[Don't use VMWare then] No mouse in ZDoom w/VMWare
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- Hirogen2
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No mouse in ZDoom w/VMWare
Hi Randy,
I tried playing ZDoom under a Windows98SE VMware install. The only "bug" that ran across me was that I could not use the mouse. I cannot tell whether this is a DirectX problem (in conjunction with VMware Workstation 4.0.1) or a ZDoom's. Just a hint.
I tried playing ZDoom under a Windows98SE VMware install. The only "bug" that ran across me was that I could not use the mouse. I cannot tell whether this is a DirectX problem (in conjunction with VMware Workstation 4.0.1) or a ZDoom's. Just a hint.
- Hirogen2
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No actually not. VMware (version 4.0.1 currently) has ZDoom running decentrandy wrote:But VMware is so slow, there's really no point in trying to actually play ZDoom under it, even if you do have working mouse.
enough, even in windowed mode. The specs for the VM ware 1GB, W98SE, 64MB
"RAM". You get me a readable FPS counter (heh) I can show you

Probably this is due an AXP 2000+ which is fast enough to make these things
possible, but if I think again... running seti@home in the background (on the
Linux half) at the same priority or one less (+1 than vmware) is possible.
Last time I got ZDoom working under Wine uh.. well it went at a
low-but-acceptable speed; Bochs is a total crap at graphics, just to add.
If VMware doesnot support DirectX, how is ZDoom gonna do its graphics, since ZD
needs DX(5(??) at least)?
- Hirogen2
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Heh since ZDoom is a software renderer anyway, it does not need HW support 
edit:
So here are the results. I ran Cyb's Helm's Deep in the described VM (W98SE, 64MB RAM) using ZDoom 2.0.47.0 (not 2.0.47a heh) on AMD AXP2000+. The intro went fine by the usual 35fps, and in combat it got a bit sloppy (8 to best-case-17-fps). Not worse compared to a "real install", as arioch likes to call it. For the VM, it's as real. Maybe I post on this when I get 2.0.48 which the unlocked FPS.

edit:
So here are the results. I ran Cyb's Helm's Deep in the described VM (W98SE, 64MB RAM) using ZDoom 2.0.47.0 (not 2.0.47a heh) on AMD AXP2000+. The intro went fine by the usual 35fps, and in combat it got a bit sloppy (8 to best-case-17-fps). Not worse compared to a "real install", as arioch likes to call it. For the VM, it's as real. Maybe I post on this when I get 2.0.48 which the unlocked FPS.
Hardware support includes more than just Direct3D. For instance, writing directly to video memory requires hardware support. If you don't have that, DirectDraw has to fake it using old-fashioned bitmaps and GDI calls when you Lock/Unlock the surface.Hirogen2 wrote:Heh since ZDoom is a software renderer anyway, it does not need HW support
- Hirogen2
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Hm? 640x400 (or 480 in case the "VMware SVGA II card" can't handle 400).
1. So, if DirectX has to fake anything the hardware does not provide, it does not seem to call the Windows GDI calls.
2. Upon every mouse event (moving to the right one "unit", looking up/down, pressing/releasing button, mousewheel, etc), the player turns left a bit. Now, this is a bug -- but then again, only within VMware and probably not within ZDoom.
Dunno if I already posted this, but here are some FPS values (AMD AXP2K+):
Plain Windows 256MB: ~260fps
VMware Windows 64MB: ~150fps
Well that's simply enough. I doubt you will notice the difference between 150fps and 260.
1. So, if DirectX has to fake anything the hardware does not provide, it does not seem to call the Windows GDI calls.
2. Upon every mouse event (moving to the right one "unit", looking up/down, pressing/releasing button, mousewheel, etc), the player turns left a bit. Now, this is a bug -- but then again, only within VMware and probably not within ZDoom.
Dunno if I already posted this, but here are some FPS values (AMD AXP2K+):
Plain Windows 256MB: ~260fps
VMware Windows 64MB: ~150fps
Well that's simply enough. I doubt you will notice the difference between 150fps and 260.