VOGONS


First post, by dccs

User metadata
Rank Newbie
Rank
Newbie

This seems to be a RenderWare 3 game. It completely screws up the colors either natively or through dgVoodoo2.

Native:

Menu:
3xlwqt.png

Gameplay:
336r4b.png

Using dgVoodoo2 (WIP98 - latest version):

Menu:
v8klc7.png

Gameplay:
ccksct.png

How it should actually look like (taken from a gameplay vid, most probably recorded on a Windows XP machine):

Menu:
p5j6q3.png

Gameplay:
i3sy89.png

Reply 3 of 5, by BEEN_Nath_58

User metadata
Rank l33t
Rank
l33t
dccs wrote on 2025-05-02, 20:39:
BEEN_Nath_58 wrote on 2025-05-02, 19:47:

I don't use DDrawCompat, only dgVoodoo2.

I know (you said in an older post), I am just putting forward where the original problem lied...

previously known as Discrete_BOB_058

Reply 4 of 5, by Dege

User metadata
Rank l33t
Rank
l33t

Reading into the DDrawCompat discussion, it's the same problem as with RollerCoaster series. The game tries to use a bump map texture format as color format.

I resolved this by patching the game executable a few years ago, because on one hand dgVoodoo does not have an old enough virtual video card that does not support bump map formats (at least, U8V8L8) and on the other hand the game is capable of running natively too that way.

https://github.com/dege-diosg/dgVoodoo2/issues/77

Btw, I don't have this game, I can't test it.

(But I could patch it I think, and I could put it along with RollerCoaster's to the Patches section of my site.)

Reply 5 of 5, by dccs

User metadata
Rank Newbie
Rank
Newbie
Dege wrote on 2025-05-08, 18:36:
Reading into the DDrawCompat discussion, it's the same problem as with RollerCoaster series. The game tries to use a bump map te […]
Show full quote

Reading into the DDrawCompat discussion, it's the same problem as with RollerCoaster series. The game tries to use a bump map texture format as color format.

I resolved this by patching the game executable a few years ago, because on one hand dgVoodoo does not have an old enough virtual video card that does not support bump map formats (at least, U8V8L8) and on the other hand the game is capable of running natively too that way.

https://github.com/dege-diosg/dgVoodoo2/issues/77

Btw, I don't have this game, I can't test it.

(But I could patch it I think, and I could put it along with RollerCoaster's to the Patches section of my site.)

Oh, I see. Would it be possible you could implement a virtual card that doesn't support bump map formats? Since having to patch game EXEs individually would be more time consuming.