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Re: dgVoodoo 2 for DirectX 11

Here's an automated patcher for that , but IIRC it doesn't have any effect on non-native rendering (Win8 ddraw, WineD3D, ts_ddraw, not sure about dgVoodoo2). Essential for running the game natively though. dgVoodoo2 is the odd one out in this case - the unmodified and modified temporary texture …

Re: dgVoodoo 2 for DirectX 11

About Tiberian Sun slowdown issues, IIRC I had lots of slowdown on my home computer and none on my work computer. Probably something weird going on that ts_ddraw works around, but I don't know what. Don't quote me on this, but I suspect ts_ddraw automatically suppresses the game's insistence on …

Re: dgVoodoo 2 for DirectX 11

Definitely want to see another alternative for Tiberian Sun, but just in case you didn't know: ts_ddraw ( source ) is pretty much perfect. Oh, I know. It's just 1) dgVoodoo 2 does software rendering in hardware (not that I claim to know if there's any in TS even when using hardware DDraw), 2) DX11 …

Re: dgVoodoo 2 for DirectX 11

Couple issues in Command & Conquer: Tiberian Sun : Mouse movement causes slowdowns in-game when not using fast memory access. Scrolling the screen in-game causes slowdowns. With fast memory access, the in-game menus do not highlight what the mouse is actually hovering over. The game outright freezes …

Re: dgVoodoo 2 for DirectX 11

Battle Realms , which actually uses DX7 despite needing DX8 installed, no longer has multi-monitor issues when using dgVoodoo 2 - but not without setup, though. The trick to solving the problem is by adding the game's root folder to dgVoodoo 2's list of config folders, then under the general tab, …

Re: Making WineD3D on Windows for Win32

Anybody had much success with using WineD3D? Outside of Infinity Engine games (where they're actually the most suited wrapper), I haven't really gotten it to work well with anything. My experience is that anything which has recently (I find ~3 months is a good definition here) been listed as gold …

Re: dgVoodoo 2 for DirectX 11

After PM'ing dege regarding this, I discovered issues with Startopia's 1.02 patch when using dgVoodoo 2's DirectX emulation are caused by the game not recognizing dgVoodoo 2's virtual GPU and forcing the game into a safe mode, resulting in the loss of certain rendering features - most notably real- …

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