Video playback doesn't seem to be an issue as long as you keep the SoftDrv.SoftwareRenderDevice as WindowedRenderDevice, also I'm not quite sure if one can catch the exec commands for video playback before they reach WinDrv. Anyway before messing with any video related stuff i would rather like to have an renderdevice, alaudio and maybe a launcher working, video playback is less essential.
Sure, I got that setting in my
Khg.ini all the time and it's also included in my driver pack:
By the way, the video playback is very essential for smooth KHG singleplayer, because each mission map plays an AVI video as either a cutscene or a briefing, as I already explained. If this is not fixed then the player has to quit and restart KHG each time a new map/level begins, only to get rid of that black screen blocking the viewport.
Code: Select all
[Engine.Engine]
GameRenderDevice=OGlDrv.OpenGLRenderDevice
AudioDevice=Galaxy.GalaxyAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
Console=Engine.Console
Language=int
GameEngine=Engine.GameEngine
EditorEngine=Editor.EditorEngine
WindowedRenderDevice=SoftDrv.SoftwareRenderDevice
RenderDevice=GlideDrv.GlideRenderDevice
DefaultGame=Klingons.SinglePlayer
DefaultServerGame=Klingons.DeathMatchGame
ViewportManager=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
Never the less, the "black screen" bug still remains, so this is not a driver configuration issue! It's like I said previously, it's most likely an issue with the
playavi code inside
WinDrv.dll library, or some other graphics or video playback problem in KHG.
/edit:
As somehow the preferences problems or what it was seem to have gone:
Launcher, won't help much, but should at least make the game run at a somewhat more consistent speed ^^
http://coding.hanfling.de/launch/release/Klingons-14052015.zip
Your launcher won't run on KHG v1.1 and it exits with a Critical Error, and it creates an additional
Klingons.ini config file which it should not do, because the real config file for KHG is
Khg.ini actually, with the executable
Khg.exe accordingly! Unless you intend your launcher to save and get settings from a separate INI config, although that would be too confusing imho.
You could easily change that in your C++ source for the launcher and recompile it. Use
Khg.ini instead and do not load any bitmap from
..\Help\Logo.bmp, because
Khg.exe already does that and the bitmap image is embedded as a resource inside the EXE, as far as I'm concerned.
Code: Select all
Klingons.exe (han's launcher) Log:
---------------------------------------------
Critical: appError called:
Critical: Assertion failed: Bitmap.LoadFile(Filename) [File:..\..\Engine\Inc\UnEngineWin.h] [Line: 432]
Exit: Executing UObject::StaticShutdownAfterError
Exit: appExit
The Critical Error results from your launcher requiring to load a bitmap file in
..\Help\Logo.bmp which does not exist in the KHG v1.1 Retail Pack. At least not in mine. It is however a standard file which most UE1-based games load in and display at startup. But in KHG v1.1 things are a bit different.
So I copied a temporal
Logo.bmp image file and put in my "..\Klingon Honor Guard\Help" directory. Still can't run your compiled Klingons.exe launcher and got a "General protection fault!" error:
Code: Select all
Klingons.exe (han's launcher) Log:
---------------------------------------------
Critical: LoadFileToBitmap
Exit: Executing UObject::StaticShutdownAfterError
Exit: appExit
Looks like your launcher has a problem loading the bitmap Logo.bmp file. If you want this baby to properly run, make sure it works with the KHG v1.1 patched official retail release!