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dgVodooo 2.8.x and related WIP versions

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Reply 161 of 170, by Sevirman

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Googolplexian wrote on 2025-03-26, 21:32:

Can I use the ARM64_CHPE_x86 builds for a x86 game? I tried usind these .dlls in NFS Porsche and it didn't start. These builds are for a ARM CPU only? I have Ryzen 7 9700X.

Arm is for arm cpu only, yes, 🤣. You need files from x86 folder.

Reply 163 of 170, by Dege

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A little WIP:

=========================
WIP97
=========================

Changes compared to v2.85

  • Fixing clipping with user clipplanes for FF transformed vertices in D3D/8/9 (Monkey Island 4 shadows)
  • Implementing the equivalent of software vertex processing along with model space lighting in D3D (B5, House of The Dead 2, ...)
  • Adding option DirectX\DisableD3DTnLDevice to disable the T&L device with hw vertex processing
  • Fixing a DDraw flip attach crash (DirectShow video playback in MotoRacer 3)
  • Fixing a DDraw allocate crash (Hostile Waters - Antaeus Rising)
  • Debug layer fixes, like a D3D crash, a false positive message, and other cosmetics

http://dege.fw.hu/temp/dgVoodooWIP97.zip
http://dege.fw.hu/temp/dgVoodooWIP97_dbg.zip

Reply 164 of 170, by Dege

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I release the current state because I won't have time for dgVoodoo in the near future:

=========================
v2.86
=========================

  • Implementing the equivalent of software vertex processing along with model space lighting in D3D (B5 Into the Fire, House of The Dead 2, ...)
  • Fixing user clip planes for FF transformed vertices in D3D/8/9 (Monkey Island 4 shadows)
  • Adding option DirectX\DisableD3DTnLDevice to disable the T&L device with hw vertex processing
  • Fixing a DDraw flip attach crash (DirectShow video playback in MotoRacer 3)
  • Fixing a DDraw allocate crash (Hostile Waters - Antaeus Rising)
  • Fixing manual changing of screenmode of D3D9 multihead swapchains (applied to all windows)
  • Debug layer fixes, like a D3D crash, a false positive message, and other cosmetics

http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_86.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_86_dbg.zip

Reply 165 of 170, by Dege

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I release a patch version for 2.86:
=========================
v2.86.1
=========================

  • Fixing a bug in D3D model space lighting (Fog City, Tirtanium, Lego Rock Raiders)
  • Fixing a Glide bug in the D3D12 backend (Pornstars)
  • Fixing Glide3+ clipspace viewports (Pornstars, SurRender)
  • Workarounding an NV/Intel D3D12 driver bug (D3D9, dynamically indexing the ps input reg array) (Pirate Hunter, Borderlands, ...)
  • Improving the GF4 emulation a bit (Splinter Cell 1)
  • Fixing a D3D8 frontend bug (MotoGP crash)
  • Fixing a bug in the DX FF pixel shader code generator (Ravenshield crash)
  • Fixing a DDraw crash with automipmap-generated textures

http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_86_1.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_86_1_dbg.zip

Reply 167 of 170, by Dege

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KainXVIII wrote on 2025-04-19, 08:33:

SurRender is a Wizardry 8 engine, i presume? But what in the world is Pornstars 🤣, is this some obscure 3dfx adult game?!

https://www.pouet.net/prod.php?which=5954

It seems to have the same engine as SurRender, with various backend renderers (Glide2/3/DX/OGL).

Reply 168 of 170, by Dege

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I can't fix problems quickly, so I release a WIP for the pending fixes:

=========================
WIP98
=========================

  • Fixing a bug in the ps DXBC code generator (Halo CE)
  • Bringing back the old texture sampler behavior for the GF5700 virtual card
  • Fixing a D3D11 API warning in the D3D11 backend
  • Fixing frontend allocation alignment problems (Warhammer 40000 Space Marine)
  • Fixing a thing related to depth bias in the DX backends
  • Some refactoring of D3D8/9 CopyRects/UpdateSurface and improving the debug layer
  • Fixing a problem related to D3D8/9 surface formats (Sponge Bob - The Movie Russian version)

http://dege.fw.hu/temp/dgVoodooWIP98.zip
http://dege.fw.hu/temp/dgVoodooWIP98_dbg.zip

Reply 169 of 170, by Dege

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I released a patch version for the cumulated fixes:
=========================
v2.86.2
=========================

  • Fixing a bug in the PS DXBC code translator/generator (Halo CE)
  • Bringing back the old texture sampler behavior for the GF5700 virtual card
  • Fixing a D3D11 API warning in the D3D11 backend
  • Fixing frontend allocation alignment problems (Warhammer 40000 Space Marine)
  • Fixing a thing related to depth bias in the DX backends
  • Fixing a problem related to D3D8/9 surface formats (SpongeBob SquarePants - The Movie Russian version)
  • Fixing some bugs in D3D8/9 subresource copy (CopyRects/StretchRect/UpdateSurface/whatever) (Star Wars Galaxies Restoration)
  • Some refactoring of D3D8/9 CopyRects/UpdateSurface and improving the debug layer
  • Fixing the validation of D3D9Ex presentation flags (Star Wars Galaxies Restoration)

http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_86_2.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_86_2_dbg.zip

Reply 170 of 170, by myne

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Dege,
Just wondering if you might like to take a look at Mechwarrrior2 and see if there's anything you think might be fixable on your end.
To be clear, it works, but it sometimes shows objects through others, and occasionally the graphics are screwy on mission start.

Installer which works fairly well but is stretched by default: Re: A comprehensive guide to install and play MechWarrior 2 on new versions on Windows.
dxwnd/dgvoodoo config for 4:3 resolution which occasionally glitches: Re: A comprehensive guide to install and play MechWarrior 2 on new versions on Windows.

I played MW2 Titanium Mercenaries, specifically (since there are ~40 variants:
CD label: TITAN_MERCS
product.ini-productid: TITMERW95
product.ini-productname: Mercenaries Titanium Edition

Again, it mostly works, and I have only had it obviously fail at the start of a mission which is easily solved by loading from save.

Cheers for any insights!

I built:
Convert old ASUS ASC boardviews to KICAD PCB!
Re: A comprehensive guide to install and play MechWarrior 2 on new versions on Windows.
Dos+Windows 3.11+tcp+vbe_svga auto-install iso template
Script to backup Win9x\ME drivers from a working install
Re: The thing no one asked for: KICAD 440bx reference schematic