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Re: Quake 2 Remastered has been released!

in Milliways
(i.e. 3dfx only providing gamma correction normally at 1.7 gaslighting other GPUs as 'too dark', I thought about this statement some more, I want to make the case for 3dfx brightness/gamma being 'correct' and that OpenGL renderer is the one who is wrong, primarily because 3dfx's gamma offset makes …

Re: Quake 2 Remastered has been released!

in Milliways
As I explained and demonstrated above, Q2R applies lightmaps as if it were gl_modulate 1. Meaning that spot in remaster strike.bsp looks like solid color piss because that's what the lightmap in the remaster bsp looks like. No amount of gl_modulate or gamma scaling is going to change anything …

Re: Quake 2 Remastered has been released!

in Milliways
Does values greater than 255 even happen with gl_modulate 1 or does lightmap values stay below 255 in that case? I suspect the latter. (Does q2 even have map lighting overbrights like q1 and q3?) Most likely the clamping you believe is happening is baked into the lightmaps in the remaster .bsps, and …

Re: dgVoodoo 2 for DirectX 11

Is it possible for the emulated cursor in stretched mode to update independent of the game's framerate/screen draws? In Jedi Knight in particular, the menu only redraws if something changes (e.g. another menu option is moused over) so the cursor in the stretched mode only updates during then, …

Re: dgVoodoo 2 for DirectX 11

FRAMERATE PROBLEMS WITH DGVOODOO 2.45 - JEDI KNIGHT: DARK FORCES 2 AND MYSTERIES OF THE SITH Jedi Knight has very strange rendering. It seems the actual FPS is half of what is actually indicated if 60FPS or above. For whatever reason, frames of the game world are not updated as often as the FPS …

Re: dgVoodoo 2 for DirectX 11

I still think it would be best if dgVoodoo it had its own aspect-preserving scaling mode built in. As you can see relying on drivers to do it is shaky at best. I can't get aspect ratio scaling on my Intel builtin graphics either. Is it not as simple as taking the unscaled mode and stretching it …

Re: New Descent game on KS

in Milliways
I am a little, though I must say I don't like the ship designs at all. It all comes down to the gameplay, and there isn't really enough of it shown to get a good feel for it just yet.

Re: dgVoodoo 2 for DirectX 11

Update: I just noticed that the main game of XvT seems to work completely fine (dgvoodoo even fixes most of the issues the game has when enabling 3D mode), it's only the addon (Balance of Power) that crashes all the time. There are even training missions that are exactly the same in both games and …

Re: dgVoodoo 2 for DirectX 11

Woohoo! Jedi Knight is working. How did you manage that? Trying that WIP DGVoodoo just seems to force it into a windowed mode instead. If I use -display config it only lists the DIBsection windowed display. EDIT: Oh wow, I'm a moron. I just realized my card doesn't even support DX11. Maybe that's …

Re: dgVoodoo 2 for DirectX 11

Mechwarrior 3 complains that DirectX 6 needs to be installed when using dgVoodoo. [OT] Mech 3 (WinXP SP3 compatibility) works perfectly on my Win 7 system (i3 530 + 8 GB RAM + Radeon HD 7850) with no wrapper needed, fixing the Z-Buffer related problems with this: http://www9.zippyshare.com/v/ …

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