I'm just trying out nGlide with a couple of build engine games for the first time. I know 3DFX/Glide support for these games is really crappy, but on real hardware the games both look much better. Through nGlide and DOSBOX, however, the games REALLY look terrible.. I've set the confs to the recommended settings based on some research I've done.. Am I missing something here??
The Blood 3dfx patch has been tried: Peculiar resolution problem. Here are some excerpts (mostly from poster 2mg):
Conclusion:
- 3Dfx Blood is worthless since game can be played at 800x600 max, and is known to cause problems and requires additional setup.
Default resolution (512x384) is bugged in nGlide 1.02, so - run the game with "set BUILD_640x480=1"
This is also mentioned above.
I just can't get it looking either any different, or get above 800x600 - which looks the same as D3D 800x600, which does the same as OGL 800x600... I think it's the unfinished 3dfx alpha exe.
Blood 3Dfx was released as ALPHA. That says a lot.
Shorty version - 3dfx version is almost broken.
I don't know about nGlide, I use OpenGlide. But the screen shots look a lot like mine did until I turned scaling off. In OpenGlide, I had set the INI line "resolution=1.6" since Blood runs at 640x480 and my monitor is a fixed 1366x768 (1024x768.) When I turned scaling off with "resolution=0.0" the image straightened right up. Can't say that has anything to do with your issue, but the screenshots look similar.
3dfx Blood runs in 512x384 only.
You can hack it with "set BUILD_640x480=1". The game will use blood.cfg settings for the starting resolution. And the "Video Mode..." menu starts to work correctly. 1 thing - the game quits to DOS if you select something except "640x480" or "800x600".
3dfx Shadow Warrior supports 512x384, 640x480 and 800x600 "from a box".
Try to run nGlide with default settings (resolution - "by app" etc). Maybe the cause of this bug is the nGlide scaling.
Ahh, I think that's where my confusion comes in - I didn't realize that the 3DFX version runs in 512x384 *only*. I will try adding "set BUILD_640x480=1" to the Blood.cfg and see where we are. Through nGlide, I did select "by app" as I've read that it's a setting that must be set for Build Engine games. For the renderer in DOSBOX, is there anything special I need? Right now I have OpenGL set.
Gamecollector wrote:
3dfx Shadow Warrior supports 512x384, 640x480 and 800x600 "from a box".
Do you mean a window?? Can you tell me what settings I need for this one?
3dfx Shadow Warrior supports 512x384, 640x480 and 800x600 "from a box".
Do you mean a window?? Can you tell me what settings I need for this one?
No, 3dfx patch installs the dedicated config tool (set3dfx.exe) and you can set the game video mode with it. "From a box" = without tweaking.
I use output=ddraw for DOSBox (WinXpSp3). Opengl breaks all fullscreen text modes... Openglnb and direct3d have a small glitch - the font is garbled (wrong pixel center maybe?). Overlay not stretches hi-color videomodes.
Have tested Shadow Warrior with output=opengl and openglnb. The game works ok.
There is no report of nglide settings or tests in sw mode. This was suggested by FeedingDragon. As suggested prior, it may be worthwhile to post on the nglide forum, too, especially since the nglide wrapper is involved. Were there tests with other wrappers? Also, running these 3dfx "alpha version" patches is not exactly the ideal configuration and is not expected to yield Vogons-perfect results.
If your exact configuration was posted, then it may be possible to replicate the conditions set on your system.
No problem guys.. software mode works great. It's just when I run with Glide mode that I have probs. I basically do the following:
1) Install retail 1.0 version of Blood
2) Apply Blood 1.0 -> 1.2 Patch that includes 3DFX.exe
3) Install nGlide 1.03, set with Screen Resolution -> App Default (known issues with Build Engine games)
4) Configure DOSBOX to point to batch file (3dfxblood.bat)
I get the garbage graphics - blurry HUD, sky textures. I also am missing MIDI music although it's detected properly through setup.exe, and tests just fine there using port 330.
Post additional details, including operating system, video card, driver version. Also, post your dosbox.conf file outside D-Fend. In addition, are these images all from full screen mode? Or does nglide override your window setting above.
Have you tried other wrappers? And the internal voodoo emulation mode in Ykhwong's build? There are a few Vogons threads on running this kind of configuration. This would be for testing since practical tests will help isolate the issue.
Have you tried older versions of Ykhwong's build? Have you tested with older versions of nglide? Did you ensure that you are using the correct glide2x.dll from nglide and that glide=true? Have you tried output=openglnb and output=direct3d?
Running Windows 8.1 x64, Asus GTX680 TOP, latest drivers (344.75).
Images are full-screen mode
I have not tried other wrappers such as DGVoodoo, etc.
Glide=true and I've tried output=opengl and openglnb with same result.
I am using the gliude2x.dll from nGlide (renamed the file as part of the DAUM directory). I have not tried any other versions of the 3DFX exe, as it's the only one I've found that's included as part of the 1.2 patch.
Tried with VSync off (through nGlide and NVIDIA control panel) as well as disabling Triple buffering - > Same result
Tried 3DFX patch from web page you referenced (Cryptic passage) -> Same result
Don't display full screen. Don't test with D-Fend, if at all possible. Verify that your resolution is correct for 3dfx mode, at least as shown above. This is what you currently have:
ScreenMode = 2
ScreenWidth = 320
ScreenHeight = 200
Then, try testing the above suggestions, including 7/13 version of Ykhwong's and the other advice.
What's this line mean:
svgachipset=3s
Likewise, try:
mpu401=intelligent
device=win32
Important correction: the file used is glide2x.ovl, not glide2x.dll. Verify you have the correct file from nglide in your directory.
truth5678 wrote:Don't display full screen. Don't test with D-Fend, if at all possible. Verify that your resolution is correct for 3dfx mode, a […] Show full quote
Don't display full screen. Don't test with D-Fend, if at all possible. Verify that your resolution is correct for 3dfx mode, at least as shown above. This is what you currently have:
ScreenMode = 2
ScreenWidth = 320
ScreenHeight = 200
Then, try testing the above suggestions, including 7/13 version of Ykhwong's and the other advice.
What's this line mean:
svgachipset=3s
Likewise, try:
mpu401=intelligent
device=win32
Important correction: the file used is glide2x.ovl, not glide2x.dll. Verify you have the correct file from nglide in your directory.
I haven't renamed the Glide2x.ovl file in the Daum DOSBOX folder, only the Glide2x.dll. If I rename the GLide2x.ovl file to .old, then BLood complains it can't find the file.
Changed resolution in file to 640x480 - > No difference.
I'll just make one more suggestion. I would start dosbox outside d-fend (this suggestion doesn't count because it was mentioned earlier, along with others).
3s is not s3, unfortunately. Was that a typo?
Did you use the glide2x.ovl from nglide? <-- that's the additional suggestion. I hope you troubleshoot a solution.
I'll just make one more suggestion. I would start dosbox outside d-fend (this suggestion doesn't count because it was mentioned earlier, along with others).
3s is not s3, unfortunately. Was that a typo?
Did you use the glide2x.ovl from nglide? <-- that's the additional suggestion. I hope you troubleshoot a solution.
THanks for digging into this with me. I did try to get this working outside of D-Fend, and it says it cannot locate the file. Any idea where the glide2x.ovl is dropped from nGlide? I assume I would copy it into the Blood dir?
nGlide doesn't package a glide2x.ovl file, but perhaps Ykhwong's copy is sufficient. I think there are alternatives for the small chance that it makes a difference; however, I now think that Ykhwong's build should have a good copy.
If I was troubleshooting this issue, I would start fresh with a dosbox directory and ykhwong's build. I would run the installation program for Blood and then have different versions of the 3dfx patch ready. I would then make the required changes to the configuration files, but see if your above issue is replicated. I would guess it's a problem with the 3dfx patch version of Blood or something with Windows 8.1, but it's not good practice to guess without running through a myriad of tests (especially verifying with internal voodoo emulation that the blurry issue is present).