Reply 3760 of 3949, by FulValBot
V-sync is enabled or not?
Some games flicks seriously when v-sync is disabled into dgVoodoo2
V-sync is enabled or not?
Some games flicks seriously when v-sync is disabled into dgVoodoo2
Deactivated, i tried it with DxWnd and it works perfectly, besides the mouse cursor still flashing when i select something in the menu
wrote:Tested it and it no-longer freezes! perfect.... but then found another issue that I'm hoping you could test. […]
Tested it and it no-longer freezes! perfect.... but then found another issue that I'm hoping you could test.
I was just playing the level "Driller Night!" upon discovering a new cavern after drilling northward the game camera seems to fly go way out of bounds and the map goes black. Everything else works though.
This is what happens after opening a new cavern: http://prntscr.com/kuaq7y
Thanks mate!
Just an update on this, after switching the video card to the 5700 Ultra, this stopped. Even after switching it back to dg's Virtual 3D card it didn't come back. Not sure whats going on, but if it happens again will let you know.
0 problem with Hydro Thunder (2001)...........frame rate seems limited to 30.
Dgvoodoo 2.55 @1600x1200 @MSAAX8 enhanced with 8x Sparse Grid Supersampling (nvidia inspector)
Config : ASUS PRIME H270 PRO / CORE i7-7700/ 16 GB DDR2400 / MSI GTX1060 6GT OCV1 @391.01/ Moniteur @1080p ...WINDOWS 10 64 bits V1803 @17134.285
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 modes overflow
any idea what i can do about that ?
UPDATE: Ive just tried Aquanox 2 with the same error on DGVOODOO2 .
RJ
Aquanox 2 is D3D9! Maybe the problem lies in the DX7-9 compatibility (the GPU-compliant range supported by the engine).
@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 got it to work with DGVoodoo2.
Aquanox 2 is D3D9:
Aquanox isn't and works with dgVoodoo2, but since dgVoodoo2 adds some extra resolutions (and maybe orders them differently than Windows?) then it crashes because as the error message says: too many resolutions. To fix either create a dgVoodoo.conf in the game directory (by clicking "Add" in dgVoodooCpl.exe) or edit the global one (in %appdata\dgVoodoo) and find this section:
DefaultEnumeratedResolutions = all
ExtraEnumeratedResolutions =
Set DefaultEnumeratedResolutions to "none" and add your the resolutions you want comma seperated to ExtraEnumeratedResolutiom. For example:
DefaultEnumeratedResolutions = none
ExtraEnumeratedResolutions = 640x480,1600x1200
@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 a patch that updates AQ2 to DX9, probably download- versions are patched to DX9 already.
Thanks again !
RJ
wrote:@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.
A tip for such cases: you can always use the spec-release versions of dgVoodoo to see if any of its components is touched by the game. 😉
Oh shurely will use that hint , thanks Dege !
Ghost Temple has issues (textures?):
Natively is fine:
One of the few games that need MSD3DDeviceNames = true
Edit: Apparently there's an English demo:
https://www.gamepressure.com/download.asp?ID=1433
But I can't find any evidence the game was actually released in English.
I was messing with the old WON version (1.1.1.0) of Half-Life recently. Direct3D renderer works in windowed mode, but craps out in fullscreen since dgVoodoo requires SetCooperativeLevel to be called with valid (non-null) hWnd. Why is that even allowed natively?
wrote:A man can be himself only so long as he is alone; and if he does not love solitude, he will not love freedom; for it is only when he is alone that he is really free.
wrote:I was messing with the old WON version (1.1.1.0) of Half-Life recently. Direct3D renderer works in windowed mode, but craps out in fullscreen since dgVoodoo requires SetCooperativeLevel to be called with valid (non-null) hWnd. Why is that even allowed natively?
Fullscreen mode also requires a valid window handle on MS DirectDraw. A null handle is only valid on windowed mode. Half-Life is not working for another reazon
wrote:Fullscreen mode also requires a valid window handle on MS DirectDraw.
MS DDraw only requires valid wnd handle for exclusive cooperative level. A true fullscreen flipping chain can only be created in exclusive mode.
But both DDraw::SetDisplayMode and fake-fullscreen with the blitting model can be implemented in normal cooperative level with a NULL window.
Sorry for being inactive nowadays. But I'd like to address fixing the reported problems only in the next version (I'm working on it).
Asterix and Obelix Take on Caesar black screens (audio and input is responsive). Works natively. Terrible game though. If you want to try it, the installer won't work and you need to copy the game directory to HDD and run the game like "asterix.exe 0 HDD".
If is 32-bit Setup Launcher:
go to Task Manager, on the details tab, right click on setup.exe and 'analyze wait chain', this may show you the program that is blocking the installation from continuing.
Updated the post above with Crosire Wrapper test.