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dgVodooo 2.7.x and related WIP versions (2)

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Reply 220 of 237, by Myloch

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Good job Dege! One of the recent betas fixed the bugs in Pc powerdunkers, it's now playable!

"Gamer & collector for passion, I firmly believe in the preservation and the diffusion of old/rare software, against all personal egoisms"

Reply 221 of 237, by Dege

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I release WIP89.3 mainly because of updating the addon programming interfaces and capabilities:
(Btw, last time I forgot to announce WIP89.2 here...)

=========================
WIP89.2:
=========================

- Fixing a Glide vertex shader and a D3D12 Glide backend bug (Nascar Racing 1999 Edition)
- Implementing the first version of loading and driving dgVoodoo addons

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WIP89.3:
=========================

- Improving the docs, the interfaces and the sample application for hooking dgVoodoo's D3D12 backend
- Improving DirectDraw for handling child windows (Twisted Insurrection)

http://dege.fw.hu/temp/dgVoodooWIP89_3.zip
http://dege.fw.hu/temp/dgVoodooWIP89_3_dbg.zip

Reply 222 of 237, by Myloch

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Anyone managed to successfully crank resolution in Shaun White Snowboarding using dgv2? Black screen (it hangs?) when running HT patched exe with dege's dlls.

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Reply 223 of 237, by lowenz

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Dege wrote on 2023-01-19, 15:01:

- Implementing the first version of loading and driving dgVoodoo addons

And what are these addons ? 😐

Reply 224 of 237, by Dreadmoth

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lowenz wrote on 2023-01-22, 14:27:
Dege wrote on 2023-01-19, 15:01:

- Implementing the first version of loading and driving dgVoodoo addons

And what are these addons ? :|

See this thread for info and a sample: Hooking dgVoodoo with addon dll's

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Reply 225 of 237, by Deffnator

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Dege wrote on 2023-01-19, 15:01:
I release WIP89.3 mainly because of updating the addon programming interfaces and capabilities: (Btw, last time I forgot to ann […]
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I release WIP89.3 mainly because of updating the addon programming interfaces and capabilities:
(Btw, last time I forgot to announce WIP89.2 here...)

=========================
WIP89.2:
=========================

- Fixing a Glide vertex shader and a D3D12 Glide backend bug (Nascar Racing 1999 Edition)
- Implementing the first version of loading and driving dgVoodoo addons

=========================
WIP89.3:
=========================

- Improving the docs, the interfaces and the sample application for hooking dgVoodoo's D3D12 backend
- Improving DirectDraw for handling child windows (Twisted Insurrection)

http://dege.fw.hu/temp/dgVoodooWIP89_3.zip
http://dege.fw.hu/temp/dgVoodooWIP89_3_dbg.zip

Dege, how it would be to create a wing32.dll addon for the existing ddraw.dll that works the same way as the HOMM 1-2 patches that are now gone?
In fact, besides HOMM, no one has ever tried to make a GDI wrapper for win3.1 and 95 games.

And some games like shadow of the horned rat could really benefit from this since the existing method as of now is dxwnd.
I would really love to play SOTHR scaled into 4k as Dark Omen is atm

Reply 226 of 237, by Dege

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Wing32 was a question years ago, I think, but honestly I don't know this library. All I saw was that all of the functions of WinG became part of the standard GDI so I thought WinG games should just work out of the box on modern Windows'.
If wing32.dll is a standalone library that is not just augmenting (very old) GDI then it could be implemented in dgVoodoo.

Reply 227 of 237, by Dege

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I release the current state because I have little time and I'm being stuck with a problem, so let the existing fixes be tested:

=========================
WIP89.4:
=========================

- Fixing a DX D3D11 backend bug (Dawn of War 2 Retribution)
- Fixing a DX D3D12 backend bug causing deadlock (Test Drive Ferrari Racing Legend)
- Fixing a common DX backend bug (Test Drive Ferrari Racing Legend)
- Implementing a workaround for a D3D11 limitation in the D3D11 backend (Test Drive Ferrari Racing Legend - car reflection)
- CPU code generator for D3D8/9 sw vertex processing + fixing some related bugs (x86/x64)
- Fixing a D3D8 fog problem (Enclave) (FFXI maybe?)
- Fixing some internal bugs I encountered

http://dege.fw.hu/temp/dgVoodooWIP89_4.zip
http://dege.fw.hu/temp/dgVoodooWIP89_4_dbg.zip

Btw, I'll answer the pending question.

Reply 230 of 237, by Deffnator

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I went on to test the latest wip build with World of Warcraft 1.12 client
The game crashes the moment it recognized the d3d9.dll 32bit even with the LAA patch it doesn't work either, it crashes even before the login screen.

Strangely though, the dxvk(D3d9 to vulkan api) patch works with this game.

Reply 231 of 237, by Shing

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Thanks for the new release! Some Battlefield 1942 reports.

- Issue: The game is crashing again if i want to load a second map. 🙁 Not sure when did it broke again, previous few releases had this issue too for sure.
- Fixed: Enabled "Fast Video Memory Access" doesn't broke reflections if the environment map textures are too high resolution (1024x1024 or more). Not sure about performance benefits, but nice to see it working.

Otherwise everything works well. Reshade can be used with dgVoodoo perfectly and you can even force Ambient Occlusion if you set the parameters with Nvidia Profile Inspector. Also with graphics mod the performance is increased greatly, basically fixing stuttering mess for my old CPU. Thanks for your work.

Reply 232 of 237, by mgtroyas

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I suggest adding an option to select the refresh rate. I'm using a CRT on a modern PC and forcing any resolution, even using the desktop resolution, it switches to 60Hz refresh rate when the game is launched, an back to the one I was previously using, on exit.

Edit: ok, I RTFM and discovered enabling "General\EnumerateRefreshRate" allows selecting the refresh rate when selecting the resolution on the dropdown list. This program is fantastic 😀

Reply 233 of 237, by lowenz

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It is. A masterpiece from ONE man rivaling corporations pseudosolutions. There's something of "Renaissance" (I mean the italian Renaissance) in dgVoodoo project 😁

Reply 234 of 237, by Dege

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Thx! 😎

Reply 235 of 237, by Dege

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Since the development is basically stalled, I'm going to release this WIP as a new version:

=========================
WIP89.5:
=========================

- Fixing a D3D8 fog problem again (FFXI)
- Fixing a D3D9Ex incompatibility (VPinballX)
- Fixing DDraw incompatibilities (Tropico 1, Steel Beasts)
- Fixing a D3D12 Glide ps shader crash
- Fixing other minor D3D12 problems I encountered

http://dege.fw.hu/temp/dgVoodooWIP89_5.zip
http://dege.fw.hu/temp/dgVoodooWIP89_5_dbg.zip

Actually the problem appearing in Steel Beasts proved to require a much bigger change in the code than fixing a simple bug. I did tests with 8 bit paletted DDraw stuffs, but anyway, I hope I didn't break anything.

Reply 236 of 237, by lowenz

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lowenz wrote on 2022-09-21, 19:49:
About that pathological D3D9 case that is Arcania (Gothic 4). Now it works well (90-95% of native performance) BUT there are som […]
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About that pathological D3D9 case that is Arcania (Gothic 4).
Now it works well (90-95% of native performance) BUT there are some kind of "intersecting planes" in the scene (you move around, you see them moving/changing intersection)

arcania-2022-09-21-21-39-10-496.jpg

Now it's crashing loading a savegame (just after the loading is complete) - Ah, I've upgraded to a RTX 3060 :p