robertmo3 wrote on 2023-08-16, 22:00:this is exactly what i am getting when running the game without ddraw.dll from dgvoodoo2 in game's folder.
With ddraw.dll from d […]
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sharangad wrote on 2023-08-16, 05:32:
Myth The Fallen Lords (Verite detected and selected, game switches over to glide rendering for some weird reason. WIll crash if no glide wrapper present).
Myth TFL starts out with a parameter indicating render set to 2 (rredline). Just before initializing rendering this becomes it becomes 1 (3dfx) independently of rready. If there's no glide wrapper installed it crashes.
this is exactly what i am getting when running the game without ddraw.dll from dgvoodoo2 in game's folder.
With ddraw.dll from dgvoodoo2 in game's folder redline just works.
myth has to be 1.3
How did you fix the infamous "swap memory" issue?

sharangad wrote on 2023-08-16, 05:32:
@Nath, it doesn't actually need dxwnd in the sense that only ddraw is required, but without dxwnd, dxwnd's ddraw.dll renders in a 640x480 window at the top left of the screen. So you do need dxwnd to configure window sizes and stuff.
DxWnd either manages stuff before the program launches, or when a window is initialised. The Early hook option is necessary for such cases where the window is cornered or not windowed at all. At that point, it is necessary to launch using DxWnd
sharangad wrote on 2023-08-17, 08:00:
BEEN_Nath_58 wrote on 2023-08-16, 21:02:
robertmo3 wrote on 2023-08-16, 19:18:you need fast environment for testing
the faster it is, the more options you can try in a limited amount of time
with dgvoodoo g […]
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you need fast environment for testing
the faster it is, the more options you can try in a limited amount of time
with dgvoodoo game have loading times may times faster than with dxwnd for me
he cannot run the game with rendition at all
hence i suggest the easiest method
i suggested that already before Re: RReady (Rendition Verite wrapper) Test Build (Alpha 1)
and i am surprised it still doesn't work for him
His game crashed after a Glide logo (nGlide loading) so copying ddraw.dll doesn't make sense here either. Maybe dgVoodoo2 will work if it modifies some memory pointers, something that could happen with DxWnd too.
Anyways he'll figure that out, the final product will not be problematic with DDraw anyways
Actually it didn't get to an rready logo. It crashed before loading rready.
Yes I was saying whenever it switched to Glide
sharangad wrote on 2023-08-17, 10:17:Wirh dxwnd:
What settings do you use for interstate 76 and vhexen.? […]
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sharangad wrote on 2023-08-17, 05:14:@Been_Nath , @RobertMo: […]
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robertmo3 wrote on 2023-08-16, 22:00:
this is exactly what i am getting when running the game without ddraw.dll from dgvoodoo2 in game's folder.
With ddraw.dll from dgvoodoo2 in game's folder redline just works.
myth has to be 1.3
@Been_Nath , @RobertMo:
You guys are right. Myth 1.3 works fine with ddraw dlls from dxwnd or dgvoodoo. It looks to be a DirectDraw issue.
@Nath, it doesn't actually need dxwnd in the sense that only ddraw is required, but without dxwnd, dxwnd's ddraw.dll renders in a 640x480 window at the top left of the screen. So you do need dxwnd to configure window sizes and stuff.
I guess I'll have to reimplement ddraw.dll and do an rready flavour for distribution.
Ddraw dlls do nothing for Heavy Gear's menu screen's being corrupted on mission exit.
Thanks again guys. My pain is significantly lessened by your efforts.
PS. The corruption in Myth is related to the stuff I'm fixing in Team Apache. So hopefully both should work when I'm done.
The weird sections in Heavy Gear appear to be fogging related and will also be fixed in the next alpha.
Wirh dxwnd:
What settings do you use for interstate 76 and vhexen.?
Also how do you enable scaling for mech warrior?
Is there any possibility I could distribute dxwnd and dgvoodoo's ddraw? I really don't want to reinvent the wheel.
Not sure what I need to do to license it.
dgVoodoo2's ddraw is distributable. Note that dgVoodoo2 renders game at D3D11 (best and default at Fl11.0). This will ramp up the system requirements (say someone using an Nvidia GTX 280 or similar may fail, idk).
DxWnd uses whatever DDraw is called, no conversion is involved.
Both have advantages and disadvantages. dgVoodoo2 also fixes games on D3D9On12 hardware because they have incomplete legacy D3D support. DxWnd fixes games on ancient hardware too (fortunately Intel is releasing proper drivers so reliance on D3D9On12 could change). dgVoodoo2 does stuffs more accurately (such as changing the driver behaviour in .dll to match visual similarities, e.g. modern Nvidia bilinear filter is replaced with NVIDIA TNT bilinear filter). DxWnd uses the results returned by native driver and doesn't change driver behaviour inside it. dgVoodoo2 doesn't have an exception handler. DxWnd has an exception handler, so robust that it was the reason why Mechwarrior 2 works. dgVoodoo2 has a better D3D handling that DxWnd, DxWnd has a better GDI handling than dgVoodoo2.
DxWnd is GNU GPL2.0, I am not sure how open-source software is distributed for profit (nor do I know if I get a cut for my efforts of figuring out how to configure through DxWnd😀)
BUG REPORT: With RReady, in Mechawarrior 2 Titanium Mercenaries, if you play a Mission in Mercenary section, the game locks up after less than a minute. This wouldn't happen with D3D mode.
previously known as Discrete_BOB_058