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Completely disable texture LODs with dgVoodoo

Hi Dege, thanks for reading this post and also for your hard work. I ran into a problem. I'm making mods for two games that have a large open world but low draw distance. To create new maps for these games, I plan to increase the draw distance. But I can't disable LOD textures. I need to improve the …

Re: RenderDoc compatible dgVoodoo versions

Ninja Ripper 2.0.5 missing mesh fix by Franky212 NinjaRipper_2.0.5_MissingMeshFix.zip Thanks to this fix, Ninja Ripper gets rid of a critical bug. The program calculates the differences between objects using the CRC32 function, and if it finds the same CRC32, it automatically skips the object. The …

Re: RenderDoc compatible dgVoodoo versions

Wow! I've just been about to write that I updated the DX dll's in the zip with the Map/Unmap "fix" (the link is the same I sent last time). Could you plz check it out if it helps? (seeing this, I think it won't) If it does not help then I won't include the changes in the next version, I'll just …

Re: RenderDoc compatible dgVoodoo versions

When saving capture in RenderDoc, there was an error "Failed to capture frame 1759: Uncapped Map()/Unmap()", but the objects did not disappear there, and in the end the capture was still successfully saved (1760 frame). The relevant documentation for that is: https://renderdoc.org/docs/getting_ …

Re: RenderDoc compatible dgVoodoo versions

When saving capture in RenderDoc, there was an error "Failed to capture frame 1759: Uncapped Map()/Unmap()", but the objects did not disappear there, and in the end the capture was still successfully saved (1760 frame). The relevant documentation for that is: https://renderdoc.org/docs/getting_ …

Re: RenderDoc compatible dgVoodoo versions

No, unfortunately I don't know. I don't really know Ninja Ripper either. The only thing that could be done is enable the dx11 debug layer and see if it's complaining (warning, error) for anything with a particular game. If not, then the DX11/12 API itself is probably properly driven, so I don't …

Re: RenderDoc compatible dgVoodoo versions

Well, ok, so you need it for development/modding purposes. Luckily I could compile 2.63.2 from my old separate repository with the old compiler set. Btw, the D3D11 graphics debugger of Visual Studio works with dgVoodoo releases. Other apps like RenderDoc seems to need something from the dll export …

Re: RenderDoc compatible dgVoodoo versions

Thanks! Btw, what is so special with those versions? Unfortuntately I'm not sure if I can still build them because I keep updating the compiler toolset. These versions have the fewest bugs in some of my games. I picked them up myself. I am using 2.63.2. Instead of 2.71.3, you can select the latest …

Re: RenderDoc compatible dgVoodoo versions

Thanks! Btw, what is so special with those versions? Unfortuntately I'm not sure if I can still build them because I keep updating the compiler toolset. These versions have the fewest bugs in some of my games. I picked them up myself. I am using 2.63.2. Instead of 2.71.3, you can select the latest …

RenderDoc compatible dgVoodoo versions

Hi Dege, No noticeable change with WIP89.4, sadly. Would providing a level 1 or 2 API tracing log possibly help in figuring this out? Yes, maybe a level 2 API tracing log would help a bit, thanks! But I have another idea too: what if I give you a d3d8.dll that is compatible with RenderDoc so you …

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