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Re: dgVoodoo 2 for DirectX 11

Took a quick look. The compatibility tool checks for nfs3.ico not nfs3.ini. Thanks, indeed... :blush: :blush: @VEG You wrote I had to remove nfs3.ini from the game folder for Alt-Tabbing. Did a quick try but it didn't work for me (using your latest patch advertising Alt-Tab support). :-S What do I …

Re: dgVoodoo 2 for DirectX 11

Guys, thx for the reports. Altough I already fixed some D3D8 bugs by testing a lot of scene demos (easy background activity at workplace :) ), I still haven't dealt with game specific issues you reported. At first, I want to finish Quartz/GDI interaction support because it involves changes that may …

Re: dgVoodoo 2 for DirectX 11

It will be very nice to have an ability to have clear and sharp fonts in the old NFS games with D3D renderers. It will be ok even when this option will be accessible only using a HEX editor with the current binary format of the dgVoodoo configuration files =) Should I bring back the concept of ' …

Re: dgVoodoo 2 for DirectX 11

It fixes all the games which use other Texel value than 3. And you wont offer it, because computer noobs dont understand it? Seriously? That would be a great disappointment o.o And the already existent options understands my grandma? Thats the worst reason I ever heard. Then make a expert mode, …

Re: dgVoodoo 2 for DirectX 11

Thanks for the reports, guys! Well, dege i have new things to report : O hehehe : on ver 2.5 and 2.51 , game Turok 2 SoE works fine in window mode, nice fps boost vs orginal dx mode, even with dxtory it shows progress (can record with rbg color space vs native dx mode where i had fps drops if i lift …

Re: dgVoodoo 2 for DirectX 11

Do you know which setting does this? I googled on what I remembered and I think that was the Win7/8 compatibility manifest: https://msdn.microsoft.com/en-us/library/windows/desktop/hh848036(v=vs.85).aspx But, reading it carefully, it proves to be worse than I thought of. Win7/8 compatible apps …

Re: dgVoodoo 2 for DirectX 11

Their plans for the future at the time... Voodoo Rush is actually a very early card. Bet that's gone in a Voodoo3-era reference? ;) I don't understand how Voodoo Rush came into the picture. (but maybe: Voodoo Graphics and Rush were just additional 3D accelerators attached to the 2D SVGA, which …

Re: dgVoodoo 2 for DirectX 11

Also I had tried to add a native support of the windowed mode (without wrappers, it have to work even on Windows 98). And it works with the DirectX renderers. But when DirectX 5/6/7 renderers are used, Windows 7 disables Aero and switches to the Basic Theme for a some reason while the game is …

Re: dgVoodoo 2 for DirectX 11

Got a problem with another game. This time it's Druuna: Morbus Gravis, which is a rubbish but IMO interesting game. It's not a big deal as the game works natively with the force simple window app compatibility fix, but it doesn't work with dgVoodoo so I thought I'd let you know. AFAIK the game is …

Re: dgVoodoo 2 for DirectX 11

I compiled the 2.51 pack, made changes to dgVoodooSetup. If this works with VEG's NFS3 patch with high-res textures then I release it. :-D http://dege.fw.hu/dgVoodoo2_51.zip Diablo 2 problems are now solved by Blizzard itself, with 1.14a patch :D Yes, I heard about that. But if the wrapper doesn't …

Re: dgVoodoo 2 for DirectX 11

I've added an ability to use large textures 512×512, 1024×1024 and 2048×2048 in the NFS3 Modern Patch. It would be nice to have an ability to choose more Onboard RAM, e.g. 32MiB, 64MiB, or even 128MiB. Are they for 2D-tiling purposes or is there a possibility to change the game textures to higher …

Re: dgVoodoo 2 for DirectX 11

I couldn't reproduce the texture corruption myself, but, found a very basic bug around the scaling that, according to the symptoms, can smoothly cause it. :blush: Does this fix solve the problem for you? http://dege.fw.hu/temp/dgVoodooWIP19_1.zip This WIP made Megarace 3 stop working. Just bug …

Re: dgVoodoo 2 for DirectX 11

Dege, thanks. This one works good :) Cool! But what about this suggestion? Just a suggestion for the configuration utility. Check if dgvoodoo.conf is in the current directory and use it for editing if it exists in the current directory. I would like to place dgVoodooSetup.exe in the drivers/ …

Re: dgVoodoo 2 for DirectX 11

Ok, I changed to 'unspecified' scaling mode when setting the desktop resolution, it still seems to work fine on my computers (AMD, nVidia). If not even this one will work for you then I think I cannot do anything else for this issue. :( Can we test it a little bit before release? :) Yes, I just …

Re: dgVoodoo 2 for DirectX 11

Tested it with Megarace 3 (a very problematic game when comes to wrappers) and the DX8 to DX11 dgvoodoo2 wrapper worked like a charm, i can even use graphic mods on it! However, i would like to know if there's any way to run DX11 in a window Oh also, Phong shading doesn't work with it (makes my own …

Re: dgVoodoo 2 for DirectX 11

Also, do I have to use shadow mode 0 in SC? Yes. Shadowbuffer is not supported yet for SC, only for Pandora Tomorrow. For me too, it goes windowed. Never examined the reason, just forced back to fullscreen by Alt-Tab. Alt-Enter, sorry. I run the game with 'Disable Alt-Enter to toggle...' option …

Re: dgVoodoo 2 for DirectX 11

As for UT2004, it locks the backbuffer at each frame for some reason, that's the performance chopper. It's a bit disappointing as Unreal engine tipically draws everything by the GPU. It's present everywhere, even in rendering the game menu. And, fastvidmem access is not compatible with that engine, …

Re: dgVoodoo 2 for DirectX 11

lowenz wrote: 🤣, with WIP18 UT2004 is perfect! Have you changed something in D3D8 wrapping? 😀 Yes, but nothing basic thing. I added only 24 bit sw surface support and fixed a bug in the VS validator. None of them should affect UT2004.

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