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Reply 80 of 126, by BEEN_Nath_58

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goldmastersims wrote on 2021-07-14, 01:55:

I also installed INTEL.ttf. It's still stuck at 74%.

That's weird if that happens in a VM. Did the original CD without the edited pasted files have the issue in a VM? Try if you haven't, if it has a problem there it's an issue with your media. If it doesn't then check for wait chains in Task Manager of your main PC.

I have tested the game on 4 different PCs and VMs and they work everywhere so I can't find any other errors that has been documented.

previously known as Discrete_BOB_058

Reply 81 of 126, by BEEN_Nath_58

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kjliew wrote on 2021-07-13, 23:16:

Isn't this the future we should be heading towards? Completely hassle-free, just rip the CD, install and play. It's fun with virtualization! 😎

Maybe, unless Microsoft makes Windows 2K/XP free to use or re-releases them. Or bring in a XP mode to Win10/11.

D3D wrappers are at least not violation of MS TnC as much I understand. And when I started these virtualization/D3D emulation thing, I didn't have a good enough CPU to have a game running properly on VM with acceptable frame rate. The GPU, at least did hold up and could run dgVoodoo2 properly.

Your point is valid but it requires better hardware as do mine, continuing to future. Alternatively, if D3D wrapper developers optimise it as well as nGlide was optimised as time passes by, then wrappers could be easily more preferred for these. Its now only about user preference now

previously known as Discrete_BOB_058

Reply 82 of 126, by goldmastersims

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kjliew wrote on 2021-07-14, 04:54:

No I didn't have joystick when testing this game. But I tested USB GamePad pass-through for X-Wing 95 on QEMU KVM on Linux here. It is easier for USB pass-through on Linux with QEMU KVM. QEMU just needs to be built with libusb. I suppose the same should work on Windows 10 with QEMU built with libusb from MSYS2/mingw-w64 but I have not verified that myself.

goldmastersims wrote on 2021-07-14, 01:55:

I also installed INTEL.ttf. It's still stuck at 74%.

Which VM did you use and get stuck?

I installed it directly on Windows like Discrete_BOB_58 did.

I'm going to do it in a VM.

Reply 83 of 126, by BEEN_Nath_58

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goldmastersims wrote on 2021-07-15, 19:55:
kjliew wrote on 2021-07-14, 04:54:

No I didn't have joystick when testing this game. But I tested USB GamePad pass-through for X-Wing 95 on QEMU KVM on Linux here. It is easier for USB pass-through on Linux with QEMU KVM. QEMU just needs to be built with libusb. I suppose the same should work on Windows 10 with QEMU built with libusb from MSYS2/mingw-w64 but I have not verified that myself.

goldmastersims wrote on 2021-07-14, 01:55:

I also installed INTEL.ttf. It's still stuck at 74%.

Which VM did you use and get stuck?

I installed it directly on Windows like Discrete_BOB_58 did.

I'm going to do it in a VM.

If VM doesn't work it should be a problem with your media. If it does work, it should be a wait chain on Windows. Windows modernity shouldn't crash installing of programs based on hardware and drivers.

previously known as Discrete_BOB_058

Reply 85 of 126, by BEEN_Nath_58

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goldmastersims wrote on 2021-08-09, 01:14:

Have people gotten the Abandonware ISOs working in VM?

I'm using that because I lost my copy of MA when I came to America.

If not, I'll get a CD off eBay.

Well I compared the abandonware files on one site because my game was in a different location. However it is not allowed to mention which abandonware neither it is allowed to give support to abandonware. I got it to run both natively and in VM.

If you get a CD, just get it. If your PC is strong enough you can even get the best experience by using something like PCem.

previously known as Discrete_BOB_058

Reply 86 of 126, by stealthjoe

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Dornil wrote on 2018-10-22, 12:04:
Hi! Since I moved to the current generation of NVidia cards, I've been trying hard to get Rowan's MiG Alley running perfectly. T […]
Show full quote

Hi!
Since I moved to the current generation of NVidia cards, I've been trying hard to get Rowan's MiG Alley running perfectly. The problem is in certain graphical artifacts:
Mig 2018-10-18 20-02-37-66.jpg
Mig 2018-10-18 20-02-50-79.jpg
Holes in the dashboard and in land textures at the horizon, pixel trails behind moving objects, framerate dropping below 25 fps at the ground level... This is not a unique case for a DX7 game.
The best result so far I achieved with dgVoodoo 2: no holes, no trails, good fps, antialiasing working, even full hd resolution available. But! There is a black square across most part of the screen!:(
MiG.jpg
This appears to be the games's loading screen, which was supposed to go away once 3D world loads, yet it stays. Or, probably, a part of game's 2D menu, running in the background - I don't know for sure. Is there a way to get rid of this black square?!

My configuration is:
I5 2500K, overclocked to 4200 (removing overclock doesn't solve the problem).
NVidia GTX 1060 6gb, 397.31
Windows 7 Ultimate

dgVooDoo config:

;==========================================================================
; === Text based config file for dgVoodoo2
; === Use this file if you are a game modder/hacker or an experted user and
; want to modify some advanced properties not available via the CPL.
;==========================================================================

Version = 0x255

;--------------------------------------------------------------------------

[General]

; OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "bestavailable"
; Adapters: "all", or the ordinal of the adapter (1, ...)
;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...)
; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar",
; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"

OutputAPI = bestavailable
Adapters = 1
FullScreenOutput = default
FullScreenMode = true
ScalingMode = centered_ar
ProgressiveScanlineOrder = false
EnumerateRefreshRates = false

Brightness = 100
Color = 100
Contrast = 100
InheritColorProfileInFullScreenMode = false

KeepWindowAspectRatio = true
CaptureMouse = true
CenterAppWindow = true

;--------------------------------------------------------------------------

[GeneralExt]

; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.
; Useful for rare applications that pre-set the desktop to other than the native
; resolution before dgVoodoo gets in action. Only the compact format can be used here,
; and applies to all outputs of the desktop.
; DeframerSize: When resolution is forced to other than the app default then
; a black frame is drawn around the output image coming from a wrapped API
; to remove scaling artifacts -
; frame thickness can be defined in pixels (max 16, 0 = disable)
; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API
; Always done by nearest point filtering, independent on scaling mode
; (0 = max available)
; Separate factors can be defined for horizontal and vertical scaling
; by subproperties, e.g.
; ImageScaleFactor = x:3, y:2
;ForceNearestPointFilter: When the scaling is done by the wrapper for the given scaling mode,
; you can force nearest point filtering instead of bilinear one
; FreeMouse: If true then physical mouse is free to move inside the game window
; when using emulated scaling and/or application and forced resolution
; differs; can be useful when a game relies on the physical window size
; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
; 'borderless' - forces the app window not have any border
Show last 178 lines
; 'alwaysontop' - forces the app window into the top-most band
; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
; or can be set to 'DosBox' or 'QEmu'.

DesktopResolution =
DeframerSize = 1
ImageScaleFactor = 1
ForceNearestPointFilter = false
FreeMouse = false
WindowedAttributes =
Environment =

;--------------------------------------------------------------------------

[Glide]

; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
; OnboardRAM: in MBs
; MemorySizeOfTMU: in kBs
;
; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "%d x"
; or subproperties: h: horizontal, v: vertical
; + optional subproperty refrate: refresh rate in Hz
; e.g. Resolution = max, refrate:60
; Resolution = 2x, refrate:59
; Resolution = h:1280, v:1024, refrate:75
; or just use the compact form like "1024x768@60" or "512x384"
;
;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)

VideoCard = voodoo_2
OnboardRAM = 8
MemorySizeOfTMU = 4096
NumberOfTMUs = 2
ForceBilinearFilter = false
DisableMipmapping = false
Resolution = unforced
Antialiasing = appdriven

EnableGlideGammaRamp = true
ForceVerticalSync = true
ForceEmulatingTruePCIAccess = false
16BitDepthBuffer = false
3DfxWatermark = true
3DfxSplashScreen = false
PointcastPalette = false
EnableInactiveAppState = false


;--------------------------------------------------------------------------

[GlideExt]

; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
; Dithering: "disabled", "appdriven", "forcealways"
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic (the aim is to have some retro feel&look)

DitheringEffect = pure32bit
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0

;--------------------------------------------------------------------------

[DirectX]

; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
; "matrox_parhelia-512", "geforce_fx_5700_ultra"
; VRAM: in MBs
; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear"
; or the integer value of an anisotropic filtering level (1-16)

DisableAndPassThru = false

VideoCard = internal3D
VRAM = 1024
Filtering = 16
DisableMipmapping = false
Resolution = h:1920, v:1080
Antialiasing = 8x

AppControlledScreenMode = true
DisableAltEnterToToggleScreenMode = true

BilinearBlitStretch = false
PhongShadingWhenPossible = false
ForceVerticalSync = false
dgVoodooWatermark = false
FastVideoMemoryAccess = false

;--------------------------------------------------------------------------

[DirectXExt]

; VendorID, DeviceID, SubsystemID, RevisionID:
; can be defined only for SVGA and Internal3D card types

; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
; "all", "classics", "none"

; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
; enumerated to the application as display adapter supported ones -
; can be useful if an app supports rendering at arbitrary resolutions
; and you have a particular favorite resolution that are not
; enumerated to the application by default
; you can either use the compact resolution format here, or
; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
; meaning the maximum resolution with the given aspect ratio calculated from
; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"

; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
; any subset of {"8", "16", "32"}, or "all"

; DitheringEffect: "pure32bit", "ordered2x2", "ordered4x4"
; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic
; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
; "appdriven", "forcemin24bit", "force32bit"

; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
; (some applications check for them and they fail)

; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
; applied also to rendertarget textures
; Set it to false for games requiring pixel-precise rendering
; but be careful it can EASILY break certain things, not recommended

; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
; when they are sampled

VendorID = 0x0
DeviceID = 0x0
SubsystemID = 0x0
RevisionID = 0x0

DefaultEnumeratedResolutions = all
ExtraEnumeratedResolutions =
EnumeratedResolutionBitdepths = all

DitheringEffect = pure32bit
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0
DepthBuffersBitDepth = appdriven

MSD3DDeviceNames = false
RTTexturesForceScaleAndMSAA = true
SmoothedDepthSampling = true

;--------------------------------------------------------------------------

[Debug]

; This section affects only debug/spec release builds
;
; Info, Warning, Error
; "Disable" - disables all messages and debugger break
; "Enable" - enables messages and disables debugger break
; "EnableBreak" - enables both messages and breaking into debugger
;
; MaxTraceLevel: Maximum level of tracing API calls
; 0 - Disable
; 1 - API Functions and methods
; 2 - Additional trace info for internals
;
; LogToFile: if false or debugger is detected then output goes to the debug output
; if true and no debugger detected then output goes to 'dgVoodoo.log'
; (not implemented yet, always the default debug output is used)

Info = enable
Warning = enable
Error = enable
MaxTraceLevel = 0

LogToFile = false

Please advise!

P.S.: Is there a SPOILER feature in the forum, so I could post my dgVoodoo config, without cluttering the whole page?

Hello! I am trying to get this game working on my Win 8.1 x64 PC, but in vain. Could you please let me know the dgvoodoo version you had used to get it running? Thanks

Intel 845GEBV2, Pentium 4 2.4 Ghz, Geforce FX5600 256MB, 512MB RAM, 160GB HDD, Sound Blaster Live! SB0100 - Win 98/XP

Reply 87 of 126, by BEEN_Nath_58

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stealthjoe wrote on 2021-09-14, 06:39:
Dornil wrote on 2018-10-22, 12:04:
Hi! Since I moved to the current generation of NVidia cards, I've been trying hard to get Rowan's MiG Alley running perfectly. T […]
Show full quote

Hi!
Since I moved to the current generation of NVidia cards, I've been trying hard to get Rowan's MiG Alley running perfectly. The problem is in certain graphical artifacts:
Mig 2018-10-18 20-02-37-66.jpg
Mig 2018-10-18 20-02-50-79.jpg
Holes in the dashboard and in land textures at the horizon, pixel trails behind moving objects, framerate dropping below 25 fps at the ground level... This is not a unique case for a DX7 game.
The best result so far I achieved with dgVoodoo 2: no holes, no trails, good fps, antialiasing working, even full hd resolution available. But! There is a black square across most part of the screen!:(
MiG.jpg
This appears to be the games's loading screen, which was supposed to go away once 3D world loads, yet it stays. Or, probably, a part of game's 2D menu, running in the background - I don't know for sure. Is there a way to get rid of this black square?!

My configuration is:
I5 2500K, overclocked to 4200 (removing overclock doesn't solve the problem).
NVidia GTX 1060 6gb, 397.31
Windows 7 Ultimate

dgVooDoo config:

;==========================================================================
; === Text based config file for dgVoodoo2
; === Use this file if you are a game modder/hacker or an experted user and
; want to modify some advanced properties not available via the CPL.
;==========================================================================

Version = 0x255

;--------------------------------------------------------------------------

[General]

; OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "bestavailable"
; Adapters: "all", or the ordinal of the adapter (1, ...)
;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...)
; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar",
; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"

OutputAPI = bestavailable
Adapters = 1
FullScreenOutput = default
FullScreenMode = true
ScalingMode = centered_ar
ProgressiveScanlineOrder = false
EnumerateRefreshRates = false

Brightness = 100
Color = 100
Contrast = 100
InheritColorProfileInFullScreenMode = false

KeepWindowAspectRatio = true
CaptureMouse = true
CenterAppWindow = true

;--------------------------------------------------------------------------

[GeneralExt]

; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.
; Useful for rare applications that pre-set the desktop to other than the native
; resolution before dgVoodoo gets in action. Only the compact format can be used here,
; and applies to all outputs of the desktop.
; DeframerSize: When resolution is forced to other than the app default then
; a black frame is drawn around the output image coming from a wrapped API
; to remove scaling artifacts -
; frame thickness can be defined in pixels (max 16, 0 = disable)
; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API
; Always done by nearest point filtering, independent on scaling mode
; (0 = max available)
; Separate factors can be defined for horizontal and vertical scaling
; by subproperties, e.g.
; ImageScaleFactor = x:3, y:2
;ForceNearestPointFilter: When the scaling is done by the wrapper for the given scaling mode,
; you can force nearest point filtering instead of bilinear one
; FreeMouse: If true then physical mouse is free to move inside the game window
; when using emulated scaling and/or application and forced resolution
; differs; can be useful when a game relies on the physical window size
; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
; 'borderless' - forces the app window not have any border
Show last 178 lines
; 'alwaysontop' - forces the app window into the top-most band
; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
; or can be set to 'DosBox' or 'QEmu'.

DesktopResolution =
DeframerSize = 1
ImageScaleFactor = 1
ForceNearestPointFilter = false
FreeMouse = false
WindowedAttributes =
Environment =

;--------------------------------------------------------------------------

[Glide]

; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
; OnboardRAM: in MBs
; MemorySizeOfTMU: in kBs
;
; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "%d x"
; or subproperties: h: horizontal, v: vertical
; + optional subproperty refrate: refresh rate in Hz
; e.g. Resolution = max, refrate:60
; Resolution = 2x, refrate:59
; Resolution = h:1280, v:1024, refrate:75
; or just use the compact form like "1024x768@60" or "512x384"
;
;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)

VideoCard = voodoo_2
OnboardRAM = 8
MemorySizeOfTMU = 4096
NumberOfTMUs = 2
ForceBilinearFilter = false
DisableMipmapping = false
Resolution = unforced
Antialiasing = appdriven

EnableGlideGammaRamp = true
ForceVerticalSync = true
ForceEmulatingTruePCIAccess = false
16BitDepthBuffer = false
3DfxWatermark = true
3DfxSplashScreen = false
PointcastPalette = false
EnableInactiveAppState = false


;--------------------------------------------------------------------------

[GlideExt]

; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
; Dithering: "disabled", "appdriven", "forcealways"
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic (the aim is to have some retro feel&look)

DitheringEffect = pure32bit
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0

;--------------------------------------------------------------------------

[DirectX]

; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
; "matrox_parhelia-512", "geforce_fx_5700_ultra"
; VRAM: in MBs
; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear"
; or the integer value of an anisotropic filtering level (1-16)

DisableAndPassThru = false

VideoCard = internal3D
VRAM = 1024
Filtering = 16
DisableMipmapping = false
Resolution = h:1920, v:1080
Antialiasing = 8x

AppControlledScreenMode = true
DisableAltEnterToToggleScreenMode = true

BilinearBlitStretch = false
PhongShadingWhenPossible = false
ForceVerticalSync = false
dgVoodooWatermark = false
FastVideoMemoryAccess = false

;--------------------------------------------------------------------------

[DirectXExt]

; VendorID, DeviceID, SubsystemID, RevisionID:
; can be defined only for SVGA and Internal3D card types

; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
; "all", "classics", "none"

; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
; enumerated to the application as display adapter supported ones -
; can be useful if an app supports rendering at arbitrary resolutions
; and you have a particular favorite resolution that are not
; enumerated to the application by default
; you can either use the compact resolution format here, or
; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
; meaning the maximum resolution with the given aspect ratio calculated from
; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"

; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
; any subset of {"8", "16", "32"}, or "all"

; DitheringEffect: "pure32bit", "ordered2x2", "ordered4x4"
; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic
; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
; "appdriven", "forcemin24bit", "force32bit"

; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
; (some applications check for them and they fail)

; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
; applied also to rendertarget textures
; Set it to false for games requiring pixel-precise rendering
; but be careful it can EASILY break certain things, not recommended

; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
; when they are sampled

VendorID = 0x0
DeviceID = 0x0
SubsystemID = 0x0
RevisionID = 0x0

DefaultEnumeratedResolutions = all
ExtraEnumeratedResolutions =
EnumeratedResolutionBitdepths = all

DitheringEffect = pure32bit
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0
DepthBuffersBitDepth = appdriven

MSD3DDeviceNames = false
RTTexturesForceScaleAndMSAA = true
SmoothedDepthSampling = true

;--------------------------------------------------------------------------

[Debug]

; This section affects only debug/spec release builds
;
; Info, Warning, Error
; "Disable" - disables all messages and debugger break
; "Enable" - enables messages and disables debugger break
; "EnableBreak" - enables both messages and breaking into debugger
;
; MaxTraceLevel: Maximum level of tracing API calls
; 0 - Disable
; 1 - API Functions and methods
; 2 - Additional trace info for internals
;
; LogToFile: if false or debugger is detected then output goes to the debug output
; if true and no debugger detected then output goes to 'dgVoodoo.log'
; (not implemented yet, always the default debug output is used)

Info = enable
Warning = enable
Error = enable
MaxTraceLevel = 0

LogToFile = false

Please advise!

P.S.: Is there a SPOILER feature in the forum, so I could post my dgVoodoo config, without cluttering the whole page?

Hello! I am trying to get this game working on my Win 8.1 x64 PC, but in vain. Could you please let me know the dgvoodoo version you had used to get it running? Thanks

dgVoodoo2 never worked for me in this game. I used DDrawCompat or WineD3D

previously known as Discrete_BOB_058

Reply 88 of 126, by stealthjoe

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BEEN_Nath_58 wrote on 2021-09-14, 07:56:
stealthjoe wrote on 2021-09-14, 06:39:
Dornil wrote on 2018-10-22, 12:04:
Hi! Since I moved to the current generation of NVidia cards, I've been trying hard to get Rowan's MiG Alley running perfectly. T […]
Show full quote

Hi!
Since I moved to the current generation of NVidia cards, I've been trying hard to get Rowan's MiG Alley running perfectly. The problem is in certain graphical artifacts:
Mig 2018-10-18 20-02-37-66.jpg
Mig 2018-10-18 20-02-50-79.jpg
Holes in the dashboard and in land textures at the horizon, pixel trails behind moving objects, framerate dropping below 25 fps at the ground level... This is not a unique case for a DX7 game.
The best result so far I achieved with dgVoodoo 2: no holes, no trails, good fps, antialiasing working, even full hd resolution available. But! There is a black square across most part of the screen!:(
MiG.jpg
This appears to be the games's loading screen, which was supposed to go away once 3D world loads, yet it stays. Or, probably, a part of game's 2D menu, running in the background - I don't know for sure. Is there a way to get rid of this black square?!

My configuration is:
I5 2500K, overclocked to 4200 (removing overclock doesn't solve the problem).
NVidia GTX 1060 6gb, 397.31
Windows 7 Ultimate

dgVooDoo config:

;==========================================================================
; === Text based config file for dgVoodoo2
; === Use this file if you are a game modder/hacker or an experted user and
; want to modify some advanced properties not available via the CPL.
;==========================================================================

Version = 0x255

;--------------------------------------------------------------------------

[General]

; OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "bestavailable"
; Adapters: "all", or the ordinal of the adapter (1, ...)
;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...)
; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar",
; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"

OutputAPI = bestavailable
Adapters = 1
FullScreenOutput = default
FullScreenMode = true
ScalingMode = centered_ar
ProgressiveScanlineOrder = false
EnumerateRefreshRates = false

Brightness = 100
Color = 100
Contrast = 100
InheritColorProfileInFullScreenMode = false

KeepWindowAspectRatio = true
CaptureMouse = true
CenterAppWindow = true

;--------------------------------------------------------------------------

[GeneralExt]

; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.
; Useful for rare applications that pre-set the desktop to other than the native
; resolution before dgVoodoo gets in action. Only the compact format can be used here,
; and applies to all outputs of the desktop.
; DeframerSize: When resolution is forced to other than the app default then
; a black frame is drawn around the output image coming from a wrapped API
; to remove scaling artifacts -
; frame thickness can be defined in pixels (max 16, 0 = disable)
; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API
; Always done by nearest point filtering, independent on scaling mode
; (0 = max available)
; Separate factors can be defined for horizontal and vertical scaling
; by subproperties, e.g.
; ImageScaleFactor = x:3, y:2
;ForceNearestPointFilter: When the scaling is done by the wrapper for the given scaling mode,
; you can force nearest point filtering instead of bilinear one
; FreeMouse: If true then physical mouse is free to move inside the game window
; when using emulated scaling and/or application and forced resolution
; differs; can be useful when a game relies on the physical window size
; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
; 'borderless' - forces the app window not have any border
Show last 178 lines
; 'alwaysontop' - forces the app window into the top-most band
; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
; or can be set to 'DosBox' or 'QEmu'.

DesktopResolution =
DeframerSize = 1
ImageScaleFactor = 1
ForceNearestPointFilter = false
FreeMouse = false
WindowedAttributes =
Environment =

;--------------------------------------------------------------------------

[Glide]

; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
; OnboardRAM: in MBs
; MemorySizeOfTMU: in kBs
;
; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "%d x"
; or subproperties: h: horizontal, v: vertical
; + optional subproperty refrate: refresh rate in Hz
; e.g. Resolution = max, refrate:60
; Resolution = 2x, refrate:59
; Resolution = h:1280, v:1024, refrate:75
; or just use the compact form like "1024x768@60" or "512x384"
;
;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)

VideoCard = voodoo_2
OnboardRAM = 8
MemorySizeOfTMU = 4096
NumberOfTMUs = 2
ForceBilinearFilter = false
DisableMipmapping = false
Resolution = unforced
Antialiasing = appdriven

EnableGlideGammaRamp = true
ForceVerticalSync = true
ForceEmulatingTruePCIAccess = false
16BitDepthBuffer = false
3DfxWatermark = true
3DfxSplashScreen = false
PointcastPalette = false
EnableInactiveAppState = false


;--------------------------------------------------------------------------

[GlideExt]

; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
; Dithering: "disabled", "appdriven", "forcealways"
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic (the aim is to have some retro feel&look)

DitheringEffect = pure32bit
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0

;--------------------------------------------------------------------------

[DirectX]

; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
; "matrox_parhelia-512", "geforce_fx_5700_ultra"
; VRAM: in MBs
; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear"
; or the integer value of an anisotropic filtering level (1-16)

DisableAndPassThru = false

VideoCard = internal3D
VRAM = 1024
Filtering = 16
DisableMipmapping = false
Resolution = h:1920, v:1080
Antialiasing = 8x

AppControlledScreenMode = true
DisableAltEnterToToggleScreenMode = true

BilinearBlitStretch = false
PhongShadingWhenPossible = false
ForceVerticalSync = false
dgVoodooWatermark = false
FastVideoMemoryAccess = false

;--------------------------------------------------------------------------

[DirectXExt]

; VendorID, DeviceID, SubsystemID, RevisionID:
; can be defined only for SVGA and Internal3D card types

; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
; "all", "classics", "none"

; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
; enumerated to the application as display adapter supported ones -
; can be useful if an app supports rendering at arbitrary resolutions
; and you have a particular favorite resolution that are not
; enumerated to the application by default
; you can either use the compact resolution format here, or
; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
; meaning the maximum resolution with the given aspect ratio calculated from
; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"

; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
; any subset of {"8", "16", "32"}, or "all"

; DitheringEffect: "pure32bit", "ordered2x2", "ordered4x4"
; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic
; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
; "appdriven", "forcemin24bit", "force32bit"

; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
; (some applications check for them and they fail)

; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
; applied also to rendertarget textures
; Set it to false for games requiring pixel-precise rendering
; but be careful it can EASILY break certain things, not recommended

; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
; when they are sampled

VendorID = 0x0
DeviceID = 0x0
SubsystemID = 0x0
RevisionID = 0x0

DefaultEnumeratedResolutions = all
ExtraEnumeratedResolutions =
EnumeratedResolutionBitdepths = all

DitheringEffect = pure32bit
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0
DepthBuffersBitDepth = appdriven

MSD3DDeviceNames = false
RTTexturesForceScaleAndMSAA = true
SmoothedDepthSampling = true

;--------------------------------------------------------------------------

[Debug]

; This section affects only debug/spec release builds
;
; Info, Warning, Error
; "Disable" - disables all messages and debugger break
; "Enable" - enables messages and disables debugger break
; "EnableBreak" - enables both messages and breaking into debugger
;
; MaxTraceLevel: Maximum level of tracing API calls
; 0 - Disable
; 1 - API Functions and methods
; 2 - Additional trace info for internals
;
; LogToFile: if false or debugger is detected then output goes to the debug output
; if true and no debugger detected then output goes to 'dgVoodoo.log'
; (not implemented yet, always the default debug output is used)

Info = enable
Warning = enable
Error = enable
MaxTraceLevel = 0

LogToFile = false

Please advise!

P.S.: Is there a SPOILER feature in the forum, so I could post my dgVoodoo config, without cluttering the whole page?

Hello! I am trying to get this game working on my Win 8.1 x64 PC, but in vain. Could you please let me know the dgvoodoo version you had used to get it running? Thanks

dgVoodoo2 never worked for me in this game. I used DDrawCompat or WineD3D

Hello Been_Nath_58. I tried using the three .dll files mentioned earlier, but still couldn't get it to work. I first installed the game on a win98 vm, installed 1.23 patch then the 0.85 patch. After that copied the installation to my local win 8.1 system. Copied the three dlls, but still no luck. Either I get a white screen without dgvoodoo. If I use dgvoodoo and adjust the compatibility settings to win 98, it enters into the game menu, but when the game loads all I hear is the plane sounds and the stuck loading screen. This one looks like a very hard nut to crack.

Please let me know how you got this working? BTW my spec is i5-240o, DP67BA motherboard, gtx 970. Thanks.

Intel 845GEBV2, Pentium 4 2.4 Ghz, Geforce FX5600 256MB, 512MB RAM, 160GB HDD, Sound Blaster Live! SB0100 - Win 98/XP

Reply 89 of 126, by BEEN_Nath_58

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stealthjoe wrote on 2021-09-15, 04:58:
BEEN_Nath_58 wrote on 2021-09-14, 07:56:
stealthjoe wrote on 2021-09-14, 06:39:

Hello! I am trying to get this game working on my Win 8.1 x64 PC, but in vain. Could you please let me know the dgvoodoo version you had used to get it running? Thanks

dgVoodoo2 never worked for me in this game. I used DDrawCompat or WineD3D

Hello Been_Nath_58. I tried using the three .dll files mentioned earlier, but still couldn't get it to work. I first installed the game on a win98 vm, installed 1.23 patch then the 0.85 patch. After that copied the installation to my local win 8.1 system. Copied the three dlls, but still no luck. Either I get a white screen without dgvoodoo. If I use dgvoodoo and adjust the compatibility settings to win 98, it enters into the game menu, but when the game loads all I hear is the plane sounds and the stuck loading screen. This one looks like a very hard nut to crack.

Please let me know how you got this working? BTW my spec is i5-240o, DP67BA motherboard, gtx 970. Thanks.

Well I had the exact same luck with dgVoodoo2 so I eliminated it to be used in this game completely.

I had the v1.1 CD of the game which, first of all, installs on Windows 10. I think this is a key thing because registries are required. You can get it from the archive or from some 'famous' abandonware site where I uploaded it. After installing I would just put DDrawCompat or WineD3D.

Also I need to mention I am using version 465.xx of NVIDIA drivers, if that changes anything.

previously known as Discrete_BOB_058

Reply 90 of 126, by stealthjoe

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I had used the same version 1.1 from the popular abandonware site. The issue here is that the installer always freezes at 74%. Tried with compatibility mode and the result was same. Facing this issue on my other win 10 laptop as well.

Intel 845GEBV2, Pentium 4 2.4 Ghz, Geforce FX5600 256MB, 512MB RAM, 160GB HDD, Sound Blaster Live! SB0100 - Win 98/XP

Reply 92 of 126, by stealthjoe

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Yes. Tried installing the intel.ttf file from the cd. However, the issue still persists. Sometimes the installer hangs at 1% (when installing intel.ttf).

Intel 845GEBV2, Pentium 4 2.4 Ghz, Geforce FX5600 256MB, 512MB RAM, 160GB HDD, Sound Blaster Live! SB0100 - Win 98/XP

Reply 93 of 126, by BEEN_Nath_58

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stealthjoe wrote on 2021-09-17, 05:38:

Yes. Tried installing the intel.ttf file from the cd. However, the issue still persists. Sometimes the installer hangs at 1% (when installing intel.ttf).

Try with Windows 98 compatibility settings.
The issue was always installing Intel.ttf as stated here https://simhq.com/forum/ubbthreads.php/topics … ms-win-7-64-bit

previously known as Discrete_BOB_058

Reply 94 of 126, by The_chugster

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I hope someone like GOG (or someone here) makes an easy to install version, I did try to make this run last year but never got it to run, PCEM was a slide show and it just wouldnt run on WIn10.

Reply 95 of 126, by tincup

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There are a lot of forks and tributaries in this thread, but I have MA running nicely on Wine. I just added the 3 Wine files (ddrawl.dll, libwine.dll, wined3d.dll) into my v123 bdg085f installation and the game runs smootly without the graphic tears and/or CTDs that plagued me before. My system; W10 64, GTX 1060, i5-8400.

There is some fussiness exiting missions; Alt+X to a black scree, then CAD, then "OK", and back to the menues.

Yes it would be GREAT if GOG released a ready-to-run version...

Last edited by tincup on 2022-01-26, 03:17. Edited 1 time in total.

Reply 96 of 126, by BEEN_Nath_58

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I hope someone like GOG (or someone here) makes an easy to install version, I did try to make this run last year but never got it to run, PCEM was a slide show and it just wouldnt run on WIn10.

tincup wrote on 2022-01-25, 15:22:

There are a lot of forks and tributaries in this thread, but I have MA running nicely on Wine. I just added the 3 Wine files (ddrawl.fll, libwine.dll, wined3d.dll) into my v123 bdg085f installation and the game runs smootly without the graphic tears that plagued me before. My system; W10 64, GTX 1060, i5-8400.

There is some fussiness exiting missions; Alt+X to a black scree, then CAD, then "OK", and back to the menues.

Yes it would be GREAT if GOG released a ready-to-run version...

It was quite easy in the end. I set compatibility mode to Windows 95 in the setup file and it installed without a hitch. After installation, I put the WineD3D files to the game directory and then I on my way to fly.

previously known as Discrete_BOB_058

Reply 98 of 126, by BEEN_Nath_58

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The_chugster wrote on 2022-01-25, 17:14:

seems to be PC compatability at its worse...kinda like how it was back in the 90s

I don't accept this completely. I would say we have evolved to become lazier and thus we can't figure out solutions ourselves.

If you want to receive help, you'll need to let us know what the problem is, where it occurs...Doe tame install, does it crash, where it crashes,... you could answer these step-by-step

previously known as Discrete_BOB_058

Reply 99 of 126, by JohnnyR

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guys please i need the "experimental" ddraw.dll

the old link isnt available anymore and with the stable release from narzoul, Mig Alley isn't working...
dead link: "https://github.com/narzoul/DDrawCompat/releas … ag/experimental"

may someone plz load the experimental dll up anywhere or send it per mail?