It has been a while, but it's finally here! This is by far the largest update of the module ever. The development started in October 2015, while playing with the idea of adding support for higher-resolution packages. Some notes about that were previously mentioned in the v0.3 release overview. I'm happy to say that after a year of working on the module, the goal has finally been accomplished. This update is specific in that, unlike with updates for other modules that hadn't had updates for many months, work on SuperFrontend continued regularly throughout the entire period. Day by day, week by week, graphics kept accumulating, and the packages growing. Sometimes, entire folders of graphics had to be redone. It was ensured that work into SuperFrontend would be invested at least once each two weeks. Given that I'm not really an artist, it took a while. Especially given that I care about the quality of each image. Now that it's here, the module is sure to appeal to a much wider playerbase (as well as make life easier for worms streamers, of course).
Click for the full changelog (https://www.tus-wa.com/forums/worms-armageddon/t-27448/msg250927/#msg250927)
So, let's see what we have new in terms of graphics in the update. The update introduces two graphics packages: x720 (x1.5 - for resolutions with heights of 720 and above) and x960 (x2.0 - for 960 and above). The appropriate package will be selected according to your screen resolution (the lowest available will be used). There's no x1.75 (840) package at the moment, so users of 900p (1600x900) resolutions are a little bit out of luck here. That goes without saying but there is no package for 4K, and although I do have a portion of graphics ready for 4K (from vectors, etc.), I will not continue working on this for obvious reasons...
So yeah, that's pretty big. Now let's look at some more distinctive features of the graphical additions in the update.
New font sizes (https://files.steps.moe/wa/images/sf/fonts_overview.png) There are now 6 new fonts, in addition to the 4 already existing in the game. The game uses Tahoma Bold, and that's what everything is in, except for some small fonts.
Micro (6x6) - this is a super-tiny font which is only used in place of the Small font when running in 320x240. More details about 320x240 near the bottom of the post. The font is original pixel art.
Mini (8x8) - another small font, Std font for 320x240 or small for 480x360. Note that this font uses grayscale, but ideally it shouldn't due to its size. However, as an intermediary solution, Tahoma Bold is also used here. I might make a new pixel art font later.
Huge (48x50) - used as Big with x1.5, or Medium with x2.0.
Giant (64x66) - used as Big with x2.0.
Ludicrous (96x100) - one of the 2K/4K fonts.
Insane (128x132) - this is the largest font that you will only ever see in place of Big while running in 4K (https://files.steps.moe/wa/images/sf/4k_test.png).
Updated WormNET flags (https://files.steps.moe/wa/images/sf/nationflags_x2_chart.png) (https://files.steps.moe/wa/images/sf/nationflags_x2_chart.png) Of course, HD bitmaps also mean HD flags. Most of these come from Wikimedia, adapted, palettized and adjusted for the game's style. Feel free to use these in snoopers, etc. Note that I didn't keep unpalettized versions of these strips, though I do have unpalettized vector versions of the flags themselves.
And much more: strips, animated frames, buttons, etc. You can see for yourself when you launch your game with the module.
So now, you might ask, how was this all accomplished? The packages are a mix of three types of graphics:
Remade from scratch (vectorized) - these are a relatively small group, but still quite distinct e.g. in the Game Options screen. Since I don't have too much experience in vectorizing or drawing, I did it slowly but well. This is best quality.
From freely available higher-resolution graphics, downscaled with modern algorithms - these form another distinct group, and they're especially visible in the Weapon Editor. The game itself had higher-resolution versions of its smaller graphics, and those were adapted when working with the x2.0 resolution package. The quality is very good.
Assisted upscaling with the use of neural networks - these were made bigger using modern neural network algorithms; then manual retouching, most of the time pixel-precise, was performed on each image. This is probably the largest group here. The quality is good, in particular of the bigger images.
Now let's not forget that we're still in 256-color mode. Color limitations! This was another issue I faced, as each image had to be palettized, and ultimately I found how to it best (might not apply to some graphics made earlier in the process of making). It should be noted that most (if not all) graphics here use compatibility palettes. This means that the unused blue-background and star/spanner palette cells are removed from them, and they are not used. Most original graphics did not use the debris cells anyway. This, in particular, is to allow palette mods (both existing and future) to be freely used with the module, without fearing that glitches will appear due to the full palette usage by each element. Note, though, that this doesn't extend to the Weapon Options screen, and the WormNET flags. Using palette mods with those might result in minor glitches (it's understandable given how they struggle already).
So yes, enough with this, you can now try this all yourself.
Downloads
Download the full package (https://files.steps.moe/wa/wk/wkSuperFrontendHD_full.7z) (0.4.4.0 - 1 Aug 2021) - both the module and the graphics.
Installation
Download the archive.
Extract the archive's contents to the game's directory. Your graphics directory should now have the _super dir.
Enable "Load WormKit modules" in the advanced settings of the game.
Your frontend now runs at your game's resolution (from the W:A options). If you want, you can tweak the settings using the wkSuperFrontend.ini file, enabling Desktop, to use the desktop resolution, or enable Custom, to change the resolution to any values.
Separate downloads:
the module (https://files.steps.moe/wa/wk/wkSuperFrontend.dll) (only use when there are no graphics updates between versions)
(https://i.imgur.com/sym0DJP.png) (https://i.imgur.com/2w7xqzo.png) Initially meant as an internal joke for April 1st, the package was a testament to the flexibility of the module, as well as a fun little easter egg that reminds us of the Game Boy times... Note that most of this is nearest-neighbor scaled (via the module's built-in scaling feature), and there are crash-inducing bugs, so use at your own risk! Of course you will need some support for such a resolution: in the driver if fullscreen (present mostly on laptops), or via windowed mode. Note that you can generate a x240 package on your own, if you enable "AutoScaleMissingGraphics" and set your resolution to "Custom" with 320x240, or 480x360. This makes use of the Micro and Mini fonts.
I'd like to thank all the people who helped test the module before the release. It has come a long way, but it's finally out.
Known issues
■ Screenshots made in the frontend (with the Pause button) have a height limit of 480. This might be fixed in the near future.
■ The map thumbnails, and the map editing area in the Map Editor are not scaled. This might be fixed at some point.
■ In magnified mode with scaled fonts, the map memory usage warning text appears cut off.
■ Team names are not synchronized in position with the handicap/color/worms button rows in the magnified mode. This is because, while the controls are repositioned, texts in lists still remain with the same intervals between lines. A workaround might appear in the near future. Low priority because of SuperGraphics in 0.4.
■ Small graphics that accompany text lines in listboxes, are not centered to the middle of the line, and appear slightly shifted to the top with 2.0x scaled text (for example). Low priority because of SuperGraphics in 0.4.
Fixed issues
Fixed in WA 3.8 - Some font colors are not anti-aliased in higher font sizes (only white, grey, yellow, cyan, and white on red are anti-aliased). This is due to the palette limitations, with the frontend .pal files not including positions for antialiasing those colors. This might be visible on WormNET.
Fixed in 0.4 - There's a rare, isolated bug which makes the inputs "transparent", with clicks going through to the windows underneath. This should be fixed soon.
Fixed in 0.4 - Headers of the tables (e.g. the team list, WormNET player list. etc.) have a fixed height, and thus a 2.0x scaled text doesn't fit well. This might be fixed in the near future.
Fixed in 0.4 - In non-magnified mode, clicking the bottom of the screen to minimize won't work. This only works in magnified mode because the dialog window is big enough to accept mouse input at a position like that. Low priority.
Partially Fixed in 0.4 - With magnification, the arsenal door in the weapon editor is useless as it's too small to cover everything. One of the solutions is to hide all buttons that it's supposed to hide, and center the door. This might be done soon.
Fixed in 0.4 {S} - When using "internal 4x3 mode", there's a rectangle wandering in the wild in the Team Editor. This might be fixed soon.
Fixed in 0.4 - Support for 3.7.0.0 is poor (no fix for the arsenal door and no AdjustDebris support). This will eventually improve over time, but the priority for this is low, you should just update your game anyway.Note: 3.7.0.0r2 only. 3.7.0.0r1 (unpatched) is not supported.
Old 0.3 release notes
Title: Re: wkUltraFrontend Beta released
Post by: Sbaffo on August 04, 2015, 03:38 PM
Can't download it
Title: Re: wkUltraFrontend Beta released
Post by: StepS on August 04, 2015, 03:43 PM
I'm able to download it; perhaps your internet provider is blocking free hosting websites. I have now added an alternative link (worms2d.info) which should always work.
Title: Re: wkUltraFrontend Beta released
Post by: Sbaffo on August 04, 2015, 03:59 PM
Ok it worked now.
Title: Re: wkUltraFrontend Beta released
Post by: Kangaroo on August 07, 2015, 01:00 AM
my old year 2000 laptop has only ever allowed me to have 1024x768 as my MAX resolution, will this magnification sheet help me get a larger resolution if i play around with the WK LobbyCmd ?? In the past ive tryed every resolution with LobbyCmd, some come close to giving me a larger resolution but they dont line up with the screen ( 1/4 of screen black ect).
A way to get larger res on smaller screens would be awsome xD
Title: Re: wkUltraFrontend Beta released
Post by: Korydex on August 07, 2015, 05:48 AM
nonsense
Title: Re: wkUltraFrontend Beta released
Post by: StepS on August 07, 2015, 11:09 AM
Quote from: pizzasheet on August 07, 2015, 01:00 AM my old year 2000 laptop has only ever allowed me to have 1024x768 as my MAX resolution, will this magnification sheet help me get a larger resolution if i play around with the WK LobbyCmd ?? In the past ive tryed every resolution with LobbyCmd, some come close to giving me a larger resolution but they dont line up with the screen ( 1/4 of screen black ect).
A way to get larger res on smaller screens would be awsome xD
wkLobbyCmd sets the in-game resolution. If you want to set a resolution that is larger than what your monitor allows, use D3D9Wnd (https://www.tus-wa.com/forums/worms-armageddon/d3d9wnd-a-native-direct3d-9-based-windowed-mode-and-multi-monitor-support-19063/), and set the resolution with wkLobbyCmd.
Title: Re: wkUltraFrontend Beta released
Post by: MeTonaTOR on August 07, 2015, 04:35 PM
Quote from: StepS on August 04, 2015, 03:07 PM (http://files.steps.club/wa/ff/std_49.png)(http://files.steps.club/wa/ff/std_37.png)(http://files.steps.club/wa/ff/std_19.png)(http://files.steps.club/wa/ff/std_47.png)(http://files.steps.club/wa/ff/std_42.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_44.png)(http://files.steps.club/wa/ff/std_06.png)(http://files.steps.club/wa/ff/std_44.png)(http://files.steps.club/wa/ff/std_41.png)(http://files.steps.club/wa/ff/std_40.png)(http://files.steps.club/wa/ff/std_46.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_40.png)(http://files.steps.club/wa/ff/std_30.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_74.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_45.png)(http://files.steps.club/wa/ff/std_41.png)(http://files.steps.club/wa/ff/std_39.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_46.png)(http://files.steps.club/wa/ff/std_34.png)(http://files.steps.club/wa/ff/std_35.png)(http://files.steps.club/wa/ff/std_40.png)(http://files.steps.club/wa/ff/std_33.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_46.png)(http://files.steps.club/wa/ff/std_34.png)(http://files.steps.club/wa/ff/std_27.png)(http://files.steps.club/wa/ff/std_46.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_23.png)(http://files.steps.club/wa/ff/std_23.png)(http://files.steps.club/wa/ff/std_16.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_18.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_39.png)(http://files.steps.club/wa/ff/std_27.png)(http://files.steps.club/wa/ff/std_45.png)(http://files.steps.club/wa/ff/std_46.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_44.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_30.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_32.png)(http://files.steps.club/wa/ff/std_27.png)(http://files.steps.club/wa/ff/std_35.png)(http://files.steps.club/wa/ff/std_38.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_30.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_46.png)(http://files.steps.club/wa/ff/std_41.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_30.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_38.png)(http://files.steps.club/wa/ff/std_35.png)(http://files.steps.club/wa/ff/std_48.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_44.png)(http://files.steps.club/wa/ff/std_90.png)
That one killed me xD
Title: Re: wkUltraFrontend Beta released
Post by: raffie on August 10, 2015, 09:57 AM
Really great work StepS, wish I could use it though since like everyone else that plays PX games, I'm stuck at v3.6.31.0.
Title: Re: wkUltraFrontend Beta released
Post by: Kaleu on August 10, 2015, 07:43 PM
It's brilliant, thank you! Want a fully working HD screenshots in the next updates.
Title: Re: wkUltraFrontend Beta released
Post by: Casso on August 12, 2015, 10:50 AM
Great Job!
Can't wait to try it :)
Title: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 03, 2016, 01:14 AM
wkSuperFrontendHD 0.4 is here!
It has been long overdue, but the update is finally here! This is the largest module update (and the longest one to make) that I've done yet. The update finally introduces HD graphics for the frontend: all the bitmap assets used by the game: there's more than 1300 of them, for 720p+ resolutions (x1.5) and for 960p+ resolutions (x2.0). As well as new fonts and many other things. This is something that had been missing ever since the appearance of Magnification in the module. It has been a long year, but here goes! For a more in-depth description please read the top post (https://www.tus-wa.com/forums/worms-armageddon/t-27448/msg226117/#msg226117) of the thread.
Update notes for v0.4:
Introduced "SuperGraphics": over 1300 graphics in high quality, for 720p+ and 960p+ resolutions. Graphics are stored in "graphics\_super\<package>", and the fonts are located at "graphics\_super\Fonts". There are now 6 new fonts in the game. EXE resources are now files in the _resource directory of each package. And much more. Please read the top post (https://www.tus-wa.com/forums/worms-armageddon/t-27448/msg226117/#msg226117) of the thread for more information on SuperGraphics.
Any missing graphics can be scaled automatically using "AutoScaleMissingGraphics" when "SuperGraphics" is on, nearest-neighbor, and saved into the respective package directory. This will always save changes to the disk.
The INI layout has been overhauled. Some options have been added/removed/grouped. The text parameters are not case-sensitive. The new INI options are as follows:
Resolution (in Misc). This absorbs the former "AlwaysUseDesktopResolution" option, and now has three possible values:
Game: uses the in-game resolution you've set in the game for the frontend resolution. This is now the default.
Desktop: uses the resolution of your desktop at the time of launching the game. This used to be a separate option.
Custom: lets you specify your own resolution, set via CustomWidth and CustomHeight.
FontScaling: "Default" scales font based on the general scaling factor. "Lesser" works like the former "LesserFontScaling": it will not scale fonts x2 unless you're on 1440p or higher. To disable font scaling completely (not recommended), you can use "Off".
SetInternalResolution: this lets you specify how you should see the innards of your frontend within the general resolution you specified. Note that for ANY option used here, there's a minimum narrow-resolution limit: 4x3. In other words, if you try to use 5x4, you will get a 4x3 inside 5x4, even if you use a Custom resolution.
Auto (default): this will expand the frontend to your resolution and aspect ratio, however it will not go wider than 16x10. This is a compromise between the original Stretched mode and the 4x3 mode. Some people prefer 4x3, it is now easier to enable that as well.
4x3: this works like the former "UseInternal4x3AspectRatio" option: use a 4x3 box of frontend inside a wider area that expands to your screen resolution.
Graphics: a new mode that can be used when SuperGraphics are on (and shouldn't when SuperGraphics are off). This will make the internal frontend box 960x720 (for the x720 package) and 1280x960 (for the x960 package) respectively.
Stretch: this mode, like before, stretches everything to your resolution and aspect ratio, and it doesn't have the 16x10 limit. In other words, even if you have a super-wide screen, the frontend will still stretch over the whole width of the screen.
Classic: this is the classic centered 640x480 mode, like in the early versions of frontend (before 0.3). This can also be enabled via Custom and 640x480. When 640x480 (or any resolution with a height below 720p) is used, SuperGraphics are not enabled.
Custom: lets you specify the resolution you want in CustomInternalWidth and CustomInternalHeight.
The INI options "CenterBitmapControls" and "RestrictFormsToFontHeight" have been hidden and are always enabled by default. It is possible to disable them by adding them to [Magnification] and setting them to 0, but it's not necessary unless for some debugging purposes...
AdjustDebris and Magnification are now always enabled. This was inevitable given the extensive set of features and fixes added into the code. If you want to get the old 640x480 centered mode (like in the old versions), set "SetInternalResolution" in [Magnification] to "Classic". As a side note, this also lets you use the bottom line of the screen to minimize in the 640x480 mode (this was not possible in the unmagnified mode).
It is now possible to minimize via the bottom line in any resolution, regardless of the aspect ratio. A new hidden option (enabled by default) called "AdvancedDialogSizingShenanigans" is responsible for this. Instead of moving the inner dialogs, the size of the graphical window is used, while elements such as buttons and forms are moved into the middle if necessary, to form the inner resolution box as required. This allows input to the bottommost pixel of the dialog, thus, allowing minimization.
The "graphics\backdrex.bmp" file is no longer necessary, because the module now automatically stretches your backdrop.bmp upon loading it (doesn't save to the disk), to adjust for your resolution. Thus, the background is no longer cycled. In the future, new options might be added to customize the gradient better (as well as produce new gradients in runtime). If you still have the backdrex.bmp file, you can now delete it.
There's now a secret option to be a Star God. To become a Star God, press Ctrl+Alt+Clear, then hold or press Ctrl+Num- or Ctrl+Num+. God powers are limited at this moment, but a music visualizer feature is planned.
There is now a limit for the minimum narrow-aspect-ratio resolutions. If the resolution is narrower than 4x3 (e.g. 5x4), then the frontend's innards will appear as a 4x3 box inside the taller resolution. This was required to ensure that there are no overlap issues when HD graphics are used. Also, it is pointless to stretch to such narrow resolutions, as that only increases empty space (the input forms do not extend vertically) and doesn't add anything.
Fixed a bug that sometimes made inputs "transparent" after quitting e.g. from quick-games. This only happened on some specific versions.
Fixed the height of headers in tables (like player/game/teamlists). They will now respect the current height of the font used.
There should no longer be a gravestone rectangle wandering in the wild in the Team Editor (with any aspect ratio).
Fixed support for 3.7.0.0 (only the patched r2 version) - AdjustDebris and the Arsenal Door work properly with it now. This was required anyway given the SuperGraphics upgrade.
Improved compatibility with future versions of the game (such as 3.8.0).
General improvements and fixes.
Some known issues with this release:
Issues such as non-smooth green/red/purple fonts, and screenshots have not yet been resolved. I've decided that due to the time already spent into making the SuperGraphics update, this can wait, and come at a later date when needed.
Map thumbnails (including the editor area in the Map Editor) are still unscaled. This is fixable (the former at least), but is such a pain in the *** implementation-wise that this will also wait until a future patch.
The intro screens are semi-broken, so placeholders for small parts are used. This is low priority... You probably don't even open that.
HD weapon icons in the Weapon Editor will not currently be visible in future versions of the game (such as 3.8.0), but this will certainly be fixed by the time a W:A update comes out.
The download links are in the OP.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: j0e on October 03, 2016, 03:08 AM
Excellent work StepS. It really makes the frontend far more usable. No more straining to read small fonts. Everything looks so crisp and inviting too. Big change from previous versions.
Just want to point out for anyone wondering - wkD3d9wnd is still 99.9% compatible with wkSuperFrontendHD. So you can have the best of both worlds. These two patches are a big part of the reason I still play WA.
The 320x240 mode is awesome. For me it requires d3d9wnd, since my laptop can't display 240p natively. But it crashes sometimes perhaps as a result. Known bug and I love it anyway. It looks like WA would look on a Gameboy color emulator, big nostalgia trip.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: MonkeyIsland on October 03, 2016, 06:29 AM
Nice job StepS!
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: Nullum on October 03, 2016, 08:13 AM
Awesome! o.0
StepS - Soon you can develop a new WA2 games :))
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: AduN on October 03, 2016, 12:21 PM
omfg this is f@#!ing awesome, thank youuuuu steps!!!!!!11
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: Triad on October 03, 2016, 01:20 PM
Great job man!
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: Kaleu on October 06, 2016, 07:15 PM
Thx a lot
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: TheWalrus on October 08, 2016, 12:01 AM
https://www.twitch.tv/wormsstream17/v/93600121
what am i doing wrong steps, my frontend is jacked up with new update, i did something i think
also have weird cursor glitches when i minimize, i didnt try and produce in video
if i cant fix i guess ill just revert back
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: j0e on October 08, 2016, 03:21 AM
Walrus, have you tried changing the following setting (by editing the included .ini file)
SetInternalResolution=Auto to SetInternalResolution=4x3 ?
If nothing else the 4x3 mode looks nicer imo. Your aspect ratio looks off for sure tho. If it still looks squished or bugged try "SetInternalResolution=Graphics" or "SetInternalResolution=Stretch".
Cursor issues seem to be related to using both wkD3d9wnd and wkSuperFrontend together. I get the issue you describe (losing cursor when minimizing and have to terminate WA.exe in task manager to get it back) as well, but infrequently enough that it doesn't matter.
The other issue i've seen is when using weird resolutions, the cursor can't reach the bottom of the frontend screen if d3d9wnd is on. That's why i said the two modules are only 99% compatible. By weird resolutions I mean stuff like 480x360.
Try renaming your wkd3d9wnd.dll to .pll or something (to temporarily disable) to see if that's the issue.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 08, 2016, 03:16 PM
I'm not sure what causes the black bars on your system, that's weird (I can only suggest checking the driver settings for the scaling). However if you're using the module together with D3D9Wnd then make sure to disable the following D3D9Wnd's Frontend options: Stretch, Centered, EnableCustomSize. Those options use workarounds and are not recommended. Make sure "Hardware Cursors" is on in Advanced settings, or if that's where the issue happens, try disabling it.
Title: Re: wkUltraFrontend Beta released
Post by: Sensei on October 08, 2016, 05:35 PM
That shouldn't stop you to install 3.7.2.1 version in another folder :)
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: aik on October 08, 2016, 06:08 PM
Might be very likely linked to using wine - I encounter an "Out of memory" Error, if I try to go to wormnet (not every time - but 6 out of 7...).
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 08, 2016, 06:23 PM
Quote from: aik on October 08, 2016, 06:08 PM Might be very likely linked to using wine - I encounter an "Out of memory" Error, if I try to go to wormnet (not every time - but 6 out of 7...).
Would like a CRASH.DMP file. That includes much more information about the crash, as well as a minidump and the stack trace. Then I can tell which API specifically (and how) failed. Sounds like a fail in WinAPI.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: aik on October 08, 2016, 06:34 PM
...but no worries - i don't think manny people use wine to play w:a - and i i.e. get along w/o frontent resolution...
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: TheWalrus on October 08, 2016, 07:31 PM
Quote from: StepS on October 08, 2016, 03:16 PM I'm not sure what causes the black bars on your system, that's weird (I can only suggest checking the driver settings for the scaling). However if you're using the module together with D3D9Wnd then make sure to disable all of D3D9Wnd's Frontend options, such as Stretch, Centered, etc. Those options use workarounds and are not recommended. Make sure "Hardware Cursors" is on in Advanced settings, or if that's where the issue happens, try disabling it.
I fixed it, looks awesome now!
This was the command line that was getting me in trouble:
I had set a custom size that worked really well in the last version, but with this new version, looked like crap. This new frontend looks awesome steps, what an upgrade! Really nice job.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: Aladdin on October 10, 2016, 01:46 AM
Very good Congratulations steps!
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: h3oCharles on October 10, 2016, 07:53 PM
Intro isn't completed... just sayin'
EDIT1: Just some errors here and there, screen size is 1440x900, here's my config:
Frontend1.png That door is going to trigger my OCD
Frontend2.png LAN and WormNET buttons don't have the same height I kinda have a feeling that the LAN button is shorter than the WormNET button... kinda
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 10, 2016, 08:00 PM
That's mentioned in the known issues. Low priority, because too much work for little visibility (although I haven't actually measured how much that work would be). The objects on the nuclear intro are intentionally replaced with empty images, because they are misplaced at the moment. And must be in sync with the background, as there's no alpha-transparency support in BMP (even more so 8bit).
This is normal right now (however, it's mentioned in the known issues). The door uses the size as provided by the graphics package. In your case it's 900 -> 720, so the 720p door. There are two ways to 'fix' this: 1) center the door, and make all objects under it invisible when the door is in front. This is my current plan. 2) additionally stretch the door in realtime, a la AutoScaleMissingGraphics (nearest-neighbor). Would look awful, especially if we stretch it to your aspect ratio too.
Also, you are using an x900 resolution. Unfortunately, x900 resolutions (1440x900 and 1600x900) are the unluckiest at the moment (if we don't count 1440p and beyond), because there's no x1.75 (840p) package, only 720p and 960p. So you're forced to 720p. In the future, it might become possible to use arbitrary-height packages. The module will then scan and choose the most appropriate package for you. So you could have a true 900p or 768p package for example.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: h3oCharles on October 21, 2016, 03:25 PM
What if someone wants to make a theme for this frontend, what do they need to know? what kind of bmp files used etc.?
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: Mega`Adnan on October 21, 2016, 06:35 PM
Map preview becomes small, I want normal map preview. :P
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: h3oCharles on October 21, 2016, 07:13 PM
All graphics are in graphics\_super\x960 and graphics\_super\x720, for resolutions with heights over 960 and over 720 respectively. These contain the files that you need to mod. Currently these are the only locations where the module looks for super graphics (except for fonts). Perhaps if I add a skin option then you could keep them side-by-side and switch with ease, but for now, this is it.
So like I mentioned in the 0.4 patch notes, this is a known issue, and I didn't want to delay the 0.4 release for it. The problem is, while I do know how to fix it, it is a pain in the ***. For a "proper" bigger thumbnail (downscaling from the big map to a bigger thumbnail, and not upscaling the smaller thumbnail like it's done in WWP Remastered), the entire function generating thumbnails has to be rewritten. Not just hooked and patched. And there are two copies of this, one for bit maps, and one for color maps. Each having math in them that requires some understanding and analysis. I might do it eventually but no promises. Ideally I'd also do it so that it could benefit from wide-aspect-ratios. So for example, if you load a wide map, and are using a wide resolution with SuperFrontendHD, it would occupy the whole wide space that is given to the map thumbnail in that mode.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: solido on October 27, 2016, 05:19 AM
i downloaded the superfrontend and installed it but it made it worse....
how do I uninstall or tune it so the screen doesnt flash...
i tried reading the documentation but i need hand holding since i have no idea... :'(
my specs are 6 core amd fx-6200 (am3+, onboard radeon graphics, 22" lcdd samsung monitor, 8gb ddr3 ram, running 1680x1050 on windows desktop, windows 7)
what settings what other packages.....
thanks :-*
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: solido on October 27, 2016, 05:28 AM
how do I uninstall or tune it so the screen doesnt flash...
i tried reading the documentation but i need hand holding since i have no idea... :'(
my specs are 6 core amd fx-6200 (am3+, onboard radeon graphics, 22" lcdd samsung monitor, 8gb ddr3 ram, running 1680x1050 on windows desktop, windows 7)
what settings what other packages.....
thanks :-*
me again just tried reading through the info in this thread again... i just wanna get rid of this... this thing aint ready for the prime time i dont even know what this is supposed to do....... how do i uninstall >:(
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: TheWalrus on October 27, 2016, 05:44 AM
how do I uninstall or tune it so the screen doesnt flash...
i tried reading the documentation but i need hand holding since i have no idea... :'(
my specs are 6 core amd fx-6200 (am3+, onboard radeon graphics, 22" lcdd samsung monitor, 8gb ddr3 ram, running 1680x1050 on windows desktop, windows 7)
what settings what other packages.....
thanks :-*
me again just tried reading through the info in this thread again... i just wanna get rid of this... this thing aint ready for the prime time i dont even know what this is supposed to do....... how do i uninstall >:(
delect superfrontend.wk in WA root directory
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 27, 2016, 07:16 AM
how do I uninstall or tune it so the screen doesnt flash...
I don't know what you mean by the screen flashing, but that sounds like a graphics driver issue, unrelated to the module. The module does not alter the renderers in any way. What renderer are you using (Options - Advanced - Rendering API)? It's recommended to enable Direct3D9 for the highest performance. If you want to disable the module: set EnableModule=0 in wkSuperFrontend.ini. Or delete the dll file. Alternatively, if you haven't already, try D3D9Wnd. It resolves most issues related to running the game full-screen, and if I understand your issue correctly, it will 99% likely be resolved. You can run the game in a fake full-screen mode, with a borderless window covering the whole screen. The only glitch with 1680x1050 that I know of is a thin line collecting some dust at the bottom. This is a bug of the game itself, and is already fixed in the upcoming W:A update. If you set the resolution to e.g. 1681 or 1049, the bug will not happen (but you'll need windowed mode)
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: h3oCharles on October 28, 2016, 06:44 PM
If you put fixing intro to low priority, is there a way to completely disable it? Like, from appearing out of nowhere when idling in main menu?
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 28, 2016, 06:48 PM
Yes, that should be easy to patch. Maybe it wouldn't fit in the scope of the module though, but I don't think that's a problem.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 29, 2016, 11:06 PM
Update 0.4.1 is out
This is a small update with the following changes:
Fixed game crash on start when using resolutions with heights of 1440 and higher, with the Default font scaling. This was due to a typo in the code probably made before the release.
Added a new Resolution mode: Auto, and made it the default. This mode works like Game, however it will not use a resolution that's higher than your current desktop resolution. This is useful for example if you're using windowed mode and have set a super-resolution (higher than what your monitor supports) for use in-game with D3D9Wnd. Since there's no downsampling in frontend (nor can it be implemented properly), this is the only way to ensure good experience in the frontend. The old "Game" option, as usual, will use the specified in-game resolution as long as it's not 0 or less.
It's very recommended to install this update. If you are updating from 0.4.0.x, you can just download the dll (https://files.steps.moe/wa/wk/wkSuperFrontend.dll) as there have been no graphics changes since 0.4. Otherwise get the full package (https://files.steps.moe/wa/wk/wkSuperFrontendHD_full.7z) of the module. You can also enable the "Auto" option manually in the ini if you want.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: h3oCharles on October 30, 2016, 07:04 AM
Added a new Resolution mode: Auto, and made it the default. This mode works like Game, however it will not use a resolution that's higher than your current desktop resolution. This is useful for example if you're using windowed mode and have set a super-resolution (higher than what your monitor supports) for use in-game with D3D9Wnd. Since there's no downsampling in frontend (nor can it be implemented properly), this is the only way to ensure good experience in the frontend. The old "Game" option, as usual, will use the specified in-game resolution as long as it's not 0 or less.
Nice! Funny enough, I actually encountered that when messing around with wkLobbyCmd. Good thing I didn't set to 4K then xD
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: Alien on May 27, 2017, 04:37 PM
thanks mate, nice module.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: STRGRN on May 27, 2017, 06:13 PM
i hate it. it isnt worms armageddon if it doesnt have those beautiful 1999 graphics
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: SiD on May 27, 2017, 06:50 PM
blasphemy! your punishment? read the readme 10 times over. http://worms2d.info/Worms_Armageddon_ReadMe_(English)
and embrace the amazing work these guys (and module authors) do to improve this magnificent game. *it isn't worms armageddon if it doesn't have these people.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: TheWalrus on May 27, 2017, 07:11 PM
this is my favorite module
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: STRGRN on May 27, 2017, 09:21 PM
wkSuperFrontendHD=fullscreen. It acts like a window because you can still shift-esc or alt-tab easily. If you want "windowed" mode (able to see desktop) you must use D3d9Wnd instead. With d3d9wnd you still won't have the traditional "_ □ X " window controls for the frontend and there's no top bar to move the window around. The 'window' is anchored to the top left of your screen. D3d9wnd can however make the in-game part fully windowed, with the top bar and X, which can be moved around. You can use both D3d9wnd and wkSuperFrontend together for the best overall results - they are fully compatible with each other.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: WTF-8 on June 10, 2017, 09:04 PM
wkSuperFrontend is for enlarging the menus. For windowed mode, you're looking for wkD3D9Wnd. https://www.tus-wa.com/forums/worms-armageddon/d3d9wnd-a-native-direct3d-9-based-windowed-mode-and-multi-monitor-support-19063/ By the way they're compatible.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: GeneralEcchi on June 10, 2017, 10:18 PM
Personally I like a little bit more high res particle effects with real blood and explosions Nothing top those worms sprites thou - all of worm's sequel made the worm looks ugly and unplayable
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: francot514 on June 12, 2017, 08:39 PM
Quote from: WTF-8 on June 10, 2017, 09:04 PM wkSuperFrontend is for enlarging the menus. For windowed mode, you're looking for wkD3D9Wnd. https://www.tus-wa.com/forums/worms-armageddon/d3d9wnd-a-native-direct3d-9-based-windowed-mode-and-multi-monitor-support-19063/ By the way they're compatible.
This cause some problems to me while running, i will try booth compatibility.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: SolidSunny954 on July 06, 2017, 07:06 AM
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: Mega`Adnan on October 04, 2017, 12:33 PM
Is there a wkSuperFrontEnd for WA version 3.6.31.0? I'll be needing it for playing PX games.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: Sensei on October 04, 2017, 01:09 PM
I still don't get what this module brings to a game instead of HD menu (where all maps gets smaller and harder to edit)?
I see ppl really love it, maybe I'm doing something wrong!?
Also, FaD told me that he doesn't get screen stuttering (with v-sync OFF) while using mentioned module. I tried it and stuttering continued as usual - if not worse..
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: StepS on October 10, 2017, 05:00 AM
The module doesn't support 3.6.31.0, because the code differences are expectedly big, and this is not a priority at the moment. Also I am not optimistic about the performance of 3.6.31.0's frontend at larger resolutions, even if you add wndmode.dll. Maybe only on older Windows systems.
One important thing is that it resolves the lack of 640x480 support on a variety of drivers, the #1 issue on the Steam forums, which prevents many people from launching the game. D3D9Wnd is another solution, but it makes the frontend either tiny or badly stretched without this module, and doesn't preserve exclusive fullscreen (although since D3D9Wnd 0.7.0.0, it is now possible to optionally have exclusive fullscreen in-game, while keeping frontend windowed).
Quote from: Sensei on October 04, 2017, 01:09 PM Also, FaD told me that he doesn't get screen stuttering (with v-sync OFF) while using mentioned module. I tried it and stuttering continued as usual - if not worse..
That's probably because the higher the resolution, the lower the framerate (especially in frontend, which suffers more), so by upping the resolution, his non-vsync framerate went down to nearly his screen refresh rate, making it appear like there's no stuttering.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: Sensei on October 10, 2017, 11:30 AM
Don't have any problems with W:A on steam (except 1-2 seconds of black screen after minimizing, picking new maps, editing scheme, returning back to lobby..) I like to draw maps in normal size, so yeah.. guess this module is not for me.
Thx for explaining StepS.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: StepS on October 10, 2017, 03:57 PM
Quote from: Sensei on October 10, 2017, 11:30 AM Don't have any problems with W:A on steam (except 1-2 seconds of black screen after minimizing, picking new maps, editing scheme, returning back to lobby..)
I wasn't saying it's a Steam problem though. I was saying that many people on the Steam forums had this issue, this affects both the CD and Steam editions. Steam represents a good portion of the casual playerbase.
One year has passed since the release of 0.4! A new update for SuperFrontendHD will come soon.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: nadiya8040 on October 24, 2017, 07:06 AM
Can you make it compatible with Project X 3.6.31.0?
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: StepS on December 25, 2017, 02:42 AM
Update 0.4.2
A small Christmas update!
Delivering the Christmas promise (https://wqdb.org/?1065). Snow (as well as other debris) has been fixed, and now appears properly. Additionally, as promised, there will be twice the normal amount of snow on December 25 2017, to compensate for no snow last Christmas. wkSnow is compatible. If wkSnow is enabled, its settings will be amplified by SuperFrontendHD. For example, setting the amount to 512 (the game's default for 640x480) may amount to 864 with 2x scaling and 1920x1080 (the actual value may depend on the total screen size in pixels, rather than screen height scale. With SuperGraphics off, the amplification will be much more pronounced). Sizes (small-normal-big) will be relative to the scaling factor: for example with 2x scaling you get 2-4-6px snowflakes as opposed to 1-2-3px.
Minor/internal fixes. At this stage, this update is required for use on 3.8.0 (though this is subject to change).
Up next (top-bottom priority) -- no time scheduled:
Fixing the size of Weapon Editor icons on 3.8.0.
Fixing the "hairy wormnet fonts" issue to the best extent permitted by the palette.
Fixing the intro screens (much simpler than originally assumed).
Fixing screenshots (not estimated; probably not complex)
Fixing map thumbnails (4x more complex and painstaking than originally assumed -- do not even hope for this in 3.7.2, it will be a 3.8+ exclusive feature, if ever implemented. It will also never be backported. FYI, even Team17 couldn't fix this properly in WWPR even with the source code, and just did a pixelated upscale.)
It is recommended to install this update. You can download either the dll (https://files.steps.moe/wa/wk/wkSuperFrontend.dll) or the full package (https://files.steps.moe/wa/wk/wkSuperFrontendHD_full.7z) (minor graphics changes).
Title: Re: wkSuperFrontendHD 0.4.2 released [With HD graphics!]
Post by: Woshee on December 25, 2017, 08:20 AM
Thanks Now wkSnow works now.
Title: Re: wkSuperFrontendHD 0.4.2 released [With HD graphics!]
Post by: j0e on December 25, 2017, 01:29 PM
Thank you StepS!! Snow looks cool.
Title: Re: wkSuperFrontendHD 0.4.2 released [With HD graphics!]
Post by: h3oCharles on January 22, 2018, 03:54 PM
how does one overwrite the laggy snow now? the frontend is unusable now
Title: Re: wkSuperFrontendHD 0.4.2 released [With HD graphics!]
Post by: StepS on January 23, 2018, 01:44 PM
and my local clock shows (at the time of writing this) 2018-01-25 16:13 CEST, so it is NOT Christmas. Also, I downloaded the update you just made, deleted the ini I had and it doesn't fix the problem.
Title: Re: wkSuperFrontendHD 0.4.2 released [With HD graphics!]
Post by: StepS on January 25, 2018, 03:21 PM
Particles=0 is an invalid value for the game. That means "use the default" and forces the regular amount of snow. Game crashes with 0 actual particles. You can set Particles=1 but at least 1 snowflake will still fly. You can also enable "God Mode" (Ctrl+Alt+Clear) and press Ctrl+Shift+Num- two times to make the snowflake freeze in place. Lastly, you can use Size=Small and the snowflake will just be 1 pixel (multiplied by your current gfx scale) in size. As ridiculous as it may sound, this is the solution for now. However I will probably add an option to disable debris directly in SuperFrontend (this should be an easy flip). It will not even perform simulation, so you should see the difference in performance.
Title: Re: wkSuperFrontendHD 0.4.2 released [With HD graphics!]
Post by: h3oCharles on January 26, 2018, 06:44 AM
invalid LMAOOO HOW DID IT WORK FOR ME THEN HAHAHAHA XDDDDDDDDD
but in all seriousness, where can I find the "Clear" key on a polish layout keyboard?
Title: Re: wkSuperFrontendHD 0.4.2 released [With HD graphics!]
Post by: XanKriegor on January 26, 2018, 08:29 AM
Might be Backspace.
Title: Re: wkSuperFrontendHD 0.4.2 released [With HD graphics!]
Post by: StepS on January 26, 2018, 11:20 AM
It didn't. You only think it did, but in reality, Snow was broken in versions before 0.4.2 and invisible. All the simulations still happened, and snowflakes still flew, you just didn't see them on-screen.
Title: Re: wkSuperFrontendHD 0.4.2 released [With HD graphics!]
Post by: Mega`Adnan on January 26, 2018, 01:10 PM
Title: Re: wkSuperFrontendHD 0.4.2 released [With HD graphics!]
Post by: wtc on September 20, 2020, 07:35 PM
thanks man ! ;D
Title: Re: wkSuperFrontendHD 0.4.2 released [With HD graphics!]
Post by: Ox on September 28, 2020, 09:10 PM
Thanks!
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: StepS on August 01, 2021, 01:50 AM
SuperFrontendHD 0.4.4.0 released
Introduced compatibility with v3.8.x versions of the game.*
Mouse cursors are now scalable.
Minor fixes and tweaks.
* Note: since 3.8's release there have been several "preview" versions of the 0.4.4.0 patch, to allow it to be used on 3.8 before the update has been finalized. Those preview versions lacked some features found under v3.7.x, and would sometimes prompt users to update when run under v3.8.x. Version 0.4.4.0 was fully released on August 1, 2021. There are remaining known bugs, which will be addressed normally with future updates, without the "preview" marker.
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: SigmaTel71 on August 01, 2021, 08:02 AM
Minor? I'd say that table headers fix in WormNET is a major one! (https://media.discordapp.net/attachments/690291809309819049/871300836049965076/unknown.png?width=640&height=400) (https://cdn.discordapp.com/attachments/690291809309819049/871300836049965076/unknown.png)
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: StepS on August 01, 2021, 08:53 AM
That was a missing feature in Preview versions for 3.8, it is not part of the changelog for that purpose. 0.4.4.0 brings it to parity with the way it worked on v3.7.x.
⚠ If you updated using the "full" package before 9:30 AM UTC today, please redownload.
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: Fanrail on August 14, 2021, 11:05 AM
There are still some problems which I have found in the newest version. Team17 logo in right bottom corner, the title slightly lefter than it should, the glitchy visual nuclear bomb signs during the heart thumping sounds, "ARMAGEDDON" letters appearing glitchy on the background and looking like slapped unnaturally on the background, and in the menu flags and grave icons appear too small. Should I do something or should I wait for the next version so it will be fixed?
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: h3oCharles on August 15, 2021, 11:40 AM
intro is low priority
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: TheKomodo on August 15, 2021, 12:50 PM
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: h3oCharles on August 16, 2021, 07:00 AM
StepS did say that somewhere... can't remember where exactly tho
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: Jean on August 27, 2021, 02:34 PM
I have a problem with this module. Menu won't display in full screen after minimizing. Screenshot attached.
I run this game in Lutris with the following settings: - DXVK/VKD3D is enabled (DXVK version 1.9.1L); - FPS limit is set to 110; - Desktop effects are disabled; - Feral GameMode is enabled; - Game restricted to single core. Other settings are default.
My OS is Arch Linux and GPU is NVIDIA GT 710 with proprietary driver. All packages are up to date.
2021-08-27_19-12-34.png
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: Jean on August 27, 2021, 04:24 PM
Apparently disabling DXVK fixes the problem for me. However, performance and latency are significantly worse without it. Is it possible to add compatibility with DXVK in the next version?
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: h3oCharles on August 28, 2021, 12:20 PM
try resizing the wine window first before resizing WA
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: Jean on August 29, 2021, 07:51 AM
You mean Wine's Virtual Desktop window? I don't use that feature. But it cannot be resized anyway, except by changing resolution in winecfg, which requires application restart. WA's windowed mode has the same problem, menu cannot be resized, and if DXVK is enabled frontend runs at 640x480 no matter if wkSuperFrontend is used or not.
Also, I'm facing issues with minimizing the game from the frontend. I'm not trying to resize anything (which isn't possible anyway).
This module needs to be made compatible with DXVK, that is all.
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: nizikawa on August 29, 2021, 11:54 AM
.
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: Jean on August 29, 2021, 12:12 PM
Quote from: nizikawa on August 29, 2021, 11:54 AM You can try selecting OpenGL renderer in options instead of Direct 3D one. WA does all its drawing on CPU in 8bit indexed color and only the final truecolor screen texture is displayed with hardware accelerated D3D/OpenGL API. So there isn't much performance to be gained by using DXVK, since most of the drawing is done in software anyway.
I don't have any stats or benchmarks to back up my claim, but Direct3D (Shader) with vsync off, FPS cap and DXVK provide best performance/latency results on my computer. Much better than on Windows even. But again, this is all based on feel, so take this with a grain of salt.
And since this works fine for me, I don't see any reason in using OpenGL renderer, especially that wkSuperFrontend doesn't work with it, and I'd really like to use this module.
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: Jean on August 29, 2021, 01:01 PM
Actually, I've played with OpenGL renderer quite a bit and performance/latency is acceptable! So I guess I'll stick with it for now.
Inability to use SuperFrontend is a small price to pay I guess.
Thanks for the suggestion!
Title: Re: wkSuperFrontendHD 0.4.4 released [With HD graphics!]
Post by: ghost1x1 on October 26, 2021, 05:49 PM
i have a problem after copying and pasting the wkSuperFrontendHD files in the game folder. the game stuck at main screen. here is a video of the problem.