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Re: dgVoodoo 2 for DirectX 11

I'm afraid I don't understand you right now. I haven't run any DX SDK AFAIK. Perhaps Steam has done it before launching a specific game. But I myself haven't done it. D3DCompiler_43 is part of the MS DirectX SDK and gets installed along with that. This SDK is for DirectX developers that's why I …

Re: dgVoodoo 2 for DirectX 11

Does this include support for Quintric RT-Patches, RT-Patches, and N-Patches ? If so, there's a whole bunch of games which support N-Patches (including UT2K4). No, they are unsupported. I forgot to include it in the list. :( Maybe some day... I actually have it. When I tried to unpack it in the …

Re: dgVoodoo 2 for DirectX 11

Thanks Guys, so there are stuffs for testing and fixing D3D8. 😀 VEG wrote: Dege wrote: The current WIP is available NFS3 screenshoter works Ok in the 32bpp modes now. That's great! But there is still no "keep app alive" option. 😀 Yes, I want to address mouse and other problems a bit later.

Re: dgVoodoo 2 for DirectX 11

3DMark2000 uses DirectX 7. Dege explained a while ago that 3DMark2000 was coded somewhat improperly so it's pretty hard to support it. The same might be true for 2001. I haven't check this yet, but it's on the list. :) A bit other DX8/DX9 thing: as it seems to me, first generation shaders are/can …

Re: dgVoodoo 2 for DirectX 11

Do I need D3DImm.dll and DDraw.dll for a D3D8 engine? I think not, right? No, D3D8 is a standalone component. *Splinter Cell 2: Crash At what point does it crash? Do you have d3dcompiler_43.dll? It won't work without it because SC2 uses DX8 shaders. Also, I had to copy D3D8.dll into the game folder …

Re: dgVoodoo 2 for DirectX 11

The current WIP is available: http://dege.fw.hu/temp/dgVoodooWIP11.zip also, you may need: http://dege.fw.hu/D3DCompiler_43.zip What you should know about the new features since v2.45: 1. DX8.1 support is added What are not supported in this version but planned to be in the future: - Depth textures …

Re: dgVoodoo 2 for DirectX 11

What about OpenGL support? Uhm, I don't think that I will implement that. What version of OpenGL do you need? OpenGl >= 2.x is feeded (? fed or feeded? :confused: ) by shader sources directly, so I should even implement a (good) compiler to handle shaders somehow. Not to mention tons of extensions …

Re: dgVoodoo 2 for DirectX 11

Dege, are you planning to release a new version of the dgVoodoo in the near future? :) Yes, at least a new WIP. I'm just over the big DX implementation overhauling and refactoring. I've added DX8.1 support (with some missing features like point sprites and depthstencil textures) and fixed a lot of …

Re: dgVoodoo 2 for DirectX 11

Do you know any other Glide API functions where some fixes for 32bpp mode are required? :) Also there is one problem with embedded screenshot feature, which uses grLfbReadRegion (by pressing Alt+P during gameplay). For some reason it saves only the first half of the screen, and the second half of …

Re: dgVoodoo 2 for DirectX 11

I've tried to utilize 32bpp rendering of the Napalm build of the glide3x.dll in the NFS3 Modern Patch. But it seems that it doesn't work correctly :( Indeed, no any 3D objects can be seen. I've just debugged a little to see what's going on, and I can say the following: - The game uses Z-buffering ( …

Re: dgVoodoo 2 for DirectX 11

Any chance you figured out refresh enumeration crashing at 128+ resolutions? Not yet, unfortunately. I'll try to emulate that case by enumerating a lot of dummy resolutions for debugging. :( Returning to thanks dgvoodoo one more time, i recently started using dgvoodo 2.44 and 2.45 and fixed a lot …

Re: dgVoodoo 2 for DirectX 11

Please let me know what I can do to assist with this. This issue affects many players and I would love to get this resolved! I'm going to implement the needed things in the next version. I can test it with other games that suffer from this readback thing. When it's ready, I will upload a new WIP …

Re: dgVoodoo 2 for DirectX 11

FRAMERATE PROBLEMS WITH DGVOODOO 2.45 - JEDI KNIGHT: DARK FORCES 2 AND MYSTERIES OF THE SITH UPDATE 11:50 AM EST: RadeonPro with VSYNC off only crashes Jedi Knight when you launch the game in windowed menu mode with the -windowgui switch. UPDATE 12:23 PM EST: Framerate increases dramatically as I …

Re: dgVoodoo 2 for DirectX 11

Hmm... it's really strange. :confused: I've just tried StarTopia and Simcopter (Win7). StartTopia: Flip without vsync gives me uncapped fps both natively and dgVoodoo. I must admit though, it runs much faster natively, through the emulation it does not always reach 60 fps depending on scene …

Re: dgVoodoo 2 for DirectX 11

On what games does the 60fps cap get appied? I would like to check it myself. Most games synchronize themself to the vertical retrace, so a 60-70-75 fps cap is present (depending on the refresh freq) but dgVoodo doesn't force it. It should work the same way as natively. BTW, forcing vsync off can …

Re: dgVoodoo 2 for DirectX 11

On what games does the 60fps cap get appied? I would like to check it myself. Most games synchronize themself to the vertical retrace, so a 60-70-75 fps cap is present (depending on the refresh freq) but dgVoodo doesn't force it. It should work the same way as natively. BTW, forcing vsync off can be …

Re: dgVoodoo 2 for DirectX 11

Just tested the demo of Star Trek: Hidden Evil, and it refuses to recognize support for either software or hardware rendering when using either the DDraw or Glide DLLs provided with dgVoodoo2. However, nGlide was recognized and actually allowed me to enter the game and play without issue. Thanks …

Re: dgVoodoo 2 for DirectX 11

Hey there! :happy: I came across this thread recently and registered some hours ago to say how useful dgVoodoo 2 is! Hi! Thanks! :) The only exception being "The Settlers 3", which doesn't like dgVoodoo 2 at all, crashing instantly at launch. Apparently it can't find its gfx files anymore: "File …

Re: dgVoodoo 2 for DirectX 11

I can't test Turok2 at the moment but I'll have a look. Back when I tested it with Glide rendering, it worked without a problem (but can't remember if I tried the game with DX wrapping). I've just did a quick try with the first level (D3D) and didn't experience mouse problems. However I came across …

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