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Re: dgVoodoo 2 for DirectX 11

Dgvoodoo2 + RockmanX leads to weird behavior, it seems to not care at all about cpl settings and it keeps running at blurred ultralow resolution and even disabling the watermark does nothing, it stays active. It's one of the cases where the spec-release version of dgVoodoo with the debug layer is …

Re: dgVoodoo 2 for DirectX 11

Isn't there an old Kernel32 to new Kernel32 instead? 😁 😁 😁 Short report: OK, I'll do a run on game-specific issues, but currently I'm working on the debug layer for the spec release version and want to finish it before doing that. 😀

Re: WIP versions

@Dege I see you added 'ExtraEnumeratedResolutions' which is great but can you add something like 'DisableDefaultResolutions' to disable all default system modes so game will only see custom list of resolutions ? Yes, but why would that be useful? :) Dege, thanks a lot for adding the plain text . …

Re: WIP versions

The new WIP has some problems with the AA I think you have MSAA forced in the CPL, instead of app-driven. :) No :/ Are you sure you didn't mistype something in the config file, causing dgVoodoo's INI parser not to be able to read it, making the wrapper read the global config file instead? If I set …

Re: dgVoodoo 2 for DirectX 11

SDL should work but its default renderer seems to be OpenGL even on Windows. (see https://www.libsdl.org/release/SDL-1.2.15/docs/html/sdlenvvars.html , for more, at least for SDL 1.x) When I set SDL_VIDEODRIVER=directx environment variable in a command box and launched Giana's executable from there, …

Re: WIP versions

I am still having problems getting the Unreal glide2x.dll games to run 1600x1200 on their own. They reset to 512x384 if I set 1600x1200. I can force the resolution with DGVoodoo, but the game will still use the wrong UI resolution and the UI is slightly aliased. Increase 'Onboard RAM' to 12MB. 8MB …

Re: dgVoodoo 2 for DirectX 11

Well, the documentation coming with dgVoodoo might be "too much, too detailed" if someone is completely new to the wrapper and only wants to have a glance at it, giving it a quick try. I think I'll move the docs inside a Doc folder and include a 'QuickGuide.html' with simplified practical …

Re: WIP versions

The new WIP has some problems with the AA I think you have MSAA forced in the CPL, instead of app-driven. :) Did you have the chance to do any work on texture replacement feature? That feature will be extremely useful for modders. Is it possible to dump and replace 3d models with new high polygon …

Re: WIP versions

OK, I release the current state, mostly to get rid of that common DDraw crash. Otherwise not much yet... I haven't even yet fixed some game specific bugs I promised recently... Every time I start thinking I'm going to have more time for dgVoodoo, life always proves me the opposite in a short time. …

Re: dgVoodoo 2 for DirectX 11

I guess it's because of http://www.vogons.org/viewtopic.php?f=59&t=34931&p=476975p476973 But why does the behavior differ between DGVoodoo2 and DGVoodoo1? DGVoodoo1 looks much nicer. Zeckensack's and DGVoodoo1 appear to have very similar output. https://2-t.imgbox.com/zkJMGHIJ.jpg Indeed, old one …

Re: WIP versions

Populous D3D render is very prone to crashing at startup in newest WIP, works fine in 2.54. For whatever reason the WIP works with Win95 compatibility mode, but 2.54 doesn't need it. And yes I double checked that all tests were run with stock dgVoodoo2 configuration. I think it's the same problem …

Re: dgVoodoo 2 for DirectX 11

Thanks so much, Dege, for the nearest neighbor integer scaling mode. It looks wonderful and it makes me fear 4k monitors far less. I'm experiencing some mouse weirdness in Might and Magic VIII which appears to be related to the new options. ScalingMode = centered ImageScaleFactor = 1 Performs as …

Re: WIP versions

Got a bit of an issue with a game called "Alien Shooter" by Sigma-Team. Natively in Windows 10 it works fine, other than some stuttering when you use the med-kit and when you get a shield. Also the FPS is uncapped causing some issue with the AI. But, with dgVoodoo, it works fine other than when you …

Re: dgVoodoo 2 for DirectX 11

Hello Narzoul, yeah welcome on the board! :cool: Well, something I experienced and learnt is docs and actual code is not necessarily the same. :D That's why I had to write tons of test codes. I can't remember if I did that for pixel fogging though. But once I run into an issue through test codes: …

Re: WIP versions

Crashing still occurs in Alien Shooter and Zombie Shooter with the latest WIP. I still didn't check it out, along with many other games. But it's on the list. :) Raven Shield fullscreen crash (starting a new level/mission) still present. How can I create a log file? Info = enable Warning = enable …

Re: WIP versions

Some things cumulated so I release a new WIP. Plz don't expect too much, I had very little time in the recent months for dgVoodoo. http://dege.fw.hu/temp/dgVoodooWIP36.zip WIP36: - Text based (INI) config file support with some new options (and more to come later) for experts (and modders?) - …

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