Reply 180 of 246, by Giskard
- Rank
- Newbie
*** THANK YOU *** THANK YOU *** THANK YOU ***
Now, I think I have to write a step-by-step tutorial for the next install-procedure:)))
*** THANK YOU *** THANK YOU *** THANK YOU ***
Now, I think I have to write a step-by-step tutorial for the next install-procedure:)))
Gulikoza is your glide patch for usage in guest Windows as well? If so how would I use it?
Yes 😀
You need to copy glide2x.dll (the one from the patch) into Windows guest and place it in the windows or game directory (the same as any other wrapper). You also need to SET GLIDE= in the autoexec (what the patch does automatically when dosbox is started, but needs to be done manually for booted OS). Only (some) Glide and OpenGL titles are supported, D3D is not (like kekko's patch does it). No Voodoo drivers are required and it won't show up in Device Manager - it acts like a wrapper not a real device.
wrote:Yes 😀
Woa. That's quite interesting. I assume it is a recent feature, I never saw it mentioned before.
Only (some) Glide and OpenGL titles are supported, D3D is not (like kekko's patch does it). No Voodoo drivers are required and it won't show up in Device Manager - it acts like a wrapper not a real device.
By "OpenGL" do you mean games supporting "minigl" drivers? Or have you implemented some basic opengl driver, too?
nah, he mentioned it before 😀
wrote:By "OpenGL" do you mean games supporting "minigl" drivers?
Yes precisely that 😀. There are some nice screenshots on my page 😁
(goes to Gulikoza's website, presses "Glide" link, then smashes an hand on his forehead.)
Woops, silly me.
So, it looks like it's just minigl support then.
By the way, I've experienced the same Need For Speed 2 SE Bug (just few seconds of gameplay, then it crashes ) using kekko's voodoo patch.
Patch has been updated to fix polygon rendering, reported by Gamecollector on the nGlide forum.
edit: the second SDK test (29) fixed as well 😉
Will the patch eventually be committed to CVS?
I'm having a hard time applying it to v0.74.
I'd like to give Carmageddon a try on linux using OpenGlide 😀
I heard 0.74 works allot better compared to 0.73.
weird, I've applied the updated patch on dosbox SVN, starting from an already patched trunk. I've built a mac os x 32 bit version, and I've had no serious problems building both.
here is the latest DOSBox SVN with lastest glide patch applied
Edit: added ddraw support.
Edit2: added IPX and modem support.
gulikoza, your glide2x.ovl doesn't work inside booted dos/windows in dosbox and there are windows games that need it:
No it doesn't because it assumes some memory locations that are probably only present in dosbox dos.
yeah i thought it cannot work, but i was more about could you complie another one that works like you did with glide2x.dll 😉
This one might work 😀. The problem is that dos watcom compiler does not know how to compile .ovl when it uses standard c library functions (like getenv()). I tried to write pure asm version but failed miserably, so the current ovl just reads 'SET GLIDE=xxx' from a memory location in dosbox (it is always the same). The windows dll has a working getenv so that isn't a problem...
This ovl assumes port 0x600, so don't change it in dosbox.conf but you also don't need autoexec.bat setting in booted dos 😀
i have noticed (generally about the glide patch) that it cannot initialize 800x600 with real voodoo cards when you start a game with that resolution. But is is possible to start a game in 640x480 and than switch to 800x600 (for example GTA). So if GTA is set to 800x600 i have to start the game with a wrapper, switch to 640x480, and then i can start it with real voodoo card. Voodoo2 just doesn't work. But Voodoo1 got stuck and I have to unplug the computer to make card working again (reset or even turning pc off doesn't help).
Voodoo1 generally got stuck if something went wrong and needs removing the plug. For example:
- above sdk tests with your new ovl in booted dos,
- ykhwong build with some games (my build works fine with those games).
I managed to make it run and tried Carmageddon. It works, but it looks exactly like in software mode (no bilinear filtering) and it's slow (playable, but slow). I'm running CARMAV.EXE, tried to copy in the game folder the OVL from the patch and from dgvoodoo, same result. If I don't copy any glide2x.dll in carma folder the game quits with error. Any thoughts ?
RaverX, I'm running SVN built from ykhwong (http://ykhwong.x-y.net/) and Carmageddon works perfectly with it! I don't recall, but if there's an OVL in the game directory, delete it (so the one from DOSBox is used)!
With this built and gulikoza's latest OVL I could get all of my 3Dfx DOS games to run, which are:
- Tomb Raider (including unfinished business)
- Carmageddon (including Splat Pack)
- Bleifuß 2 (Screamer 2)
- Descent 2
TR shows borders around the muzzle flash of the gunfire, the other graphics seem to be Ok.
Screamer 2 runs a little "bumpy", so I prefer the normal version in high res and 64k colors, which looks almost as good as the 3Dfx version.
Marriage is a three ring circus:
-engagement ring
-wedding ring
-suffering
H. L. Mencken
TR shows borders around the muzzle flash of the gunfire, the other graphics seem to be Ok.
If the border is white, that actually occurs on real hardware.
http://nerdlypleasures.blogspot.com/ - Nerdly Pleasures - My Retro Gaming, Computing & Tech Blog