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Re: dgVoodoo 2 for DirectX 11

Try my fixes for M25 Racer (the earlier version of London Racer): http://www.vogons.org/viewtopic.php?f=8&t=41812 There was an official patch for London Racer back in the day; I took a file from it and rolled my own M25 Racer fix. Yes thanks, I saw that post but the patch won't work with the demo. …

Re: dgVoodoo 2 for DirectX 11

It looks the same with native DX. Or worse, as it has colorkeying problems too. native DX likely is wrong, it should probably look like the attachment to this post (that's Win95 under DOSBox, running the D3D render). Wrong pixel center used by old drivers maybe? It's strange after all. Also Nvidia …

Re: dgVoodoo 2 for DirectX 11

You can actually use windowed mode to fix Lands of Lore II's AR... Sadly it still has many rendering errors that mar the experience. See attachment for an example (the seams at the top of the cave below the vegetation, the row of small dots in the ground). DXGL actually shares the same problem, but …

Re: dgVoodoo 2 for DirectX 11

First, Fallout: Tactics will not run without forcing windowed mode via the dgVoodoo2 setup utility using dgVoodoo2 2.45, always giving the following error: C:\dev\phoenix\display\win32\win32_window.cpp(873): **fatal error**: Could not create display buffers This is also followed by what seems to be …

Re: dgVoodoo 2 for DirectX 11

Greetins to all! Ty for your work, dege and tnx to all people who helped you! : ) I am posting on vogons first time and wish to directly, here, report one problem that I discovered during testing dgvoodoo 2.45 ver(older ver did give same result) with Turok 2 Seeds of Evil game. It is about mouse …

Re: dgVoodoo 2 for DirectX 11

Indeed, it seems to be a depressing problem in general and the only solution would be an internal stretching method built in dgVoodoo. If the native resolution of a monitor or display can be detected then it could be done. It's the best route anyway since GPU scaling doesn't solve the annoying …

Re: dgVoodoo 2 for DirectX 11

I'm back from holiday and have read the conversion about scaling problems. Indeed, it seems to be a depressing problem in general and the only solution would be an internal stretching method built in dgVoodoo. If the native resolution of a monitor or display can be detected then it could be done. I …

Re: dgVoodoo 2 for DirectX 11

I've done some minor fixes and a few changes and released dgVoodoo 2.45: http://dege.fw.hu/dgVoodoo2_45.zip Sounds like you need a subset of SDL2 or something which can more closely mimic the function of GDI. Once I can hook GDI functions, I can implement the needed things. GDI emu itself is not …

Re: dgVoodoo 2 for DirectX 11

The one included in the installer available here . Ah, thanks! It's less sensible with WineD3D but I experience the same issue with it. I did a 'restart race' for multiple times to see the starting ship-rotation animation and it appeared. It all seems to be undeterminant (edit: indeterminate) …

Re: dgVoodoo 2 for DirectX 11

How much of DirectDraw/Direct3D is dgVoodoo2 emulating at this point? I hope I won't be a poseur but there are no missing basic areas in the emulation by now. I always aimed to bring the emulation quality to the native DX as close as possible. dgVoodoo's internal architecture is like that of native …

Re: dgVoodoo 2 for DirectX 11

Carma TDR 2000 : Still got the same error. This bug is old: http://www.compatdb.org/forums/topic/17276-carmageddon-tdr2000-problem http://www.cwaboard.co.uk/viewtopic.php?f=6&t=6094 Mip Filter looks fixed, though. BTW, the game works without dgVoodoo, but it's slow. I use the original game and …

Re: dgVoodoo 2 for DirectX 11

Look at the pod racer when the camera spins around it before the race. Also look at how the rock I drive into looks from a distance. It's the same natively, but looks perfect in WineD3D. Which version of WineD3D are you using? I get an 'Unable to setup 3D Mode' error message at launching the game. …

Re: dgVoodoo 2 for DirectX 11

Do you have Star Wars Episode 1 Racer? It's a problem game that's so close to perfect on dgVoodoo2, but it still has some minor depth (?) issues: https://www.youtube.com/watch?v=kyCE1rO9sRM Look at the pod racer when the camera spins around it before the race. Also look at how the rock I drive into …

Re: dgVoodoo 2 for DirectX 11

Carmageddon95 (DDraw) does pointer hacks for rendering which is not supported by dgVoodoo, so its menu screen is totally messed up. There are still a few minor issues I want to check before releasing a new version but I've done a lot of fixes so far, so I share the current state: - broken mirror …

Re: dgVoodoo 2 for DirectX 11

I don't have it installed at the moment, but did you figure out what was wrong with Breath of Fire IV? Now I figured it out. It doesn't clear its surfaces after allocating them but simply supposes that they get created zeroed out. I checked my theory by filling every surfaces with white at creation …

Re: dgVoodoo 2 for DirectX 11

Gho (dxwnd) about Requiem: Another game oddity is the way it checks for DirectX version in the system: it looks for a registry entry and compares the version string with a series of possibilities, but obviously in 1999 nobody dreamt of DirectX 9 and the check fails That can be fixed by a " …

Re: dgVoodoo 2 for DirectX 11

Gho (dxwnd) about Requiem: Another game oddity is the way it checks for DirectX version in the system: it looks for a registry entry and compares the version string with a series of possibilities, but obviously in 1999 nobody dreamt of DirectX 9 and the check fails :dead: :dead: :dead: Then the …

Re: dgVoodoo 2 for DirectX 11

Moto Racer 2 (D3D mode): I changed the colorkeying shader code since wip9 so it's ok now. Broken lines (minimap) are also fixed now, thanks. It's an interesting game, it claims DX6 but uses execute buffers (DX3). Requiem: Avenging Angel (D3D mode): I don't know what the problem is but the game …

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