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Re: dgVoodoo 2 for DirectX 11

Hi. I am big fan of Resident Evil classic series, and now I and couple others people working on Resident Evil 3: Restoration Project http://www.moddb.com/mods/resident-evil-3-restoration-project PC version of this game still have very big unrealized potential. The most of her graphical resources ( …

Re: dgVoodoo 2 for DirectX 11

Hi Dege, is current 2.52 including the GDI for Resident Evil and King Quest 8 videos? I still get black screen but I would like to be sure this is not a problem of my PC. Many thanks. KQ8 is Intel Indeo AFAIR, which is currently incompatible with dgVoodoo (black screen is normal in fullscreen, …

Re: dgVoodoo 2 for DirectX 11

Starship Trooper does present a problem with resolution forcing that Populous 3 also has: the game switches between 4:3 menus and FMVs and 16:9 gameplay. If I force resolution to 1920x1440, menus and FMVs will look ok, but unless the game is set to 4:3, gameplay graphics will stretch and have …

Re: dgVoodoo 2 for DirectX 11

I've started a new page on my site, listing my testing results and general notes on individual games (only DX games and only rendering aspects): http://dege.fw.hu/Gallery/DXGamesGallery.html It's a short list now, but I'm continuously updating it.

Re: dgVoodoo 2 for DirectX 11

I have tried Might and Magic 7 & 8 and they look much better with higher resolution setting combined with Lumasharpen filter from SweetFX but there is a problem with mouse cursor during Arcomage game. Cursor lags very badly. Is there any chance to fix this? Besides this mouse seems to work fine... …

Re: dgVoodoo 2 for DirectX 11

Thanks for the newest reports!! I'll try those game and see what causes the issues. As for the Japanese error messages, I'll have a look at the debug log that dgVoodoo generates, hopefully it will show the exact reason of the error. Now I'm busy with moving to new hw and Win10, and other things. :) …

Re: dgVoodoo 2 for DirectX 11

Why I don't like linking to standard CRT libraries? Because, if you switch to a new version of Visual Studio then you have to supply the new version of the CRT dlls along with your program until they won't be part of the OS. In many cases it is possible to use msvcrt.dll (it is preinstalled even in …

Re: dgVoodoo 2 for DirectX 11

250?! :| That's a solid testbed. +DX7 and DX8 SDK example apps. Of course not everything is fine and perfect, I appended "some" things to my bug testtrack. Hi. Dege, thank you very much. dgVoodoo 2 is a must in my pc to enjoy old gems. Do you plan to take a look at problems with Virtua Fighter PC? …

Re: dgVoodoo 2 for DirectX 11

I still suggest you to avoid using a packer. You're using MPRESS, but it always detected by some antivirus software as suspicious. http://veg.by/z/2016-05-28-09-21-58-d139b9f3.png Any packer itself is a useless thing. Just use 7-zip for distributing your files and the result will be even better …

Re: dgVoodoo 2 for DirectX 11

Thanks for all for the reports!! I've fixed some things since the last WIP (not much though, I think): http://dege.fw.hu/temp/dgVoodooWIP23.zip I didn't have much spare time in recent week(s), and unfortunately presumably will not either have next days/weeks, so in spite of known issues, I release …

Re: dgVoodoo 2 for DirectX 11

Omikron: The Nomad Soul The main menu logo is not fully transparent (?): http://i.imgur.com/6AAOijj.png?1 vs http://www.mobygames.com/images/shots/l/30893-omikron-the-nomad-soul-windows-screenshot-main-menu.jpg http://www.mobygames.com/game/windows/omikron-the-nomad-soul/screenshots/gameShotId, …

Re: dgVoodoo 2 for DirectX 11

That sucks. Also, what about the renderer mode switich send it to windowed mode? Didn't check it yet. Edit2: I think I cancel "rounding" mode. DirectX Caps Viewer (DX11) lists the available display modes in exactly the same form as dgVoodoo. So, isnt there any way to output 60hz? I dont understand …

Re: dgVoodoo 2 for DirectX 11

I forgot about Outlaws. Unfortunately Outlaws, Thief and a third game (I cannot remember now) can only be played with 'Unspecified' scaling method, otherwise the mouse is captured into the upper left corner of the screen. It's because these games interpret mouse coordinates in an other way than most …

Re: dgVoodoo 2 for DirectX 11

Thanks. The frequency rational in the config file is 59954/1000, it's 59.954Hz. dgVoodoo truncate it for displaying, that's why you see 59Hz in the setup. I could modify it to rounding though. Edit: it's messy a bit. One of my monitors supports the same 59954/1000 refresh rate for all (except one) …

Re: dgVoodoo 2 for DirectX 11

As for Breath of Fire 4, crashing is not fault of dgVoodoo. This game runs with a 64KB stack (what a tiny one... but I guess this had to run on Win95 with 4MB RAM) and it's even divided into more parts inside the game (16KB). Edit: probably the same is true for all early Capcom games like Megaman1. …

Re: dgVoodoo 2 for DirectX 11

Independently on that, Indeo is not compatible with dgvoodoo. It needs extra support like DirectShow. Is there any chance of future support? Lots of games use it. What i haven tried is changing the video format/container. Maybe that can work unless its hardcoded in Indeo. I supposed it was not …

Re: dgVoodoo 2 for DirectX 11

Start playing Nocturne game works fine except one glitch https://www.youtube.com/watch?v=rf0TAcvTPpw for comparison https://www.youtube.com/watch?v=GEb_yyalYmc hope it can be fixed :happy: For some reason I had serious glitches with forced MSAA with this game (with my semicrap driver though...). …

Re: dgVoodoo 2 for DirectX 11

Diablo II: I tried the 1.14c patch and it works, but the output has to be set to the primary monitor. If I remember right it wasn't a problem in earlier versions but now the game window and the cursor is forced to the primary monitor. AvP2: LithTech engine, and it has the same problem as Blood2 with …

Re: dgVoodoo 2 for DirectX 11

I read that Alien vs Predator is a DX7 game. In spite of that, it renders through ancient execute buffers... (D3D3 or 2) What is more, I additionally found that this game has a rather inefficient rendering way as of using 'dynamic' textures. :dead: It explains the performance drop when too much …

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