dgVoodoo 2 for DirectX 11

General information and assistance with dgVoodoo.

Re: dgVoodoo 2 for DirectX 11

Postby DarkFrost » 2015-5-13 @ 15:00

Dege wrote:
Dege , so s I need make this file to compatible with Win8? If yes, how?Thanks for help.


I found something:

http://www.neoseeker.com/forums/13741/t751663-get-i82-to-run-on-windows-xp/

I just renamed i82stub.exe to something else, and it worked, the application compat layer didn't get fired up and the game started.
But, I got a lot of error message before that about missing controls, so I couldn't drive the car after all... :(
So it it does not work for you, then there is no solution for this game at the moment, I guess.
I may have some time in the future for uncompressing i82sim.dll somehow and patch it, but not now. (The neolite compressor/decompressor won't work, I guess this dll is protected.)

Thanks evrything! I hope , a solution will be as soon as possible.If you find evrything you can send me? If not no problem :D Thanks for all!

I looked the file but did not see file protection...
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2015-5-16 @ 11:12

Thanks evrything! I hope , a solution will be as soon as possible.If you find evrything you can send me? If not no problem :D Thanks for all!

Yes, I will post about it if I can patch it some day (+upload to my site).

I looked the file but did not see file protection...

Yes, but I read something that Neolite compressor was licensed to the game manufacturer or sg like that, so I guess they don't want it to have uncompressed by a third person, that's why the decompressor does not unpack it (or does not even recognize that dll as a compressed executable,I don't know).
It's similar to a .rar archive with a password.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2015-5-16 @ 14:18

Does dgVoodoo2 do internal scaling for 640x400? Nvidia's drivers shouldn't support that and dgVoodoo2 displays it properly. Could be just be dgVoodoo triggering some internal fallback to 640x480 that Windows native DirectX doesn't do.

Edit: thought about internally scaling everything in dgVoodoo2? Graphic drivers aren't the most reliable for this.

Excessive Speed (the 2D topdown one, not the other one) works (no sound/music, but that's not dgVoodoo2's fault). No clue about Fire Fight, it's supposed to use the same engine but any wrapper I try give a graphics error. Could be copy protection as it's pretty adamant about being run only from a CD.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2015-5-17 @ 19:31

ZellSF wrote:Does dgVoodoo2 do internal scaling for 640x400? Nvidia's drivers shouldn't support that and dgVoodoo2 displays it properly. Could be just be dgVoodoo triggering some internal fallback to 640x480 that Windows native DirectX doesn't do.

Edit: thought about internally scaling everything in dgVoodoo2? Graphic drivers aren't the most reliable for this.

No, there is no such thing in dgVoodoo (when resolution overriding will be supported then it will be needed of course).
A window with 'any size' can be put to fullscreen through DXGI so it's up to that and the driver to find a supported display mode closest to that and do the scaling.
I find it a rather handy service. DXGI+DX11 is a way better and handy API than DX9 for example.

BTW, I released dgVoodoo 2.44.

http://dege.fw.hu/dgVoodoo2_44.zip

It hasn't changed much since the last WIP though. But I want to change something in the source and can't do that until it's not released.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2015-5-17 @ 21:53

Fire Fight works btw, you just need to get rid of the annoying copy protection. Then it's suddenly very friendly with dgVoodoo2. It too displays 640x400 at a proper 4:3 aspect ratio. Really wonder why that works in dgVoodoo2 and not with native DirectX.

Don't think anyone cares, but Excessive Speed's sound issue was that it set its own per-application volume to 0. Don't know how it managed to do that. I sure as hell didn't do it, I don't even have the mixer in the system tray or any multimedia keys. So with dgVoodoo2 that game works perfectly in Win7 (without dgVoodoo2 you get 16:10 aspect ratio).

Metal Fatigue doesn't work, crashes before menu. Works natively. DXGL manages to get to the menu (but shows no graphics ingame).
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Re: dgVoodoo 2 for DirectX 11

Postby teleguy » 2015-5-18 @ 15:02

Dege wrote:
Several people in the GOG Tie Fighter forum reported that the mouse cursor is missing with dgVoodoo.

Did it break with one of the versions or it was always missing?


I asked that question but never got an answer. However I suggested using the software cursor option available from the Tie Fighter Launcher and that fixed it.
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Re: dgVoodoo 2 for DirectX 11

Postby VEG » 2015-5-18 @ 18:34

Hi there! I'm an author of NFS3 Widescreen patch. This patch supports extended Glide API which has ability to use modern resolutions. Discussion about this API extension: http://www.zeus-software.com/forum/view ... 4397#p4397
Can this API extension be supported by dgVoodoo? It would be very nice.
Best regards, Evgeny
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Re: dgVoodoo 2 for DirectX 11

Postby DarkFrost » 2015-5-18 @ 19:13

Yes, I will post about it if I can patch it some day (+upload to my site).


Can u show me ur site? Thanks!
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Re: dgVoodoo 2 for DirectX 11

Postby VirtuaIceMan » 2015-5-18 @ 23:27

Hi Dege, any chance you could look at F1 2000 or F1 Championship Season 2000 (demo here: http://www.fileplanet.com/53038/50000/f ... -2000-Demo)? The demo of CS2000 will work with dgVoodoo, but only in Software mode (I think there's some archaic EA hardware detection to blame for no Direct3D devices being found).

On my PC the game just crashes without dgVoodoo (and it tends to freeze loading the full game in software mode too, although that might be something else CD access wise perhaps).
My PC spec: Win10 64bit, i7-4970K (not overclocked) MSI Nvidia GeForce GTX 980, Creative Soundblaster ZXr, 16GB RAM, Asus Z97-A motherboard, NZXT 410 case, ROG Swift GSYNC monitor
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Re: dgVoodoo 2 for DirectX 11

Postby VirtuaIceMan » 2015-5-20 @ 23:04

One more: Johnny Herbert's Grand Prix Championship 1998...

The games that use tweaked versions of the Johnny Herbert 3D engine, namely Grand Prix Championship 2 and GP vs Superbike, both work fine with dgVoodoo, but JHGPC98 needs IgnoreException applying to even load (or Win98 mode, which includes this), then the game crashes loading a race.

In the past I managed to create a hybrid version, by copying parts of GPC2 over the JH folder, but then you get the same graphics issues that GPC2 and GPvsSB both have: namely a lack of chrome reflections on the car, and thick black skid marks when driving on grass (compared to semi-transparent).

HOWEVER, I only ever managed to get the original JH game to work on my ancient Win98 machine running a Voodoo5 graphics card, so there could be more to this than meets the eye, as I never got it working on WinXP without the hybrid GPC2 files overwrite approach.

You can see the difference in these snapshots I took years ago:

Johnny Herbert's Grand Prix Championship 1998 (chrome on cars and transparent skid marks on grass (not shown)):
Image[/URL]

Grand Prix Championship 2 (no chrome and black skid marks on grass (not shown)):
Image[/URL]
My PC spec: Win10 64bit, i7-4970K (not overclocked) MSI Nvidia GeForce GTX 980, Creative Soundblaster ZXr, 16GB RAM, Asus Z97-A motherboard, NZXT 410 case, ROG Swift GSYNC monitor
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Re: dgVoodoo 2 for DirectX 11

Postby Mud » 2015-5-23 @ 11:33

Is any solve for RALLY CHAMPIONSHIP low fps?
Without voodoo have 40-50fps but with only 20-30fps
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2015-5-23 @ 12:56

Mud wrote:Is any solve for RALLY CHAMPIONSHIP low fps?
Without voodoo have 40-50fps but with only 20-30fps

Make sure vsync is off both in dgVoodoo2 and your GPU drivers. Make sure no background programs are interfering.

I discovered that MSI's OSD even when not actually displaying the OSD can slow down dgVoodoo a lot in some (!) applications. Not important to most people, just thought I'd mention it in case anyone else here was running that.

Need for Speed II SE (DD & Voodoo renders) and Need for Speed III (D3D render) both work fine, but Google tells me they were the first games you tested, so you probably knew that :P

Edit: This guy wants some answers about virus detections of dgVoodoo2. Ignore my impolite reply to him, I'm really annoyed at people taking false positives seriously.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2015-5-24 @ 00:28

If you can get your hands on it (but seeing as you got Jeff Wayne's War of the Worlds, I'm guessing you have no problems tracking down obscure games), Shadow Watch has some text rendering issues.

Works natively. Bilinear blit stretch and antialiasing are both off.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2015-5-24 @ 16:14

Mr. Driller was fixed in 2.41 apparently, I know it didn't used to work in fullscreen mode, but I tried playing it again today and it works now.

Edit: Outlive (mediocre StarCraft clone) reports incorrect version of DirectX (tech notes for the game says it uses DX7). Works natively and with DXGL
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2015-5-24 @ 18:20

Nocturne problem ( http://en.wikipedia.org/wiki/Nocturne_%28video_game%29 )

Game runs with dgVoodoo in D3D7 (@1280x720x32!) mode but models are not textured (white) or the model textures appear and disappear!
Last edited by lowenz on 2015-5-24 @ 18:46, edited 1 time in total.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2015-5-24 @ 18:35

lowenz wrote:Nocturne problem ( http://en.wikipedia.org/wiki/Nocturne_%28video_game%29 )

Game runs with dgVoodoo in D3D7 (@1280x720x32!) mode but models are not textured (white) or the model textures appear and disappear!

Addendum:

The textures pop up for just 1 second, after the HUD for weapon selection disappears and then the models return with no textures.
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2015-5-24 @ 22:45

Two games I'm not sure if are DX7 or not (they ship with DX8):

Breath of Fire IV has text issues, random squares behind the text and lines after it. Annoying, but playable. Does not work at all natively (DXGL, WineD3D, DXWnd and D3DWindower also all fail), so can't tell if font rendering issues are because of dgVoodoo2 or Nvidia. It's not an issue with the port as Youtube videos shows no such problem. Edit: on an Intel integrated graphic card, the problem is way worse with dgVoodoo2, but it works natively.

Grandia 2 is almost white due to high brightness. Colors are definitely visible though (so not some unsupported texture format), just very washed out. Unplayable. Works perfectly natively.

Off-topic, but Grandia 2 is getting a new improved PC port later. That was like, the game I bought a Dreamcast for :(

Edit: Atomic Bomberman and Darkstone work.
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Re: dgVoodoo 2 for DirectX 11

Postby BuckoA51 » 2015-5-25 @ 22:58

Been having some good results with dgVoodoo 2 myself, I like that it wraps legacy DirectX to DirectX11 letting things like Evolve and Shadowplay work with old games.

A few games I did try that didn't work right:-

Dungeon Keeper 2 - Crashed on the opening movie
Dark Reign - Works but tooltips are not displayed making the game hard to play (unless you're really experienced at it).
Desperados: Wanted Dead or Alive - Actually works better than any other wrapper I've tried in Windows 8 (native Windows 8 performance is dire) but framerate drops right down when you turn on the option to show enemy field of view.

Also I'll update my article on BOF4 as I could only run that in XP before.
play-old-pc-games.com
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2015-5-26 @ 08:59

VEG wrote:Hi there! I'm an author of NFS3 Widescreen patch. This patch supports extended Glide API which has ability to use modern resolutions. Discussion about this API extension: http://www.zeus-software.com/forum/view ... 4397#p4397
Can this API extension be supported by dgVoodoo? It would be very nice.


Yes, I think I could include that extension in the next build, thanks! :cool:

Can u show me ur site? Thanks!

http://dege.fw.hu

Edit: This guy wants some answers about virus detections of dgVoodoo2. Ignore my impolite reply to him, I'm really annoyed at people taking false positives seriously.

I can't speak polite when talking about antivirus crap...
I'm wondering if any of them worths anything. They aren't for you to guard against viruses but for souring your life.
Any time I had a virus, none of the antivirus craps noticed them, I always had to clean the OS manually. However, they are very good at shouting loudly for nothing and slowing your machine down.
Detecting technology/method of nowadays antivirus is:
- Is the executable compressed? OHMYGOD, it must be a virus, ALERT, ALARM!!!
- If not, is the executable linked with some version of MSV CRT? Nooot?? OHMYGOD, it must be a virus, ALERT, ALARM!!!
- If not, but the executable is too small, then randomly OHMYGOD, it must be a virus, ALERT, ALARM!!!
- If not then randomly pick up an executable across time and put that into quaranteene, to pretend the software to be useful.
On my work computer I had to disable the antivirus because I couldn't even compile my stuff with that on. At the moment it gets compiled and linked, the AV deletes it at once. That fking bastard even identifies it as a Trojan.xx.something... When the executable is not even compressed... :dead: :dead:

Sorry about that...
What I can say is that dgVoodoo and my other stuffs often get false positive detections from various antivirus softwares but they are 100% safe. They don't contain any backdoor or dangerous code at all, it doesn't matter what your AV says. This was a problem for all other softwares built with NSIS (Nullsoft Installer) because that utility also builds an installer containing compressed data.

Anyway, I may submit dgVoodoo 2 to exception lists, thanks for the tip, Stiletto!


Huhh, as for the game having problems in question, I will check them out! Thanks for the reports!! :cool:

Desperados: Wanted Dead or Alive - Actually works better than any other wrapper I've tried in Windows 8 (native Windows 8 performance is dire) but framerate drops right down when you turn on the option to show enemy field of view.

You need to enable 'Fast video memory access' for that game. Otherwise it's slow, indeed.
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