Reply 1401 of 3949, by lowenz
wrote:- Red terrain in Giants
Are you using the GoG release or the old (patched to D3D8) CD version?
Reply 1402 of 3949, by lowenz
Addendum (to clarify)
wrote:- Miscolored zooming in Republic Commando (pressing Z ingame to zoom/unzoom is enough?)
It happens only @ un-zooming.
Un-zooming with the sniper rifle mode of the blaster.
Reply 1403 of 3949, by teleguy
wrote:- Added dynamic shader compiling to Glide as well (if D3DCompiler_43.dll is found). I hope this will fix the driver crash on ATI HD7xxx and R9 series, but I'm not sure (not all the shaders ever used are compiled dynamically and I don't know which one causes the crash).
Unfortunately the issue is still present on my 290X.
Reply 1404 of 3949, by Firtasik
- Rank
- Oldbie
wrote:- Fixed the bug causing Project IGI to start
Thanks!
11 1 111 11 1 1 1 1 1 11 1 1 111 1 111 1 1 1 1 111
Reply 1405 of 3949, by lowenz
Reply 1406 of 3949, by lowenz
About Pariah, here's a good point to see the strange white-saturation effect on weapon skin: "Generator Room" level, after che first combat on the ground floor!
In this point there's clearly a *FAKE* light source, but this light source affects Native MS D3D8 and dgVoodoo D3D8 cube(bump?)map implementation in really different way.
Not a big deal, but maybe it shows the implementation deviation.
Reply 1407 of 3949, by lowenz
Reply 1408 of 3949, by Dege
wrote:
wrote:Addendum (to clarify)
wrote:- Miscolored zooming in Republic Commando (pressing Z ingame to zoom/unzoom is enough?)
It happens only @ un-zooming.
Un-zooming with the sniper rifle mode of the blaster.
Thanks!! 😎
The good news is those bugs are fixed.
Both were related to shader constants, I found a bug in a basic function and a sort of lack of compliance to the DX8 shader reg interval specifications. This could explain other things like the weapon in Pariah but I didn't checked it yet. Could the game be saved in Pariah somehow? Or it offers only checkpoints through an autosave mechanism?
I also have problems with SP/SP2 savegames. I download one from the net and try to load that into the game with no effect. Nothing happens. 😕
wrote:
Yes, testing it on a contemporary hardware would be cool, what I get natively on my rig look awful.
Reply 1409 of 3949, by Dege
wrote:wrote:- Added dynamic shader compiling to Glide as well (if D3DCompiler_43.dll is found). I hope this will fix the driver crash on ATI HD7xxx and R9 series, but I'm not sure (not all the shaders ever used are compiled dynamically and I don't know which one causes the crash).
Unfortunately the issue is still present on my 290X.
🙁
Then the only way to go is to get such a card and trace down what exactly its driver doesn't like.
Reply 1410 of 3949, by lowenz
wrote:I also have problems with SP/SP2 savegames. I download one from the net and try to load that into the game with no effect. Nothing happens. 😕
Cause they are linked to a profiled user?
Reply 1411 of 3949, by lowenz
wrote:wrote:- Red terrain in Giants
Are you using the GoG release or the old (patched to D3D8) CD version?
Up for this 😁 (So I can test, I have both versions)
Reply 1412 of 3949, by lowenz
Tested now AquaNox on Win7 64 (STEAM version 1.21). D3D8 engine.
Without any wrapper it crashes @start. With DXWnd it runs.
So maybe Dege can make some magic 😁
Reply 1413 of 3949, by Targaff
- Rank
- Member
wrote:- Fixed the bug causing Project IGI to start
Hey now, it's not that bad... 😉
Intel CC820 | PIII 667 | 2x128MB SDRAM | 3Dfx Voodoo 5 5500 @ Dell P790 | Creative SB PCI128 | Fujitsu MPC3064AT 6GB + QUANTUM FIREBALLlct10 10 GB | SAMSUNG DVD-ROM SD-608 | IOMEGA ZIP 100 | Realtek RTL8139C | Agere Win Modem
Reply 1414 of 3949, by Matsilagi
Tried to use this on Re-Volt so ReShade could work.
ReShade didn't work but i know it ran since d3d11 left a log, it gave some errors drawing the HUD (it used the loading screen textures instead of the HUD ones), but after running the game again it worked for some reason.
Also tried on StarWars Episode 1 Racer, it only worked if i ran with dxwnd, otherwise it still didn't work.
Reply 1415 of 3949, by Dege
wrote:wrote:wrote:- Red terrain in Giants
Are you using the GoG release or the old (patched to D3D8) CD version?
Up for this 😁 (So I can test, I have both versions)
GoG
wrote:Tested now AquaNox on Win7 64 (STEAM version 1.21). D3D8 engine.
Without any wrapper it crashes @start. With DXWnd it runs.So maybe Dege can make some magic 😁
Does not Steam version of AquaNox work with dgVoodoo? GoG version works for me.
wrote:wrote:I also have problems with SP/SP2 savegames. I download one from the net and try to load that into the game with no effect. Nothing happens. 😕
Cause they are linked to a profiled user?
Khmm... hmm... ok. 😀
wrote:wrote:- Fixed the bug causing Project IGI to start
Hey now, it's not that bad... 😉
OK, I think I wanted to write "preventing from start". 😀
wrote:Tried to use this on Re-Volt so ReShade could work.
ReShade didn't work but i know it ran since d3d11 left a log, it gave some errors drawing the HUD (it used the loading screen textures instead of the HUD ones), but after running the game again it worked for some reason.Also tried on StarWars Episode 1 Racer, it only worked if i ran with dxwnd, otherwise it still didn't work.
Last time I tried Episode 1 Racer it worked.
Reply 1416 of 3949, by ZellSF
Maybe he's using the custom installer, in which case it uses WineD3D by default. He should remove the following:
d3d10.dll
d3d10core.dll
d3d11.dll
d3d9.dll
dxgi.dll
If any of them are present and run the unpatched exe (which is included).
Reply 1417 of 3949, by lowenz
wrote:Does not Steam version of AquaNox work with dgVoodoo? GoG version works for me.
No sir!
Reply 1418 of 3949, by teleguy
wrote:wrote:Does not Steam version of AquaNox work with dgVoodoo? GoG version works for me.
No sir!
Steam version works for me, native and with dgVoodoo. I had to set Windows 98 compatibility mode though.
Reply 1419 of 3949, by lowenz
Not for me, Win7 64.
With DXWnd it runs well.