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Re: DirectX 8.0a?

I've tried Moto Racer 3 Gold Edition with the current (unreleased) version and it successfully got launched (older versions indeed fails). The introducing movies weren't rendered though, black screen only. Probably rendered through GDI because even the logo didn't show up (it another old issue, or …

Re: WIP versions

Yep, still no fog. I've got the original UK release, patched to version 1.1. I put the CPL file and the MS dll's into the Sdata sub-folder (where they need to be to work). If I launch the game from SHADOWS.EXE I've then got it set to: I think I have version 1.0. Maybe that's the problem, I'll patch …

Re: Outlaws - dropping input?

I've found the problem, and reworked the needed parts of the code. I checked all the games I remembered (once/ever) having input issues and now all of them seems to be working properly: - Outlaws (DDraw/Glide transitions still have problems but it's not an input issue) - Croc - Turok2 - King's Quest …

Re: dgvoodoosetup 2.53 doesn't launch

I've totally forgotten about this (WIP CPL apps doesn't start). It was reported earlier. I have no idea what's wrong, but 8600GT is capable only of FL10.0, maybe that. Experimentally I limited the max DX feature level, for myself, to 10.0 in DX CPL but the app worked, detected FL10.0 as a max output …

Re: dgVoodoo 2 for DirectX 11

So, the DXGI wathdog thread itself crashes... dgVoodoo has nothing to do with that (thread) but if I can recall right, I got this crash occassionally on Win7. I should try the Gog version of this game on Win10. What happens if the game is forced into windowed mode?

Re: dgVoodoo 2 for DirectX 11

Hey guys, I am trying to make Gog version of Jedi Knight and hardware acceleration to work with dgvoodoo. No matter the config I get crashes in DXGI while switching from game to pause menu (screenshot below). Main menu and the game itself work fine, but as soon as I press Esc key, the game stops …

Re: Outlaws - dropping input?

Yes, the game quits with an error message if Glide renderer is chosen. This is a bug in dgVoodoo, in cooperating between DDraw and Glide, I fixed it. (Native DDraw + dgVoodoo Glide may work, I didn't check it.) (As a side note, for the Glide renderer, Voodoo2 or earlier 3Dfx card must be selected in …

Re: Grand Theft Auto 1 + London '69

As for GTA1, I think the best way is to play this game in DosBox through Glide. I've tried it and it works perfectly for me (Win10, WIP30) and it provides the nicest appearance. On the other hand, controls for the DDraw version don't (or only partially, poorly) work, the game is unplayable. I don't …

Re: dgVoodoo 2 for DirectX 11

I know this has been requested before, but could an FPS cap be implemented due to some monitors color being dependent on refresh rates? dgVoodoo has this feature, but it doesn't work. :D OK, for Glide, it works: if you type a custom refresh value into the resolution selector combo box, then the FPS …

Re: Tom Clancy's Rainbow Six

I've just tried a fresh install of it (1.03 according to its readme) through dgVoodoo WIP30 and it seems to work perfectly (Win10) (but I'll try it with an updated game version too). If resolution is forced then an ISF one must be used or you get some unwanted blur (corrupting background) under the …

Re: Outlaws - dropping input?

Last time I tried this game it (almost) worked for me both with Glide and D3D (on Win7...). There is a known issue with the mouse: unusable with 'scale, keep AR' scaling modes. The mouse cursor is locked to the upper left corner. I know what the problem is, I just don't know how to fix it without a …

Re: WIP versions

A few fixes have been done again: http://dege.fw.hu/temp/dgVoodooWIP30.zip WIP30: - Glide fix (far background in front of the 3D world: Mig29, Uprising) - Bug in surface state handling (bad/missing motion blur in GTA 3) - Z-buffering fixes again * Potential bad driving of D3D11 at FL10.1 when no …

Re: WIP versions

Hi, Thanks Dege for the WIP version, your work is very appreciated ! Dege, i use DgVoodoo with Splinter Cell 1, it works very well and emulate almost perfectly the Shadow Buffer mode. Now i want to force HBAO+ in the game trought NVidia Inspector panel, but i can force it in Splinter Cell, because …

Re: dgVoodoo Splinter Cell Games

This made me ponder. Such additional rendering passes could only be done "inside dgVoodoo" (if we stick to D3D11 rendering techniques). External post processors can only see the final frame image, including 2D HUD. While I don't want to include any game-specific thing into core dgVoodoo, for some …

Re: Gorky 17 - Hardware zoom not working

This game was very tough. What I came to is: 1) discovered (at least, for me it was new) the rendering technique of this game, but I guess it's established custom for all ones working with static background with z-buffers. Depth map of the background isn't a real depth buffer that the game artist(s) …

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