dgVoodoo 2 for DirectX 11

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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-11-24 @ 11:10

robertmo wrote:Summoner works in glide mode but not with dx mode of dgvoodoo.
RJ8 was asking about dx mode.
ZellSF had it running in glide mode.

No I ran it in DX mode.

Retail copy works too, if you patch it.

Though you should have been able to find references to Voodoo in the unpatched Sum.exe file.

Doesn't seem to be any point though? The resolution patch doesn't support widescreen.
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Re: dgVoodoo 2 for DirectX 11

Postby robertmo » 2018-11-24 @ 15:03

Both patched (1.4) and unpatched games require renaming first voodoo word in sum.exe

Card autodetection in summoner.exe's setup doesn't work for dgvoodoo's direct x.
So just detect it with dgvoodoo files removed.
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Re: dgVoodoo 2 for DirectX 11

Postby RJ8 » 2018-11-24 @ 15:40

Thanks for catching up on this, but what exactly do i have replace/rename with what in the sum.exe ?
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-11-24 @ 16:17

Open sum.exe in a hex editor. Do a text search for "Voodoo" and replace any instances you find with something else.
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Re: dgVoodoo 2 for DirectX 11

Postby robertmo » 2018-11-24 @ 16:53

handle the autodetection first to get the error message so you know you are making progress

Edit the second instance of voodoo word in sum.exe to check if the message has changed

finaly edit the first voodoo word
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Re: dgVoodoo 2 for DirectX 11

Postby RJ8 » 2018-11-25 @ 22:03

To get this working i needed to replace "Voodoo" in summoner.exe as well.
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Re: dgVoodoo 2 for DirectX 11

Postby RJ8 » 2018-11-29 @ 14:22

Reporting Space Station Sim 2.0 as working with DGVoodoo2.
also Agon: The mysterious codex as working with latest DGVoodoo2.
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Re: dgVoodoo 2 for DirectX 11

Postby FulValBot » 2018-12-02 @ 13:13

I want to use 3dfx with Soldier of Fortune1, how can i?
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-12-02 @ 13:27

FulValBot wrote:I want to use 3dfx with Soldier of Fortune1, how can i?

While probably possible, why do you want to? It's an OpenGL game.
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Re: dgVoodoo 2 for DirectX 11

Postby FulValBot » 2018-12-02 @ 16:24

Because support 3dfx too, not only opengl...
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-12-02 @ 16:57

FulValBot wrote:Because support 3dfx too, not only opengl...

Quake engine games are OpenGL only. They support 3DFX through wrappers, like dgVoodoo except included with the game.

That you can hack together a way to run the game on 3DFX doesn't really answer my question though: Why do you want to run the game under 3DFX?
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Re: dgVoodoo 2 for DirectX 11

Postby FulValBot » 2018-12-02 @ 18:30

With dgVoodoo2 it doesn't work, it crashes if i rename glide3.dll to 3dfxvgl.dll (when there are both files in the same folder)
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Re: dgVoodoo 2 for DirectX 11

Postby batterymandark » 2018-12-02 @ 22:21

FulValBot wrote:With dgVoodoo2 it doesn't work, it crashes if i rename glide3.dll to 3dfxvgl.dll (when there are both files in the same folder)



3dfxvgl.dll need glide3.dll to work as I understand.
3dfxvgl.dll is the games "driver" and "glide3.dll" would be the "system driver"
you would need to config the game to run 3dfxvgl.dll, and copy the glide3.dll from either nglide or dgvoodoo
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Re: dgVoodoo 2 for DirectX 11

Postby FulValBot » 2018-12-02 @ 22:51

That file is not included...
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2018-12-03 @ 08:16

'cause it's a QUAKE file.
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Re: dgVoodoo 2 for DirectX 11

Postby FulValBot » 2018-12-04 @ 18:34

How i can use integer ratios scaling with dgVoodoo2?


gta2 freezes with a 2x resolution (it happen also with all other, except unforced)

version 2.55.4
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-12-05 @ 18:36

FulValBot wrote:How i can use integer ratios scaling with dgVoodoo2?


gta2 freezes with a 2x resolution (it happen also with all other, except unforced)

version 2.55.4

  1. Grand Theft Auto 2 has perfect high resolution support as is, why would you need to force resolution?
  2. Forcing resolution works on Grand Theft Auto 2. You're doing something wrong.
  3. Grand Theft Auto 2 has 3D elements, so if you're setting a lower ingame resolution and integer scaling it, it will look much worse than it should.
If you still want to do it, copy dgVoodoo.conf to the game directory open it in notepad and find the line:
ImageScaleFactor = 1
And change it to your scale factor.
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Re: dgVoodoo 2 for DirectX 11

Postby FulValBot » 2018-12-05 @ 21:00

Uhm... tested Mafia1 and Swat3 with ImageScaleFactor = 2 and 800x600 resolution selected in game options, only Swat3 is more pixellated (i'm unable to scale 800x600 resolution... it's a problem of 1600x1200 resolution that it's the same also when scaling is disabled or centered...) frame rate is unstable...

With GTA2 only 640x480 is a good resolution, all other cause HUD pixellated... (it was good with 2x)

i'll test it soon with ImageScaleFactor = 2


tested GTA1 with very high success (tested with scaling mode centered, keep aspect ratio and with scaling strected, 4:3 aspect ratio CRT like

tested also some other games, frame rate is unstable...
Last edited by FulValBot on 2018-12-12 @ 08:49, edited 7 times in total.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2018-12-05 @ 21:11

ImageScaleFactor = Integer Scaling = Pixelation. Pixelation is the expected result when you integer scale something.

Integer scaling is not meant to make the image look better, it is meant to make the image larger, and only that. Any low resolution image and you will see the pixels it's composed of.
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Re: dgVoodoo 2 for DirectX 11

Postby RJ8 » 2018-12-07 @ 21:14

Reporting The Chosen (Rebelmind 2007) working with latest DGVoodoo2. (DX7 game with DX9 like graphics, funny)
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