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Re: dgVoodoo 2 for DirectX 11

Hi, good to hear! :) Forced filtering however is not a 'guaranteed feature' , it can cause glitches. So, in the respect it's normal. A small question about another aerial shooting classics - "Crimson Skies". I use "csfix", can set high resolution, playing is fine, game menus are small, but …

Re: dgVoodoo with Final Fantasy XI

Today I wanted to quickly try the free account for this game but the account distribution is temporarily disabled because of the high interest. But, I'll follow and peek the current state. :) Anyway, the game very seems to be based on the same engine as Phantasy Star Online which explains the …

Re: dgVoodoo 2 for DirectX 11

MrEWhite wrote: MrEWhite wrote: For some reason, after you get out of water, the hud becomes discolored in WinQuake. Getting damaged fixes this. Edit: Happens in Engoo too. This issue still occurs with the latest version. Does WinQuake use DirectX? Or DirectDraw?

Re: dgVoodoo 2 for DirectX 11

Hello! I recently refreshed my addiction to aerial combat games (sci-fi combat, preferably), partially because new titles popping up recently, and partially because I discovered dgVoodoo for myself. So, I want to say Big Thank You for dgVoodoo development. Now I have refreshed fun from Starlancer, …

Re: ChameleonMark (not the demo)

It works for me but the benchmark seems to be a very short "clip". With dgVoodoo I can see the chameleon walking for 2-3 seconds then the demo quits. Natively it just quits right after starting the benchmark. Probably the clip playback is so fast that my monitor mode switching can't keep up with it …

Re: Dark Rift

Ok, thanks, I see what the problem is: 20 7:58:53.284 AM 1 dr.backup.exe IDirectDraw::SetCooperativeLevel ( NULL, DDSCL_NORMAL ) DD_OK 0.0001720 21 7:58:53.285 AM 1 dr.backup.exe IDirectDraw::SetDisplayMode ( 640, 480, 32 ) DDERR_NOEXCLUSIVEMODE 0x887600e1 = 0.0000003 A cooperative level set with …

Re: DGV 2.54a and Raven Shield

Dege, can you check 2.54 in Raven Shield 1.60 ? I got a crash in fullscreen mode loading a mission level. No problem in windowed mode (set from the game itselft via config file), except you can't move the window. Is there any way to force (maybe in future versions of DGV) the starting X and Y of …

Re: dgVoodoo 2 for DirectX 11

The game version and resolution is not important, the only thing regarding DirectX I've changed in my patch is one call to CreateSurface method so it doesn't always pass DDSCAPS_MIPMAP flag. I stepped somewhere deep inside native ddraw.dll and there the error popped up that the mipmap dimensions …

Re: dgVoodoo 2 for DirectX 11

I recently purchased Army Men: RTS from GOG.com and have been having a slight issue with it. It uses the same engine as Dark Reign 2, which I've been able to get working flawlessly with dgVoodoo. I've found that with DR2, I get the best picture when using dgVoodoo to chain to ReShade, so I wanted …

Re: Dark Rift

And it doesn't work on windows 10 neither with nor without dgVoodoo because it require 16bit color mode and there is no way to switch windows 10 to this mode. Compatibility option (reduced color mode) doesn't help. In API monitor we can see, that this compatibility flag doesn't work at all, and the …

Re: A bug's life dgvoodoo problem

Which version of dgVoodoo are you using? I tried this game with dgV 2.54 and it works. It's true that it only works with default CPL settings, with 'Unspecified' scaling mode. So, upscaling the resolution and such won't work because this game doesn't like when its window get resized, etc. (Altough …

Re: dgVoodoo 2 for DirectX 11

Another mystery in Drakan, its screenshot feature. Natively, it appears to be hit or miss, it works on my laptop with AMD Radeon R2. On NVIDIA, it may work with older drivers, it certainly doesn't with 368.81+. It outputs black screenshot. Same with dgVoodoo. If you turn on fast memory access, it …

Re: dgVoodoo with Final Fantasy XI

Is there a demo for this game, somewhere? Also, is it possible that FFXI uses the same engine as Phantasy Star Online (Blue Burst)? Because that game handles managed textures in a weird way that can really (but not necessary) result in crash. In 2.54 I made it all compatible with MS D3D8 but …

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