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WIP versions

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Reply 169 of 1111, by Dege

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For testing purposes of Final Fantasy XI, I release a new WIP with some really minor fixes:

http://dege.fw.hu/temp/dgVoodooWIP35.zip

WIP35:

This version is the same as 2.54, with some minor fixes:

- Issue of mixed type stream sources is fixed (D3D8, missing player characters in FFXI)
- A bug in the shader code validator resulted in uncreated shaders, fixed (D3D8, Mace Griffin Bounty Hunter)
- dgVoodoo CPL cosmetic: missing logo bitmap when monitor scale is >150%, fixed

I know there are some more regression bugs but unfortunately I couldn't yet fix them.
Nowadays my real work and other things take too much time to deal with dgVoodoo at full throttle.

Reply 170 of 1111, by StarbugPilo

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man, thanks for the awesome work.

we've been crashing randomly for years with no real solution, and there you are, fixing everything in a snap.

Thanks a million !

Reply 171 of 1111, by liqmat

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Dege,

You are a hero to all rusty pixels. Thanks for the update.

Reply 172 of 1111, by Nucleoprotein

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@Dege
Can you enable listing on temp directory on server so we will know what WIP version is latest or create symlink pointing lastest version like dgVoodooWIP-latest.zip -> dgVoodooWIP35.zip

Thanks

PS: If you want nice file listing i recommend to use h5ai - https://larsjung.de/h5ai/

Reply 173 of 1111, by Dege

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Ok.
For now I think I'll choose creating a symlink pointing to the lastest version as a solution because WIP versions are in a temp folder on the server, containig other stuffs too.

Reply 174 of 1111, by lowenz

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Question: resolution forcing is available in (forced or not) windowed mode?

Reply 175 of 1111, by Dege

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lowenz wrote:

Question: resolution forcing is available in (forced or not) windowed mode?

Resolution forcing takes effect only when the game/app is logically running in full screen mode. I mean when the app code initializes to fullscreen and thinks it's running in fullscreen. So that, true fullscreen or fullscreen forced into windowed mode.

Reply 176 of 1111, by lowenz

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Dege wrote:
lowenz wrote:

Question: resolution forcing is available in (forced or not) windowed mode?

Resolution forcing takes effect only when the game/app is logically running in full screen mode. I mean when the app code initializes to fullscreen and thinks it's running in fullscreen. So that, true fullscreen or fullscreen forced into windowed mode.

Thanks!

Reply 177 of 1111, by daniel_u

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@Dege
WIP 35,it seems that if you switch to thermal vision in SC1 you get artifacts for a fraction of a second. Due to this i cant post any pics.
You can test right at the begining of the CIA level . Switch to thermal and just run around in all directions. 😀 You'll see it eventualy.

I did not test with other versions.

Many thanks and once again thanks for this great piece of software.

PS:
I've played SC Double Agent on the original xbox(the very first , not 360 version) and it seems the games also suffers from the same bug in SCPT with color of the light. 😀 So ugly yet nice gameplay and story.

Reply 178 of 1111, by Dege

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Some things cumulated so I release a new WIP.
Plz don't expect too much, I had very little time in the recent months for dgVoodoo.

http://dege.fw.hu/temp/dgVoodooWIP36.zip

WIP36:

- Text based (INI) config file support with some new options (and more to come later) for experts (and modders?)
- Experimental (and now minimal) optional logging of Info/Warning/Error entries in the debug and
spec release builds, in order to trace issues
- D3D8 cursor handling and viewport depth scaling bugs fixed (WildFire)
- D3D8 software vertex processing bug, fixed (Mafia - multipass rendering)
- Bugs causing crash and black screen are fixed (Empires Dawn of The Modern World)
- D3D parameter validation incompatibility, fixed (Praetorians)
- D3D state block incompatibility, fixed (Soldiers of Anarchy)
- D3D non-W-friendly matrix in ComputeSphereVisibility calcs, fixed (Pac-Man Adventures in Time)
- D3D FVF validation incompatibility, fixed (Earthworm Jim 3D)
- D3D8 GetFrontBufferData bug, fixed (Rome Total War) (movies only, ingame still has the old issues)
- Old D3D-lighting incompatibility, fixed (when revising code and docs)
- Introducing built-in deframing for forced resolutions
- Introducing the ability of integer scaling (pixel multiplying) of output images (coming from wrapped API's)
into dgVoodoo's scaling process
- ATI and GeForce profiles are modified to force W-pixelfog (compatibility with old drivers).
- A new scaling mode with idiot name (Centered, keep Aspect Ratio) is added. Same as 'Centered' but scaling is
done by the wrapper

About config files: dgVoodoo.conf is still the one containing the configuration.
Now it can have two formats: binary and INI. Wrapper dlls and the CPL can read both.
CPL writes only binary, you can convert an INI to binary. Be careful, the CPL won't backup your
existing configuration file but simply overwrites that.
INI files contains some extra options that aren't available through the CPL. If an option isn't
specified in the INI file then the default value is used for the given property.
The attached config file contains the default configuration.
The last supported binary version of config files is 2.40, earlier ones can't be read (I hope no
one cares about that).

Reply 179 of 1111, by Firtasik

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Very nice! 😎

11 1 111 11 1 1 1 1 1 11 1 1 111 1 111 1 1 1 1 111

Reply 180 of 1111, by MrEWhite

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Crashing still occurs in Alien Shooter and Zombie Shooter with the latest WIP.

Reply 181 of 1111, by lowenz

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Raven Shield fullscreen crash (starting a new level/mission) still present.

Reply 182 of 1111, by lowenz

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lowenz wrote:

Raven Shield fullscreen crash (starting a new level/mission) still present.

How can I create a log file?

Info = enable
Warning = enable
Error = enable
MaxTraceLevel = 2

LogToFile = true

seem to have no effects in this case.

Reply 183 of 1111, by Dege

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MrEWhite wrote:

Crashing still occurs in Alien Shooter and Zombie Shooter with the latest WIP.

I still didn't check it out, along with many other games. But it's on the list. 😀

lowenz wrote:
How can I create a log file? […]
Show full quote
lowenz wrote:

Raven Shield fullscreen crash (starting a new level/mission) still present.

How can I create a log file?

Info = enable
Warning = enable
Error = enable
MaxTraceLevel = 2

LogToFile = true

seem to have no effects in this case.

That section is only for debug/spec release builds. Only 'plain' final builds are released yet because the logging functionality is not ready, currently it's more or less available only for DX8.
(First I have to re-factor my existing debug report system a little bit.)

BTW, I know what the problem is with Raven Shield, only the fix is not so evident. 😀
Doesn't the game work if you start it in windowed mode and force it into fullscreen by Alt-Enter later?

Reply 184 of 1111, by lowenz

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ALT+Enter works but the game loses the actual (user selected) resolution setting.
It seems to fallback to 640x480 (menu resolution).

Reply 185 of 1111, by Dege

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MrEWhite wrote:

Got a bit of an issue with a game called "Alien Shooter" by Sigma-Team.

Natively in Windows 10 it works fine, other than some stuttering when you use the med-kit and when you get a shield. Also the FPS is uncapped causing some issue with the AI.

But, with dgVoodoo, it works fine other than when you use the med-kit, the game just straight up crashes.

How to use the medkit? In Zombie Shooter I cheated to $50000 in the shop and bought a medkit (and shields).
According to the description, medkit is automatically restores your health when it's at critical level but when I let myself die then nothing happened. 😀
(There is no spearate key for items as far as I can see.)

Reply 186 of 1111, by lowenz

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lowenz wrote:

ALT+Enter works but the game loses the actual (user selected) resolution setting.
It seems to fallback to 640x480 (menu resolution).

Forcing 1440x1080 Fullscreeen via dgVoodoo2 for the menu screen too ISN'T working. Menu is correctly set to 1400x1080 and centered ( 😁 ) but the crash is still present @level loading moment.
It's something about the creation of the new contest/window?

Reply 187 of 1111, by MrEWhite

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Dege wrote:
How to use the medkit? In Zombie Shooter I cheated to $50000 in the shop and bought a medkit (and shields). According to the des […]
Show full quote
MrEWhite wrote:

Got a bit of an issue with a game called "Alien Shooter" by Sigma-Team.

Natively in Windows 10 it works fine, other than some stuttering when you use the med-kit and when you get a shield. Also the FPS is uncapped causing some issue with the AI.

But, with dgVoodoo, it works fine other than when you use the med-kit, the game just straight up crashes.

How to use the medkit? In Zombie Shooter I cheated to $50000 in the shop and bought a medkit (and shields).
According to the description, medkit is automatically restores your health when it's at critical level but when I let myself die then nothing happened. 😀
(There is no spearate key for items as far as I can see.)

Getting hit down to zero health should activate it. Just tested it to make sure in Zombie Shooter and it worked.

Just use cheatm in the shop screen, buy the medkit, and just walk until you see the one rat and let it kill you, it should activate.

Reply 188 of 1111, by ZellSF

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Populous D3D render is very prone to crashing at startup in newest WIP, works fine in 2.54.

For whatever reason the WIP works with Win95 compatibility mode, but 2.54 doesn't need it. And yes I double checked that all tests were run with stock dgVoodoo2 configuration.