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Re: dgVoodoo 2 for DirectX 11

Is there a way to help you debugging Dege? Any games worth checking? Many games has that old-school fading fog effect and in my experience most of them are bugged with dgVoodoo. Tomb Raider 4-5 has a nice volumetric fog effect and it works perfectly in every situation. Could you list some of them, …

Re: DllMain Thread

One more thing regarding Soulbringer, in software mode, it crashes or hangs in one of graphics driver DLLs when you use quit menu option to close it. It does for me too, with my nVidia. It gets stuck gratuitously in a swapchain call (WaitForSingleObject in the deepness of the driver). :confused: …

Re: WIP versions

It's comes from the behavior of DGXI. If it detects any other window over the rendering one then it forces switching that back to windowed mode. When fullscreen/windowed state is up to the app then dgVoodoo minimizes/maximizes the window on purpose when losing/gainig focus, to emulate the standard …

Re: dgVoodoo 2 for DirectX 11

I already tried to check some of them. Bakubaku interoperates with GDI (sets the game palette through GDI, not DirectDraw) and there is no way for dgVoodoo to have access to that palette. What I came to is patching the game itself is the only way. I also wanted to look at ColinMcRae but I …

Re: Texel alignment

Yes, the need for this kind of hacking is turning into a burning question. I have some development plans for introducing the possibility of that. I'll try to solve it in a way that an average user doesn't even encounter it while letting an expert one produce a special config for a particular game ( …

Re: DllMain Thread

I'm glad you found the problem with DX7. I wonder though, does Soulbringer's DX7 mode have VSYNC under dgVoodoo without forcing it? Because it seem to get activated only with DX6. It must run at 60 FPS, otherwise it gets glitchy. Interestingly, it runs at correct speed on its own under native DX7 …

Delta Force 2

I'm posting about it before I forget to (last week I had a look at it): Your wrapper is probably the best thing I've come across for retro gaming on Windows 10 as I've gotten every game I tested on it to work! I have one game called Delta Force 2 and it has support for both software rendering and …

Re: dgVoodoo 2 for DirectX 11

Hi! I probably found bug. When I minimize my game (avp2) (alt+tab) it crashes. Hi, yes, fix for Alt-Tab in dgVoodoo seems to have no effect for LithTech engine games under Win10. It's a problem and should be fixed somehow. Dege, I don't know who you are but without you and your dgVoodoo series the …

Re: Magical Chase (Win95)

ok, had no luck in reverse engineering the color mode check on it thus far but i did manage to get your patch loading without any WAVE file errors by making the MCHASE.BAT file say "MCHASE.EXE WGOPA242" instead of "MCHASE.EXE WGOPA242F". seems that extra F caused me some issues. (How did you work …

Re: Soulbringer patch

Thanks! Cool!! :cool: I've just tried it and indeed, cinematics doesn't work in fullscreen (probably Intel Indeo which is not supported through dgVoodoo, can only be displayed in windowed mode, old issue) and DX7 gives black screen (that one should be fixed). Didn't have much time so far but: - I …

Re: dgVoodoo Splinter Cell Games

That's true, but I don't think that this matters significantly when we are talking about a simulated night vision mode for a video game which is already unrealistic due to the ambient light feature. ;) Besides, in black=and=white photography many different color filters are used depending on the …

Re: dgVoodoo Splinter Cell Games

Hah! Fuckin brilliant, mate. Thank you! Just what I wanted. Only thing that surprised me is the weighting of color information for greyscale generation. Didn't expect that! Well, the human eyes are sensitive at different degrees to red, green and blue color, that's why it is. It has its on studies, …

Re: dgVoodoo Splinter Cell Games

OK, after all I did it in the other thread when debugged light beams... So, look at this scene, normally without NightVision: https://s28.postimg.org/4c1qiurhl/Scene_Normal.png The steps of NightVision rendering is: 1. At first, the scene seems to be rendered as normally, but with some ambient …

Onimusha

I decided to separate reported games from the dgVoodoo2 megathread. Let's begin with Onimusha: Onimusha 1 pc crashes when trying to run it with dgvoodoo2 (vanilla or patched 1.2) The japanese version works for me in Windows 7 (patch 1.02) but it have lots of rendering errors. Main character and …

Re: dgVoodoo Splinter Cell Games

Hello Dege and others, I already posted this comment in another thread, but was advised to do so here. First off thanks a million for the work you have done. I have been wanting to replay SC1 for forever. Now I have the ability. I have a question that is not related to your software directly and …

Re: Soulbringer patch

GOG version patches, which take care of aspect ratio and cinematic issues, don't work when we put dgVoodoo in game folder, but dgVoodoo can take care of aspect ratio (select 4:3 resolution in game, set Scaling mode in dgVoodoo to Stretched, keep Aspect Ratio). They also don't work with DX7 modes ( …

Re: dgVoodoo 2 for DirectX 11

So, if you type 1MB or 5MB, or 9MB, 13MB and so on as 'memory size / TMU' on Glide tab in the dgv control panel then the game runs. Looking into the Glide source, the original drivers gave back 'tex_memory size - texture_align (16 bytes)' as the max available texmem address, that's what does the …

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