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December 17, 2017, 10:10 AM

Author Topic: D3D9Wnd 0.7 - a native, Direct3D 9-based windowed mode and multi-monitor support  (Read 35541 times)

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Offline StepS

D3D9Wnd updated!
« Reply #15 on: January 24, 2013, 11:28 PM »
Updated. 0.4.0.0
  • The "Stretch" option has been divided to support Frontend and InGame separately.
  • Window border is no longer experimental, it is renamed to WindowBorderInGame, works only in-game as it should, and auto-removes itself if the size fits whole screen.
  • Added Ctrl+D: quickly enable/disable window border in-game (if the size is sufficient) directly in-game, independently on the setting in ini file.
  • Minimization improved: now the "Minimize Game" option works too.
  • Added a new feature: Frontend Centering. This will center frontend, however will also eat the mouse! Not recommended.
  • Added a new feature: Custom Frontend Size. This will allow you to set custom window size for frontend using the FrontendXsize and FrontendYsize values in ini file. Eats the mouse!
  • Added command-line option for one-time module deactivation: launch WA.exe with the /wkargs -nowindow command-line parameter to disable D3D9Wnd for a session.
The default .ini file as of version 0.4.0.0:


NOTE: Stretched options have the highest priority over everything else.
« Last Edit: January 24, 2013, 11:33 PM by StepS »
Dec 30 2013 23:59:44 <StepS> windowed mode isn't the only thing you need about frontend
Dec 30 2013 23:59:49 <StepS> you need it to be actually bigger
Dec 31 2013 00:00:13 <StepS> it actually is very small on my 15-inch full HD screen
Dec 31 2013 00:00:25 <StepS> while running at 640x480 or stretched mode makes it fuzzy
Dec 31 2013 00:00:44 <StepS> this problem has been around since the Worms Armageddon's release and no one has even tried to beat it
[...]

Offline Free

Re: D3D9Wnd - a Direct3D 9-based windowed mode without emulator
« Reply #16 on: January 25, 2013, 06:30 AM »
So if I use this I won't have to worry about screenlag ever again?

2ghz cpu, 2gb ram, no unnecessary shit installed.

Offline StepS

Re: D3D9Wnd - a Direct3D 9-based windowed mode without emulator
« Reply #17 on: January 25, 2013, 08:12 AM »
performance will be the same as if you ran Direct3D 9 without anything. just here it's in window!
Dec 30 2013 23:59:44 <StepS> windowed mode isn't the only thing you need about frontend
Dec 30 2013 23:59:49 <StepS> you need it to be actually bigger
Dec 31 2013 00:00:13 <StepS> it actually is very small on my 15-inch full HD screen
Dec 31 2013 00:00:25 <StepS> while running at 640x480 or stretched mode makes it fuzzy
Dec 31 2013 00:00:44 <StepS> this problem has been around since the Worms Armageddon's release and no one has even tried to beat it
[...]

Offline StepS

D3D9Wnd has been updated!
« Reply #18 on: January 25, 2013, 08:36 PM »
Updated. 0.4.3.0.

  • Added FullscreenFrontend experimental option. Some people don't have smoothing in their system, and the stretched mode was not smoothed. This brings back the 640x480 fullscreen frontend (however minimization will not restore resolution for now), while still using window (or whatever is set in ini file) in-game.
  • Improved CenteredFrontend a bit (mouse capture)
  • Improved game startup
  • Improved WormKitDS check
« Last Edit: January 25, 2013, 08:38 PM by StepS »
Dec 30 2013 23:59:44 <StepS> windowed mode isn't the only thing you need about frontend
Dec 30 2013 23:59:49 <StepS> you need it to be actually bigger
Dec 31 2013 00:00:13 <StepS> it actually is very small on my 15-inch full HD screen
Dec 31 2013 00:00:25 <StepS> while running at 640x480 or stretched mode makes it fuzzy
Dec 31 2013 00:00:44 <StepS> this problem has been around since the Worms Armageddon's release and no one has even tried to beat it
[...]

Offline tuomatz

Re: D3D9Wnd - a Direct3D 9-based windowed mode without emulator
« Reply #19 on: January 25, 2013, 09:59 PM »
tmtz thanks you with love <3
"People without a vehicle, are like worms without F8" - Aristotle

Offline StepS

Re: D3D9Wnd - a Direct3D 9-based windowed mode without emulator
« Reply #20 on: January 26, 2013, 03:36 PM »
Updated. 0.4.4.0.
  • Added NoTopmostInGame: the in-game window will be no longer topmost with this. This can also be turned on/off on fly using the key combination. This allows Alt+Tab and similar to work fine (it's recommended to perform mouse unpinning before switching). People with keyboard hook can use the reg file from archive. This is enabled by default now.
  • Ctrl+T quickly switches between topmost and non-topmost window type of in-game window independently on the setting in ini file.
To enable background WA like on pac-man's screenshot, do the following:

1) enable NoTopmostInGame in ini or use Ctrl+T later; set your resolution for game
2) when in-game, use Ctrl+H for active background, then unpin mouse with Ctrl+G and then alt tab to any window.
3) have fun
« Last Edit: June 19, 2014, 10:27 AM by StepS »
Dec 30 2013 23:59:44 <StepS> windowed mode isn't the only thing you need about frontend
Dec 30 2013 23:59:49 <StepS> you need it to be actually bigger
Dec 31 2013 00:00:13 <StepS> it actually is very small on my 15-inch full HD screen
Dec 31 2013 00:00:25 <StepS> while running at 640x480 or stretched mode makes it fuzzy
Dec 31 2013 00:00:44 <StepS> this problem has been around since the Worms Armageddon's release and no one has even tried to beat it
[...]

Offline Free

Re: D3D9Wnd - a Direct3D 9-based windowed mode without emulator
« Reply #21 on: January 27, 2013, 12:13 AM »
So let me get this clear, this doesnt work without wormkit yes?

Offline van

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Re: D3D9Wnd - a Direct3D 9-based windowed mode without emulator
« Reply #22 on: January 27, 2013, 05:50 AM »
Steps, it works flawlessly now, thanks for the frequent updates!

So let me get this clear, this doesnt work without wormkit yes?

Wormkit is built into 3.7.0.0 so it does indeed work 'without' wormkit.
« Last Edit: January 27, 2013, 06:10 AM by van »

Offline StepS

Re:
« Reply #23 on: February 19, 2013, 09:28 PM »
Updated. 0.4.8.0.
  • Added QuickInfo: shows some quick information (topmost/pinned states, game resolution) when the Border is enabled. This is enabled by default.
  • Added StaticWindowClass: the W:A's window class (of the graphical window) no longer changes everytime on startup. This improves compatibility with software such as OpenBroadcaster. This is enabled by default.
  • Some fixes.
Dec 30 2013 23:59:44 <StepS> windowed mode isn't the only thing you need about frontend
Dec 30 2013 23:59:49 <StepS> you need it to be actually bigger
Dec 31 2013 00:00:13 <StepS> it actually is very small on my 15-inch full HD screen
Dec 31 2013 00:00:25 <StepS> while running at 640x480 or stretched mode makes it fuzzy
Dec 31 2013 00:00:44 <StepS> this problem has been around since the Worms Armageddon's release and no one has even tried to beat it
[...]

Offline StepS

Re:
« Reply #24 on: March 15, 2013, 04:12 PM »
Updated. 0.4.9.0.

  • Added support for 3.7.2.1[Steam] version of the game. This D3D9Wnd is compatible with both 3.7.0.0 and 3.7.2.1 now.
Dec 30 2013 23:59:44 <StepS> windowed mode isn't the only thing you need about frontend
Dec 30 2013 23:59:49 <StepS> you need it to be actually bigger
Dec 31 2013 00:00:13 <StepS> it actually is very small on my 15-inch full HD screen
Dec 31 2013 00:00:25 <StepS> while running at 640x480 or stretched mode makes it fuzzy
Dec 31 2013 00:00:44 <StepS> this problem has been around since the Worms Armageddon's release and no one has even tried to beat it
[...]

Offline StepS

Re:
« Reply #25 on: March 15, 2013, 08:34 PM »
Updated. 0.5.0.0.

  • Added support for 3.7.2.1 (CD) version of the game. This D3D9Wnd is compatible with both 3.7.0.0 and 3.7.2.1 now, including Steam.
Dec 30 2013 23:59:44 <StepS> windowed mode isn't the only thing you need about frontend
Dec 30 2013 23:59:49 <StepS> you need it to be actually bigger
Dec 31 2013 00:00:13 <StepS> it actually is very small on my 15-inch full HD screen
Dec 31 2013 00:00:25 <StepS> while running at 640x480 or stretched mode makes it fuzzy
Dec 31 2013 00:00:44 <StepS> this problem has been around since the Worms Armageddon's release and no one has even tried to beat it
[...]

Offline Husk

Re: D3D9Wnd - a Direct3D 9-based windowed mode without emulator
« Reply #26 on: April 27, 2013, 10:26 AM »
does this help with crossfire / dual-core etc. compatibility issues?

Offline StepS

Re: D3D9Wnd - a Direct3D 9-based windowed mode without emulator
« Reply #27 on: April 27, 2013, 10:41 AM »
does this help with crossfire / dual-core etc. compatibility issues?
are those graphic issues? pretty much yes, also fixes two-monitor bug on Windows 7, as well as Admin-mode maximize.
Dec 30 2013 23:59:44 <StepS> windowed mode isn't the only thing you need about frontend
Dec 30 2013 23:59:49 <StepS> you need it to be actually bigger
Dec 31 2013 00:00:13 <StepS> it actually is very small on my 15-inch full HD screen
Dec 31 2013 00:00:25 <StepS> while running at 640x480 or stretched mode makes it fuzzy
Dec 31 2013 00:00:44 <StepS> this problem has been around since the Worms Armageddon's release and no one has even tried to beat it
[...]

Offline Husk

Re: D3D9Wnd - a Direct3D 9-based windowed mode without emulator
« Reply #28 on: April 27, 2013, 04:02 PM »
alright, thanks =) I'll try it

Offline StepS

D3D9Wnd updated!
« Reply #29 on: June 16, 2013, 11:56 PM »
A wild update appears. 0.5.2.5
  • Finalized the FullscreenFrontend option which now behaves like it would normally (with resolution restoration).
  • Settings file has fully been reorganized; you must fill your settings again into the new settings file.
  • Added the Multi-Monitor feature: enable W:A to display the game spanned across several monitors, placed either vertically or horizontally, in either frontend and/or in-game. With AutoSetResolution enabled, the resulting summed up in-game resolution will automatically be set in WA settings on every launch. When using stretched or fullscreen frontend mode, enabling the Multi-Mon in either in-game or frontend will not clip your cursor in the frontend area. NOTE: performance has to be considered when enabling this option. Your hardware, mainly CPU and GPU, should be supporting it well not to allow any lags during the gameplay. Limitations: the display mode has to be "Extend" instead of "Double". The primary monitor has to be on the left for horizontal setups, or on top for vertical setups. For more than 2 monitors, they should go in numerical order (but maybe not, it's up to you to see it). Square setups (double on double) are currently partially supported, but can be looked into later if needed. Maximum texture size supported by your GPU is the limit for the total resolution from summing up all of the monitors' resolutions (if you exceeded the limit, WA will tell you and perform a workaround). Differently-sized monitors are supported but not recommended: it's up to you to decide whether to leave empty space by making the smaller monitor primary or, otherwise, cut a few lines by using the bigger one as primary. At least half of the height (or width in vertical setups) must collide with the monitor on the left; if it doesn't then you probably don't want multi-monitors.
« Last Edit: June 17, 2013, 11:40 AM by StepS »
Dec 30 2013 23:59:44 <StepS> windowed mode isn't the only thing you need about frontend
Dec 30 2013 23:59:49 <StepS> you need it to be actually bigger
Dec 31 2013 00:00:13 <StepS> it actually is very small on my 15-inch full HD screen
Dec 31 2013 00:00:25 <StepS> while running at 640x480 or stretched mode makes it fuzzy
Dec 31 2013 00:00:44 <StepS> this problem has been around since the Worms Armageddon's release and no one has even tried to beat it
[...]