Reply 3900 of 3949, by KainXVIII
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Buggy shadows in Escape from Monkey Island with latest version (even without resolution forcing)..
Buggy shadows in Escape from Monkey Island with latest version (even without resolution forcing)..
Hello.
Using latest wip (switching to the official ver doesn't help), I get this white garbage in Vampire the Masquerade - Redemption (also effecting in-game rendering) whenever I use dgvoodoo. I can get the game to work without it only that some time ago I had much better results with using it and using the driver straight-up doesn't work that good and sometimes not at all. This happens when I use 16 bit texture bit depth because 32 bit doesn't work at all with dgvoodoo.
I'm playing on an AMD R9 380 with driver ver 19.2 and the only thing inside dgvoodoo which helps technically but not really as the framerate is horrible is switching to warp on the driver level. I have tried any config possible and it doesn't change anything about this (including in the amd driver).
How do you use this for DX10 games? I tried renaming DgVoodoo's D3D8.dll to D3D10.dll and that doesn't work.
DX10 isnt supported
I have a weird problem with Escape From Monkey Island with version 2.55.4. When I force resolution to 1280x960 and set centered scaling the framerate drops down to 36. It's nothing game breaking, but it's weird. I have not noticed any shadow issues though, but I only just got to the second island. (Windows 7, AMD card).
Force 21
with dgv2: "Could not initialize game!
without dgv2: black screen with music
inside f21 log
"It is not possible to create a D3D window with a hardware DirectDraw device. Check the mIsPrimary flag before calling D3DAppWindow.
InitializeRenderer() failed.
Display::Initialize() failed."
Dominant Species
with dgv2: only in game screen without menu, black bar in the left screen
without dgv2: only in game screen without menu, black bar in the left screen
insiede the ds log
"Initializing InputHandler
Initializing string localization code.
SetupSubsystems successful!
Renderer::Window() failed during CreateZBuffer() in file D:\Develop\common\renderer\renderer.cpp at line 976
Error = "Action not supported."
ouch! couldn't get hardware to initialize properly, try software
you know, many cards don't support hardware in a window...
selected 8bit palettized as the default texture format
ColorToValue() : Unknown bit depth (32)
Both games developed by Red Storm Interactive. These games share the same engine.
wrote:Force 21 works perfectly with resolution forcing (usually limited to 800x600), but I had to hex edit the main exe to point to dgdraw.dll and rename dgVoodoo2's ddraw.dll to dgdraw.dll to get it to work.
Since Dominant Species uses the same engine, you'll have to do the same. Both those games definitely work with dgVoodoo.
Thanks, only F21 has a "problem" with a pink arrow, it can be removed with "GeForce FX 5700 Ultra" setting. Fast Video Memory Access has been selected for the ati white textures bug.
Problem with resolution forcing in Jedi Knight. Seems to also apply to the unmodded version.
https://www.gog.com/forum/star_wars_dark_forc … _for_all/page12
Thanks Dege for dgVoodoo. I just released my BF1942 graphics mod and dgVoodoo helped in many ways, so i was thinking about reporting these things.
Interestingly lightmaps are working on ships now. Idk what is causing it, never seen it from Geforce4 GPU/WinXP to modern GPU. But with dgVoodoo the lightmaps are loaded.
It removes stutters. As i modded the game i thought i ran into an engine limit, because it started to stutter. With dgVoodoo it's totally playable.
Also ReShade works perfectly now. The only bug is that it's crashing after 2 map loads. The game reloads everything when it loads a map and seems like dgVoodoo can't handle it too many times. Everything works perfectly if i load a second map, but at a third load it crashes.
Edit: Also everything is with the latest WIP59.1, but i think recent versions all worked in the same way.
DX10 Support would actually be great for Bioshock and STALKER: Clear Sky since microsoft broke it not long after those games released.
wrote:DX10 Support would actually be great for Bioshock and STALKER: Clear Sky since microsoft broke it not long after those games released.
Really ? because i've just played bioshock a few weeks ago.
wrote:DX10 Support would actually be great for Bioshock and STALKER: Clear Sky since microsoft broke it not long after those games released.
I indeed also is a bit confused by that? if you mean broken as in performance problem , than i can't clarify that, but DirectX 10 is supported just fine, same with Crysis in DirectX10, its runs fine.
in Windows 10 from my side at least.
Broke it for WINDOWS VISTA / 7 😉 (with the release of SP1 update)
No problem on Windows 8/8.1/10.
It would not run for me, audio was broken, I had to remove the update that broke it then it worked fine.
Audio? Audio is via OpenAL, so you can simply download Soft OpenAL, put the DLL in the root dir of CS and select it in the audio menu.
Tried it, no menu.
wrote:Tried it, no menu.
It's impossible 😁
Put soft_oal.dll (NOT "openal32.dll") in the bin dir.....and select it in the audio menu.
Is there a way to limit what resolutions a game can have available ?
I am playing Claw and it runs at 640x480. It has a cheat code to increase resolution, but I have to enter that cheat code several times until I get to a resolution I want. I would like to make the game think it only has 640x480 and 1024x768 available, so it changes to 1024x768 the first time I enter the cheat code.
Try setting DefaultEnumeratedResolutions to "none" and ExtraEnumeratedResolutions to "640x480, 1024x768" in dgvoodoo.conf.