
batterymandark wrote:dgvoodoo can't play certain video in fullscreen, you have to force the game to run in windowed mode, but you can run it in your desktop resolution with the correct aspect ratio
Dege wrote:A new WIP (would be fine to be the last before the next version):
Well, of course it's on my list.
However those game series have one problems that seem to be unresolvabe to me for the time being: additional windows on top of the rendering window.
It now works with latest wip (43). Thanks.Myloch wrote:Webdiver runs correctly with ATI card, it refuses to run with nVidia card (with a pop-up window mentioning a numeric error).
JangoJungle wrote:Hi, I'm new here. I've been testing dgvoodoo for some time now and I have tested some old games like Nightmare Creatures and Resident Evil 2 SOURCENEXT version. Resident Evil 2 SOURCENEXT booted in the WIP37 but could not reproduce the SOURCENEXT intro video and crashed. Now on WIP43 it reproduces but only audio without video but is finally PLAYBLE.
Dege wrote:Thanks for the feedback to everybody, here too!!
@Batterymandark: thanks for your videos, I really appreciate it. I plod through the installing of TOCA Racing Driver on Win10 and finally managed to run it. I fixed the depth-issue and another one I found (crash when entering a subsequent race).
The only flaw now is the game crashes at exit (incompatibility coming from modern DX).JangoJungle wrote:Hi, I'm new here. I've been testing dgvoodoo for some time now and I have tested some old games like Nightmare Creatures and Resident Evil 2 SOURCENEXT version. Resident Evil 2 SOURCENEXT booted in the WIP37 but could not reproduce the SOURCENEXT intro video and crashed. Now on WIP43 it reproduces but only audio without video but is finally PLAYBLE.
Yes, video playback is a known issue with dgVoodoo.I've been planning for a long time to address it.
KainXVIII wrote:About Blade of Darkness - with D3d rendered and latest wip game looks pretty good (8xMSAA), but despite that fps counter shows 60 fps, game not really feels smooth, slight stutters here and there..
On other hand with Nglide 2.0 and r3dfx v1-2 renderer game is smooth, but has no mipmapping support, no msaa, colors looks a little washed out and flames sometimes lights through walls - decisions, decisions!
VicRattlehead wrote:KainXVIII wrote:About Blade of Darkness - with D3d rendered and latest wip game looks pretty good (8xMSAA), but despite that fps counter shows 60 fps, game not really feels smooth, slight stutters here and there..
On other hand with Nglide 2.0 and r3dfx v1-2 renderer game is smooth, but has no mipmapping support, no msaa, colors looks a little washed out and flames sometimes lights through walls - decisions, decisions!
I would guess that it's because of the way the light sources are rendered. I get severe framerate drops with the D3D renderer when any light source is on screen. Maybe your PC is powerful enough to handle them without dropping below 60 FPS but the performance hit still manifests itself. I switched the game's renderer to "D3d i740 Windows98" which changes the rendering a bit (no lens flare is the only difference I noticed) and the game plays smoothly even on my weak PC.
VicRattlehead wrote:Age of Wonders: Shadow Magic regression?
Dege wrote:I've finished testing the new WIP with hundreds of demos, games and such, and also fixed some regression issues I encountered:
http://dege.fw.hu/temp/dgVoodooWIP44.zip
http://dege.fw.hu/temp/dgVoodooWIP44_dbg.zip
[i]=========================
WIP44: (next final)
=========================
- D3D8: some object handling incompatibility fix (TOCA Racing Drive)
- DirectX: fix for rendering with incompatible rendertarget/depthstencil buffers (TOCA Racing Drive)
If no regressive bug reported then I'll release it soon as a new 'official' version.VicRattlehead wrote:Age of Wonders: Shadow Magic regression?
I've fixed it in this WIP. But, this game works only properly with no forced resolution and 'unspecified' scaling mode.
The game relies on physical window size and produces black screen when it's other than the game expects.
Interestingly, the same issue as with Jagged Alliance.
batterymandark wrote:Also i hope its going well and that the fixes for TOCA doesn't only apply to my request, but will also fix other games in the same turn.
Dreadmoth wrote:The colorkey changes might have some negative effects when forced texture filtering is used:
Machines
App driven
Forced bilinear (previous versions of dgVoodoo 2)
Forced bilinear (WIP44)
Dege wrote:Sadly however, the one present in WIP44 is the correct one.
The colorkeying bug was that dgVoodoo treated colorkey pixels as black transparent ones (like for colorkey blending) which caused black edges in other game(s) where it shouldn't be. But undoubtedly it came handy for Machines.
Dege wrote:What if you try one of the GeForce virtual videocards? They feature 'full cut colorkeying' which means no partially colorkeyed pixels should appear anytime, but in turn, colorkeyed objects are 'thinner' and jaggier.
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