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Re: WIP versions

EDIT: Ive tried that with Spellforce, it seems that DGVoodoo doesnt recognize the redirection. ... For that rare case with Spellforce editing the exe doesnt take away much more time then creating folders ect. anyhow Thanks for the hint on DLL Redirection

Re: WIP versions

My recognition to your DX9 work Dege ! Ive tried Spellforce Platinum today with wip52, cant tell if it works through the wrapper or not because it doesnt show the DGVoodoo logo. Debugview doesnt show any DGVoodoo2 entries either. Possibly version too new 1.52.64673

Re: dgVoodoo 2 for DirectX 11

@ZellSF - THAT was helpfull ! Thank you so much. I finally found out the following that might be interesting. At least some retail (boxed) versions of AQ2 are DX8 , using the same engine as AQ1. Ive got them both to work with DGVoodoo2 now after making the conf settings you have described. There is …

Re: dgVoodoo 2 for DirectX 11

@lowenz - I cant confirm that, the cover sais DX8 and when throwing a corrupt DX9 dll into the game folder the game does not crash. I also tried enbs D3D8to9 wrapper. The game crashes with another error which confimes that a its DX8. Not DX9. Thanks though for answering. I wonder how the other folks …

Re: dgVoodoo 2 for DirectX 11

Hello guys, Aquanox 1 has been reported working here with DGVoodoo2 and Google was no help at all, so i post this here. The game works without DGVoodoo2 , tested with WIN7/64 GTX970, but when running with DGVoodoo2 it crashes with the following error: D3DUtil::BuildAdpatorInfoArray() num of display …

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