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Re: USNF '97

in Windows
If one doesn't mind the VM route to play this game, I just checked this game out on QEMU and it worked perfectly over WineD3D DirectDraw. Since this is just a DirectDraw 2D game, it does not need WineD3D to play. However, using WineD3D DirectDraw has a few advantages: It is accelerated by OpenGL It …

Re: Direct3D on Jane's F-15 and sound halt

in Windows
It does not. While the option showed up, WineD3D failed with "DirectDraw Initialization Error (380)" - fixed. So just use Glide, OpenGlide seemed to work well, too, and scale to any QEMU desktop resolution. Intro FMV played OK. You can also limit the game frame rate if it is too fast. Installed and …

Re: Direct3D on Jane's F-15 and sound halt

in Windows
Does Direct3D renderer give more options for higher resolution? Otherwise, 3Dfx Glide renderer will always provide better quality and experience. I usually won't bother with Direct3D when 3Dfx Glide work unless there is a reason to play with it.

Re: MechWarrior 2 Pentium Edition doesn't work under MechVM

in Windows
The second one I presumed is when Windows 10 detected a known application compatibility and tried to provide its layers of workarounds. The same DLL was there since Windows XP. I literally gave up trying to make Mechwarrior 2 working on Windows 10. I could patch it all-the-way to work on any version …

Re: Boxedwine (Wine on multiple platforms)

in PC Emulation
It's a big deal if your implementation could match or outperform QEMU TCG ARM->x86. So far none of the other architecture portable dynarec/JIT could even match the performance of TCG x86->x86. I don't use anything from Apple, but getting the Apple M1 macbook air is enticing simply because of the …

Re: Boxedwine (Wine on multiple platforms)

in PC Emulation
I'm starting to see Quake 2 run. I got it to complete a timedemo. In software mode at 640x480 I got 16.3 According to a graph I saw, this puts it at about the same speed as a Pentium II 233MHz. That doesn't seem too bad for the Raspberry Pi 4 to start with. It is a very FPU heavy game, so I'm happy …

Re: The Athlon 64 Frustration Build

I don't know the list of games that you would be playing with the retro build, but with a Core i7-6700K, QEMU KVM/WHPX would have made it redundant if you have Windows 10 or modern Linux. Unlike the other PC emulator, QEMU would have blown away the FX5900 in Quake3 even with the Intel UHD 530 on the …

Requiem Avenging Angel DirectX version check by-pass

in Windows
The game, both demo and retailed version is a "trojan" by nature, the installation and uninstallation tried to replace several system files and triggered Win98SE SFP but still corrupting a good OS image. Luckily with Win98SE VM, the image can be restored within minutes. If anyone tried it on real …

Myth The Fallen Lord demo

Myth The Fallen Lord demo is invoking Glide with incorrect count of color/aux buffers and dgVoodoo2 rightfully failed the call. Other wrappers (such as OpenGlide) don't really care about the number of color/aux buffers and the game demo works. Perhaps you can do something to sanitize the inputs and …

Re: The Athlon 64 Frustration Build

I will tell you that you didn't try hard enough. Since you already mentioned DOSBox-X, PCem etc. you obviously wouldn't mind the route through emulation. You had probably missed out QEMU and its potential with Windows 98 VM 3D acceleration. A word of caution though, it could turn out an even bigger …

Re: DOSBox ECE (for Windows & Linux)

glide.cpp:165:21: error: no member named 'info' in 'SDL_SysWMinfo' hwnd = (HostPt)wmi.info.x11.window; If this was the problem, then perhaps you could simply remove the line or assign 'NULL' to the 'hwnd' native handle. Make sure that you also compiled a version of OpenGlide with '--enable-sdl' . …

Re: DOSBox-X branch

Gulikoza's Glide pass-through has always been working for me on DOSBox SVN with Win98SE, I am pretty sure about it. Yes, it requires special stub Glide2x OVL and DLL made for pass-through, and their source codes are available. DOSBox ECE adapted my 2-in-1 patch for both Glide pass-through and Voodoo …

Re: dgVoodoo 2.7.x and related WIP versions

Dege wrote on 2021-01-29, 21:12: WIP77 Changes compared to v2.72: - Fixing a bug in Glide D3D12 backend (Ultimate Race Pro) Hi, I am not sure if this is the same issue that I reported in other thread on texture corruption. WIP77 still exhibits the same texture corruption both on DOSBox and QEMU x64 …

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