I have a problem..with the shaders turned on I see a white screen when the FMV-s are on..if I turn the shaders off then the fmv-s appear but doesn't want to work at a normal speed...
but without the driver everything is working and I have the High-Res videos on
Here's my ff8_opengl:
## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.
# set the window size (or fullscreen resolution) of FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 0
window_size_y = 0
preserve_aspect = no
fullscreen = yes
# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = avalanche
# check your driver settings if this option doesn't seem to work
enable_vsync = yes
# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off
## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.
# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no
## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.
# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = no
# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes
# enable alpha blending for textures without an existing blending effect
fancy_transparency = off
# display frames per second counter in upper right corner
show_fps = no
# display some real-time debug information
show_stats = no
# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = yes
and my app.log:
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English
INFO: NVIDIA Corporation GeForce FX 5500/AGP/SSE2 2.1.2
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Loading external library RaW
MATRIX INITIALIZE
INITIALIZING SOUND...
initializing direct sound
EAXDirectSoundCreate
creating primary buffer
creating 3D listener interface
EAX: creating bogus sound buffer
EAX: creating bogus 3D buffer
EAX: Establishing listener property set interface
EAX: Checking for EAX support
EAX support initialized
EAX: set global reverb
initializing audio data
OK
initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: SoundMAX Digital Audio
GUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}
PORT 1: Microsoft MIDI Mapper [Emulált]
GUID={0xd5b73a09,0xf1cb,0x42b5,0xa7,0x9b,0xdb,0x6f,0x49,0x2,0x7b,0xa8}
PORT 2: SoundMAX Wavetable Synth [Emulált]
GUID={0xfde6823e,0x828d,0x44b9,0xbd,0xa3,0x60,0x24,0xd1,0x83,0xb0,0x25}
PORT 3: MS GS hullßmt. SW-szintetizßtor [Emulált]
GUID={0xa623839c,0xa930,0x4b22,0xae,0xa7,0xb5,0x66,0x9e,0x4d,0xce,0x89}
PORT 4: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
SoundMAX Digital Audio
Port1 supports XG data
Cannot open Movie File: C:\Program Files\Eidos Interactive\Square Soft, Inc\FINAL FANTASY VIII\Publish.pak
GLITCH: missed palette write to external texture data/eng/menu/icon
SdMusicPlay ()
sd_music_play (number=0, song_id=79, volume=0)
midi_play...
Stopping Performance
Loading DLS...
midi_play FAILED!: returning 0
Can't open file: \ff8\data\eng\field\mapdata\st\start0\start0.sfx
WM_CLOSE
BinkClose
Releasing Performance...
Releasing Loader...
Releasing Port1...
Releasing DirectMusic interface...
Releasing COM...
[if I have publish.bak in the game it wouldn't even open up...as it stucks at the really slow eidos logo vid...]