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Re: Forsaken - too many resolutions

Ok, but the question is not about the number of the enumerated resolutions. What happens when Forsaken chooses a non-4:3 resolution (like 1920x1200) for rendering? Does it detect that it's a widescreen resolution and calculates right FOV camera angles for rendering, or it just assumes 4:3 for FOV …

Re: Forsaken - too many resolutions

'max' wasn't designed to be accepted amongst ExtraEnumeratedResolutions parameters because all(?) old DX applications assume aspect ratio of 4:3 (era of the CRT's) and max_4_3 were introduced instead. max_16_9 was an extra. 'max' is accepted now accidentally but it is interpreted as 'max_4_3' that's …

Re: NFS II SE problems on notebook

It's really strange because I too tried it on my other machine with dual-GPU and everything worked just fine with 2.55.2. (There were no changes in Glide in 2.55.1 and 2.55.2 compared to 2.55) NFS2EA imports both Glide and DirectDraw. Don't you have a ddraw.dll in the game folder from a previous …

Re: GLIDE.DLL LFB implementation issue + WIN64 DLL?

Hi! :) Not sure if anyone still has interests in the ancient GLIDE 2.11 support, I found that dgVoodoo2 had broken the LFB implementation on GLIDE.DLL. When _grLfbGetWritePtr was called, the return pointer to LFB seemed to be faked and none of the writes will get updated to the screen. The legacy …

Re: NFS II SE problems on notebook

What happens when you explicitly select your nVidia in the 'Adapters to use/enable' combobox along with selecting its display output in 'Full Screen Ouput' (instead of 'default')? I guess the game remains windowed because its window pops up on the primary display but Intel is (virtually?) attached …

Re: dgVoodoo 2 for DirectX 11

Thanks for the reports, I'll check out the reported games when I'll have some time. Full Throttle Version 2.0 (aka Second Issue Windows Version, 2002 CD release) does not work via dgVoodoo. It works fine natively. I attached the log file. http://www.mobygames.com/game/windows/full-throttle Is there …

Re: dgVoodoo 2 for DirectX 11

Mace Griffin runs at halved refresh rate through dgVoodoo though because it asks for that when initializing. Frame rate is uncapped natively so I made a patch to remove the halving. Can you take a look at Hasbro's Battleship game refresh rate? I dont remember it running natively but thorugh …

Re: Sea Dogs + Win 10 + Dg Vodooo 2.5

This game suffers from the problem of 'DirectDraw loaded through OLE'. Both native and dgVoodoo DDraw gets loaded by the game and they conflicts. You can resolve the problem by (technical) https://www.vogons.org/viewtopic.php?f=59&t=52976&p=569126&hilit=trustedinstaller#p569126 I did that and now it …

Re: WIP versions

Ok, here are some fixings: http://dege.fw.hu/temp/dgVoodooWIP47.zip http://dege.fw.hu/temp/dgVoodooWIP47_dbg.zip In theory, should we see any visual difference between 16bit, 24bit or 32bit enumerated resolutions if we force them to the game via dgVoodoo? I am asking because as far as I know …

Re: dgVoodoo 2 for DirectX 11

Mace Griffin runs at halved refresh rate through dgVoodoo though because it asks for that when initializing. Frame rate is uncapped natively so I made a patch to remove the halving. I fixed some of the demos you mentioned: Redline, Stratosphere Conquest of the Skies and Universal Monsters …

Re: WIP versions

Yes, that's a bug, nice find! Fixed. As for 24 bit things, I always wanted to avoid them as much as possible. It must be supported at some degree though because 24bit surfaces in system memory are always supported natively and also, I encountered some games assuming 24bit z-buffer is available by …

Re: dgVoodoo 2 for DirectX 11

Have you had a look at FF8 Dege? Well, not... I realized I'd need to login into the game in the same way as for FFXI. But, if it's a 8 bit paletted game, doesn't 'Reduced color mode' with 8 bit 256 color helps for that? I encountered 2 other games with the same problem. You don't need to login, …

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