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WIP versions

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Reply 900 of 1111, by lowenz

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antrad wrote:
I tried Splinter Cell Chaos Theory with the WIP58 version (DirectX 9). […]
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I tried Splinter Cell Chaos Theory with the WIP58 version (DirectX 9).

With WIP57 the shadows would not render, with this version they are rendered correctly.
With WIP57 there was a weird "grid" over the whole screen, but now there is none.

x86 version has trouble on game launch, the game starts in a small borderless window, but when I change the resolution in game it switches back to normal in fullscreen.
x64 version does not have this problem, but the sky and sea are flickering in the first mission, which is a problem I have even when I run the game normally without wrappers.
In the x86 version the sky and sea don't flicker.

I'm using Windows 7 64bit and R9 270x.

Edit: Which version am I even supposed to use, x86 or x64, does that depend on the game itself or the OS ?

The game.
So x64 version is only for DX9 64 bit games.
CT is of course 32 bit.

Reply 901 of 1111, by roshiahito

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Spore
Runs, but oceans have some sort of a z-fighting:
Kn7xKri.gif
The Sims 4
The game just crashes on startup.

Logs for both games attached

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    sims4.log
    File size
    57.45 KiB
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    31 downloads
    File license
    Fair use/fair dealing exception
  • Filename
    spore.log
    File size
    4.92 MiB
    Downloads
    27 downloads
    File license
    Fair use/fair dealing exception

Reply 903 of 1111, by antrad

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I tried Starship Troopers (2005) demo, with DirectX 9 x86, because that game is known to have issues running on modern systems and I had to use WineD3D to play it. It seems to work perfectly, and I can also force AA and AF through dgVoodoo, which I couldn't do when using WineD3D, even through the GPU control panel. With the widescreen fix from 2017 and dgVoodoo 2 I guess after 14 years this is the best time to play it, though it is not a very good game. How is it even possible that there are no new Starship Troopers games ? There is a new Warhammer game every week, but no one wants to make a Starship Troopers game 🙁

https://antonior-software.blogspot.com

Reply 904 of 1111, by Dege

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@Antrad & Daniel: x64 version of D3D9 cannot be used together with 32 bit apps. If you copy D3D9 x64 next to the executable instead of the x86 one then, when launching the game, the OS finds that d3d9.dll cannot be loaded the system x86 D3D9 will be used instead.
GTA4 doesn't work yet. The game creates its textures but "forgets" to load them with bitmap data, so everything is rendered black. Still need to figure out the reason.

Expack3 wrote:

Oxenfree (x64, DX9)
Using WIP58 x64, only renders menus unless anti-aliasing is forced in config file. With anti-aliasing forced, all screen elements use bloom effect, including GUI and message prompts. This does not happen natively.

How can that be? It works perfectly for me. Do you get the same with the WARP driver? Or I have a different version of the game?

ZellSF wrote:

Still have major issues. I know they're not supposed to be fixed, but I have them installed so easy to test. I'm also not sure Dead Space or Legend of Grimrock is supposed to work.

No, they aren't. WIP58 is more like a code refactoring and optimizing version than a D3D9 bugfix version.

ZellSF wrote:

DuckTales RemasteredIssue with gems:

Indeed, thanks. Fixed.

ZellSF wrote:

Strania - The Stella MachineIf you tested this you probably noticed, but thought I would mention it anyway, menus/in-game text are wrong:

Yes, I debugged it but I still can't understand what goes on there. The game loads wrong DDS file for the character set. I don't know how it's related to dgVoodoo but somehow it is.

Anyway, thx for the feedback to everyone, as always. 😀

Reply 907 of 1111, by Expack3

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Dege wrote:
Expack3 wrote:

Oxenfree (x64, DX9)
Using WIP58 x64, only renders menus unless anti-aliasing is forced in config file. With anti-aliasing forced, all screen elements use bloom effect, including GUI and message prompts. This does not happen natively.

How can that be? It works perfectly for me. Do you get the same with the WARP driver? Or I have a different version of the game?

Found out what the problem with the rendering was: I tried manually inputting 4096 MB into the dgVoodoo2 config file for the game; using the config application to set the max of 2048 MB eliminated the issue.

That said, the bloom problem is still there, and there is, apparently, some issues with objects rendering.

Native:

Oxenfree Native.jpg
Filename
Oxenfree Native.jpg
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320.06 KiB
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2176 views
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Fair use/fair dealing exception

WIP58 (no modifications except 2GB VRAM):

Oxenfree WIP 58.jpg
Filename
Oxenfree WIP 58.jpg
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319.94 KiB
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2176 views
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Fair use/fair dealing exception

Reply 911 of 1111, by ZellSF

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On the subject of terrible games, Stalin Vs. Martians:

Game 2019-03-09 13-31-54-83.jpg
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Game 2019-03-09 13-31-54-83.jpg
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1965 views
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Some mouse issues on default settings, but I got it working somehow with resolution forcing (this is a game that's usually locked to 1024x768).

Also someone mentioned Spellforce 3 earlier, but that was before shader model 3.0 was implemented. The game's system requirements specifically states shader model 3.0. But even with the new shader model 3.0 support, dgVoodoo2 still crashes when loading the game.

Reply 912 of 1111, by roshiahito

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The Sims 3
Unfortunately, the game still keeps crashing when loading a save or a new game. I think it happened ever since Dgvoodoo2 started supporting SM3.

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    sims3.log
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    3.1 MiB
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    27 downloads
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    Fair use/fair dealing exception

Reply 913 of 1111, by ZellSF

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Battlestar Galactica
Works great, max selectable ingame resolution is 1920x1200 and it has bad UI scaling. Resolution forcing works and fixes both those issues, here's a screenshot at 3840x2160 8xMSAA (you probably don't want to try this on a GTX 680 like I did):

BSG 2019-03-10 13-11-57-48.jpg
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BSG 2019-03-10 13-11-57-48.jpg
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Lost: Via Domus
Not sure about this one, dgVoodoo2 seems to be both missing lightning and have more fog. It support shader model 4.0 (minimum requirement is 3.0), but considering the budget and mass market thing of this game, I sort of doubt important effects would be shader model 4.0 only (considering the release date). Native:

Yeti_Final_Win32 2019-03-10 12-11-16-95.jpg
Filename
Yeti_Final_Win32 2019-03-10 12-11-16-95.jpg
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307.98 KiB
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dgVoodoo2:

Yeti_Final_Win32 2019-03-10 12-14-18-24.jpg
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Yeti_Final_Win32 2019-03-10 12-14-18-24.jpg
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235.72 KiB
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Requires messing with DefaultEnumeratedResolutions/ExtraEnumeratedResolutions or it will launch in 320x200.

SkyDrift
More straightforward. Requires shader model 3.0, so it should at minimum work with dgVoodoo2, but:

SkyDrift 2019-03-10 11-48-58-64.jpg
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SkyDrift 2019-03-10 11-48-58-64.jpg
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28.4 KiB
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1855 views
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Fair use/fair dealing exception

Reply 914 of 1111, by RJ8

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The Incredible Hulk ( 2008 - DX9) Shader Model 2,

Working good with WIP58, but i found 3 Objects that are seemed to be either swapped shaders or just missing.
- progress bar on first scene when staring game iss supposed to be turn green when pressing key
- arrow in the center of the HUD is not visible (showing a red and green bar instead)
- also the key that is shown to bring Hulk alive in the first scene was twisted 90 degrees right (in my case F, key is changing with each start though)

RJ

Request a game profile for VorpX - VorpX Inofficial Gamelist - RJs VorpX Games

Reply 915 of 1111, by ZellSF

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Carrier Command: Gaea Mission
Crashes when starting a game or trying to change resolution:

--------------------------- Crash info --------------------------- Unhandled exception […]
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---------------------------
Crash info
---------------------------
Unhandled exception

Program: D:\Carrier Command - Gaea Mission\carrier.exe
Reason: Access violation. Illegal write by 708af63e at 0

[D3DPERF_SetOptions]: ??? addr:0x708af63e
[D3DPERF_SetOptions]: ??? addr:0x708af63e

(Press Retry to debug the application - JIT must be enabled)
---------------------------
Abort Retry Ignore
---------------------------

Star Hammer: The Vanguard Prophecy
Asteroids don't render properly, just blue.

StarHammerVP 2019-03-10 20-11-53-54.jpg
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StarHammerVP 2019-03-10 20-11-53-54.jpg
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Reply 918 of 1111, by stranno

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Head Games' Extreme Rock Climbing crash in the menu using D3D mode (Direct3D 6.1) while it works fine in DDraw and Glide mode. Mouse makes the game barely playable, it is so slow and it seems to introduce a bit of stuttering.

D3D mode (crash here).

iT5J4LYl.jpg

DDraw mode.

tjt1478l.jpg rQFDQYzl.jpg

Glide mode menu is a bit dark. Ingame is also darker compared to DDraw mode, buts thats normal according to the Readme.

qEJWQuql.jpg

a.k.a. Games' Everest (Direct3D 6.1) works fine, but Ed Viesturs' walkie-talkie videos dont show up. I am not sure if they should appear, i cant find any videos of this game and all images i've seen show the walkie-talkie screen empty. Ed Viesturs' audio is taken from MPEG1 videos so i guess they should be there.

TABaYb1l.jpg ISqIRXHl.jpg

It has an option for bump-mapping (i havent seen any) and texture-perspective correction, really weird.

Zono's Everest (Direct3D 8.1). It works natively and through dgVoodoo. Tho its almost unplayable due mouse movement and ingame framerate. Its not a hardware problem but -i guess- a benchmark/compatibility thing with new systems. Native/dgVoodoo performance is pretty much the same, while WineD3D D3D8 wrapper makes it a bit smoother (still barely playable). IDK if this can be fixed through wrapper or it needs some exe editing.

c1NIKSdl.jpg kNSdv7Rl.jpg

Last edited by stranno on 2019-03-16, 12:23. Edited 2 times in total.

Reply 919 of 1111, by ZellSF

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Why does the debug cpl give this warning?:

[4316] [dgVoodoo CPL] WARNING: Desktop bit depth (0) is invalid. It should be 8, 16 or 32.

R.U.S.E crashes when going ingame:

[6828] Unhandled exception! [6828] Version : Final [6828] ACCESS VIOLATION (Reading 0xac75ed61) [6828] [6828] CreateDirect3D11 […]
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[6828] Unhandled exception!
[6828] Version : Final
[6828] ACCESS VIOLATION (Reading 0xac75ed61)
[6828]
[6828] CreateDirect3D11SurfaceFromDXGISurface (0)
[6828] CreateDirect3D11SurfaceFromDXGISurface (0)
[6828] D3DPERF_GetStatus (0)
[6828] (0)
[6828] (0)
[6828] D3DPERF_GetStatus (0)
[6828] (0)
[6828] (0)
[6828] (0)
[6828] ??0GImage@@QAE@ABV0@@Z (0)
[6828] ??0GImage@@QAE@ABV0@@Z (0)
[6828]
[6828] Core dumped in C:\Users\aaa\AppData\Local\Temp\001360_Ruse Final_2f1f.dmp for post-mortem analysis.
[6828]
[6828] The call stack was copied to the clipboard.
[6828]
[6828] Press OK to report the dump by mail, CANCEL to quit.

Not sure if it supports shader model 3 (I'm guessing it does though), but that's not what the error seems to be complaining about anyway.

Tom Clancy's H.A.W.X
Crashes. It starts playing the intro movie (rating.bik) then crashes before transitioning to any other screen (the next screen should also be a bik movie though).