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There will be a tool to configure all of this stuff eventually. I also intend to make some settings use a global default such as mouse cursor hiding, achievement sound, etc. For now it's a lot of editing stuff by hand while I work out a long-term design for this.
Oh side note the newest Official Released SpecialK dll works wonders. It now fully catches crashes unlike before it rarely did. Now everytime I exit FO4 I hear the sound from MGSV TPP game lol. And seems to work better too in some ways. Once I figured out that swapchain buffer count can't be higher than 2 I was able to stop crashes on bootup of the game. Other settings too have to be done carefully. :)
Various other compatibility fixes are included and best of all, the OpenGL32 injector works.
Startup time may be excessive in OpenGL; it has a set of 358 functions in OpenGL32.dll, most software uses 1% of them, but for now I have to hook all of those functions. I'll work on speeding that up in the future (the DLL can be renamed OpenGL32.dll and placed in the game's directory to avoid this bottleneck).
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This is the first release in .7z format. I will be releasing all future versions in .7z because I wrote some code for Tales of Symphonia to handle .7z files. My auto-update system will be based on .7z compressed archives.
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These DLLs are universal. They work as system-wide injected DLLs or as DLLs you drop-in the game directory with the appropriate DLL name. Some games work better one way than the other, so I will continue to support both methods.
That tool will let you setup the AppInit_DLLs stuff without putzing around in RegEdit. It will also be the basis for my auto-update system. I haven't written one of those in ~20 years, so this will be fun :)
That took ~15 seconds yesterday, now it takes less than 1 ms per-function.
I think OpenGL support (for the global injector) is more or less finished finally.
I only have one project that needs all 355 of those functions, for most games there's a total of 4 or 5 functions for texture dumping/injection and framerate control that matter. The fact that I can load all of them in under 1/3 of a second is reason enough to just leave that stuff enabled all the time.
You won't nee to know if the game is 32-bit or 64-bit or if it's OpenGL, D3D9, 11/12. If you DO know these things ahead of time, you do get a few extra low-level options for each of those APIs. Most people don't need that stuff, so I'm happy to default to auto-detection.
Auto-API detection is live:
https://github.com/Kaldaien/SpecialK/releases/tag/sk_appinit
SpecialK_0_6_2.7z
Crash Log: http://pastebin.com/eqXWCyEk
OpenGL32 Log: http://pastebin.com/cFTp91m1
I have the dll / pdb files in one location in same folder.
It doesn't create an OpenGL device according to the logs, but it DOES create a D3D9 device.