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Re: dgVoodoo 2 for DirectX 11

- Red terrain in Giants Are you using the GoG release or the old (patched to D3D8) CD version? Up for this :D (So I can test, I have both versions) GoG Tested now AquaNox on Win7 64 (STEAM version 1.21). D3D8 engine. Without any wrapper it crashes @start. With DXWnd it runs. So maybe Dege can make …

Re: dgVoodoo 2 for DirectX 11

- Added dynamic shader compiling to Glide as well (if D3DCompiler_43.dll is found). I hope this will fix the driver crash on ATI HD7xxx and R9 series, but I'm not sure (not all the shaders ever used are compiled dynamically and I don't know which one causes the crash). Unfortunately the issue is …

Re: dgVoodoo 2 for DirectX 11

- Fixed the vertex shader fog problem appearing in Chrome and Chrome Specforce Partially fixed :D See the tree bark: http://s11.postimg.org/60tl8fo1r/Chrome_Single_2016_01_05_21_53_57_853.jpg Addendum (to clarify) - Miscolored zooming in Republic Commando (pressing Z ingame to zoom/unzoom is enough …

Re: dgVoodoo 2 for DirectX 11

I did some developments meantime, I thought I share it: http://dege.fw.hu/temp/dgVoodooWIP14.zip Keep in mind that not all reported things I could deal with yet. What I've done and can remember of: - Added dynamic shader compiling to Glide as well (if D3DCompiler_43.dll is found). I hope this will …

Re: dgVoodoo 2 for DirectX 11

Happy Christmas! These issues are still present in WIP13 Crash with Nosferatu configurator is fixed. Dege, would it be possible to exclude an exe inside the folder from using dgVoodoo's DDraw.dll somehow? dgVoodoo works fine with the D3D.exe but conflicts with several Glide wrappers you want to use …

Re: dgVoodoo 2 for DirectX 11

Guys, thanks for the reports. I've fixed some bugs again, but I still couldn't try all the reported games myself, so this WIP isn't going to be perfect. What I fixed: - SC1/Morrowind water - SW Republic Commando blurriness - Wrong radar map in Aquanox (this bug also affected pre-D3D8 components, …

Re: dgVoodoo 2 for DirectX 11

It's funny. Water in SC1 appears exactly in the same wrong way as in Morrowind. Is Morrowind an Unreal engine game? Or just a contemporary water generation technique was in use in common in the games? Like the one from the DX8 SDK. :) :) http://s3.postimg.org/m80ur53vz/viz.jpg Chrome (the game) …

Re: dgVoodoo 2 for DirectX 11

I think it's Phong shading again... Without that, that game seems to be Ok for me (otherwise I get the same). It's a bug because Phong should only affect fixed function pipeline, I'll check it. You got it man! It was an OLD .conf of mine left in the root of the game ! But there's still a problem, …

Re: dgVoodoo 2 for DirectX 11

Exagerated bloom, black textures and that strange AA-like/upscaling-like blurring (compare to the "sharp" pictures above) Addendum: http://s28.postimg.org/eof5mj2tl/image.jpg I think it's Phong shading again... Without that, that game seems to be Ok for me (otherwise I get the same). It's a bug …

Re: dgVoodoo 2 for DirectX 11

The new build is available: http://dege.fw.hu/temp/dgVoodooWIP12.zip The bugfixings only affects D3D8 and the setup program but I had to recompile the whole pack so I included every components. I added predefined VRAM values up to 1024 MB to the Virtual 3D card and 256MB to GeForce4 and ATI Radeon …

Re: dgVoodoo 2 for DirectX 11

Ok, but I encountered some problems meanwhile. I decided to do the additional development I mentioned earlier because the performance is not too good, not just in Pandora Tomorrow but in other games too. It has proved to be a 'must'. It will take some more time.

Re: dgVoodoo 2 for DirectX 11

Little problem in Splinter Cell (lightmaps related?) Nightvision ON: http://s24.postimg.org/jzdw1ut9d/splintercell_2015_12_09_14_57_28_100.png Nightvision OFF and ON again (now the rendering is correct): http://s24.postimg.org/dcmmuxm75/splintercell_2015_12_09_14_57_33_367.png But the problem is …

Re: dgVoodoo 2 for DirectX 11

Daniel, thanks for that very expensive report! :happy: Unfortunately I can only fix problems that are related to the current MS DX implementation. Fixing game-related problems like heat-haze are out of scope of dgVoodoo development. :neutral: It would require modifying game code. Anyway I'll try to …

Re: dgVoodoo 2 for DirectX 11

XIII works. I wonder what version of Unreal Engine it is as from reading here newer Unreal Engine games do not work. Yes... I'm working on bug fixing but Unreal Engine+DX8 is more tough going than DX7 and below in general, I don't always understand what's wrong even when I see the disassembled game …

Re: dgVoodoo 2 for DirectX 11

MAN YOU ARE AWESOME. Waiting for testing now! OK, I can share the new D3D version altough not all bugs are fixed yet. http://dege.fw.hu/temp/dgVoodooWIP11.3.zip One question, although everything seems to work perfectly in superbike, I have to keep the resolution around 800x600 otherwise the game …

Re: dgVoodoo 2 for DirectX 11

I fixed the shadow in Pandora Tomorrow. When I realized that very pixelated shadow is just a fallback-rendering path in the game, I decided to add depth texture support after all. Looking a little bit into its history it turned out (I'm a newborn) that depth textures are supported by nVidia since …

Re: dgVoodoo 2 for DirectX 11

... (I know that SC2 is a pathological case for rendering glitches&bugs, but maybe it can give you much more insight in the inner workings :D ) Question of viewpoint. :-D Splinter Cells are very good test cases because they create and use tons of DX8 shaders. I was worrying about how to test my …

Re: dgVoodoo 2 for DirectX 11

FireFox ships D3DCompiler_43.dll, and D3DCompiler_47.dll I'd recommend looking for their discussion(s) around the legality of distributing. Edit: shipping D3DCompiler_47 is legit http://go.microsoft.com/fwlink/?LinkId=294840 D3DCompiler_43.DLL is part of DirectX End-User Runtime: https://support. …

Re: dgVoodoo 2 for DirectX 11

I'm afraid I don't understand you right now. I haven't run any DX SDK AFAIK. Perhaps Steam has done it before launching a specific game. But I myself haven't done it. D3DCompiler_43 is part of the MS DirectX SDK and gets installed along with that. This SDK is for DirectX developers that's why I …

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