dgVoodoo 2 for DirectX 11

General information and assistance with dgVoodoo.

Re: dgVoodoo 2 for DirectX 11

Postby Henrar » 2017-2-16 @ 21:14

Dege wrote:
If you have Visual Studio installed, you can download symbol files for DXGI.dll from MS symbol servers, to see the callstack, and, in what function it crashes.
Also, don't you have DX debug layer accidentally enabled? That can cause occassional crashes, if 'break on errors' is enabled. :blush:


Call stack's below.

I don't have DX debug layer turned on and I also tried changing "Backbuffer in System Memory" option in-game, but it doesn't help.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-2-19 @ 15:41

So, the DXGI wathdog thread itself crashes...
dgVoodoo has nothing to do with that (thread) but if I can recall right, I got this crash occassionally on Win7.
I should try the Gog version of this game on Win10.

What happens if the game is forced into windowed mode?
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-2-19 @ 22:11

One of the D3DCompiler files will give error cannot find api-ms-win-core-libraryloader-l1-2-0.dll on Win7. Maybe not distribute DX files separately and just tell people to update their DX install?
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Re: dgVoodoo 2 for DirectX 11

Postby daf » 2017-2-20 @ 00:28

First of all thanks to Dege for making dgVoodoo, it helped get an old game working and it's a valuable resource in the fight to keep old games playable.

That said I found the website and documentation horrible to read. I though to myself it shouldn't be hard to improve so I poked around, and ended up going a bit too far. The end result was this. It's based on a Creative Commons Attribution 3.0 template and and all the fanciness weighs in at 500kb page load with a load of dependencies. Personally I think it's an improvement but not without it's downsides, it's not very polished but if anyone wants to use i'll leave it up (unless I'm asked to take it down has it's kinda violating Dege's license) and the files can be downloaded from here.

All credit should go to Dege for dgVoodoo and Xiaoying Riley for the template.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-2-22 @ 09:33

daf wrote:First of all thanks to Dege for making dgVoodoo, it helped get an old game working and it's a valuable resource in the fight to keep old games playable.

That said I found the website and documentation horrible to read. I though to myself it shouldn't be hard to improve so I poked around, and ended up going a bit too far. The end result was this. It's based on a Creative Commons Attribution 3.0 template and and all the fanciness weighs in at 500kb page load with a load of dependencies. Personally I think it's an improvement but not without it's downsides, it's not very polished but if anyone wants to use i'll leave it up (unless I'm asked to take it down has it's kinda violating Dege's license) and the files can be downloaded from here.

All credit should go to Dege for dgVoodoo and Xiaoying Riley for the template.


Well, my web-skills are very limited, to speak so. :D :D
The background picture is indeed not-so-good. :)

Your improved version is indeed much better, I think it's useful for others to read that online. :cool:
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Re: dgVoodoo 2 for DirectX 11

Postby Stiletto » 2017-2-22 @ 16:30

Dege wrote:
daf wrote:First of all thanks to Dege for making dgVoodoo, it helped get an old game working and it's a valuable resource in the fight to keep old games playable.

That said I found the website and documentation horrible to read. I though to myself it shouldn't be hard to improve so I poked around, and ended up going a bit too far. The end result was this. It's based on a Creative Commons Attribution 3.0 template and and all the fanciness weighs in at 500kb page load with a load of dependencies. Personally I think it's an improvement but not without it's downsides, it's not very polished but if anyone wants to use i'll leave it up (unless I'm asked to take it down has it's kinda violating Dege's license) and the files can be downloaded from here.

All credit should go to Dege for dgVoodoo and Xiaoying Riley for the template.


Well, my web-skills are very limited, to speak so. :D :D
The background picture is indeed not-so-good. :)

Your improved version is indeed much better, I think it's useful for others to read that online. :cool:


Sounds great!

Dege, if you think it's possible for you (or daf) to maintain it, you should copy it to your webserver and replace what you have. :)

Hell, I'd just let him overhaul the whole website. :D
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Re: dgVoodoo 2 for DirectX 11

Postby Henrar » 2017-2-22 @ 16:31

Dege wrote:So, the DXGI wathdog thread itself crashes...
dgVoodoo has nothing to do with that (thread) but if I can recall right, I got this crash occassionally on Win7.
I should try the Gog version of this game on Win10.

What happens if the game is forced into windowed mode?

I can't seem to force it to windowed mode.
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Re: dgVoodoo 2 for DirectX 11

Postby Nucleoprotein » 2017-2-22 @ 16:47

You can diable DXGI watchdog thread and change some other options using registry:
https://msdn.microsoft.com/en-us/librar ... 69(v=vs.85).aspx
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-2-23 @ 01:09

Any news about the next build? :D

EDIT: oh, there's the WIP thread!
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Re: dgVoodoo 2 for DirectX 11

Postby ZellSF » 2017-2-24 @ 10:21

Wargames is another game that benefits a lot from dgVoodoo2's forced resolution. It's 640x480 only, but it seems to look pretty nice at 1920x1440:
https://www.youtube.com/watch?v=FwHm5YBPjqw
Though it creates some glitches in the top and left border. You can use ReShade to cover that up of course. MSAA also creates some annoying glitches in this game, but ReShade can do SMAA which looks good enough at high resolutions.
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Re: dgVoodoo 2 for DirectX 11

Postby daf » 2017-2-24 @ 21:55

Stiletto wrote:
Dege wrote:
daf wrote:First of all thanks to Dege for making dgVoodoo, it helped get an old game working and it's a valuable resource in the fight to keep old games playable.

That said I found the website and documentation horrible to read. I though to myself it shouldn't be hard to improve so I poked around, and ended up going a bit too far. The end result was this. It's based on a Creative Commons Attribution 3.0 template and and all the fanciness weighs in at 500kb page load with a load of dependencies. Personally I think it's an improvement but not without it's downsides, it's not very polished but if anyone wants to use i'll leave it up (unless I'm asked to take it down has it's kinda violating Dege's license) and the files can be downloaded from here.

All credit should go to Dege for dgVoodoo and Xiaoying Riley for the template.


Well, my web-skills are very limited, to speak so. :D :D
The background picture is indeed not-so-good. :)

Your improved version is indeed much better, I think it's useful for others to read that online. :cool:


Sounds great!

Dege, if you think it's possible for you (or daf) to maintain it, you should copy it to your webserver and replace what you have. :)

Hell, I'd just let him overhaul the whole website. :D


Maintenance should be fairly straight forward, the html is pretty clean having all the "magic" hidden away in the style sheets.

As for doing the entire site the template does provide an index and some navigation, it would look something like this demo (only dgvoodoo page works). I could try to "convert" his entire website over if Dege's interested, but my ability to customize the look of the template will be limited as i'm not a professional web dev.
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Re: dgVoodoo 2 for DirectX 11

Postby wrace » 2017-2-25 @ 13:17

daf wrote:
First of all thanks to Dege for making dgVoodoo, it helped get an old game working and it's a valuable resource in the fight to keep old games playable.

I agree with above. Thanks to Dege for this great utility.

Though I use dgVoodoo for some old games about one year, I saw only now the button "Game patches" and one more winplay.dll-patch for the game I know very well - Soul Reaver. I understand that it was made for the original "ESCAPE Windows 95 Player DLL", though after placing by Square Enix this game on Steam in 2012, in the official content of the game this (original winplay.dll) was replaced by fan-maded version of it (simple bink-play like in SR2; especially because we found HD-intro for SR1 in extras for SR2 on PS2). The pre-last version of this file can be found here, in the folder SR1. It has no conflicts with dgVoodoo (but the game has its own bugs which is not fixed yet and dgVoodoo can't solve them).

BTW: I tried to replace the original binkplay-engine of SR2 (yes, Soul Reaver 2) by the same way as for SR1 to fix the problems with bink-intro on the newest OS (which can be solved sometimes just by using dgVoodoo, but sometimes people have distorted colors), but there is conflict with dgVoodoo (i.e. without it the problem with bink-intro is solved, with it - it appears strange bug with the forced Windowed-mode though it is used fullscreen-mode). The appropriate patch (SR2_BinkHookBetaTest.zip) lies in the folder SR2 (if you want to look at this bug).

P.S.: I forgot to say: dgVoodoo has also one nice feature for Steam - it gives support of Steam-overlay for old games (this feature does not work without dgVoodoo for some of them which use old DDraw). I even wrote to Steam-support and described this situation (+ suggested to contact with author of dgVoodoo to include the appropriate possibility to the official Steam functional, though it seems that they did not do this; also I suggested them to include some interesting features from another utility - AHK-Injector - which allows easily inject additional code into the game).

P.P.S.: and such answer to the Dege - is it possible (I mean is it too hard) to add such (listed below) additional API-functions (exported ones) for DDraw.dll or D3DImm.dll? (I think that this will be more correct way of their realization without additional hooks to exe-files of the old games.)
1) box like one which is displayed when one takes achievement in Steam (like in the video below) - i.e. box with the grey background + image (may be from HD, may be as resource of dll) + text, which displays for some small time at one of four possible corners of display (sooner it is interesting only two of them - top or bottom right corners);
2) list like this (without times at the right), but displayed inside the game (again using API);
3) API (function) for displaying (on some time) text in subtitles area.
Links for video: one and two (yes, Soul Reaver / Steam, though for displaying achievements is used another game profile (one from Steam-API-SDK) because publisher of this game can't spend several minutes to adding images and text for achievements).

Thanks.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-2-25 @ 15:58

last WIP + ReShade = Pariah resurrection (reincarnation? :D)

MXAO+Ambient Light+HDR+LumaSharpen+FXAA

Imageupload immagini gratis
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-2-26 @ 18:17

Beautiful! :cool:
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Re: dgVoodoo 2 for DirectX 11

Postby Glurak » 2017-2-27 @ 15:56

hi today i wanted to try Planescape Torment with DG Voodoo because its the Best thing to work with when i want to capture a DDRAW game. Now the GoG.com Build will work but with EXTREMLY low FPS. arround 10-13

I think at has something to do with the DDRAW fix mod this game has in the GoG Files. Is it able to fix maybe i would love it when you could.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-3-01 @ 21:20

I don't have the GoG version, so I can't "fix" it.
But I'll check the original version to see if the problem appears with that too, and if so, what can be done.
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Re: dgVoodoo 2 for DirectX 11

Postby personofinterest » 2017-3-02 @ 02:41

I just joined to say what a great job has been done with dgVoodoo 2. I went back to play the original Splinter Cell last week with dgVoodoo and it certainly did wonders. Can anyone tell me though how to get Splinter Cell: Pandora Tomorrow working with dgVoodoo 2 and widescreen? I've been following all the steps from different guides on the internet and it is not going well. I can't get the resolution to get up to 2560x1440. And then when I try to use dgVoodoo 2 with Pandora Tomorrow, the lights and shadows don't seem to work. They did the first time I tried it, but haven't since. When getting dgVoodoo 2 and the widescreen fix to work with the original, it took less than 5 minutes to get it going properly. With Pandora Tomorrow, I can't seem to get it going right for the life of me.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2017-3-02 @ 07:59

personofinterest wrote:I just joined to say what a great job has been done with dgVoodoo 2. I went back to play the original Splinter Cell last week with dgVoodoo and it certainly did wonders. Can anyone tell me though how to get Splinter Cell: Pandora Tomorrow working with dgVoodoo 2 and widescreen? I've been following all the steps from different guides on the internet and it is not going well. I can't get the resolution to get up to 2560x1440. And then when I try to use dgVoodoo 2 with Pandora Tomorrow, the lights and shadows don't seem to work. They did the first time I tried it, but haven't since. When getting dgVoodoo 2 and the widescreen fix to work with the original, it took less than 5 minutes to get it going properly. With Pandora Tomorrow, I can't seem to get it going right for the life of me.


Did you copy D3D8.dll to both SC2\ and SC2\offline\system folders?
In SC2 there is the launcher app for choosing between online/offline and it's D3D8, but the real game executable for offline mode is in SC2\offline\system, D3D8.dll is needed there too.
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Re: dgVoodoo 2 for DirectX 11

Postby personofinterest » 2017-3-02 @ 09:37

Dege wrote:
personofinterest wrote:I just joined to say what a great job has been done with dgVoodoo 2. I went back to play the original Splinter Cell last week with dgVoodoo and it certainly did wonders. Can anyone tell me though how to get Splinter Cell: Pandora Tomorrow working with dgVoodoo 2 and widescreen? I've been following all the steps from different guides on the internet and it is not going well. I can't get the resolution to get up to 2560x1440. And then when I try to use dgVoodoo 2 with Pandora Tomorrow, the lights and shadows don't seem to work. They did the first time I tried it, but haven't since. When getting dgVoodoo 2 and the widescreen fix to work with the original, it took less than 5 minutes to get it going properly. With Pandora Tomorrow, I can't seem to get it going right for the life of me.


Did you copy D3D8.dll to both SC2\ and SC2\offline\system folders?
In SC2 there is the launcher app for choosing between online/offline and it's D3D8, but the real game executable for offline mode is in SC2\offline\system, D3D8.dll is needed there too.

Cool. Did that and now the shadows and lighting work fine. Now how would I go about getting the resolution up to 2560x1440? Do I go through dgVoodoo 2 for that or is the widescreen fix the better way to go? I tried using the widescreen fix by following the steps, but the game just continues to boot into 1024x768.
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Re: dgVoodoo 2 for DirectX 11

Postby lowenz » 2017-3-02 @ 09:49

You must use the ThirteenAG fix BUT AVOIDING the copy of its d3d8.ini and d3d8.dll. Just DELETE those files and use the dgVoodoo2 one.
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