Re: dgVoodoo 2 for DirectX 11
Posted on 2014-04-20, 20:35
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 …