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Re: Septerra Core

Maybe it's vendor specific and only happens with Nvidia gpus? And what about vsync behavior in WIP66? No, it's pure software rendering. Old game, it feels a software rendered one at the first glance. I cannot find a single modification in the repo between 2.62.1 and WIP66 that could affect vsync. …

Re: Septerra Core

Thanks for the patch! I had a look at it and turned out that this is a DDraw -> D3D9 + GDI wrapper. This game is a fully software rendered one, using the usual rendering model: render everything into a software buffer then blit it to the primary screen. That's all DDraw is utilized for (that's why I …

Re: dgVoodoo 2.6.x and related WIP versions

Thanks a lot! I will look forward to corrections. I fixed it, will be included in the next release. Diablo 2 1.14d, lastest WIP Any solution? AMD strictly related ? (no problem with a GeForce......) It's the same issue about whited textures in Aquamark? I guess it is. Diablo works for me perfectly …

Re: dgVoodoo 2.6.x and related WIP versions

Hmm, just checked some other loading screens and it seems that the bar appears sometimes, but sometimes not. Try changing areas, not just starting a new game. Or entering combat. Sometimes it's there for a split second, but before it was easily noticable. It was the first thing I noticed when I …

Re: Septerra Core

FMVs play just fine with the latests updates to the game, but whenever I try to force the game to run in 4:3 aspect ratio, or force higher resolutions, they become corrupted and stuttering mess. If I set everything to Unscpecified, they do work, but then the game is stretched and looks ugly.Is it …

Re: dgVoodoo 2.6.x and related WIP versions

I have a minor update to 2.62.1. It's a WIP but if everything is ok with it then I release it as a new version: There is a longstanding issue with Shadowgrounds (2006). When the Render Glow effect is enabled in the game launcher settings. White screen flicker occurs when the flashlight or other …

Re: Super DX-Ball issues

Again, how do you know? How do you know it isn't running at a higher resolution, but just looks like 800x600? dgVoodoo debug layer reports 800x600 when setting the display mode, so it's indeed 800x600. @umisery But, as I said, it's a completely cpu-rendered game. All dgvoodoo does is presents the …

Re: Super DX-Ball issues

The demo works fine for me too. Freemouse is needed, it's right. F7 does the screenmode switch properly. This is a pure software rendered game, so in windowed mode dgVoodoo is not utilized. DDraw only needs for fullscreen.

Re: Napalm Glide3x WIN64 DLL

Ok, then I won't include this in the package (for the time being). Not sure if the textures were due to FXT1/S3TC compression. You can check the function call log from the spec release version (grTexSource and such). What about plain Glide3x? Does it have the same problems with MESA? BTW, why did …

Re: dgVoodoo 2.6.x and related WIP versions

I have a minor update to 2.62.1. It's a WIP but if everything is ok with it then I release it as a new version: ========================= WIP66: ========================= Changes compared to v2.62.1: - Changing DDraw device GUIDs to match MS DDraw ones - Improving validation feedback for DDraw …

Re: Napalm Glide3x WIN64 DLL

According to the code, for grGetString(GR_HARDWARE) with 'Other, greater' dgVoodoo gives back 'dgVoodoo'. :D I could change that to 'Voodoo 3' or sg with Environment = QEmu. Those strings are actually used in MESA FX in combination with the extensions to enable certain OpenGL extensions, and one of …

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