VOGONS


First post, by BEEN_Nath_58

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The game had major issues, but it was fixed by a 3rd party patch: https://codeberg.org/abrasive/IveGotSomeBalls-patch

The game run fine natively, not with dgVoodoo2 though. I get some refcounter crash. Could you try it?

previously known as Discrete_BOB_058

Reply 1 of 5, by Dege

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Indeed, there is a refcounting problem. I fixed it, but still there is a problem with the lighting in the game. Probably the parallel point light, it's not yet supported in dgvoodoo.

Reply 2 of 5, by BEEN_Nath_58

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Dege wrote on 2026-05-07, 19:32:

Indeed, there is a refcounting problem. I fixed it, but still there is a problem with the lighting in the game. Probably the parallel point light, it's not yet supported in dgvoodoo.

OKay so do you mean the native look is incorrect, or dgVoodoo2 lighting is not adequate yet?

previously known as Discrete_BOB_058

Reply 3 of 5, by Dege

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dgVoodoo2 lighting is not adequate yet. I didn't look into the problem yet but I get a warning in the log that "parallel point" lights are not supported and they are treated as plain point lights.
I guess that's why the lighting is broken, so I have to implement "parallel point" lights (<= DX6 feature).

Reply 4 of 5, by Dege

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I implemented the parallel point light type, but it wasn't it... so I had to do a hell lot of reverse engineering again, to see how those very old lighting calcs are done in D3D.
So, it's fixed now, and it also affects other old games where the specular lighting was too bright (like Christmas Magic).

Reply 5 of 5, by BEEN_Nath_58

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Alright it seems to be working fine. I have a doubt though, when Specular Lighting is ON in game, natively on AMD or NVIDIA, the game screen just gets brighter.

With dgVoodoo2 however, it seems as if the area above this setting name is lightened by a bulb and doesn't illuminate the whole screen but the region. This method seems more correct, however you would know better

previously known as Discrete_BOB_058