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Re: dgVoodoo 2 for DirectX 11

I guess ReShade only hooks the final stage of the rendering, when presenting the output to the rendering window, and process that image. (But if depth buffer reading works without MSAA then I'm wrong.) In dgVoodoo however there is no z-buffer attached at that point. The final image can be scaled, …

Re: WIP versions

Hi Dege, thanks for the wip versions! I'm working on glide2x capture and replay tools and the debug version of your wrapper helps a lot (the release versions and a debugger don't get along well). Hi! Thanks for making me aware of that! :cool: The same approach as GDI meta files in Windows (GDI …

Re: dgVoodoo 2 for DirectX 11

This is a plain 8-bit paletted DDraw game. Set 'Reduced color mode' to 8 bit in the app compatibility options and it works fine. Game palette somehow conflicts with dgVoodoo's 32 bit display mode (the same case as with Sanitarium cutscenes).

Re: WIP versions

A new WIP (would be fine to be the last before the next version): ========================= WIP43: ========================= - Glide clipping issues fixed (Gunmetal) - Lighting issue in DX is fixed (flashing lights in Tomb Raider 4 and hopefully King Of The Roads) - Wrong interpretation of MSAA …

Re: WIP versions

Quoting myself. When you said S.W.I.N.E is fixed now did you mean 2.3.9? Swine 1.9 always worked when you skipped FMVs. The Gladiators: Galactic Circus Games should work on Windows 10, just not with dgVoodoo2. Sorry, I must have missed that post... The bug I fixed affects the FMV crash in Swine. …

Re: WIP versions

End of Twilight Hogs of War Nelson Piquet's Grand Prix Evolution S.W.I.N.E The Gladiators: Galactic Circus Games --- All still have issues. Nexus: The Jupiter Incident's DX8 render still crashes when going to the menu. One of the game that needs DisableDefaultResolutions on some setups. Paradise …

Re: dgVoodoo 2 for DirectX 11

Dege, can you take a look at 3D Blitz (not the programming language lol)? https://drive.google.com/open?id=15yz3laI22ERopxrknrx2zDQ0lTVzK85e I couldnt get any log so it is probably not hooked at all. It is supposed to be a Direct3D 7 game. It crash when you execute it. Same behaviour with DXWnd. …

Re: WIP versions

Tried WIP with Shadows of the Empire (for higher resolution support) and i can see only sky in first level :dead: Works fine in WIP39. Broken in WIP40+ Actually, the game is buggy. I added a flag in WIP41 indicating that hardware D3D devices supports 32 bit z-buffer. So, the game now chooses a 32 …

Re: dgVoodoo 2 for DirectX 11

Yes, the files are the same as the ones included in an official release. The difference between official and WIP releases is WIP versions aren't extensively tested, so they may break something that works with official ones. Nancy Drew games should work with the latest WIP, I already fixed the bug …

Re: "Frank Herbert's Dune" Bug report

I had a little time and had a look at this. Yes, the game does something funny: it uses bump map texture formats for color textures... The texture format enumerator doesn't even check if an enumerated format is a color type or not. I don't know how it worked back in its time because it's a DX7 game …

Re: dgVoodoo 2 for DirectX 11

Cool, thanks Dege. Bug! I can run on my Win10 machine, not sure if I'm using dgVoodoo, will have to check later. I know Bug! Too was a lot more pain to get running satisfactorily. Isn't Bug! the one that I found to be hopeless back when I fiddled with Bug Too? I must check it again. I have the …

Re: WIP versions

Hmm...... I really don't know what to think about this problem. I tried RavenShield on two different machines (AMD, nVidia, Intel GPU's) but it just works perfectly for me with WIP42. No crash, the oil splashes don't disappear, even seems to be independent on the resolution. If there is no a single …

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