VOGONS


dgVoodoo 2 for DirectX 11

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Reply 1300 of 3949, by lowenz

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SW: Republic Commando remaining problems:

*NO dgvoodoo and bumpmapping set to LOW)
image.png

image.png

*dgvoodoo and bumpmapping set to HIGH
image.jpg

Exagerated bloom, black textures and that strange AA-like/upscaling-like blurring (compare to the "sharp" pictures above)

Reply 1301 of 3949, by lowenz

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lowenz wrote:

Exagerated bloom, black textures and that strange AA-like/upscaling-like blurring (compare to the "sharp" pictures above)

Addendum:

image.jpg

Reply 1302 of 3949, by ZellSF

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Thief 3 looks perfect now.

Reply 1303 of 3949, by lowenz

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Maybe this is related to the cubemap problem dege already mentioned:

No wrapper (left) vs dgvoodoo (right)

image.jpg

Reply 1304 of 3949, by ZellSF

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Grand Theft Auto III: crashes at menu.

Reply 1305 of 3949, by tgomola

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There's a problem with Need for Speed Hot Pursuit 2. When I launch it, there is no image (the screen is black), but the game works in the background (the sound of intro plays fine, and when I skip it, I hear the main menu music etc.). Alt-Tab restores the image, but when I try to start the race, the image disappears again (also Alt-Tab helps).

The moments when the screen goes black are when the game changes resolution - from desktop (1366x768) to main menu (which is always rendered at 800x600), and then again from main menu to race loading screen (1366x768, because of a widescreen patch I used on the game).

Reply 1306 of 3949, by teleguy

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Vegetation in Aquanox is visible now but there is still something wrong with the radarmap.

Aqua_2015_12_15_19_42_16_778x.png
Aqua_2015_12_15_19_43_44_746.png

Reply 1307 of 3949, by lowenz

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Rune *CLASSIC* (D3D7?)

Crash @intro video:

image.jpg

Reply 1308 of 3949, by Dege

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lowenz wrote:
Addendum: […]
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lowenz wrote:

Exagerated bloom, black textures and that strange AA-like/upscaling-like blurring (compare to the "sharp" pictures above)

Addendum:

image.jpg

I think it's Phong shading again... Without that, that game seems to be Ok for me (otherwise I get the same).
It's a bug because Phong should only affect fixed function pipeline, I'll check it.

lowenz wrote:
Maybe this is related to the cubemap problem dege already mentioned: […]
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Maybe this is related to the cubemap problem dege already mentioned:

No wrapper (left) vs dgvoodoo (right)

image.jpg

Seems to be. Is it SC1? Could you post a savegame plz?

tgomola wrote:

There's a problem with Need for Speed Hot Pursuit 2. When I launch it, there is no image (the screen is black), but the game works in the background (the sound of intro plays fine, and when I skip it, I hear the main menu music etc.). Alt-Tab restores the image, but when I try to start the race, the image disappears again (also Alt-Tab helps).

The moments when the screen goes black are when the game changes resolution - from desktop (1366x768) to main menu (which is always rendered at 800x600), and then again from main menu to race loading screen (1366x768, because of a widescreen patch I used on the game).

I'm aware of this. Sg wrong with DXGI, as if it wasn't willing to render any picture to the screen because of sg (render window styles?). I can make it work by switching to/from windowed/fullscreen mode.

teleguy wrote:

Vegetation in Aquanox is visible now but there is still something wrong with the radarmap.

Aqua_2015_12_15_19_42_16_778x.png
Aqua_2015_12_15_19_43_44_746.png

What's the difference? 😀
As if native one was waving. 😀

ZellSF wrote:

Grand Theft Auto III: crashes at menu.

I must check that.

Reply 1310 of 3949, by teleguy

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Dege wrote:
teleguy wrote:

Vegetation in Aquanox is visible now but there is still something wrong with the radarmap.

Aqua_2015_12_15_19_42_16_778x.png
Aqua_2015_12_15_19_43_44_746.png

What's the difference? 😀
As if native one was waving. 😀

With dgVoodoo there seem to be several map "layers" visible at the lower edge of the map that are not there in native mode.

Reply 1311 of 3949, by lowenz

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Dege wrote:

I think it's Phong shading again... Without that, that game seems to be Ok for me (otherwise I get the same).
It's a bug because Phong should only affect fixed function pipeline, I'll check it.

You got it man! It was an OLD .conf of mine left in the root of the game !
But there's still a problem, the horrible upscaling-like blurring ! And obviously I have no AA activated! See the HUD, it has the expected aliasing but the 3D scene no, it's a blur mess!

SWRepublic_Commando_2015_12_15_20_22_34_747.jpg

Reply 1312 of 3949, by Firtasik

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Shadows are broken (z-fighting) in Giants: Citizen Kabuto.

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Reply 1313 of 3949, by lowenz

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Firtasik wrote:

Shadows are broken (z-fighting) in Giants: Citizen Kabuto.

Original D3D7 or with D3D8 patch?

About Republic Commando, another little bug.....de-scoping (1/2 second):

SWRepublic_Commando_2015_12_15_20_42_32_851.jpg

Reply 1314 of 3949, by lowenz

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The configurator still has the "first entry path=default path" bug.

image.png

Reply 1315 of 3949, by Dege

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lowenz wrote:
You got it man! It was an OLD .conf of mine left in the root of the game ! But there's still a problem, the horrible upscaling-l […]
Show full quote
Dege wrote:

I think it's Phong shading again... Without that, that game seems to be Ok for me (otherwise I get the same).
It's a bug because Phong should only affect fixed function pipeline, I'll check it.

You got it man! It was an OLD .conf of mine left in the root of the game !
But there's still a problem, the horrible upscaling-like blurring ! And obviously I have no AA activated! See the HUD, it has the expected aliasing but the 3D scene no, it's a blur mess!

SWRepublic_Commando_2015_12_15_20_22_34_747.jpg

Indeed. The game may render the scene into a texture (if I remember right) and as if its size couldn't be at least as large as the screen resolution...
Going to check it.

Reply 1316 of 3949, by Firtasik

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lowenz wrote:

Original D3D7 or with D3D8 patch?

Patched (v1.4) GOG version.

11 1 111 11 1 1 1 1 1 11 1 1 111 1 111 1 1 1 1 111

Reply 1317 of 3949, by lowenz

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Dege wrote:

Indeed. The game may render the scene into a texture (if I remember right) and as if its size couldn't be at least as large as the screen resolution...

With default D3D8 from MS and low bumpmapping there's no blur.....

Reply 1318 of 3949, by lowenz

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Firtasik wrote:
lowenz wrote:

Original D3D7 or with D3D8 patch?

Patched (v1.4) GOG version.

Mmmm, the original retail disc has this "unofficial" patch: http://www.giantswd.org/?file=60

Reply 1319 of 3949, by teleguy

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Would it be possible to make the width of the folder list adjustable? Currently really long paths can be a problem.

setup.jpg

PS: Texture issues in Advent Rising are fixed.