Osprey wrote:
ZellSF wrote:Also I can't get the Glide render working at all with dgVoodoo2.
To get the Glide renderer working with dgVoodoo2, you need to copy the DLL files from both the 3Dfx and MS folders in the dgVoodoo2 distribution. I didn't really see any benefit to that over nGlide, though.
You need to read the entire conversation before replying to it. I did do everything correctly, it was a bug in the dgVoodoo2 version that Dege replied about and fixed.
The advantage is: if you don't mind messing with Borderless Gaming and changing resolution before you start the game then dgVoodoo2 can offer instant transitions between cinematics/menus and gameplay. DXGL+nGlide can do pretty good transitions too, but not as perfect as dgVoodoo2 in windowed mode.
Osprey wrote:
CoolGamer wrote:I remember having a font issue in directx mode via dgVoodoo in Outlaws GOG version. The messages in the top left corner of the screen were very small and illegible via dgVoodoo. Glide mode via nGlide did not have the font problem.
You need to choose a lower resolution in olcfg.exe. Choose 640x480 for the text to be the size that it was designed. That won't actually be the resolution that the game engine runs in. The 3D engine will use the resolution that you force in dgVoodoo's control panel and the 2D overlays will use the resolution set in olcfg.exe. It's a bit weird, but that's the case.
Outlaws actually does some 3D correction in higher resolutions that forcing resolution via dgVoodoo2 (or nGlide) won't replicate. Being able to run in higher resolutions is the main advantage of Direct3D mode. If you set Outlaws to 640x480 and force resolution you might as well use the Glide render (which has no ugly waterfall glitches).
The Glide render actually supports 800x600, if you set it in the registry, but it's not enough to avoid glitches like this:
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