Hi,

A couple of weeks ago I have been working on dinput8. I implemented the 
CoCreateInstance code and other pieces. The first time I did the registering 
code the same way but this isn't correct.

On windows the dinput8 objects are registered when directx is installed. 
Alexandre preferred it to put the stuff in wine.inf. My patch which also 
included a big testcase for dinput8 did this but wasn't merged. I didn't have 
time the past few weeks to clean it up, I was actually planning to do it this 
week.

Tombraider legend worked 'fine' using the dinput8 at the time, I believe 
something broke in the latest version. At the time the main issue was that 
there was no keyboard or mouse input (forgot which of the two). For some reason 
I think based on 'device caps' tombraider wasn't calling Acquire for one of the 
devices. I traced it very deeply (I even wrote a dinput8->native dinput8 
wrapper and verified it there). I was planning to contact Core Design about 
this.

Regards,
Roderick Colenbrander

> Sorry I doesn't atteched the patch.
> Hi,
> 
> I implemented (taken from wine's dinput directory, modified) dinput8's
> DllRegisterServer, and DllUnRegisterServer functions, which will register
> dinput8, and dinputdevice8 co-classes.
> With this patch Tomb Raider Legends go further, then crashes again with
> builtin dinput.
> Applies to current cvs.
> 
> Changelog:
> * Implement Dll(Un)RegisterServer
> --
> Lamarr
> Kovács András
> [EMAIL PROTECTED]
> http://csevego.net

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