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Re: dgVoodoo 2.7.x and related WIP versions

It just doesn’t have any profit, trying to make dx12 on a heavy legacy, on 7 and 8 due to wddm, if it works, it’s much worse than on the last 10 builds, simply because in fact this is the same wrapper that cuts off unsupported features If you are a Windows 10 user with the latest features then why …

Re: dgVoodoo 2.6.x and related WIP versions

Hey Dege, if you are writing a DX12 backend have you considered writing a Vulkan backend too? This would work on Windows 7 and also means you don't have to stack wrappers if this is used on Linux with wine. Going through two wrappers kills performance, but ironically dgVoodoo2 going through DXVK is …

Re: Halo Combat Evolved

Nvidia GTX 1080, but It seems to be version of the map I am using. I just tested the stock one and it looks correct as your image. What version of the game are you using? I can give you a map with the shader that is broken.

Re: Halo Combat Evolved

Thanks for fixing the glass shader, it's nice to see it working. The color issues you were having is Custom Edition specific, on the retail release of halo the shader works with dgvoodoo2. I have since found out that some ati/amd cards can render it natively, someone with a 290X said it worked for …

Re: Halo Combat Evolved

The glass (and water) Have never worked as intended even on cards current at the time of the games release, but they have all been broken in different ways so I was wondering if you had an idea of what was going on. thanks for looking into it. Also thanks for fixing those animated textures.

Re: Halo Combat Evolved

That would explain it as that texture is almost 16k wide. You need to start the game with -devmode to enable map_name without mods, you can also start that map in the MP menus. Also, If you want to try the single player in Custom Edition to see what I meant about glass and stuff, you can get them in …

Re: Halo Combat Evolved

Hey, what happens to be the max texture size in dgVoodoo2? This custom edition map here uses an animated texture on the teleporter that is quite large. it works when using native d3d9, but not with dgVoodoo2 where it renders plain white. Thanks for fixing those decals in the WIP by the way.

Re: Halo Combat Evolved

Hi. There are two versions of the game, the original retail release, and a later internet download release called Custom Edition. The latter has custom map support, and also uses slightly different shades in the engine. Most people use custom edition. As for giving you saves I can't really due to …

Re: WIP versions

which glass are you talking about? What game refers to as shader_transparent_glass. Halo uses a "tag" system for game assets that act as an abstraction to stuff like the games shaders. It's implementation is a bit broken and varies between real GPU types. shader_transparent_water has issues too …

Re: WIP versions

Examples would be any nvidia GPU with recent-ish drivers. I have personally tested a wide range of cards from the 6600GT to the GTX1080, and they all do not render the glass bumpmap. Neither do AMD cards for that matter. I suspect this is due to the games config.txt system that has a whole bunch of …

Re: WIP versions

I have been trying WIP62 with Halo Custom Edition, and for the most part it's great and renders the game better than any current GPU can do alone. I have noticed a couple of issues though, one there seems to be some strange vertical scaling issue that sometimes occurs in fullscreen, and always …

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