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Re: dgVoodoo 2 for DirectX 11

I did some tests on Hellbender (full version): right, rendering the radars are not correct, it shows polygon sort problems but I get the same with native DX. Interestingly this game does not use z-buffer in spite of there is a line 'useZFlag=1' in its config file (Hellbend.ini). Yeah, all my …

Re: dgVoodoo 2 for DirectX 11

@Dege: Yes, Hellbender does have support for Save Games. (Not sure about the Trial version, but I think it does too.) The issue shows up right at the beginning of the first level of the Full Version, you literally just have to turn around and look at the radars. (It also shows on your ship in third …

Re: dgVoodoo 2 for DirectX 11

Looks like all of the Direct3D 3 games I've tried so far have the same depth sorting issues as Hellbender. (Hellbender, Outwars, and CART... perhaps it's a common trait of Direct3D 3 where it lacks depth sorting/is buggy? Perhaps the information is backwards?) Hopefully some solution can be found. I …

Re: dgVoodoo 2 for DirectX 11

@Dege: It would appear that Hellbender forces the screen to 640x480 16bpp. That may be why it color bands so badly. Perhaps there's some way that dgVoodoo could forcefully override this. If not, I may dig around the EXE in IDA Pro and see if I can patch the executable. (Like I did when removing the …

Re: dgVoodoo 2 for DirectX 11

I gave dgVoodoo 2.41 a try, and I have to say, it works amazingly well with Microsoft Hellbender now! Awesome work. May I request the ability to force 32-bit color? Would be great to be able to play this without color banding. The ability to force resolution (in Direct3D 3 games like Hellbender) …

Re: dgVoodoo 2 for DirectX 11

I originally thought that some Direct3D 2-6 emulation was in the works as well since the games that used it at the time made calls to ddraw.dll DDraw and D3D(-7) goes hand in hand, that's true. :happy: I just didn't wanted to deal with D3D because I thought early D3D works properly on modern hw too …

Re: dgVoodoo 2 for DirectX 11

Alright, thanks for the clarification. I originally thought that some Direct3D 2-6 emulation was in the works as well since the games that used it at the time made calls to ddraw.dll. (Hellbender uses the version of Direct3D that came with DirectX 2.0 in hardware mode, in software, it uses …

Re: dgVoodoo 2 for DirectX 11

1. Direct3D is not Glide. 2. Hellbender uses table fog - a feature not supported on modern hardware. Game will be unplayable in Direct3D if it 'worked'. 3. The Microsoft FTP still hosts the trial version 1. I know that, never said they were one and the same. However, it would appear that dege is …

Re: dgVoodoo 2 for DirectX 11

The Glide Wrapper works great with many of the games I've tried it on, and the DirectDraw wrapper worked on MTM2, but it turns out the DirectDraw wrapper doesn't yet seem to work with Hellbender, as it doesn't detect a 3D Accelerator. Any way this could be fixed? Here's a link to the Trial Version, …

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