VOGONS


First post, by eddman

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The software renderer works with dgvoodoo, but with the d3d renderer the game either fails to launch, or does but the menu is missing and seemingly only dgvoodoo's ddraw.dll is loaded and not d3dimm.dll (apparently d3dim.dll from windows gets loaded). This is on Windows 11, geforce 5060 Ti. Have tried dgvoodoo 2.86.5 and 2.87.1.

The base game doesn't have d3d; need to install patch 1.1 to add it.

Reply 1 of 7, by Dege

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I tried it and have some observations:
- The game does not like if the rendering window does not have the expected size; this mean you have to run it with "unspecified" scaling mode, to provide the same windowing environments as with native running
- The game places a secondary window over the rendering window, presumably to have the menu bar
- these type of games are typically a nightmare for dgVoodoo because D3D11/12 DXGI providing the fullscreen rendering does not tolerate if any window is obscuring the rendering fullscreen window and kicks is out from fullscreen in that case
- so, if you use fake fullscreen to avoid that then it works - until the first cutscene is played because then the secondary window obscures the rendering window entirely, ending up in a black screen (it worked with old DirectDraw implementation because the primary surface was not tied to a window)
- you have to apply a frame rate limiter to have the game speed at a playable rate

Such games won't work nicely with dgvoodoo without patching the game itself.

Reply 2 of 7, by RetroGamer4Ever

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I got the game working fine - more or less - ages ago, with a Glide wrapper, though I don't remember which one I used. If you go through the OldUnreal community, they now have stuff to get the game working on current systems, but I haven't tried any of it.

Reply 4 of 7, by eddman

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RetroGamer4Ever wrote on 2026-04-19, 18:30:

I got the game working fine - more or less - ages ago, with a Glide wrapper, though I don't remember which one I used. If you go through the OldUnreal community, they now have stuff to get the game working on current systems, but I haven't tried any of it.

DougQuaid wrote on Yesterday, 12:50:

there exists directx 11 renderer for klingon honor guard, no need for the wrapper
https://www.moddb.com/mods/unreal-directx11-r … -ug-rune-and-dx

These don't matter. The aim is to run it with d3d and perform interface tracing with the debug build.

Reply 5 of 7, by Dege

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Btw, why those API logs for games are so important?

Reply 6 of 7, by RetroGamer4Ever

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KHG was beta-level software (pre-release Unreal engine and rushed game) that was notoriously buggy outside of specific configs, so maybe it's of use to try and weed out some bugs, but I was under the impression that the OU community already really did that in the last few years, with fan patches and such. I think they updated (DS9) The Fallen for modern systems, as well.

Reply 7 of 7, by eddman

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Dege wrote on Yesterday, 18:51:

Btw, why those API logs for games are so important?

It's not super important but I use it to determine the d3d version for d3dim.dll-using games for PCgamingwiki. I tried your suggestion but still couldn't get it to load d3dimm.dll. Maybe I'm doing something wrong.