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Old 11-11-20, 06:36 AM   #16
p7p8
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Originally Posted by MarkShot View Post
I did notice it. It's irritating. But I am just
SC: Leaves mouse droppings.
Try to turn off forcing antialiasing and anizotropy on your n-vidia or catalyst panel.

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DW: You cannot save a replay.
You can do it manualy. After game just give "read only" attribute to replay.dat. Then launch the same scenario and close scenario. You will see replay from previous mission. Imortant - until you uncheck "read only" attribute, your replay won't be overwrited.
but its usefull for making archive with best replays

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You just got to live with this stuff. I think SC give perfect LOBs on the TA in a turn.
yeap - DW has much better phisics. TA is dragged while turning.

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DW: And I remember that surface ships which are using radar don't seem to pick up the Kilo scope or ESM mast.
Vanilla DW cannot detect not only masts but also submarine sail
RA mod fixed this issue with sail. Also RA can detect masts while sub is on PD *PD mast detector - on many air and surf platforms).
Unfortunately game engine cannot detect raised mast. For some kind of compromise sub on PD is always recognised by game engine (in RA) as with raised masts - even if player has all masts lowered.

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DW: I don't recall the KILO needing to recharge.
You can change battery level in mission editor. By default all diesel-electric submarines starts with 80% of battery
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Old 11-11-20, 07:11 AM   #17
Captain Reyes
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The mouse droppings happen with the SC retail version in W10 and can be fixed with DxWnd. Some of the mentioned points might be improved with SCX/SCU and especially with DWX/RA.
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Old 11-11-20, 08:41 AM   #18
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The mouse droppings happen with the SC retail version in W10 and can be fixed with DxWnd. Some of the mentioned points might be improved with SCX/SCU and especially with DWX/RA.

I tried every possible option, and I still get dropping. But program looks cool.


I need Sub Command to use a hardware mouse cursor, I think.
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Old 11-11-20, 10:12 AM   #19
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Every option...

I was in contact with the DxWnd dev and he introduced a fix.

Last edited by Captain Reyes; 11-12-20 at 03:40 AM.
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Old 11-11-20, 10:52 PM   #20
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Originally Posted by Captain Reyes View Post
I was in contact with the DxWnd dev and he introduced a fix.

Almost perfect as that gets rid of mouse droppings, but CTRL-I which minimizes the game to desktop no longer works. It will minimize, but when you go to re-enter the game it crashes.


All things being equal I prefer to be able to get and out of the game.


If you get a fix for that, then this will be 100% perfect.


Thanks.


PS1: I will probably just play DW RA anyway.


PS2: As the mouse droppings clean up during screen refreshes, the only place where this is essential is in the mission editor.
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Old 11-12-20, 12:47 AM   #21
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I found an option in DXWND that will make it run Windowed. When windowed, it will not crash if minimized.


But I want to run at 1024x768 on my 21" 4:3 LCD. Otherwise, the text is too small. Full screen will stretch, but leaves mouse trails.


DXWND full screen means you cannot minimize.


DXWND windowed means you can minimize. Again 1600x1200 but the text is too small.


Now, if only there was a way to stretch a 1024x768 to fill the monitor. I can make DXWND launch it like that. But after initialization it shrinks down to its actual native size.


Almost perfect ...


I am still convinced that it is the lack of a hardware cursor option that causes this problem, but I cannot find any software to force a hardware cursor for a game.
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Old 11-12-20, 12:51 AM   #22
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You know with DXWND running, you don't need the wrapper to run:


d3d8.dll
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Old 11-12-20, 02:43 AM   #23
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Saves time and effort of all involved by taking it easy with wild assumptions and reporting findings of the obvious. It can help to do a quick research beforehand by for example by reading the video description in order to aquire basic understanding first.

Lower ingame resolution, dxwnd with "window" + "desktop"

Last edited by Captain Reyes; 11-12-20 at 05:29 AM.
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