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Re: indirect sound

in Windows
UCyborg, I found out what the issue was. My firewall was blocking the game exes. When I lifted the firewall restrictions, Alchemy started to work. When I add the game exes back to the firewall restrictions, Alchemy stops working again. I was very surprised to see that firewall was the issue.

Re: indirect sound

in Windows
UCyborg, Thanks for the information. It seems like hardware ID spoofing via virtual card would be useless. I was just about to post some other information about Creative Alchemy here. I recently found out that Vogons community member MST made a restriction remover for Creative Alchemy that removes …

Re: indirect sound

in Windows
XJDHDR, Thanks for the dsound to OpenAL fix. I couldn't get it to work with Beyond Good & Evil. It adds bunch of different virtual sound card options to the drop down list of the game's configuration tool but EAX option is greyed out for all of them. But still, it might work with other games, so it …

Re: indirect sound

in Windows
jonpol, Thanks for the IndirectSound wrapper. Is it possible to take advantage of OpenAL (OpenAL32.dll) or "OpenAL Soft" (soft_oal.dll) to emulate EAX effects? http://kcat.strangesoft.net/openal.html OpenAL Soft has EAX emulation (which can be turned on/off through alsoft-config.exe), but I can't …

Re: dgVoodoo 2 for DirectX 11

So I cannot see problem there. But, if you try 2560x1440 as an ingame resolution, you should see something like this ::SetDisplayMode: Setting display mode has failed. Reason: display mode "2560x1440, 16 bit, x Hz" is required but not supported by the output device. I do not get an error like that …

Re: dgVoodoo 2 for DirectX 11

Late edit: 4- Why do games have a tendency to crash at boot if the chosen ingame resolution is high, like 2560x1440? Thankfully I can use dgVoodoo's forced resolution on top of the ingame lower resolution (ingame resolution usually works up to 1920x1200 or 1920x1440). Check out the virtual VRAM …

Re: dgVoodoo 2 for DirectX 11

You can already try that. If a wrapper-scaled scaling mode is in usage ('Stretched, * ascpect ratio) then dgVoodoo always scales up or down the output image to screen size. So, if you set ImageScaleFactor to 2, you'll have an output image larger than the screen but it'll downscaled to fit into …

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