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Re: dgVoodoo 2 for DirectX 11

Dege, ShadowBuffer Shadows in SC1 are working with a mighty FX5200 found in my drawers :D https://s31.postimg.org/5tqjxj9jv/image.png free image upload Not entirely - look at poor Fisher, all covered in darkness! However, based on the opening 3D cutscene, it looks like what SC1 is attempting to do …

Re: dgVoodoo 2 for DirectX 11

I think there can be two things: 1. Load of dgVoodoo ddraw.dll fails from some reasons. 2. You have changed system DLL load order (like KnownDLLs). Go to "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\KnownDLLs" in registry and check if ddraw.dll is on list, if is - delete it. …

Re: dgVoodoo 2 for DirectX 11

Could you try it again with the demo? It should immediately crash. If it doesn't then dgVoodoo's ddraw.dll is not accessed at all. It didn't immediately crash. Any idea why dgVoodoo's dlls weren't accessed? I had uninstalled my anti-virus program and closed all other programs but still got the same …

Re: dgVoodoo 2 for DirectX 11

Just wanted to add that two Glide games on nGlide's Compatibility list yet to be conquered: Esoteria: The Prequel (demo) - Bugs NFL Blitz - Not Playable It may require per-game patches in each case. Dege, ever look at these? :) This is their thread about Esoteria: http://www.zeus-software.com/forum …

Re: dgVoodoo 2 for DirectX 11

Thank you so much for your permission. I hit that donate button hard. :D Thx!! :) Excellent! But an option (or active by default?) to center the window over the desktop would be great! I'm not sure... Fullscreen DX apps always adjusts their windows into the top-left corner of the desktop because …

Re: dgVoodoo 2 for DirectX 11

@Dege Diablo II (1.14D) is very very dark in 3DFX mode comparing to nGlide or DDRAW mode (native and emulated). Disabling Gamma Ramp emulation helps a little but not much. Also Diablo II is failing with error in all "Max" modes, works fine when specifying something like 1440x1080. PS: Blizzard …

Re: dgVoodoo 2 for DirectX 11

Dege, can you check the configurator's code? Sometimes after adding a new exe folder, closing and relaunching, the other entries disappear.....a problem in list saving? How many entries do you have in the list? AFAIR once I encountered 64 as a limit but didn't fixed it yet. 20-21 But I encountered …

Re: dgVoodoo 2 for DirectX 11

Dege, can you check the configurator's code? Sometimes after adding a new exe folder, closing and relaunching, the other entries disappear.....a problem in list saving? How many entries do you have in the list? AFAIR once I encountered 64 as a limit but didn't fixed it yet. I just recently uploaded …

Re: dgVoodoo 2 for DirectX 11

Dege, did you made any progress with NSF that I asked you in PM? Uhm, not yet, unfortunately. I've checked it out, and found 3 problems: - The game specifies invalid caps bits for creating its surfaces (invalid for dgVoodoo, but it seems native DX accepts them), so creating calls fail and the game …

Re: dgVoodoo 2 for DirectX 11

For watermark and splashscreen you need the splash dlls (copied to System\SysWOW64 or to the game folder), I think I'll upload it to my site to have it easily available, instead of the need of hunting them on the net. DX however is strange. Just for making sure: didn't you disabled the emulation in …

Re: dgVoodoo 2 for DirectX 11

@Dege Nope, not shader, software based scaling only, deposterize algorithm taken from PPSSPP: https://github.com/hrydgard/ppsspp/blob/master/GPU/Common/TextureScalerCommon.cpp#L96 https://github.com/hrydgard/ppsspp/blob/master/GPU/Common/TextureScalerCommon.cpp#L658 Hmm! Then I should convert this …

Re: dgVoodoo 2 for DirectX 11

No, it didn't. I don't know why it needs XP compat mode though, its SystemInformfc.dll probably queries other than DDraw things too. (Edit: I can't remember if earlier I wrote that 3DMark2000 is DllMain-initing. If I did, then that was a mistake. I've just checked it now again.)

Re: dgVoodoo 2 for DirectX 11

Hello, First I like to thanks you for this project, is really useful for me and I think many other peoples. Next I want little help with fixing Resident Evil 2 hardware modes, I get "Failed to initalize DirectX" in any of hardware modes in RE2 Platinum and japan Sourcenext re-relase hangs when …

Re: dgVoodoo 2 for DirectX 11

On the unrelated note, what's the status of D3D8 wrapper? I've read a feature or two isn't implemented yet. Would that have to do with Mafia not working? Only intro videos work and you can navigate menus, but you mostly get blackness for 3D scene. Well, - the number of unimplemented features is …

Re: dgVoodoo 2 for DirectX 11

I forgot, a little progression: http://dege.fw.hu/temp/dgVoodooWIP24_1.zip I added the FHD/QHD restrictions and the integer-factor scaling. New maximal option doesn't enumerate refresh rates. Refresh rates are also dynamic, unfortunately, because the effective physical resolution used depends on the …

Re: dgVoodoo 2 for DirectX 11

Just tested I-War 2 (Independence War 2: Edge of Chaos) with dgVoodoo2 and a NVIDIA Surround display mode (1x3, 5768x1080). Without dgVoodoo2, the game won't even accept the resolution; with it, it only goes up to 3072 x768. I also think my GPU puked when trying to do it as suddenly, the DVI-I …

Re: dgVoodoo 2 for DirectX 11

New maximized option is fantastic, but in the interest of being difficult, can I ask for one that just does integer scales? Say I have a game that runs menus at 640x480 and gameplay at 960x600 on a 1920x1200 monitor. Gameplay would look fine, but menus would be distorted with scaling artifacts …

Re: dgVoodoo 2 for DirectX 11

Quick post: I have a new WIP based on the source of 2.52. I'd like to release a 'patch' version, I think some things should have been included in 2.52. http://dege.fw.hu/temp/dgVoodooWIP24.zip Citating from the readme: 1. Added support for 'd3dcompiler_47.dll', so Win10 users don't have to download …

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