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Re: dgVoodoo 2 for DirectX 11

As for dsound.dll trick, I think it would have to act as dsound.dll proxy for it to work. Besides, you need Creative ALchemy's dsound.dll to get EAX effects. And Creative ALchemy does something special the first time you start it, just dropping its dll in game's folder wouldn't work as desired …

Re: dgVoodoo 2 for DirectX 11

Here, try my patched MaxPayne2.exe, it will solve ReShade not working and game will start faster! :D What it does? I NOPed out the function call at the offset 0xF0DF, which indeed does create some object with CoCreateInstance, which causes D3D12.dll to be loaded along with bunch of other libraries, …

Re: dgVoodoo 2 for DirectX 11

The bug with ASI Loader I mentioned isn't the only one, there is this one as well: https://github.com/ThirteenAG/Ultimate-ASI-Loader/issues/3 Makes some games crash when its DLL is named d3d8.dll. As for ReShade issue, I'm pretty sure it's connected to whatever weirdness Max Payne 2 does on startup. …

Re: dgVoodoo 2 for DirectX 11

Hmm... it's interesting. I should revise MP1&2 then. I remembered that MP1 is DX8 but is of the initializing-from-DllMain type, while MP2 is DX9, so dgVoodoo is unusable for them. Nope, pure DX8, just does who knows what with d3d9 before it fully launches, check the latter 2 screenshots: http:// …

Re: dgVoodoo 2 for DirectX 11

Never mind, compatibility fixes have nothing to do with it, it's a bug in MAX-FX engine's handling of multiple displays (or graphics cards?). It's only picking up the resolutions of my secondary monitor, which is smaller. It gets confused because it thinks it picked 2 different graphics cards, but …

Re: dgVoodoo 2 for DirectX 11

Patch for 3D Mark 2001 SE done so it can run via dgVoodoo as well: http://www.vogons.org/viewtopic.php?f=8&t=51587 On 6th test, it throws this error: P_D3D::DRV_allocateMap - device does not support bump normal maps Also, Windows applies some compatibility workarounds to the executable to prevent it …

Re: Max Payne 1 & 2 Startup Hang Patch

in Windows
3D Mark 2001 SE patch done: http://www.vogons.org/viewtopic.php?f=8&t=51587 You actually don't need to change affinity with stock d3d8.dll thanks to this patch. On my weak laptop with AMD Radeon R2, I've noticed, without any FPS counters, that the game is a little smoother when run on all cores. It …

Re: dgVoodoo 2 for DirectX 11

I use crosire d3d8to9 for Max Payne 1&2. It works flawless. But there's no guarantee it will work flawlessly forever with original DLLs. The risks associated with doing heavy stuff in DllMain have been known forever, but Remedy guys haven't considered that, and few years later, things started to …

Re: Max Payne 1 & 2 Startup Hang Patch

in Windows
Can you make the same patch for 3DMark 2001 SE? (3DMark 2000 can already run with dgVoodoo 2). Will get to it. You just reminded me that I've read some time ago that older 3D Mark programs are based on MAX-FX engine. Just downloaded it and I see that it uses same DLLs as games, though checksums …

Re: dgVoodoo 2 for DirectX 11

Classic Max Payne games with dgVoodoo: http://imgur.com/a/jMVZo Check this thread: http://www.vogons.org/viewtopic.php?f=8&t=51579 PS: Max Payne 2 doesn't use d3d9.dll at all for rendering, it just loads it very early, does some queries or something, unloads it, then everything is driven with d3d8. …

Max Payne 1 & 2 Startup Hang Patch

in Windows
I've recently assembled a brand new patch for classic Max Payne games, solving one of the biggest technical issues with those games, in some cases preventing them from starting-up on modern systems without hacky workarounds like starting the game with affinity set to single core or worse, running …

Re: dgVoodoo 2 for DirectX 11

I noticed another problem with Drakan today that will need properly working fast video memory access option to alleviate it. Turning on debug messages (hold SHIFT when starting it, go to developer tab) slows the game down considerably (30 FPS), fast video memory access makes it better, but there are …

Re: dgVoodoo 2 for DirectX 11

Remember when I reported mouse feels less responsive when running Drakan through dgVoodoo and that it felt better on different hardware? Forget what I said, that was a placebo and a mistake on my part, tested really quick on another machine, might have even accidentally hit DPI switch on my mouse so …

Re: dgVoodoo 2 for DirectX 11

Few pages back, someone mentioned Drakan Demo crashing when entering graphics menu. I can confirm this occurs when the game tries to populate resolution list to display in that menu and it apparently uses fixed size buffer on the stack, overwriting return pointer and making it crash when there's too …

Re: dgVoodoo 2 for DirectX 11

This is not true. That limitation only applies to a surface that is at the same time a texture and a render target, but a surface that is either one or the other can be as big as the driver supports Oh, thank you for explanation. I just read somewhere else that the problem is resolution, there …

Re: dgVoodoo 2 for DirectX 11

You reached a wrapping without vsync? I never got it working. Every game which goes through dgvoodoo is for some reason vsynched on my end. Really? Yeah, judging from in-game FPS display, it works correctly, but mouse certainly feels like if you have Vsync, but not quite the same as it does without …

Re: dgVoodoo 2 for DirectX 11

Oh and just a comment about games using Direct3D 8. While, from my limited experience, there aren't any significant problems with them, except this , I know for certain there is a problem with games that render shadows, decals, etc. by setting Z-bias value before rendering certain coplanar polygons …

Re: dgVoodoo 2 for DirectX 11

Just a quick question. I tried dgVoodoo 2 on Drakan. an old DirectX 6.1 game. It resulted in about 2x faster rendering performance. It also negates the need for having to disable so called maximized windowed mode to make it fullscreen properly and tabbing out of the game while in fullscreen mode is …

Re: Fullscreen mode in Direct3D8 games on Windows 10

in Windows
Mafia, Max Payne, Max Payne 2, Silent Hill 2, ... Drakan: Order of the Flame is an example of DirectX 6.1 game that has this issue without patches. With DirectX versions below 8, it could be turned off with Compatibility Administrator, with 8, there is no such option.

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