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Re: dgVoodoo with Final Fantasy XI

Is there a demo for this game, somewhere? Also, is it possible that FFXI uses the same engine as Phantasy Star Online (Blue Burst)? Because that game handles managed textures in a weird way that can really (but not necessary) result in crash. In 2.54 I made it all compatible with MS D3D8 but …

Re: dgVoodoo 2 for DirectX 11

I noticed a performance degradation in Drakan if you turn on debug messages (hold Shift when starting the game and turn them on on Developer tab). Fast memory access fixes performance, but then mouse cursor is invisible. It slows down a little natively too, but it's not noticeable if you're going …

Re: dgVoodoo 2 for DirectX 11

Unreal with original D3D renderer has VSync NOT working using the related engine variable (setting either "true" or "false", there's no difference). Rune (same engine, same renderer) has VSync working (with "False" as expected). Up :D It's due to some kind of experimental workaround for the UE …

Re: WIP versions

Hi Dege How about the SC PT problems Cross/big plus sign that appears randomly. I didnt see it in 2.53. But i see it in wip's The mouse move /loss of detail issue when looking at the sky in first level? You can have a look here. http://www.vogons.org/viewtopic.php?f=59&t=51724 It's very detailed …

Re: dgVoodoo 2 for DirectX 11

v2.54 introduces a major texture problem in Grand Prix 3 when Fast Memory Access is enabled. However, with it switched off, the game's performance degrades to a point where it is almost unplayable. Will stick with the older version for now. v2.53 http://i65.tinypic.com/4kgrrb.jpg v2.54 http://i64. …

Re: WIP versions

@Nucleoprotein It worked, thanks. And i can confirm the crash. :) I wonder if there is a loss in quality if 8 bit texture is disabled.? I think that checkbox is a choice between 16bit dithered vs 8bit indexed (palletized) textures. Most hardware back then had hardware support for palletized …

Re: Morrowind water with AA

About forcing AA via driver - if i use the wrapper and set AA via the CP it does not work - why? Because water consists of 3D rendered averaged textures. If you force resolution or AA thorugh the CPL then dgVoodoo also scales the size (and changes the AA) of 3D-rendered textures. The water …

Re: dgVoodoo 2 for DirectX 11

I finished with testing - about 50 DDraw scene demos - about 66 D3D scene demos - about 104 DX8 scene demos - about 10 tech demos - about 240 DX games - about 78 DX8 games and found that some things were broken compared to 2.53, but I fixed them. Also, I released dgVoodoo 2.54. I'm going to answer …

Re: WIP versions

ToCA maps are dark then lighter when unlocked. Back in the day on my old PowerVR/3Dfx cards they were much, much lighter, but now show black. Menus are in software mode though, not D3D (I believe). Something in the lighting went wrong somewhere along the line. Maybe a bug in Win98 D3D …

Re: dgVoodoo 2 for DirectX 11

Got a bug report for another crap game: Pax Corpus. Tested using current WIP version. I can't test this on any old hardware, but I don't believe it's rendering correctly. Except for some instability the game seems to work okay in accelerated D3D mode (it crashes in software mode) except that the …

Re: WIP versions

(...) I'll check out the demo version of the game. Nothing so far? I checked that game out, see Can't find file for package 'ALAudio' History: UObject::SafeLoadError <- Uobject::StaticLoadClass <- UEngine::InitAudio <- UGameEngine::Init <- InitEngine Any jup, tried out the steps you are doing on …

Re: dgVoodoo 2 for DirectX 11

Dege already said that VSync acts as a limiter entering a custom value for the refresh rate, but it's not working in DX.....now. Maybe a simple solution would be to choose between VSync and VSync/2. Isn't Vsync supposed to limit fps to monitor's value? (it's 60, usually). Some old games have no …

Re: WIP versions

Firtasik wrote: TOCA Touring Car Championship 1.1 Track previews are black. Also blank intros (yep, Indeo again). They are black natively too, and also, checking it out on a video, still black: https://www.youtube.com/watch?v=WniAcmf2TPE

Re: Is DGVoodoo 2 supposed to work with 64 bits OS?

Dege, which Dosbox build do you use when testing Dos Glide games? It might be the best for us to use the same build that you are using as a starting point for the Dos glide games we play. Can dgVoodoo2 work with Dos Glide games that are running via NTVDM of 32bit Windows 7/8/10? I am asking because …

Re: dgVoodoo 2 for DirectX 11

Ricochet Xtreme: Mouse clicks not always registering properly when in main menu. E.g., I'm clicking through Options -> About Ricochet -> Close -> About Ricochet -> Close etc. and in 50% cases I have to click twice or more to really get the button working. With DDrawCompat wrapper: there is no such …

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