VOGONS

Common searches


Search results

Display options

Re: dgVoodoo 2 for DirectX 11

Remember Carmageddon had a physics bug with the older dgvoodoo (first snow level had poles you could push over but it was broken with dgvoodoo. Poles would remain stationery and solid). Is this fixed? Umm, I don't know. I think if Carma works properly with Dosbox then it should also work well with …

Re: dgVoodoo 2 for DirectX 11

I'm sure you've noticed all the musical chairs going around inside the company--with the people at the very top who green-lighted Win 8's "Modern" or "Metro" or whatever they want to call the touch ui--now either permanently gone from the company (Sinofsky) or else banished to quarterly board …

Re: dgVoodoo 2 for DirectX 11

That's just one of many reasons why this is frustrating for me--I really want to use your program. It's the principle of the thing...;) I know it runs and runs well and so I want to keep working with it until I get it to run for me, too. Man, you really seems to be a big fan of this wrapper! :-D …

Re: dgVoodoo 2 for DirectX 11

Hi WaltC! I feel as if it's possibly something that *I* am doing wrong running/configuring dgV2, but I just can't think of what it might be. (I really enjoy getting things that should run to run, if you can't tell...;)) There is no anything that can be done wrong in regard of dgv2. Dgv2 should work …

Re: dgVoodoo 2 for DirectX 11

Thanks for adding that enumerate refresh rates option Dege, I am now happily playing carmageddon 2 with my fav refresh rate without a problem! Great!! If it's not too hard to implement, when you have time maybe you can try implementing a borderless window option for a more awesome full screen …

Re: dgVoodoo 2 for DirectX 11

That's great to hear! I've fixed it. :cool: Very nice game. However I run into a multithreading problem while debugging. AFAIK the original drivers weren't (multi)threadsafe but I want to look into that deeper and make the Glide renderer partly threadsafe if needed. Also, this is a game using z- …

Re: dgVoodoo 2 for DirectX 11

I understand. Well I would really like to have that settings if you add it, it would be great. Ok, I'll consider this. Also, the 3dfx Splash screen and 3dfx watermark don't work for me. Not that I need them, I just wanted to point this out. Did you download the 3Dfx splash dlls? dgVoodoo needs them …

Re: dgVoodoo 2 for DirectX 11

Hey Dege. I really love your new version of dgVoodoo. I used the old versions too to play carmageddon 2. Thanks! :happy: Could you possibly add the ability to set the desired refresh rate in this new dgVoodoo? I was asked for the same by CaidKein because it seems his HDTV couldn't handle 1900x1200 …

Re: dgVoodoo 2 for DirectX 11

Hey have you looked into Turok 2's Glide problem more? Just out of curiosity. Umm, no.. I couldn't run Turok2 for the sake of God when I wanted to fix that. But now I've just downloaded its demo and it's running fine with all the problems you talked about. I'm going to fix it and release a patch …

Re: dgVoodoo 2 for DirectX 11

I've released a patch version for 2.3. While working on new things, I had a deeper look into some apps using DirectDraw. Unfortunately I found that some of them use DDraw and GDI together. For exampe, DDraw is used only for setting resolution and GDI for drawing the screen, etc. That's why HalfLife …

Re: dgVoodoo 2 for DirectX 11

Huge thanks for the dgVoodoo 2, it really is a great wrapper. Thanks! :cool: Running it in fullscreen connected to my HDTV via HDMI, dgVoodoo 2 chooses to run in 1080i (Interlaced) rather than 1080p (Progressive). This is something that I guess could be solved if the application lets you define not …

Re: dgVoodoo 2 for DirectX 11

Though, on that note, is it normal that the software mode to show up black with that wrapper? Unfortunately, not. I've tried it yesterday, but it seems Hellbrender doesn't work with my current ddraw impl. I know some other cases of black-screen, e.g. Pandemonium1 and Half Life menu screen are also …

Re: dgVoodoo 2 for DirectX 11

Oh, the usual arguments: preserve every bit, emulate all the old games etc. You'd have to ask swaaye, vetz, leileilol, etc. what they think... But also important is "it's never been done before" Hmm, I like doing something only "l'art pour l'art". :happy: So, preserving the old world in an (khm.. …

Re: dgVoodoo 2 for DirectX 11

Some people have said in the past that DirectX 7 wrapping is, in fact, an impossibility. Uhm, I think one of those was me... :happy: Ok, I don't think that old D3D interfaces are actually wrapped, probably the video drivers must support the old D3D DDI interfaces even in a WDDM environment. Which …

Re: dgVoodoo 2 for DirectX 11

The Glide Wrapper works great with many of the games I've tried it on, and the DirectDraw wrapper worked on MTM2, but it turns out the DirectDraw wrapper doesn't yet seem to work with Hellbender, as it doesn't detect a 3D Accelerator. Any way this could be fixed? Here's a link to the Trial Version, …

Re: Peculiar resolution problem

dgVoodoo2 worked nicely for me with unforced res (800x600 ingame) and msaa, even on a low-end video card. Forced res or antialiasing causes messed up rendering because the game renders very thin, 1 pixel Wide vertical triangles (It comes from the raytracer of the Build engine). However there is an …

Re: dgVoodoo 2 for DirectX 11

Well, not too surprising after all... 😀 Thanks for the test! Browsing on google I read many complains (1-2 years old) of HD 7970 crashing with certain drivers or games. Does any other DX11 stuff work with your card? It's also strange that you get only 20-30fps with old DX games.

Re: dgVoodoo 2 for DirectX 11

Thanks for reply, Dege. Hope you'll continue to develop dgVoodoo. Thanks. If i give you a wrapper version without GPU querying, could you plz test it to see if that is causing the problem? Crashing the graphic driver strongly reminds me of the old days when ATI drivers usually crashed (BSOD) when …

Page 133 of 143