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dgVoodoo 2.7.x and related WIP versions

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Reply 301 of 474, by Dege

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MrPepka wrote on 2020-11-06, 22:01:

Okay, about Speedboat Attack, using the installer from [LINK REMOVED] adapted to new systems, the game works through dgvoodoo2, but first it crashes at the start of the race, and after replacing two instructions with NOP and running the code, the game works, but the vehicle we are moving constantly flickering, and after losing a race and clicking Esc the game generates an exception that cannot be avoided

But when you NOP out those instructions (rep movs*) then the boat HUD (cockpit) doesn't show up, right?
I checked out this game and fixed the HUD problem on the wrapper side, and also, I had to modify sg else to avoid crash in the wrapper when the game closes the Glide session when returning to the main menu.
But, this game also has heap overwrite bugs so it still crashes by a good chance (RtlFreeHeap) when returning to the main menu.

Reply 302 of 474, by Dege

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I release a new version because I have some fixes but at this rate they'll never be released otherwise:

=========================
2.72:
=========================

- Fixing a state management bug in the D3D11/12 backend (XIII)
- Fixing a DDraw incompatibility bug (Tetris Worlds)
- Fixing a Glide LFB locking bug + shutdown incompatibility (Speedboats, but this game has other problems too, causing crash)
- Fixing a DDraw palette bug (Jedi Knight 2, ... and other old Star Wars games)
- Fixing a bug in D3D9 frontend (Gothic 3)
- Fixing an incompatibility in D3D8/9 frontend (Gothic 3)
- Fixing some bugs in the D3D11 backend when revising code
- Minor CPL improvements: adding 4GB to DX predefined videomemory values and observing textboxes to detect config changes
- Internal changes/minor optimizations for future features

http://dege.fw.hu/dgVoodoo2/dgVoodoo2_72.zip
http://dege.fw.hu/dgVoodoo2/dgVoodoo2_72_dbg.zip

Last edited by Dege on 2020-12-16, 10:45. Edited 2 times in total.

Reply 304 of 474, by lowenz

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2.72 3DMark 2001 SE (Radeon 570 - 1920x1080, MSAA 4x, no texture compression)

dgv + D3D12
1.jpg

no dgv - original MS D3D8.dll (not the tweak one)
2.jpg

Great performance, way above the original DX8 on today's hardware, but pixel shaders still run a bit worse: 350 vs 590 (maybe it's impossible to match the results)

Reply 305 of 474, by Icy

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Is it me or the driver settings for Lod bias don't have any influence on dgvoodoo? At least I experimented quite a bit with it and didn't see any difference. And it looks like by default dgvoodoo tends to set lod bias more on the negative side? Cause I'm getting strong moire patterns on mipmaps even with sgssaa

Reply 306 of 474, by Deffnator

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Dege wrote on 2020-12-10, 15:51:
I release a new version because I have some fixes but at this rate they'll never be released otherwise: […]
Show full quote

I release a new version because I have some fixes but at this rate they'll never be released otherwise:

=========================
2.72:
=========================

- Fixing a state management bug in the D3D11/12 backend (XIII)
- Fixing a DDraw incompatibility bug (Tetris Worlds)
- Fixing a Glide LFB locking bug + shutdown incompatibility (Speedboats, but this game has other problems too, causing crash)
- Fixing a DDraw palette bug (Jedi Knight 2, ... and other old Star Wars games)
- Fixing a bug in D3D9 frontend (Gothic 3)
- Fixing an incompatibility in D3D8/9 frontend (Gothic 3)
- Fixing some bugs in the D3D11 backend when revising code
- Minor CPL improvements: adding 4GB to DX predefined videomemory values and observing textboxes to detect config changes
- Internal changes/minor optimizations for future features

http://dege.fw.hu/dgVoodoo2/dgVoodo2_72.zip
http://dege.fw.hu/dgVoodoo2/dgVoodo2_72_dbg.zip

the links are dead dege

also could someone test Diablo 2 with the glide DLL's, the game itself is glitching even with default settings

Reply 308 of 474, by Dege

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Deffnator wrote on 2020-12-15, 23:58:
Dege wrote on 2020-12-10, 15:51:
I release a new version because I have some fixes but at this rate they'll never be released otherwise: […]
Show full quote

I release a new version because I have some fixes but at this rate they'll never be released otherwise:

=========================
2.72:
=========================

- Fixing a state management bug in the D3D11/12 backend (XIII)
- Fixing a DDraw incompatibility bug (Tetris Worlds)
- Fixing a Glide LFB locking bug + shutdown incompatibility (Speedboats, but this game has other problems too, causing crash)
- Fixing a DDraw palette bug (Jedi Knight 2, ... and other old Star Wars games)
- Fixing a bug in D3D9 frontend (Gothic 3)
- Fixing an incompatibility in D3D8/9 frontend (Gothic 3)
- Fixing some bugs in the D3D11 backend when revising code
- Minor CPL improvements: adding 4GB to DX predefined videomemory values and observing textboxes to detect config changes
- Internal changes/minor optimizations for future features

http://dege.fw.hu/dgVoodoo2/dgVoodo2_72.zip
http://dege.fw.hu/dgVoodoo2/dgVoodo2_72_dbg.zip

the links are dead dege

also could someone test Diablo 2 with the glide DLL's, the game itself is glitching even with default settings

F*ck, Glide3.dll was damaged in dgVoodoo2_72.zip... I fixed it and Diablo2 works as before.
I reuploaded dgVoodoo2_72.zip both to my site and GitHub.
Also, fixed the links as well.

Reply 309 of 474, by Dege

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Icy wrote on 2020-12-12, 06:30:

Is it me or the driver settings for Lod bias don't have any influence on dgvoodoo? At least I experimented quite a bit with it and didn't see any difference. And it looks like by default dgvoodoo tends to set lod bias more on the negative side? Cause I'm getting strong moire patterns on mipmaps even with sgssaa

Lod bias is always application driven in dgVoodoo, it's passed to the driver unaltered. But, if it proves to be a bug, plz report it and I'll check it out.

Reply 310 of 474, by MrEWhite

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MrEWhite wrote on 2020-11-25, 23:50:

Trying to enumerate refresh rates with Guitar Hero III and World Tour (don't have Aerosmith, so I can't see if this occurs there) causes the games not to open. Would be nice to see this fixed as they love opening with just 60 Hz enabled instead of a higher one.

This still occurs with 2.72.

Reply 311 of 474, by Icy

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Dege wrote on 2020-12-16, 11:18:
Icy wrote on 2020-12-12, 06:30:

Is it me or the driver settings for Lod bias don't have any influence on dgvoodoo? At least I experimented quite a bit with it and didn't see any difference. And it looks like by default dgvoodoo tends to set lod bias more on the negative side? Cause I'm getting strong moire patterns on mipmaps even with sgssaa

Lod bias is always application driven in dgVoodoo, it's passed to the driver unaltered. But, if it proves to be a bug, plz report it and I'll check it out.

Tested it a bit more and it seems that some games do set lod bias in a more agressive way. Though it still looks like dgvoodoo ignores driver settings? Cause when I run any game by itself I could definitely set lod bias in any way I want using driver settings, but not when it's being run with dgvoodoo, it just ignores it completely this way.
And if it has something to do with how dx11-12 works or something like that, could it be possible to force lod bias from dgvoodoo too?

Reply 312 of 474, by Deffnator

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Dege wrote on 2020-12-16, 10:47:
F*ck, Glide3.dll was damaged in dgVoodoo2_72.zip... I fixed it and Diablo2 works as before. I reuploaded dgVoodoo2_72.zip both t […]
Show full quote
Deffnator wrote on 2020-12-15, 23:58:
Dege wrote on 2020-12-10, 15:51:
I release a new version because I have some fixes but at this rate they'll never be released otherwise: […]
Show full quote

I release a new version because I have some fixes but at this rate they'll never be released otherwise:

=========================
2.72:
=========================

- Fixing a state management bug in the D3D11/12 backend (XIII)
- Fixing a DDraw incompatibility bug (Tetris Worlds)
- Fixing a Glide LFB locking bug + shutdown incompatibility (Speedboats, but this game has other problems too, causing crash)
- Fixing a DDraw palette bug (Jedi Knight 2, ... and other old Star Wars games)
- Fixing a bug in D3D9 frontend (Gothic 3)
- Fixing an incompatibility in D3D8/9 frontend (Gothic 3)
- Fixing some bugs in the D3D11 backend when revising code
- Minor CPL improvements: adding 4GB to DX predefined videomemory values and observing textboxes to detect config changes
- Internal changes/minor optimizations for future features

http://dege.fw.hu/dgVoodoo2/dgVoodo2_72.zip
http://dege.fw.hu/dgVoodoo2/dgVoodo2_72_dbg.zip

the links are dead dege

also could someone test Diablo 2 with the glide DLL's, the game itself is glitching even with default settings

F*ck, Glide3.dll was damaged in dgVoodoo2_72.zip... I fixed it and Diablo2 works as before.
I reuploaded dgVoodoo2_72.zip both to my site and GitHub.
Also, fixed the links as well.

it still has artifact issues after playing for a while, ddraw has none even with reshade in it

Game 2020-12-16 22-47-42.jpg
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Reply 313 of 474, by stranno

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Dege, can you check Tribal Rage?

It's a bit weird Starcraft clone that uses some kind of windows (both the SO and the UI element) API for the game display and most UI elements. That cracks completely the compatibility with DirectDraw wrappers like dgVoodoo2 or DXWnd, even the GOG wrapper.

It works "fine" natively, but the menu background is white, instead of black, and there are some corrupted UI elements here and there. Ingame it works perfectly.

https://www.youtube.com/watch?v=hXPHIznUpCU

Reply 315 of 474, by ZellSF

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stranno wrote on 2020-12-17, 14:04:
Dege, can you check Tribal Rage? […]
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Dege, can you check Tribal Rage?

It's a bit weird Starcraft clone that uses some kind of windows (both the SO and the UI element) API for the game display and most UI elements. That cracks completely the compatibility with DirectDraw wrappers like dgVoodoo2 or DXWnd, even the GOG wrapper.

It works "fine" natively, but the menu background is white, instead of black, and there are some corrupted UI elements here and there. Ingame it works perfectly.

https://www.youtube.com/watch?v=hXPHIznUpCU

I get black backgrounds and I don't see any corrupted UI elements in your video?

The background color is using Windows system colors, the game sets them during start, so something is prevented that.

Reply 316 of 474, by Deffnator

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lowenz wrote on 2020-12-17, 15:42:
Deffnator wrote on 2020-12-17, 01:54:

it still has artifact issues after playing for a while, ddraw has none even with reshade in it
Game 2020-12-16 22-47-42.jpg
Game 2020-12-16 22-47-17.png

1.14D and Glide?
Other Glide wrappers results?

No issues at all using Sven's wrapper

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as a Side note i came to test jane's FA again
Unforced Resolution + SVGA card seems to fix the game's black flickering issues along with some changes that i did out of nowhere on the cfg file

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https://pastebin.com/T7hns8ss

Reply 317 of 474, by Dege

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Icy wrote on 2020-12-17, 00:07:
Dege wrote on 2020-12-16, 11:18:
Icy wrote on 2020-12-12, 06:30:

Is it me or the driver settings for Lod bias don't have any influence on dgvoodoo? At least I experimented quite a bit with it and didn't see any difference. And it looks like by default dgvoodoo tends to set lod bias more on the negative side? Cause I'm getting strong moire patterns on mipmaps even with sgssaa

Lod bias is always application driven in dgVoodoo, it's passed to the driver unaltered. But, if it proves to be a bug, plz report it and I'll check it out.

Tested it a bit more and it seems that some games do set lod bias in a more agressive way. Though it still looks like dgvoodoo ignores driver settings? Cause when I run any game by itself I could definitely set lod bias in any way I want using driver settings, but not when it's being run with dgvoodoo, it just ignores it completely this way.
And if it has something to do with how dx11-12 works or something like that, could it be possible to force lod bias from dgvoodoo too?

dgVoodoo simply passes the incoming lod bias to the driver (and then happens what happens). But, if you show me a game with the problem, I could check it out, I may found a bug somewhere.
But, keep in mind that forcing a larger resolution (than the game resolution) always offsets the resulting LOD to the negative direction.

Reply 318 of 474, by Dege

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Deffnator wrote on 2020-12-17, 01:54:
it still has artifact issues after playing for a while, ddraw has none even with reshade in it Game 2020-12-16 22-47-42.jpg Gam […]
Show full quote
Dege wrote on 2020-12-16, 10:47:
F*ck, Glide3.dll was damaged in dgVoodoo2_72.zip... I fixed it and Diablo2 works as before. I reuploaded dgVoodoo2_72.zip both t […]
Show full quote
Deffnator wrote on 2020-12-15, 23:58:

the links are dead dege

also could someone test Diablo 2 with the glide DLL's, the game itself is glitching even with default settings

F*ck, Glide3.dll was damaged in dgVoodoo2_72.zip... I fixed it and Diablo2 works as before.
I reuploaded dgVoodoo2_72.zip both to my site and GitHub.
Also, fixed the links as well.

it still has artifact issues after playing for a while, ddraw has none even with reshade in it
Game 2020-12-16 22-47-42.jpg
Game 2020-12-16 22-47-17.png

I cannot reproduce it on my machine. What about earlier dgVoodoo versions? I didn't touch anything in Glide in 2.72 that could produce such artifacts.
Or, is it tied to a specific location in the game?

Reply 319 of 474, by Deffnator

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Dege wrote on 2020-12-19, 15:42:
Deffnator wrote on 2020-12-17, 01:54:
it still has artifact issues after playing for a while, ddraw has none even with reshade in it Game 2020-12-16 22-47-42.jpg Gam […]
Show full quote
Dege wrote on 2020-12-16, 10:47:

F*ck, Glide3.dll was damaged in dgVoodoo2_72.zip... I fixed it and Diablo2 works as before.
I reuploaded dgVoodoo2_72.zip both to my site and GitHub.
Also, fixed the links as well.

it still has artifact issues after playing for a while, ddraw has none even with reshade in it
Game 2020-12-16 22-47-42.jpg
Game 2020-12-16 22-47-17.png

I cannot reproduce it on my machine. What about earlier dgVoodoo versions? I didn't touch anything in Glide in 2.72 that could produce such artifacts.
Or, is it tied to a specific location in the game?

Using the default english version of the game 1.14d
i've tested it again with a fresh copy of 1.14d, it has some image scaling issues with both napalm and stock glide3x.dll and all configurations

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with Sven's wrapper Glide3x.dll everything works perfectly

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