It's weird. The only possibly affecting part of the code is basically the same in WIP50 and 51.
What about the cpl? What adapters can you see listed in 'Adapters to use/enable' on the General tab? Only the Intel one?
Also, could you test both versions of the cpl from WIP50/51 debug versions and attach their debug output logs here, plz?
Heya, apologies for delay in responding. I haven't been using my home laptop, but I was able to replicate the issue on another laptop.
I am able to replicate the behavior my work laptop that uses ATI card, that is, the game display adapter behavior changes from WIP50 and WIP51 builds in similar fashion, so I will provide logs.
Some background: I don't need to use DGVoodoo on the work laptop, because it can detect the ATI card fine. We (the players who play EverQuest using this old client) only need to use DGVoodoo2 when we use Nvidia laptop bards because the issue occurs due to Nvidia's optimus technology. Some reference posts:
DirectX 8 games not working with Nvidia Optimus and Windows 10
https://forum-en.msi.com/index.php?topic=2588 … 3196#msg1483196
https://www.tenforums.com/graphic-cards/18863 … imus-issue.html
Anyway, back to the providing the requested information.
Here is the EverQuest client behavior regarding the display adapter options:
Without DGVoodoo2, these are the Display Options on a laptop using ATI card:
With DGVoogoo2 WIP version 50 (and previous versions), these are the Display Options on the laptop using ATI card. This is effectively the DGVoodoo2 wrapper 'working' and taking over the game.
With DGVoogoo2 WIP version 51 (and above versions), these are the Display Options on laptop using ATI card. This is effectively the wrapper not working, and not firing correctly.
Using the dgVoodooCpl.exe , the list of "Adapter(s) to use / enable" is identical between the two versions of WIP50 and WIP51 and looks like this
"attach their debug output logs"
I have performed steps as follows.
Copied D3D8.dll from "C:\EQ\DGVoodoo2\wip50_dbg\MS\D3D8.dll" into the game folder, launched dgVoodooCpl.exe and Dbgview.exe. Then launched the game. Refer to attached file ATILaptop-WIPbuild50.LOG
then performed same for D3D8.dll file from "C:\EQ\DGVoodoo2\wip51_dbg\MS\D3D8.dll", refer to attached file ATILaptop-WIPbuild51.LOG
If you like, I can perform the same steps on my NVIDIA laptop, but behavior should be similar. Basically, the graphics adapter options change between WIP50- builds and WIP51+ builds. I noticed this in the comments for WIP51:
Altough this is versioned as 2.55.5, it's compiled from the main dev branch (I was sluggard to raise version).
This version contains a lot of refactored code, so I might have broken things in spite of continuous testing.
- First version of D3D9 (shader model 1.x) is added (quite untested)
- Refactored code
Thank you so much for your time on this issue, much appreciated!