Reply 1 of 5, by Dege
lowenz wrote on 2023-03-09, 23:12:
Yes, I know about this issue (with WIP89.5). The thing is, this game does a test at startup, to test the DX driver whether it renders fog correctly with "negative" or "positive" z-range (which is a bad assumption to begin with...).
The test does not run correctly with dgVoodoo for most of the time, it can vary, so fog is correct for a given run and corrupted for another... I sometimes experienced it with even MS D3D8.
I don't know yet the reason but I patched the game for myself to ignore the test and always use the correct fogging.
Why did this work with previous dgV versions? Because the bug in D3D8-fogging neutralized the wrong test result in the game... that's why I did not suspect anything wrong (bug) with D3D8 fogging for a long time.
Reply 2 of 5, by lowenz
Just share the patch! 😁 (uploading it among the others on the site)
Reply 3 of 5, by Dege
Ok, I will, but I don't have it at the moment. Btw, the patch is about patching a dll that other existing patches (like widescreen) also contain so I don't know which one is the best to patch. Mine is from the vanilla version of the game.
Reply 4 of 5, by lowenz
Damn, the unofficial patch with the widescreen support is VERY useful these days (still uncomplete but really good) and yes, it does use a modified chromeengine dll.....
Reply 5 of 5, by Dege
Then I'll try to find byte pattern(s) in the DLL for patching it manually.