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Re: Splinter Cell Pandora Tomorrow

in Windows
I've gotten the fix working as more old Core.dll was modified and that's why it had issues, but now I'm having issues where reflections aren't working properly at high resolution night vision (the resolution is shrunk and displayed in the top left) , and the optical cam has a ridiculously high FOV …

Re: Splinter Cell Pandora Tomorrow

in Windows
*Do NOT use the d3d8.dll (and the d3d8.ini) of the widescreen fix, use the dgVoodoo2 ones. *my WD script (" ForceShadowBufferMode " is for SC1, so 0 or 1 doesn't matter for SC2): [MAIN] ResX = 0 ResY = 0 ForceShadowBufferMode = 0 // Use with d3d8 wrapper that comes with this fix or any other that …

Re: dgVoodoo 2 for DirectX 11

Dege, can you test Chrome (the game :D ) or Chrome SpecForce with 1920x1080 as resolution set in the config file (Data\VideoSettings.scr) or using the HD fixes (http://wordpress.fusetnt.com/2012/05/making-old-games-in-steam-not-suck-part-2-chrome/ ) ? No problems with other resolutions, with …

Re: dgVoodoo 2 for DirectX 11

Stiletto wrote: Next you'll be asking to mark threads as "SOLVED" 🤣 😜 😁 That's because dgVoodoo2 has possibly a wider audiance than any other project discussed here, and by far, but it doesn't have its own related/dedicated forum on the web!

DX forgotten cousin Project: Snowblind deserves some retouch

in Windows
What it deserves: *Widescreen Mode: a rough version is already existing: https://steamcommunity.com/linkfilter/?url=https://bitbucket.org/fk/snowblind-widescreen-fix/downloads -but due to "d3d9.dll" you can't use this AND ReShade together (and ReShade really shines in this game, try Adaptive Sharpen …

Re: Emulating EAX on any onboard sound hardware?

in PC Emulation
In the ini file there's the option "Use3DSound".....what does it do, exactly? Is it the surround? I already force 5.1 speakers configuration in OpenAL Soft management utility. That's a good question. I don't actually know for sure. I'm guessing that if it's set to False, it will use some sort of …

Re: Emulating EAX on any onboard sound hardware?

in PC Emulation
because the default DefOpenAL32.dll the game ships with gives some generic OpenAL without EAX (the game log notes whether EAX is enabled), replacing it with wrap_oal.dll results in no audio at all (the game notes that it couldn't find DefOpenAL32.dll, so it means it doesn't look similar to OpenAL32 …

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