First post, by Paul Galbraith
I see an older post in this forum that someone was able to get Myth TFL working with dgVoodoo but I haven't had as much luck. I'm wondering if anyone else has tried this recently, and can let me know if there's anything I can tweak to get things working. I'm trying Myth TFL version 1.3 on Windows 10, with dgVoodoo 2.71.1.
- The initial cutscene plays and the startup menu comes up with the dgVoodoo watermark so I know the directx part is working, but the aspect ratio isn't correct. If I specify the scaling mode as "stretched, keep aspect" the aspect ratio is corrected, but the mouse no longer works (can't see any pointer on the screen).
- After starting a new game, the initial video cutscene plays in a small 640x480 window in the top left corner of my (2560x1440) desktop. I'm pretty sure this is a Smacker video, but I don't know if there's anything that can be done to force it to run fullscreen. After the cutscene the game returns back to proper fullscreen display.
- When the game starts, I don't see any 3dfx watermark, though I suspect the game is using the dgVoodoo library (if I change game prefs from 3dfx -> software rendering, it's a very noticeable difference) and I have two mouse pointers overlapping (one lags just slightly behind the other). Also if I enable 3dfx splash screen, that does not appear either. (Interestingly, nglide seems to work ok, and if I have both nglide installed and vgVoodoo glide dlls in the game directory, I *do* see the 3dfx watermark.)
So I'm hoping to be able to (1) correct the directx aspect ratio and have a working mouse at the same time, (2) get cutscenes to display fullscreen, and (3) get rid of the duplicate mouse pointer. Can anyone suggest ways to do this?
Also, should I be worried about not being able to see the 3dfx watermark?