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Re: dgVoodoo 2.7.x and related WIP versions

Btw, I released a minor update to 2.71.1: v2.71.2: Fixing blurry output of upscaled DDraw rendering Restoring old window handling behavior for D3D11 (Age Of Wonders, but affects other games too) Minor Glide debug layer improvement for nonstandard resolution/refresh rate parameters [/i] http://dege. …

Re: dgVoodoo 2.7.x and related WIP versions

kjliew wrote on 2020-10-14, 22:18: Was the GDI text elements from pull-down menu legible in the "Option" with dgVoodoo2? Hardly... see the attached image. Btw, I didn't run it from the CD. For some unknown reason, the executable always loads ddraw.dll from the system folder. 😕

Re: dgVoodoo 2.7.x and related WIP versions

Ok, I tested MM1 myself and now I know why I thought that only the sw renderer worked with dgVoodoo: because DDraw.dll is loaded from the system folder for some reason. So, I hexedited the executable and applied the 'bdraw.dll' trick. The hw renderer worked with dgVoodoo without any problem, out of …

Re: dgVoodoo 2.7.x and related WIP versions

Midtown Madness 1 has serious glitches with and without dgvoodoo2 (i'm unable to select options because these are unreadable) also direct3d (if supported) is not available (and that option is unreadable...), only software rendering Yes, as far as I remember D3D is not available, but I cannot …

Re: dgVoodoo 2.7.x and related WIP versions

I encountered this phenomenon in some other apps (like a scene demo, its internal fps meter + MSI Afterburner), but I don't know what the reason can be. And what's the real framerate? :| I can reproduce the unmatching (halved) framerate with this demo: http://www.pouet.net/prod.php?which=4321 (you …

Re: dgVoodoo 2.7.x and related WIP versions

Thanks Dege, for checking out my pointers! Yeah, that's what I thought the deal would be with games with that kind of shader problems. And why I have emulators as an example in my mind, maybe in future it'd be possible to implement some kind of per game shader upscale offset tweak like some emus do …

Re: dgVoodoo 2.7.x and related WIP versions

I'm facing regressions with two games: - Ground Control: crash immediately after launch (it worked using 2.70) F*ck... I made an amateur mistake in the code... quickly fixed it. - Age of Wonders Shadow Magic: scaling using "stretched_ar" lead to the game area being rendered partially off-screen (2. …

Re: dgVoodoo 2.7.x and related WIP versions

Dege said previously that dgVoodoo is unrelated to GOG's wrapper. [Edit] Ah right, I see what you mean. Although I don't understand how they can work together (and what would be the point of that). Zero point, hence why I wrote pointless news. Link to the GOG wrapper? Thanks! They don't provide it, …

Re: dgVoodoo 2.7.x and related WIP versions

Ok, it's done: :) Awesome! If you -really- want to add even more of the old versions to the Github, or instead just download them yourself, we have them here: http://wrappers.vogonsdrivers.com/files/Glide/Direct3D/dgVoodoo/D3D7-9/ Shouldn't really be missing any. Uhmm, so you have all of the …

Re: dgVoodoo 2.7.x and related WIP versions

I had a look at some of games you reported: Hard to be a god: not really known game at all, not sure if it'd be worth the effort. It has a really small selection of resolutions ingame, but the config file can be edited manually to set any res up, though anything higher than 1080 will cause ui to …

Re: dgVoodoo 2.7.x and related WIP versions

I'm not really active in development but I released a minor update to 2.7. It's not a usual bugfix version, it contains some minor improvements that should have been included in 2.7: Support for true multimon DDraw applications (my test app) Minor performance improvements in D3D frontend and D3D12 …

Re: dgVoodoo 2.7.x and related WIP versions

Ok, it's done: :) https://github.com/dege-diosg/dgVoodoo Heck, you could literally move the site to something like dege-diosg.github.io (I'm not sure they'd let you use dege.github.io ;) ) Yes, but then it all should be contained in one large repo which I didn't want. Btw, GitHub pages, containing …

Re: dgVoodoo 2.7.x and related WIP versions

No, I didn't go opensource. :| If you -really- wanted to, you could add "dgVoodoo 1" sourcecode (and binaries?) which you released as LGPL 2.1 in its own repo :) http://www.vogonsdrivers.com/getfile.php?fileid=494&menustate=55,0 http://www.vogonsdrivers.com/getfile.php?fileid=496&menustate=55,0 :D …

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