
lowenz wrote:The feature is ALREADY present (virtual Vsync) but not working :p
[6544] [dgVoodoo] ERROR: Direct3DVertexBuffer (25796478)::ProcessVertices: Invalid parameters.
00000001 0.00000000 [6308] [dgVoodoo] INFO: Reading config from file D:\GPe\dgVoodoo.conf.
00000002 0.00013670 [6308] [dgVoodoo] INFO: INI file based version of config file is successfully read.
00000003 0.00018304 [6308] [dgVoodoo] INFO: DDraw is successfully loaded: D:\GPe\DDRAW.DLL
00000004 0.00021939 [6308] [dgVoodoo] INFO: Reading config from file D:\GPe\dgVoodoo.conf.
00000005 0.00032410 [6308] [dgVoodoo] INFO: INI file based version of config file is successfully read.
00000006 0.00209741 [6308] [dgVoodoo] ERROR: DirectDrawEnumerateA: Enumerating primary device has failed.
Myloch wrote:ABout the debug version, does it Always save a log file for a game even when no errors are detected? Because I cannot find a log file or I don't know where it saves it. I put the 3 ms dlls and dgvoodoo.conf file in the game directory.
lowenz wrote:Raven Shied still has a problem (the old problem) loading a level in fullscreen mode
And about RS, dege, take a look at this strange surface problem (simply rotating the viewport with the mouse):
lowenz wrote:About Blade Of Darkness.....did you tackle the intro video codec issue?
ZellSF wrote:Not that you've said you fixed any of them, but the following are still broken:
End of Twilight
Europa 1400: The Guild
Hogs of War
Paradise Cracked
Stratosphere
DerTodIstEinDandy wrote:lowenz wrote:The feature is ALREADY present (virtual Vsync) but not working :p
That's interesting. Is it going to be usable with force real vsync option? Are these two settings going to be independent?
ZellSF wrote:I didn't notice the MSD3DDeviceNames option earlier. Hundred Swords actually works with this option and resolution forcing works (and looks pretty great) too:Also don't know if you keep a list of problem games, but Shadow Watch was fixed in 2.53 (broken text in 2.52).
Micro Machines V3 no longer hard freezes if I tell dgVoodoo2 to only allow it to enumerate 640x480, sadly it will just crash now. See attached log. Any chance you can look at this? I can't find any way to get this playable with hardware acceleration on a modern PC at all. I would recommend getting a ripped version, the installer on the CD doesn't work well on 64-bit OSes.
RIM - Battle Planets spams this:And Grand Prix Evolution's log is pretty short:
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[6544] [dgVoodoo] ERROR: Direct3DVertexBuffer (25796478)::ProcessVertices: Invalid parameters.
- Code: Select all
00000001 0.00000000 [6308] [dgVoodoo] INFO: Reading config from file D:\GPe\dgVoodoo.conf.
00000002 0.00013670 [6308] [dgVoodoo] INFO: INI file based version of config file is successfully read.
00000003 0.00018304 [6308] [dgVoodoo] INFO: DDraw is successfully loaded: D:\GPe\DDRAW.DLL
00000004 0.00021939 [6308] [dgVoodoo] INFO: Reading config from file D:\GPe\dgVoodoo.conf.
00000005 0.00032410 [6308] [dgVoodoo] INFO: INI file based version of config file is successfully read.
00000006 0.00209741 [6308] [dgVoodoo] ERROR: DirectDrawEnumerateA: Enumerating primary device has failed.
ZellSF wrote:Not WIP related but I tried Lands of Lore II in PCem and got the same glitches. So Lands of Lore II's Direct3D renderer is just sort of bad.
Your options are dealing with the Windows version (seams in 3D rendering edges, random bugs introduced by modern CPUs), the DOS version (have to deal with messy DOSBox/Glide wrapper integration, wonky performance) or some other emulator that can emulate a Voodoo card (but then you'll be limited to 640x400 and 16-bit color).
If you select ATI Radeon as graphic card you also get some other new glitches, but they're similar to DXGL. I'm starting to think this is just another result of a flawed Direct3D renderer: While setting dgVoodoo2 to GeForce gets rid of that glitch, it's not so nice with other things. GeForce: Radeon:
Dege wrote:Didn't yet re-try the game but what is this surface problem?
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