Nucleoprotein wrote:@Dege
Diablo II (1.14D) is very very dark in 3DFX mode comparing to nGlide or DDRAW mode (native and emulated). Disabling Gamma […]
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@Dege
Diablo II (1.14D) is very very dark in 3DFX mode comparing to nGlide or DDRAW mode (native and emulated). Disabling Gamma Ramp emulation helps a little but not much.
Also Diablo II is failing with error in all "Max" modes, works fine when specifying something like 1440x1080.
PS: Blizzard removed VideoConfig app from Diablo 2 in 1.14, to run 3dfx version you need to add parameter "-3dfx" to "Diablo II.exe" commandline.
Indeed, thanks. The gamma correction values were half of the required, I've just fixed it.
I were also able to reproduce the failing with dynamic resolutions but now it's working after all, for some reason. 😕
Nucleoprotein wrote:EDIT: I have read Diablo II changelog and it seems Blizzard officially supports nGlide in 1.14c using -3dfx switch http://pastebin.com/t28eWsfA
What I got about the story is that Blizzard only knew Sven's wrapper and adjusted their patch to it, in a way that's not compatible with a real Glide library (non-existing function names).
Then Zeus wrote to Blizzard's forums about the problem, they fixed it and now it's in the readme.
lowenz wrote:A little issue: D3D Diablo 2 in "dgVoodoo2 windowed mode" (without using the native "-w" switch) has no borders so the windows can't be moved around and it is in a fixed location in the upper left corner of the monitor.
Is it possible to implement the ability (in dgVoodoo2) to add/force borders, center the window and/or move it around?
Also, does the resolution forcing work in windowed mode too? (I'll check now).
When option 'Disable Alt-Enter to toggle...' is unchecked then borders are forced in windowed mode, otherwise not (DX). Borders are always forced for windowed Glide.
Res forcing should also work in windowed mode, what is more, the window client area is (forced) resized to the full screen resolution, both for Glide and DX (but for DX only when 'Disable Alt-Enter to toggle...' is unchecked).
Edit: Blizzard did something to the game window in their latest patch because I cannot move it at all. With version 1.01 (or sg like that) Diablo II window could be placed onto arbitrary place and monitor but now it can't be. 🙁
lowenz wrote:Diablo 2 1.14d works great in D3D with *stretching & AR preserving*, the only thing really needed is to check the "capture mouse" box to avoid strange behaviour of the *windows* (sometimes appearing in game) cursor.
I'm going to revise that mouse-code, I already found some problems.
LoneKiller wrote:Hi to all,
I tried a lot of games with DGVoodoo and many of them are working very well. Only game I really would like to have working is Resident Evil 2, but it is not working since every time I try to add 3D (3DFX or other), the game is not lauched with a "Failed to initialize Directx" error. Maybe someone more expert than me can give some advice on how to solve?
Many thanks.
RE2 was reported previously, it's on the list. I just find its installation a little bit confusing.
xcomcmdr wrote:Hello, […]
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Hello,
I have three more (and potentially a lot more) old games that would benefit from a patch that uses (among other things) dgVoodoo2.
- Sheep (by Empire Interactive / Mind's Eye Productions)
- Speed Demons (by Microids / EMG)
- Powerslide (by GT Interactive / Ratbag Pty Ltd.)
Can I have your permission to make and publish those patchs ?
In fact, I test a lot of games every week and more and more would benefit a lot from a dgVoodoo2-based patch. I don't want to spam the thread / become an annoyance, so I'd like, even if it is perhaps a little bold, ask permission for all future games. I can post links here (or elsewhere) from time to time if you like so you can see for yourself if the requirements are met.
And as promised, here is the download page of the dgVoodoo-based patch for the French version of Metal Gear Solid (not public yet, hence the "special" link) :
http://www.abandonware-france.org/ltf_abandon … iens&page=admin
Which mentions dgVoodoo2 and it's website on the page, and again inside the patch in a readme. I plan to do the same for any future patch.
Thanks again a *lot* for dgVoodoo2. It fixes a lot of games, and it is seriously awesome.
Again, if you want money donations to aid development, I'd gladly give it in a heartbeat. 😁
Of course, permission is granted. 😀
Also, thanks for making patches based on dgVoodoo! 😎
I think posting the links are not problem, it's not an annoyance to become aware of something new.
(Meanwhile I added a 'donate' button to the bottom of the webpage. 😀 )
nightson wrote:Dege wrote:
Could you do the following:
- Just to make sure, add the folder of the demo into the list of dgVoodooSetup and 'Apply' the (default) config to have a dgVoodoo.conf file there, and the run the demo
- Attach dgVoodoo.conf file here, from your User folder
Still the same result. I've attached the config files from both the User folder and the demo directory.
I cannot see any anomaly in those config files...
I made a DDraw build that does nothing but crashes when any of the DDraw functions is called:
http://dege.fw.hu/temp/DDCrash.zip
Could you try it again with the demo? It should immediately crash. If it doesn't then dgVoodoo's ddraw.dll is not accessed at all.