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Re: dgVoodoo 2.7.x and related WIP versions

I've released dgVoodoo 2.73. It's basically the same as WIP78 except that I added the concept of 'classic refresh rates' to ease accepting those values. See readme for more. Replacing the HLSL compiler in Glide ps shaders with an own code generator So now dgVoodoo does not need the external …

Re: dgVoodoo 2.7.x and related WIP versions

The "problem" is with the game engine: it does not see the one+1 values in the enumerated list so if DesiredFrameRate is not found amongst them then it seems to pick up default 60 (or the lowest in the list) value. Maybe a solution for that in dgVoodoo: let's have 60, 70, 72 and 75 Hz's as classic …

Re: Quest for Glory V

If QuickTime is installed then it should work with unforced resolution and unspecified scaling mode. I did some improvements for QuickTime in upscaled mode earlier but I only tested that with Septerra Core.

Re: dgVoodoo 2.7.x and related WIP versions

WIP78 Release build's x86 d3d9.dll does nothing. No window/rendering changes take effect and the dgVoodoo logo is not present. The debug binary works as expected with the same ini configuration. How can that be? I use the same right now and it works. Doesn't your AV deletes d3d9.dll before you …

Re: dgVoodoo 2.7.x and related WIP versions

The Game Restricted Area has still Color and a little performance issue :( Ok, I fixed the color problem, but the game scene seems to be rendered properly only if the game window is not resized (misplaced lightmaps otherwise), so it can only be played at unforced resolution and unspecified scaling …

Re: Alt+Enter function for Glide

Alt-Enter is always enabled for Glide, there is no particular option for that. I must admit, it doesn't always work because not all old games pump their message queue so Alt-Enter's get absorbed and unprocessed. However, windowed mode is not part of the Glide API, so an application can't switch to …

Re: dgVoodoo 2.7.x and related WIP versions

Ok, I changed the criterions a little bit for finding a display mode for the incoming refresh rate parameter: Forced refresh rate through dgVoodoo : the display modes are enumerated with the forced value to the application so it can check if it's acceptable, let the user choose or give an error …

Re: Gunmetal (1998) Rendering Issues

if I go into my dgvoodoo.conf file and change any glide variables like anti-aliasing, suddenly Gunmetal no longer recognizes the glide wrapper dll and reverts to it's software rendering support in the resolution options. I can't seem to really force change the resolution either but admittedly I …

Re: dgVoodoo 2.7.x and related WIP versions

Yes, it's expected. D3D11 and 12 have a common root in DXGI that's responsible for creating swapchains, enumerating display modes, etc. It must be the same problem as MrEWhite has too. This still occurs with 2.72. I guess what the problem is, but could you attach a dgv debug log for enumerated/non- …

Re: Myth The Fallen Lord demo

Thanks! Looking into the original Glide src, it practically accepted anything for buffer count parameters. It's not clear however what happened later since those parameters were stored in the graphics context structure. I already had some validation for 'stupid' cases in dgVoodoo for some games ( …

Re: dgVoodoo Splinter Cell Games

A quick question: does 2.6x work better in any way (apart from the bloom scaling issue) than the latest (2.72) version? Because if it doesn't (I hope) then it'd be better to release that special version from the 2.7x code repo.

Re: dgVoodoo Splinter Cell Games

daniel_u wrote on 2021-02-06, 12:22: Also is it possbile to also a release a 2.6x d3d8.dll (old scaling code)version with the shadow fix for SCPT? Again when you have the time. 😁 You mean the newly fixed shadow bug in the Jerusalem level?

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