jmquigs/ModelMod

Support "New World" (DX11)?

Opened this issue · 5 comments

Hi mate, I absolutely love your tool and been using it for GW1 and GW2 ! wanted to know if you plan on doing the same thing in order to be compatible with New World from Amazon games ? Would be soo appreciated !!

These days I'm not really adding support for new games (I don't actually play games that much anymore). But it will be helpful to know what rendering api it uses (d3d, vulkan, opengl). At some point I might finish some D3D11 work I started and that will open up a new class of games, though some custom work will still be needed for each game.

It uses DX11 , only thing I can help with :, other than that it uses EAC and from what I saw steam is required ''to launch from there'' the game cause it uses some kind of launcher after clicking play from steam.
With your latest 64 bit version, it launched without EAC throwing an error, but MM is still dx9 and can't be use for that game :\

Let me know if I can help you in any way, not really good at programing tho :(

If GW2 moves to DX11 and drops DX9, or just makes DX9 a big pain to use, I will probably look at finishing the DX11 support in MM at that time.

If GW2 moves to DX11 and drops DX9, or just makes DX9 a big pain to use, I will probably look at finishing the DX11 support in MM at that time.

Guild Wars 2 has DX11 support in Beta and will be moving it out of Beta with the next expansion release in February.
https://www.guildwars2.com/en/news/directx11-support-is-coming-to-guild-wars-2/
"Eventually the DirectX9 renderer will be deprecated then removed as the new renderer becomes stable."

Well I guess I should start working on DX11. Looks like I have a few months to procrastinate.