengl32 .dll that comes with the russian mod paranoia can help .. [ i installed it in the sierra root folder ] i use it with my Latest xash3d .
while the other xash3d 4344 runs well with the windows opengl32.dll i did not tested with the other opengl32.dll
Posted 8 months ago2020-05-22 06:10:48 UTC Post #344267
Mmmm, I wonder how I can use Opengl32 with my mod. The gane estructure is like the one of an standalone game, it not depends of a HL folder with its Valve folder inside, and there's no OpenGL.dll anywhere :(
Posted 8 months ago2020-05-22 07:09:21 UTC Post #344268
That is called graphics programming. opengl32.dll is usually inside the System32 directory, so there's no need at all to put your own into your game folder.

In order to use OpenGL, you might wanna install some stuff like GLEW, to be able to check for OpenGL extensions easily, and also (in case it's not been done), make sure you link against opengl32.lib:
User posted image
Then you can use OpenGL functions:
THIS is OpenGLTHIS is OpenGL
It doesn't require a custom OpenGL DLL at all.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 months ago2020-05-22 09:31:30 UTC Post #344269
in the case of xash3d.. that is a tool made to render an old game : half-life that is made to use the screen using the " opengl32.dll & glu32.dll" [ that are included with windows and installed in the system32 folder for all games to be able to access the internal : functions & operations that are listed in the H files used by the programmers with all names.. that is a text file... and the lib file : that is added by the compilator after the "programmers code" so when the programmers call a opengl32 function ... the program looks in the programmers files : then the lib file that has the function and operate it [ that is a static lib ] or does not the function and go read the dll opengl32.dll it finds first : in the folder or in system32 folder...

here is the link to the gallery of pic so you can read them "full size" and not destroyed by zoom+jpg .. :
here are the files from a nvidia opengl kit for dx9 cards and abovehere are the files from a nvidia opengl kit for dx9 cards and above
then let compare the recent opengl that comes with the latest paranoia mod : made to be played with recent xash3d
1 Mo against 56 ko1 Mo against 56 ko
the change is Big...
may be because xash3d is more based on the hardware of the dx9 and above cards.. wqith the opengl32 of windows : the dll "emulates" function not in the vga cards.. it does like hl : render in software mode : then there is no use of opengl32.dll : but the cpu does all calculations of the images : that decreases the fps.... and the speed of the game..
as the file is in the folder of the xash3d : that does not break others softwares that can only use the windows files

another example is the fmod.dll : that renders the audio : and mostly mp3 .. one of the first mod using it was poke646
it is in the root folder of the mod .. it can be "updated"
fmod in the mod folderfmod in the mod folder
when a mod does not start .. that can come from a dll beside the fmod one : in the mod folder that has to be installed in the half-life folder : like the opengl32.dll .. as this folder is always changing of name [look at steam.. and compare with the famous c:\sierra\half-life.. of the won edition : the first.. ]...they put it there for the distribution of the zip..

we are far from the pak.. world but may be this tricks around files will help you having mods working.. : it is not always evidence for all 8"]
Posted 8 months ago2020-05-22 13:54:29 UTC Post #344272
Wow. I have recently updated my graphics card drivers and that included some Vulkan stuff, idk if some OpenGl stuff is updated aswell. Aniway, I´ll try Paranoia´s OpenGL32.dll, just in case. :)
Posted 8 months ago2020-05-22 16:28:22 UTC Post #344274
Don't use custom opengl32.dll files. All opengl32.dll does is provide an API to access OpenGL with. It supports the full OpenGL API up to whatever your OS, GPU and driver supports.

The actual driver is loaded by opengl32.dll and this process works with whatever your OS supports. You do not need a custom opengl32.dll. The only use of such files is to work around engine-level graphics code not doing what a mod wants it to do and to cheat.

As a modder you are unlikely to need it, and if you really need to override engine level graphics code there are better and safer ways (e.g. replacing the engine window with a custom one, redirecting engine functions so you handle it in client.dll, only when VAC is disabled of course just like when you use custom opengl32.dll files).

The vanilla engine deletes custom opengl32.dll files found in the game directory as part of basic anti-cheat (probably superseded by VAC but it was never changed).

See this for more information:

@zooogor you clearly don't know how this works so please refrain from misleading others.
Posted 8 months ago2020-05-22 17:34:47 UTC Post #344276
In other words, if you take Paranoia's opengl32.dll, you are NOT gonna get its neat graphical effects. None of them. Chances are, something might even break.

If you want to add fancy graphics, you must implement all that yourself and none of it requires a custom opengl32.dll!
Bloom (outdated, relies on Cg)
Normal mapping (also outdated since it relies on Cg)

If you want those fancy effects, your best option is to just rewrite the whole renderer, use OpenGL 3.3 with GLSL shaders, and do your stuff from there.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 months ago2020-05-22 18:08:44 UTC Post #344277
replacing the engine window with a custom one, redirecting engine functions so you handle it in client.dll, only when VAC is disabled of course just like when you use custom opengl32.dll files
Oh, if only I were able to get everything rendered by the GPU and not the CPU. Imagine, with the GTX 1050 that my PC mounts, the Mod would not drop below 140 fps and now it does not go up from 25 until very late in the game, which is when many of the models used in the environment disappear and start throwing values of 50 fps...
But I must put up with what I´ve done so far! :) BTW: Thanks a lot Solokiller for pointing me to avoid the dll changing!!
Posted 7 months ago2020-05-23 03:22:20 UTC Post #344280
Vulkan is the daughter of opengl... it is made for dx12 and above cards...
i am glad to "face" the famously banned "solokiller" [ if only he could "do it" with the sniper at sovietscccp... ] that invented the wheel metamod-amx mod inside the dlls...
by now svencoop is so bloated and so slow that it makes connection impossible.. more other if the have a little LAG... [ ask at moddb about my deleted post in the svencoop page.. made in 2020 ]
solokiller and his "pet" are looking like the no-stars [wars] dogs of they-hunger.. always biting...fresh flesh.. of my butt..

i love their : DON ' T DON 'T DON'T : BELIEVE THE H.... Public Enemy-Don't Believe The Hype - YouTube :

are you sure what they talk about .. concerns you so much.. ?

first of all paranoia uses xash3d and this "opengl32.dll" .. the mod is very old and really a file from them is not a "word at the stars"
then you talk about using xash3d.. like me .. that uses : WHAT ENGINE : the "old fucked WON" that is public domain...
so you can use it with any opengl32.dll even those made for wallhacking or cheating...
VAC WILL NEVER GET YOU OR BAN YOUR ACCOUNT... they only VAC-connect & protect with STEAM ACCOUNTS and halflife-accounts LEGITS with a CS STRIKE ACCOUNT legit ... that puts you AUTOMATICALLY OUT OF THE "VAC BAN" .....TO PLAY WITH XASH3D....

thinking vac will ban your account is only possible in some poor "out of service" minds...

then i will show the famous result of "solokiller" and its "script engine" with my pc that is not so up to date but not an old one either :

there are a lot of images.. you ll see that on most of them : i have no hub...beside i play [ that was a miracle enter game respawn because i was a bit late at each round starting : so i was in observer team .. ]
he and snipper bloated so much the dll that it would requires a black-mesa-all-intels cpus to be able to do all the calculs so i could connect "on time" may be..???? having the source code of svencoop can only help to say so or else..!!!!

then my computer playing and recording echoes mod .... that so much users at moddb find so LAGGY ..
a gt230 with a 1,8 ghz i7...not the last choice..for gamer..a gt230 with a 1,8 ghz i7...not the last choice..for gamer..
here are two video recorded by it using fraps ..

beware youngs boys and girls : these links above were deleted from the echoes topic at moddb : THEY ARE TOXICS ... for some EGO ... doing as easily 60 fps with such old computers is a crime..

says your parents : i can sell you a new computer .. with XASH3D PRE-INSTALLED .... that is only very expensive..
Posted 7 months ago2020-05-23 09:21:31 UTC Post #344283
So, what you are trying to say to me is that, there´s a way Xash3D will make run my mod at 60 fps if I use the OpenGl32.dll from paranoia? I don´t care of VAC since this project is private and I don´t intend to make it to the public (yet), so if that solution works, I´ll be more than happy. But Solokiller points me to a direction that seemed to be fine tough and within the very folder of the mod. I am quite lost now, guys. :/ Sorry.
Posted 7 months ago2020-05-23 10:32:46 UTC Post #344284
Using custom opengl32.dll files will not improve performance. Using custom graphics code will improve performance if written properly.
Posted 7 months ago2020-05-23 12:27:23 UTC Post #344285
That´s what I´ve thought... Too beautiful to be true, hahaha!! :lol: I hope some day you´ll release something like the version of Xash I´m using but with a full working GPU render system embedded (I mean, my version of Xash HAS NOT a gpu rendering system, just CPU rendering)..
Posted 7 months ago2020-05-23 13:15:30 UTC Post #344286
The only reason Paranoia has a custom opengl32.dll is because they didn't know how to achieve things without it. Everything they did with a modified opengl32.dll was entirely possible with the original one, by using proper graphics programming techniques.

They did 3 things: added a stencil buffer, added an alpha buffer and modified the depth range. The alpha buffer was, interestingly, used to support really old GeForce graphics cards, in terms of storing render data for dynamic lights. There are other ways to do that without using a hacked DLL.

But the funniest thing of all is, the stencil buffer was "needed" to prevent the flashlight texture from tiling itself, which was actually easily fixable without a custom DLL.
Here's an illustration:
Normal, with clamping to edgesNormal, with clamping to edges
Without clamping to edgesWithout clamping to edges
Instead of modifying opengl32.dll, they could've just used a simple flag for the texture: GL_CLAMP_TO_EDGE with, of course, a completely black border around the texture itself.
Here are 4 different options for texture wrapping:
User posted image
Taken from here.

The depth range modification was unnecessary, because they could've used some maths to adjust the depth values on the receiving end.
In case you're wondering, this is depth:
Black = close to the camera, white = far from the cameraBlack = close to the camera, white = far from the camera
These values go between 0.0 and 1.0, and it is generally used to blend fog, soft particles and such. I don't know how Paranoia's renderer utilised it, but editing the DLL was needless.

If you want to improve performance in Xash3D, or any HL mod, really, you have to learn about graphics programming with OpenGL. If you have access to Xash3D's source code, you can probably do some smaller optimisations without rewriting the renderer.
Otherwise, if you want a 2x, 3x, 5x improvement in framerates, you need to have quite some experience in modern OpenGL or Vulkan. The most ideal one IMO would be OpenGL 3.x.

One misconception is that rendering APIs like DirectX, OpenGL, Vulkan etc. automatically just render your frames and whatever you throw at them. People think they're like "plug'n'play", but no, they're not. Instead, you are the one who defines how OpenGL will work. You tell it how to render the triangles etc. There are many, many functions that the API provides to you, and you can use it. You are wrestling with your graphics card, yelling at it how to render your stuff.

The problem is, GoldSrc's renderer uses OpenGL in so-called immediate mode. And I've probably talked about this 120 times on TWHL Discord, but here's how immediate mode rendering works: (in a very very simplified way)
  • you tell OpenGL to "begin" rendering
  • you send texture data, vertex data (vertex positions, UV coordinates etc.)
  • you tell OpenGL to "end" rendering and wait for the next frame
The thing is, the CPU is always sending rendering data to the GPU, every frame. The GPU receives the polygons, the textures etc., but it immediately "forgets" it the next frame. This is reason #1 why GoldSrc and Xash3D can perform poorly with many wpolys and even more epolys. Of course, in the late 90s, video cards were built for immediate mode, so logically, it was the only option.
But, it's an issue today and it'll be an issue for God knows how long, because modern GPUs have to emulate this mode. Modern GPUs are built for something else, called retained mode.

Retained mode works this way:
  • upload data to the GPU's video memory (preferably when the map starts), and it stays there
  • render them and wait for the next frame
When you're not sending all the data every frame, you can theoretically render the entire map at 200fps, lol.

So, if you want better fps, learn graphics programming and rewrite a part of, if not the whole renderer to work more efficiently. Otherwise, don't make high-poly models.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 months ago2020-05-23 14:13:32 UTC Post #344288
So, if you want better fps, learn graphics programming and rewrite a part of, if not the whole renderer to work more efficiently. Otherwise, don't make high-poly models.
Yeah, Admer, that´s the point. But I have NO idea on how to do what you say, neither I have the time to start learnig a programming language from scratch, I´m too old :crowbar: . I don´t know how I got this far with the poor knowledge of C++ I have, I was so lucky of Sheppard and Solo being gentle and help me countless times, I will lnever thank them enough for that. :)

In the other hand I´ve done a heresy doing the mod as I did. I´ve done all the map as a big container with 12 high poly models as the main structure and a lot of models in it, that, in the end, result in a low framerate for the 50% of the gameplay. I took the engine without having considered that BIG handicap, stupid me, but 15 years ago many of the actual engines were not available, even they did not exist either, so I decided to use what I knew and with what was availabe at that time, and what had full support of modders.

Now I regret it a bit, but I think I managed to do a slightly good work, and, more important, I finished it without feeling completely ashamed of its quality. If it wasn´t for the rendering problem it could be perfect :)
Posted 7 months ago2020-05-24 08:20:41 UTC Post #344292
Abbadon ..
i would like to answer : YES at your question : will make run my mod at 60 fps if I use the OpenGl32.dll from paranoia?
but first i am not Magda the Gypsybot : without playing your mod and testing "settings and files" : i have no idea how to make it perform better [and i give not false promise by the far far away web...]

if i were you : i would first create a free account at Mega file so you have 50 Go for free and a solid backup..
that can be nice to have few backup [ that interests you [only] ] ...instead of loosing fifteen years of work...
[ do not take that for vitriol : it is humour with vitriol inside..that hurts but less than losing files ..]
as you are not either the Don Abba of "files mixing" [ sadly.. ]
[i prefer original band songs but actors are looking cute.. ] and fear a lot about VAC... like anybody..
VAC is a tool or system that "secures" a server from people using tricks that help being a winner using cheats tools
he never removes any game ..if you get "vac banned" that means you will not be able to connect a vac server again : called also : secure server ..
but a server not using vac can be ..
most of the time you find cheaters / vac banneds... on "cracked server" aka warez half-life / no-steam
cheaters tools i use sometimes when i rework a mod ; like these last days ; mostly because i do not need to start steam and wait to be connected .. plus if you load and stop the game after each tests , steam gets longer to connect you : may be because they fear of an attack or else ..
xash3d is perfect : it is able of using recent mod and "compatible with latest files from steam hl and also won hl ...
for me it checks only the won key.. and not steam.. that also helps keeping secret my "giant mod..." there are too much "stats" server and websites and steam checking servers...for stats [ server officials legits or cracked either..]

the best thing you should do is to try to make the "right pak" file for your mod.. and check in steam if you are in good standing .
vac status in steam ..vac status in steam ..
then reread the previous posts..
if i were you i would create a new svencoop account on a new steam account to check my mod and see if "engine updates" they made are working with your work..

like i said , to solokiller... or solo killer ? is that not a kind of snipper ? a solo-killer ?
there is nowhere than svencoop where is the famous snipper ,,, while outside of the forum a hudge number of fans are acclaiming solokiller.. : at least where there are fans of svencoop like mobdb website..
can that be a one & single "man" ?? using multiple accounts .. like "personalities" ????

i wonder why he does not "kick the snipper ass by publishing "his own made" svencoop dlls for svencoop : he was banned "sadly" by this "sniper" to steal his script angel engine .. ??? am i wrong ???
helping me that was banned because palitos and snipper wanted to steal my work on they-hunger and svencoop 3 [ not 3,5 and made without any original files of they hunger.. ] [ only sc3 that was public and the largely distributed files and maps from they hunger mod : how can ib called a leaker ??? and banned for publishing that at svencoop forum : where members and unknown visitors can read post.. ?? ]

i posted image above ; that were recently deleted at mopdb in the svencoop page..
showing that i can be "in game and out game" at the same time with a server svencoop .. VERY STRANGE ??? is it not ??
you see that the server considers me as an observer and i am having guns.. but not the hub counting weapons or health...

like in this other album :
with superman in bonus .. the player was able to stop falling the antenna... he was surely using some "specials dlls : like described by solokiller" than standard ones delivered and protected by windows [ in some folders like windows/system32 for signed files like opengl32.dll ]

i wait more comment from himself on this bugs .. that in my mind and opinion : shows a "lagging program" : i mean : with the angel-script, plus badly programmed added routines plus too much instructions to do ...; the software server can not operate fastly enough to keep in realtime all the players
the cpu is able of [for example : 100 instruction per seconds] but there are so much instructions he has to do : that it should be a cpu capable of doing 300 instructions per seconds.. it is very bad "programming" and it hard to say if that is solokiller or snipper faults..
except if solokjiller is able to give dlls to all that are no longer bugging like that.. of course with source code published at github ..
that would help so many non devs like the one making xash3d ..

like he says :

Using custom opengl32.dll files will not improve performance.
Using custom graphics code will improve performance if written properly.

i wonder what that means.. "custom graphics code" and where that should be "inserted" : in opengl32,dll ? this dll looks a lot "graphics" by opening the 3d world like she did with svencoop , half life .. even half-life 2 and its episodes.. counter strike sources.... dods ...

have luck making your xash3d using your gpu.. think of updating your video driver.. before testing or not "opengl32" or anything else.. don abba ;']
and of course listen cool songs from ABBA ;']

like i also wrote :
i love their : DON ' T DON 'T DON'T : BELIEVE THE H.... Public Enemy-Don't Believe The Hype - YouTube :
Posted 7 months ago2020-05-24 09:06:30 UTC Post #344293
So once again, opengl32.dll is part of the OS API for OpenGL. If you want improved performance you'll have to write custom graphics code using shaders. Just like every other program you do that by accessing the OpenGL API through opengl32.dll, without replacing it.
Posted 7 months ago2020-05-24 10:50:37 UTC Post #344294
"i wonder what that means.. "custom graphics code" and where that should be "inserted""
We're going extremely off-topic from the original thread, but I believe I must show you an example of "custom graphics code" which will get compiled into client.dll:
Draws a quad on the screen, with a specific texture that gets modified every 10 framesDraws a quad on the screen, with a specific texture that gets modified every 10 frames
This can be taken to a whole new level, where you can replace the renderer entirely. So instead of using OpenGL 2.0 or whatever, you use OpenGL 3.3 with GLSL shaders.
A shader which transforms XYZ vertex coordinates into RGB colours, instead of applying a textureA shader which transforms XYZ vertex coordinates into RGB colours, instead of applying a texture
Admer456 Admer456If it ain't broken, don't fox it!
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