VOGONS


First post, by lowenz

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About STALKER: just put the d3d9.dll (in the bin folder + bat for launch the engine from the root - work - dir) as always.
It starts with no problem but only with static lighting available no matter what you choose in the menu.

Reply 1 of 11, by lowenz

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lowenz wrote on 2021-03-15, 11:20:

About STALKER: just put the d3d9.dll (in the bin folder + bat for launch the engine from the root - work - dir) as always.
It starts with no problem but only with static lighting available no matter what you choose in the menu.

So, any idea about this behaviour?

Reply 2 of 11, by lowenz

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Note: I've already removed from the bin folder "d3dx9_31" and "d3dx9_34" maybe interfering

Shadow of Chernobyl 1.0006, no mods, game starting area

NO dgv2 (right rendering for "Full Dynamic Lighting"):
0.jpg

dgv2 "forced" static lighting no matter the menu choice:
1.jpg

Reply 6 of 11, by Dege

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Ok, as it turned out, the game initializes D3D9 from both DllMain and later from regular code.
DllMain fails with dgVoodoo and that's what causes losing dynamic lighting (I guess the game queries some caps, texture formats and such from the DllMain instance).
Experimentally I forced DllMain to fail with native D3D9 and got the same wrong result.

So, I'm afraid dgVoodoo won't work with this game unless the game is patched (if possible at all).

Reply 9 of 11, by lowenz

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Well, let's wait a stable release of OpenXRay then!
Will test OGSR too ( if you wanna take a look, OGSR is specifically intended as a "drag&drop" SHoC engine replacement! -> https://github.com/OGSR/OGSR-Engine )

Reply 10 of 11, by vlad54rus

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The Steam version of S.T.A.L.K.E.R. got a patch a year ago which addressed Dynamic Lighting not working on Intel Graphics (they run D3D9On12 internally). This patch also makes Dynamic Lighting functional on dgVoodoo2.