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Re: Moto Racer 1 - getting the Xbox 360 controller working

in Windows
Wow; this was insanely difficult to configure! I have now both vJoy and UJR installed, and I have tried for over half an hour to bind the right keys in MR1 using the QuickBind and QuickBind Select tools in UJR. I have honestly never heard of the winmm input api before; I thought that directinput was …

Re: Moto Racer 1 - getting the Xbox 360 controller working

in Windows
I have finally downloaded XInput Plus. This seems like a nice program for directinput games, but as of now I'm having the very same issue with Moto Racer 1; not being able to select joystick/joypad in the options menu. I have used the game.exe in the Moto Racer 1 folder as Target Program, enabled …

Moto Racer 1 - getting the Xbox 360 controller working

in Windows
Not long ago Dege released a WIP version of dgVoodoo 2 that could force a higher resolution on older Direct3d games, and thereby I used the gog-version of Moto Racer 1 and 2 as "guinea pigs" for this wrapper. Moto Racer 2 now runs like a dream with high resolution support, as do Moto Racer 1 (had to …

Re: dgVoodoo 2 for DirectX 11

Now I got Delta Force Land Warrior working as it should, but without much of the benefits with forcing a higher resolution. If I force a resolution higher than 1152x864, the game starts to act weirder for each resolution above. At 1280x960 the player's crosshair automatically moves towards the sky …

Re: dgVoodoo 2 for DirectX 11

Moto Racer 1 has some issues though. Starting the game while checking "passthrough to a real directx card" makes the game run as it should with the "crippled" 640x480 resolution. While using the dgvoodoo wrapper however a message pops up as soon as I start the race, telling me "not enough video …

Re: dgVoodoo 2 for DirectX 11

Just tried the new WIP version, 2.52 WIP, and I was finally able to enjoy Moto Racer 2 in anything above 1024x768!!! :-D Playing it in 1920x1440 was like a dream come true. I had some issues with choppy framerates however, but all I had to do was to enable "Enumerate Refresh Rates" and change to a …

Re: dgVoodoo 2 for DirectX 11

The game only had a minor issue with the Windows mouse-pointer blinking through the crosshair, but I suppose I can find a way to disable the Windows cursor for a quick fix. I suppose you're using it with 'aspect ratio scaling'. I now disabled "Keep window aspect ratio" in dgVoodoo 2.51, but it …

Re: dgVoodoo 2 for DirectX 11

This DirectX wrapper just saved my day. Aliens vs Pedator 2 could not utilize the resolution of 2560x1440 because of old Direct3D-restrictions when it comes to max supported resolutions. Then I copied dgVoodoo 2.51 into the AvP2 folder, configured that file a little and suddenly I was able to run …

Re: dgVoodoo 2 for DirectX 11

I'm having one major issue with this version though; I'm no longer able to run games in fullscreen mode with this plugin. I'm forced to play in windowed. Even dgVoodoo 2.32 could without any issues run all Glide games in fullscreen, but now I'm forced to run both Carmageddon 2 and Ignition in …

Re: dgVoodoo 2 for DirectX 11

Hi. This glide wrapper is getting awesome, because until recently I was still using dgVoodoo 2.32, not knowing of the new Direct3D capabilities of the newer versions of this wrapper. I was looking for some way to play the ancient Toy Story 2 collect-a-thon game for PC, as that very game did not like …

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