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Re: dgVoodoo 2 for DirectX 11

Unreal's textures are all natively paletted, Voodoo supports palettes natively and Unreal shouldn't be converting to 16-bit color textures for Glide. It should be doing that for its Direct3D renderer though, since many D3D cards at the time didn't support that, and 16-bit color textures are less …

Re: dgVoodoo 2 for DirectX 11

Expack, aren't you using an older GeForce with a "too new" driver? Similar happened to me recently, when I installed the newest one onto a GF 450 GTS, games started to crash or badly appear through dgVoodoo (didn't tested with anything else). So, I had to roll back to a 1-2 years old one to have it …

Re: dgVoodoo 2 for DirectX 11

Moto Racer 1 & 2 don't work with WIP15. I'm getting the black screen at startup. Thanks, indeed. New texture formats are not enumerated to DDraw correctly... going to fix it. Little problem with the configuration UI: http://s16.postimg.org/r7rq57gv9/dgv.jpg As you see if you select "Geforce 4800" ( …

Re: dgVoodoo 2 for DirectX 11

Farscape works now. It still has texture coordinate issues on transparent polygons. That's one of the issues whose fix I would like to include to the wip. :( 3. Glide - Option for enabling deactivation of an application is added What does that do? Let the game receive the WM_ACTIVATE* messages so …

Re: dgVoodoo 2 for DirectX 11

I release the current WIP again. There still are issues I know of, and I would have liked to include more things in this pack but it's about time again... http://dege.fw.hu/temp/dgVoodooWIP15.zip 0. The internal 'Aspect Ratio' scaling is enabled, but unfortunately it's not ready yet . Needed mouse …

Re: dgVoodoo 2 for DirectX 11

When I hack Radeon's Ark from the debugger to run natively on my GeForce, a lot of bumps and reflections are missing just like on the videos I found on youtube. :confused: With dgVoodoo it looks cool now I hope http://s14.postimg.org/eyv1bgjrx/Radeon_s_Ark1_2016_02_06_16_36_23_83.jpg http://s14. …

Re: dgVoodoo 2 for DirectX 11

I'm sure that's true, but Dege likes testing weird stuff anyways. :) Yees. :) Despite I shouldn't focus on this now, I couldn't stand and did some D3D8 fixings. Added L8 texture format (planning others), added full point sprite support (ATI Nature waterfall is drawn by pointsprites), fixed some …

Re: dgVoodoo 2 for DirectX 11

Tried out some of NVIDIA's DirectX tech demos for the GeForce 256 , GeForce 2 , and GeForce 3 with dgVoodoo2 2.5 with and without D3DCompiler_43.dll (where possible). (Unlike ATI, NVIDIA seemed to really like using OpenGL for its demos, so not a lot to test this time.) All the demos I tested, …

Re: dgVoodoo 2 for DirectX 11

Huhh, where to begin... :) Desktop resolution is already changed to game resolution. The problem is that if it doesn't match the native resolution of the monitor then its appearance is either stretched or centered (but logically it appears correctly as part of the desktop. On a two-monitor system, …

Re: dgVoodoo 2 for DirectX 11

From what I read earlier it's not really a scaling problem, but a input handling one (if he scales the image, he'll also have to scale mouse input) and then I think DxWnd would be more interesting to look at. That's not released under any license though. Off-topic, but DXGL just had another release …

Re: dgVoodoo 2 for DirectX 11

lowenz wrote: Dege, about the video scaling problem, you can take a look here: https://www.dxgl.info/Downloads (source) DXGL wraps to OpenGL so, it works right automatically (like DX<=9) AFAIK. At least I guess, never tried DXGL.

Re: dgVoodoo 2 for DirectX 11

gulikoza wrote: I have HD7950...is there anything I can do to help you debug the problem? The only way proved to be checking/debugging it by myself with such a card in question. I'm planning to get a HD7730 for that purpose. I hope dgVoodoo crashes on that. 😀

Re: dgVoodoo 2 for DirectX 11

Their drivers don't like something that dgVoodoo does that's why your driver crashes. Which driver are you using? I tested with and am currently using Catalyst 15.10 Beta. (I'm not touching the Crimson drivers again for the time being) I'm using nVidia, though I have a low-end AMD HD6450 for …

Re: dgVoodoo 2 for DirectX 11

I'm going to try that game myself. Does it use Glide? And you have an ATI HD7xxxx or R9? Cataclysm had 3dfx support back in its day, if that's what you're asking. Official documentation exists both online and in the Readme files included with a Cataclysm installation. ATI? No. AMD? Yes. Radeon HD …

Re: dgVoodoo 2 for DirectX 11

Fighting dgVoodoo to maintain the correct 4:3 aspect ratio is an absolute nightmare that I've spent the better part of a day getting nowhere with on a Bootcamp'd MacBook Pro with Iris Pro 5200 graphics. The Intel control panel is very clearly marked "Maintain Aspect Ratio". Changing to 4:3 …

Re: Splinter Cell Pandora Tomorrow

in Windows
While this is a thread for Pandora Tomorrow, I wanted to post this discovery with the original game. Recently the new version of dgvoodoo2 came out and one of the features it boasts is support for DirectX8 games, so I decided to try it with the original game and it is SO close to running Splinter …

Re: dgVoodoo 2 for DirectX 11

Should this software work for 2D directdraw games? If so, I tried American Conquest: Divided Nation (I believe it runs on the Cossacks engine). I get sound but a black screen with dgVoodoo and a crash without (probably because without dgVoodoo it tries to use my laptop's Intel card). Yes, it …

Re: dgVoodoo 2 for DirectX 11

Congrats :) The post release pressure relief is well deserved. Thanks! Thanks alot Dege! Running some of my favorite oldies in W10 now, no more vsync woes, MSAA working nicely, much appreciated. :) Chrome http://s18.postimg.org/cfubc8hg5/Chrome.jpg Chaser http://s15.postimg.org/kx4pliv5j/Chaser.jpg …

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