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dgVodooo 2.8.x and related WIP versions

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Reply 80 of 107, by Dege

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galeksandrp wrote on 2024-01-06, 16:24:
Hello Dege. Thank you for your awesome work! Question: […]
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Dege wrote on 2023-12-26, 18:50:

I reuploaded 2.82.2 with a fix, updated the previous post.

Hello Dege. Thank you for your awesome work! Question:

- Can WidescreenFixesPack redistribute dgVoodoo2 ?

1. WidescreenFixesPack is a collection of ASI runtime patches for legacy PC games making them widescreen-supported. dgVoodoo2 is used alongside Knight Rider and Splinter Cell patches. More about it: https://thirteenag.github.io/wfp#scpt

2. For years it downloaded dgVoodoo2 on first game start via HTTP from http://dege.freeweb.hu/dgVoodoo2/dgVoodoo2/ to avoid redistribution infringement http://dege.fw.hu/dgVoodoo2/ReadmeGeneral/#re … tributionrights.

3. But now entire modupdater subsystem including http(s) downloader is deprecated due to drastic changes in WidescreenFixesPack distribution scheme

so I would like to request permission to redistribute dgVoodoo2 with WidescreenFixesPack.

Discussion with WidescreenFixesPack authors : https://github.com/ThirteenAG/WidescreenFixesPack/pull/1496

Hi! Yes, you can redistribute it in your bundle. Maybe it's better as new versions can break particular games (altough I always try to fix regression as soon as possible).
Thanks for your work!

Reply 81 of 107, by BEEN_Nath_58

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@Dege Can dgVoodoo2 be redistributed with the Mech2 All in One patcher that @myne created here:
Re: A comprehensive guide to install and play MechWarrior 2 on new versions on Windows.

+ There was a bug associated with this game that I reported
Re: MechWarrior 2 3Dfx Edition doesn't load HUD in mission as well as pause menu

Also I guess the thread should get appended to the top.

previously known as Discrete_BOB_058

Reply 82 of 107, by Dege

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BEEN_Nath_58 wrote on 2024-01-15, 09:28:
@Dege Can dgVoodoo2 be redistributed with the Mech2 All in One patcher that @myne created here: Re: A comprehensive guide to ins […]
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@Dege Can dgVoodoo2 be redistributed with the Mech2 All in One patcher that @myne created here:
Re: A comprehensive guide to install and play MechWarrior 2 on new versions on Windows.

+ There was a bug associated with this game that I reported
Re: MechWarrior 2 3Dfx Edition doesn't load HUD in mission as well as pause menu

Also I guess the thread should get appended to the top.

Yes, it can be redistributed in the patcher.
I'll have a look into that bug.
Also, I pinned this topic and unpinned the "WIP versions" topic, it's old and outdated.

Reply 83 of 107, by Dege

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I release the current state as a WIP. I want to fix some other things before releasing a new version:

=========================
WIP94
=========================

Changes compared to v2.82.2:

  • Fixing a caching bug in the 2D D3D12 backend causing black screen (La Mulana)
  • Fixing an optimization bug in the 2D D3D12 backend causing crash (scene demo Platipus)
  • Fixing the lighting incompatibility with MS D3D8/9 (my own tests)
  • Fixing a D3D9 bug (Arcania - Gothic 4)
  • Workaroundig a resource state transition bug in D3D12 NV drivers (GF 10xx series?) (Glide/DX)
  • Various changes and minor optimizations in the code generators
  • Workarounding a ChromeEngine specific hack in D3D8 (Chrome, Chrome Specforce fog)
  • Minor fixes in the D3D9 debug layer
  • Adding minimum stack size for the D3D12 background threads (Call of Duty 2)
  • Changing the version number of Glide2 to 2.60 (Heretic II 3Dfx renderer)
  • Some new error messages in the Glide debug layer for DllMain operations
  • Optimizing Glide Draw calls with small amount of vertex/index data in the D3D12 backend for performance

http://dege.fw.hu/temp/dgVoodooWIP94.zip
http://dege.fw.hu/temp/dgVoodooWIP94_dbg.zip

Reply 84 of 107, by KingSyphilis

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Dege wrote on 2023-11-08, 16:11:
A little update to the last WIP. I hope I'm not breaking anything because there are a lot of changes under the hood: […]
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A little update to the last WIP. I hope I'm not breaking anything because there are a lot of changes under the hood:

=========================
WIP93.2:
=========================

  • Improving the ps shader code generator to handle D3D ck textures
    * Overhauling the general pipeline code and the capabilities of the ff pipeline
    * Also fixing the D3D12 LOD-problem
  • Forcing texture filtering did not work properly in D3D, fixed
  • D3D9 fixes (fr-054 Polar, Crush)
  • Fixing the "clipped cursor" issue when exiting D3D8/9
  • Implementing loader lock detection for all (missing) platforms (x64, arm64/ec)
  • Improving DirectShow compatibility (Project Eden)
  • A bugfix in the cpu code generator
  • Some additions in the dbg layer

http://dege.fw.hu/temp/dgVoodooWIP93_2.zip
http://dege.fw.hu/temp/dgVoodooWIP93_2_dbg.zip

Edit: I found and fixed a bug and reuploaded the files.
Edit2: I reuploaded a new version again...

Halo Custom Edition crashes on every version that I've tested, beginning WIP93.2. It launches with WIP93.1 and 1.81.3.

AMD RX 580. Dialogue window when crashing: "The game has encountered a segmentation fault."

Do note that I'm running under Wine-GE (Proton variant).

Reply 85 of 107, by lowenz

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Windows 11 22H2 + dgv2 WIP94 (D3D12)
Halo Custom Edition 1.0.10+Chimera ( https://github.com/SnowyMouse/chimera )+CEnshine ( https://github.com/Sledmine/censhine, PS2.0 shader fix ) Refined Combat Evolved Maps:

haloce-2024-01-19-10-10-49-107.jpg

Reply 86 of 107, by KingSyphilis

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lowenz wrote on 2024-01-19, 09:12:
Windows 11 22H2 + dgv2 WIP94 (D3D12) Halo Custom Edition 1.0.10+Chimera ( https://github.com/SnowyMouse/chimera )+CEnshine ( htt […]
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Windows 11 22H2 + dgv2 WIP94 (D3D12)
Halo Custom Edition 1.0.10+Chimera ( https://github.com/SnowyMouse/chimera )+CEnshine ( https://github.com/Sledmine/censhine, PS2.0 shader fix ) Refined Combat Evolved Maps:

haloce-2024-01-19-10-10-49-107.jpg

Good point, I'm limited to D3D11 via current Wine. Also, I'm running the same fixes.

Reply 87 of 107, by cobalt

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KingSyphilis wrote on 2024-01-19, 10:44:
lowenz wrote on 2024-01-19, 09:12:
Windows 11 22H2 + dgv2 WIP94 (D3D12) Halo Custom Edition 1.0.10+Chimera ( https://github.com/SnowyMouse/chimera )+CEnshine ( htt […]
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Windows 11 22H2 + dgv2 WIP94 (D3D12)
Halo Custom Edition 1.0.10+Chimera ( https://github.com/SnowyMouse/chimera )+CEnshine ( https://github.com/Sledmine/censhine, PS2.0 shader fix ) Refined Combat Evolved Maps:

haloce-2024-01-19-10-10-49-107.jpg

Good point, I'm limited to D3D11 via current Wine. Also, I'm running the same fixes.

It's a Wine problem with every version after WIP93.1. Some changes in WIP93.2 makes Wine crash. DX11 or DX12 doesn't make a difference.

Reply 88 of 107, by Dege

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Some additions to the latest WIP:

=========================
WIP94.1
=========================

Changes compared to WIP94:

  • Improving the implementation of D3D9 queries in the D3D12 backend to get way better response time (performance)
  • Fixing a bug+leak in D3D9 frontend
  • Fixing a thing in D3D8 (Lord Of The Ring - Fellowship of The Ring)
  • Some internal D3D12 improvements
  • Fixing an lfb-writeback thing in Glide (Mech Warrior 2)
  • Fixing a DDraw backend bug (Wing Commander 3)

http://dege.fw.hu/temp/dgVoodooWIP94_1.zip
http://dege.fw.hu/temp/dgVoodooWIP94_1_dbg.zip

Reply 89 of 107, by Myloch

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Macromedia director games do not take benefit of Dgvoodoo, right? They don't hook.

"Gamer & collector for passion, I firmly believe in the preservation and the diffusion of old/rare software, against all personal egoisms"

Reply 90 of 107, by Deffnator

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I decided to test on Tachyon the Fringe (GoG Release) after a while
Both ddraw and 3dfx still have issues on the menus with the cursed aliasing lines under ISF or fullscreen
Also, the game crashes when it tries to load Reshade's dxgi.dll, which didn't happen in the past under Non GoG release when using the oldest builds from 2.60 and backwards.
it must be some bad call that it causes the game to crash

Reply 91 of 107, by Dege

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Deffnator wrote on 2024-01-26, 14:06:
I decided to test on Tachyon the Fringe (GoG Release) after a while Both ddraw and 3dfx still have issues on the menus with the […]
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I decided to test on Tachyon the Fringe (GoG Release) after a while
Both ddraw and 3dfx still have issues on the menus with the cursed aliasing lines under ISF or fullscreen
Also, the game crashes when it tries to load Reshade's dxgi.dll, which didn't happen in the past under Non GoG release when using the oldest builds from 2.60 and backwards.
it must be some bad call that it causes the game to crash

I don't use Reshade but I gave it a try for this game. Actually, the same situation as here
Re: Regressive bugs - report them here
But this time it's a Reshade thread that crashes with stack overflow. I increased the default stack size of the executable to 1MB and it works.

Reply 92 of 107, by JGZinv

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I was exploring various wrapper updates for a refresh of our guides for Tachyon and came across this.
I've run the FringeSpace mod project since 2006 and we've been keeping Tachyon as functional as best we can.
While rendering and wrappers is not my forte by any means, I've dealt with the files the most of anyone since '04, so if I can help
with any information, I'd be glad to try to assist. Our discord is also at https://discord.gg/nr6zWutX9m

nGlide did note some years ago - "Original 3Dfx renderer for this game utilizes wrong alpha blending mode when rendering a nebulae."

Dege, thanks for your continued work on this wrapper, and Deffnator for continuing to check Tachyon.

Reply 93 of 107, by Dege

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I've made some additional bugfixings, and I release the current version as a new patch version:

=========================
v2.82.3
=========================

  • D3D12 changes
    * Fixing a caching bug in the 2D D3D12 backend causing black screen (La Mulana)
    * Fixing an optimization bug in the 2D D3D12 backend causing crash (scene demo Platipus)
    * Minimum stack size for the D3D12 background threads (Call of Duty 2) (but increase the stack reserve size of the exe instead)
    * Some internal D3D12 improvements
    * Workaroundig a resource state transition bug in D3D12 NV drivers (GF 10xx series?) (Glide/DX)
  • Common backend
    * Various changes and minor optimizations in the code generators
    * Fixing a bug in the FF ps code generator (Terrorist Takedown)
    * Fixing a DDraw backend bug (Wing Commander 3)
  • General D3D
    * Fixing the lighting incompatibility with MS D3D8/9 (my own tests)
    * Fixing a regression bug in lighting (Splinter Cell: Chaos Theory Versus Mode)
  • D3D8
    * Workarounding a ChromeEngine specific hack in D3D8 (Chrome, Chrome Specforce fog)
    * Fixing a thing in D3D8 (Lord Of The Ring - Fellowship of The Ring)
  • D3D9
    * Improving the implementation of D3D9 queries in the D3D12 backend to get far better response time (performance)
    * Fixing a D3D9 bug (Arcania - Gothic 4)
    * Fixing a bug and a leak in the D3D9 frontend
    * Minor fixes in the D3D9 debug layer
  • Glide
    * Changing the version number of Glide2 to 2.60 (Heretic II 3Dfx renderer)
    * Some new error messages in the Glide debug layer for DllMain operations
    * Optimizing Glide Draw calls with small amount of vertex/index data in the D3D12 backend for performance
    * Fixing an lfb-writeback thing in Glide (Mech Warrior 2)
  • Control Panel App
    * Increasing the vertical size a bit
    * A fix for a resizing bug during DPI changes

http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_82_3.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_82_3_dbg.zip

Reply 94 of 107, by JGZinv

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Dege, this is not a new issue to the last version you supplied there, it's been an issue for years, but it is while using the latest 2.82.3 there.

In Tachyon the Fringe there is a space structure we call an arena tower, it has transparent "windows" around the center, and panels around the bottom
which show either an animated texture or a changing texture for "advertisements."

Under Nglide it largely works except for the lighting causing the "windows" to blank out white on one side. The other windows are properly transparent and show the crowd stands in the seating,
or the advertisements on the screens.

Under dgvoodoo2.82.3 the windows and the ad panels are all black. If you look very closely at the edge of the ad panels, you can see the black does not cover it completely, and the
animated texture is still changing underneath the black. I'm assuming this is something particular to how the wrapper is handling transparency.

I've attached a zip folder with screen captures from both wrappers to illustrate.
I can get you a copy of the game if necessary to help with testing.

Attachments

  • Filename
    Examples.zip
    File size
    4.29 MiB
    Downloads
    24 downloads
    File comment
    Pictures of NGlide vs dgvoodoo2 Tachyon
    File license
    Public domain

Reply 95 of 107, by Sh1nRa358

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Seems like this isn't working on AMD cards. I have an Asus Rog Ally and a GPD Win 3. Win 3 is intel based and it works perfectly there. But the same exact usage and settings, crashes every game I throw at it as soon as one gains control on the Rog Ally Amd setup.
AMD Ryzen Z1 Extreme with the V31.0.22017.3004_36036 AMD graphics driver.

Reply 96 of 107, by Deffnator

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There seems to be some visual transparency issues with Uprising's GOG release under 3dfx
https://imgur.com/a/LP0HeGH

I am also using the D3D EXE too and i wish someone who has the original under original hardware can test it too
https://imgur.com/a/7r2VK6q

here is my config if you want to check it out
https://pastebin.com/MNRHcp7y

Reply 98 of 107, by Krolin

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Can we get samplerLodBias and clampNegativeLodBias for anisotropic filtering so that we can fix games that have shimmering like ffxiii and some tales games, etc?

I'd also like an option to override BufferCount and SyncInterval :)