VOGONS


First post, by brazzjazz

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Hi,

To my knowledge there are so far two custom DLLs that allow you to overcome the restriction of the 2048x2048 maximum resolution specified by Direct3D 7 (or would it technically be DirectDraw [7]..?), therefore enabling you to play games from around 2000 at resolutions such as 2560x1440, or even ultrawide 3440x1440. Without such a fix the game will invariably crash.

The first is jackfuste's DLL :
https://www.wsgf.org/phpBB3/viewtopic.php?f=6 … tart=30#p155982

The other one is UCyborg's D3D Resolution Hack:
https://github.com/UCyborg/LegacyD3DResolutionHack/releases

However, these custom DLLs seem to conflict with dgVoodoo's own DLLs, you can either use the resolution fix or dgVoodoo2. Unfortunately, I need the wrapping functionality of dgVoodoo to use ReShade (which needs D3D9 or later).

Is there a way to use both? Or another wrapper compatible with the fixed DLLs mentioned above?

BOW to the GTX 970 Master Race! 4 (read: 3.5) gigs of precious GDDR5 random-access memory will kick your sorry ass.
Specs: Intel Xeon E3-1231 v3, MSI GTX 970 @1454/3893 MHz, 16 GB DDR3-1600, Win10 x64 20H2

Reply 1 of 12, by JJXB

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What games you trying it with? because i might suggest trying to load both together with ThirteenAG's Ultimate ASI Loader (iirc the reshade discord has some video links to tutorials on how to use various things including this). Hell, i do remember loading reshade with dgvoodoo in cases where the widescreen fix would otherwise be unusable with dgv with the loader anyway (i.e. Hitman Contracts).

Reply 2 of 12, by ZellSF

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dgVoodoo doesn't have that limit. You can just use dgVoodoo by itself and older Direct3D games will run fine at higher resolutions.

Reply 3 of 12, by brazzjazz

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The game is Star Trek Deep Space Nine: The Fallen. With dgVoodoo (2.63.2), any resolution higher than 2048 px will give me a window of 2048 pixels' width which will crash after a few seconds. That happens no matter whether I launch it with the resolution completely unforced, forced WITH the application controlling fullscreen / windowed state (checked) or forced WITHOUT the application controlling fullscreen / windowed state (unchecked).The same happens in Clive Barker's Undying, for instance. I removed the D3DIM700.DLL before testing of course, as its presence alone in combination with dgVoodoo would have crashed the game by itself.

I'm not sure how I would properly set up the ASI loader, at least when I use D3DIM700.DLL as an .ASI it will not work. Or am I supposed to load a dgVoodoo DLL through ASI loader and keep D3DIM700.DLL as is? Is there a correct sequence? Or doesn't the resolution hack DLL conflict with a dgVoodoo DLL anyway..?

BOW to the GTX 970 Master Race! 4 (read: 3.5) gigs of precious GDDR5 random-access memory will kick your sorry ass.
Specs: Intel Xeon E3-1231 v3, MSI GTX 970 @1454/3893 MHz, 16 GB DDR3-1600, Win10 x64 20H2

Reply 4 of 12, by ZellSF

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brazzjazz wrote on 2020-06-05, 12:12:

I'm not sure how I would properly set up the ASI loader, at least when I use D3DIM700.DLL as an .ASI it will not work. Or am I supposed to load a dgVoodoo DLL through ASI loader and keep D3DIM700.DLL as is? Is there a correct sequence? Or doesn't the resolution hack DLL conflict with a dgVoodoo DLL anyway..?

Don't load D3DIM700.DLL. I've already said this; dgVoodoo does not implement the limit that fix tries to work around. If you're having an issue with this game at larger resolutions in dgVoodoo, it's something else.

I would reinstall the game entirely and make sure you're using a clean dgVoodoo config.

The attachment 2880.png is no longer available

Reply 5 of 12, by Dege

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Yes, dgVoodoo doesn't have the max VGA resolution (2048x1536) limit.
Undying, for example, works at 2560x1440 for me purely through dgVoodoo, if I set the fullscreen resolution to 2560x1440 in the proper ini file (maybe System.ini) of the game (it generally works for every Unreal engine game).
I also remember having some crashes though at some points but when I debugged them I couldn't see anything to do with dgVoodoo (rather the engine itself), and I didn't care about it because 2560x1440 isn't amongst the supported resolutions in the game options menu after all.

Btw, does the dbg version of dgVoodoo say something useful before crashing? Maybe the amount of VRAM in dgVoodoo.conf is set to extremely low or sg like that.

Reply 6 of 12, by brazzjazz

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Dege wrote on 2020-06-05, 14:06:

Btw, does the dbg version of dgVoodoo say something useful before crashing? Maybe the amount of VRAM in dgVoodoo.conf is set to extremely low or sg like that.

Made a new installation, removed any dgVoodoo settings to the folder, and ran installed debug version of dgVoodoo. Still crashes, and I got this as debug:

Log: Log file open, 06/05/20 17:10:50
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.2 (Build: 9200)
Init: Build: 102
Init: Version: 338
Init: Compiled: Nov 6 2000 12:41:50
Init: Command line:
Init: Base directory: E:\Star Trek DS9 The Fallen\system\
Init: Character set: ANSI
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: PC
Init: User: user
Init: Memory total: Phys=2097151K Pagef=4194303K Virt=2097024K
Log: Memory System: High
Init: Working set: 32000 / 159000
Init: CPU Speed=3399.979927 MHz
Init: CPU Page size=4096, Processors=8
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Log: Detected Video Memory: 67108864
Log: Screen Resolution: 3440 1440 32
Log: Video Memory: 64MB Minimum Required: 8MB
Localization: No localization: Startup.IDDIALOG_WizardDialog.IDC_WizardDialog (int)
Log: Loading: Package Engine
Log: Loading: Package Core
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 6 10 1
Init: Client initialized
Log: Bound to Render.dll
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: Entry
Log: Loading: Package Entry
Log: Loading: Package modeling
Log: MODEL: Number of 'Forced Surface Nodes' = 0
Log: Loading: Package DS9
Log: Loading: Package Shared
Log: Loading: Package DS9_Feet_SFX
Log: Loading: Package DS9_Screams3_SFX
Log: Loading: Package DS9_Punches_SFX
Log: Bound to Fire.dll
Log: Loading: Package Fire
Log: Loading: Package DS9_Foley_SFX
Log: Loading: Package electricsfx
Log: Loading: Package DS9SR3_SFX
Log: Loading: Package DS9_Defiant
Log: Loading: Package DS9_Telemetry
Log: Loading: Package ds9genfx
Log: Loading: Package Explo
Log: Loading: Package explodebris
Log: Loading: Package DS9_ForceFields
Log: Loading: Package ds9arduria
Log: Loading: Package ds9enviromaps
Log: Loading: Package Music
Log: Game class is 'DS9_GameInfo'
Log: Bringing Level Entry.MyLevel up for play (0)...
Show last 168 lines
Log: LEVEL NAME: Entry
ScriptLog: InitGame:
ScriptLog: Base Mutator is Entry.Mutator0
Log: Dialog Engine - Initialized
Log: Browse: title.dsm?Name=Player?Class=PLYR.DS9_Sisko
Log: LoadMap: title.dsm?Name=Player?Class=PLYR.DS9_Sisko
Log: Loading: Package Title
Log: Loading: Package ds9hassterral
Log: Loading: Package ds9indus
Log: Loading: Package ds9detail
Log: Loading: Package ds9def
Log: Loading: Package ds9skybox
Log: Loading: Package DS9_Logos
Log: Loading: Package PAWNAI
Log: Loading: Package ARD
Log: Loading: Package LOCKNKEY
Log: Loading: Package PLYR
Log: Loading: Package BAJ
Log: Loading: Package Fed
Log: Loading: Package DS9Arduria_SFX
Log: Loading: Package DS9TerekNor_SFX
Log: Loading: Package Baj_vessel_sfx
Log: Loading: Package DS9_Doors
Log: Loading: Package EditHelp
Log: Loading: Package DS9_doors2
Log: MODEL: Number of 'Forced Surface Nodes' = 0
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 21698->21696; refs: 308250
Log: Game class is 'DS9_GameInfo'
Log: Bringing Level Title.MyLevel up for play (0)...
Log: FactoryCreateText: TextBuffer with TextBufferFactory (0 1 ..\int\GEN_Dialogue.txt)
Log: *** DIALOG ENGINE - Processing GEN_Dialogue.txt
Log: FactoryCreateText: TextBuffer with TextBufferFactory (0 1 ..\int\CIN_Dialogue.txt)
Log: *** DIALOG ENGINE - Processing CIN_Dialogue.txt
Log: ERROR: DIALOG ENGINE - Line 160 : Unrecognized 'ID' specifier ['']
Log: LEVEL NAME: Title
ScriptLog: InitGame: ?Name=Player?Class=PLYR.DS9_Sisko
ScriptLog: Base Mutator is Title.Mutator1
Log: Dialog Engine - Initialized
Log: WARN: DIALOG ENGINE - Line 591: Could not find a match for 'NextLine' ['HALKRA???035K04']
Log: WARN: DIALOG ENGINE - Line 570: Could not find a match for 'NextLine' ['HALOBN???64GEN']
Log: WARN: DIALOG ENGINE - Line 573: Could not find a match for 'ReturnLine' ['HALOBN???092S04']
Log: WARN: DIALOG ENGINE - Line 374: Could not find a match for 'NextLine' ['HALOBK???5?0K??']
Log: DIALOGUE ENGINE: Fingering 'GEN_Dialogue.BOF007'
Log: Loading: Package GEN_Dialogue
Log: DIALOGUE ENGINE: Fingering 'CIN_Dialogue.BSR063'
Log: Loading: Package CIN_Dialogue
Init: Initialized moving brush tracker for Level Title.MyLevel
Log: Loading: Package UMenu
Log: Loading: Package UWindow
Log: Found PS: DS9_Sisko
ScriptLog: Login: Player
Log: Player before possession: DS9_Sisko0
Log: Possessed PlayerPawn: DS9_Sisko Title.DS9_Sisko0
ScriptLog: All inventory from Player is accepted
ScriptLog: PLAYER: INIT PLAYER START - Title.DS9_PlayerStart0 - with Tag: Title01
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to D3DDrv.dll
Init: DirectDraw drivers detected:
Init: display (dgVoodoo DirectX Wrapper)
Init: \\.\DISPLAY1 (NVIDIA GeForce GTX 970)
Init: D3D Device: Supports system memory DMA blts
Log: D3D Device 65536K vram, 60416K free
Init: Unreal Tournament Direct3D support - internal revision 1.9b
Init: D3D Device: szDriver=dgVoodoo
Init: D3D Device: szDescription=dgVoodoo DirectX Wrapper
Init: D3D Device: wProduct=17479
Init: D3D Device: wVersion=2
Init: D3D Device: wSubVersion=63
Init: D3D Device: wBuild=2
Init: D3D Device: dwVendorId=0
Init: D3D Device: dwDeviceId=0
Init: D3D Device: dwSubSysId=0
Init: D3D Device: dwRevision=0
Init: Best-match display mode: 3440x1440x32 (Err=0)
Init: D3D Device: dwZbuffer depth: 32 bits.
Init: CreateSurface failed for Z (DDERR_OUTOFVIDEOMEMORY)
Log: 3d hardware initialization failed
Log: Bound to SoftDrv.dll
Log: Bound to Miles.dll
Log: Miles: Startup - Hz:22050 - Bits:16 - Channels:2 - Voices:16
Log: Miles: **** Available 3D Providers ****
Log: Miles: 1 - ID:3 - NAME:Miles Fast 2D Positional Audio
Log: Miles: ********************************
Log: Miles: Trying 3D Hardware Provider - Miles Fast 2D Positional Audio
Log: Miles: Using 3D Hardware Provider - Miles Fast 2D Positional Audio [Voices:16] [RoomReverb:On]
Log: Miles: Audio subsystem initialized.
Init: Game engine initialized
Log: Startup time: 3.336421 seconds
ScriptLog: ERROR: Actor 'Title.DS9_Obsidian_Female0' is leaving 'Frozen' state before commanders have released control.
Log: ERROR: DIALOG ENGINE - Could not find any matching dialog lines ['GEN']
Log: ERROR: DIALOG ENGINE - Could not find any matching dialog lines ['GEN']
Log: PostEditChange: Master:160 Speech:255 SFX:190 Music:255 UseReverb:64
Log: Browse: CM_SpaceStation?Name=Player?Class=PLYR.DS9_Sisko?Checksum=636da1d35e805b00eae0fcd8333f9234#intro
Log: LoadMap: CM_SpaceStation?Name=Player?Class=PLYR.DS9_Sisko?Checksum=636da1d35e805b00eae0fcd8333f9234#intro
Log: Loading: Package CM_SpaceStation
Log: Loading: Package Ds9Spacestation
Log: Loading: Package card
Log: Loading: Package ds9AmbIndus
Init: Shut down moving brush tracker for Level Title.MyLevel
Log: MODEL: Number of 'Forced Surface Nodes' = 0
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package Title
Log: Unloading: Package ds9hassterral
Log: Unloading: Package ds9def
Log: Unloading: Package DS9_Logos
Log: Unloading: Package PAWNAI
Log: Unloading: Package DS9Arduria_SFX
Log: Unloading: Package DS9TerekNor_SFX
Log: Unloading: Package Baj_vessel_sfx
Log: Unloading: Package DS9_Doors
Log: Unloading: Package EditHelp
Log: Unloading: Package DS9_doors2
Log: Unloading: Package GEN_Dialogue
Log: Unloading: Package CIN_Dialogue
Log: Garbage: objects: 26305->21266; refs: 273690
Log: Game class is 'DS9_GameInfo'
Log: Bringing Level CM_SpaceStation.MyLevel up for play (0)...
Log: FactoryCreateText: TextBuffer with TextBufferFactory (0 1 ..\int\GEN_Dialogue.txt)
Log: *** DIALOG ENGINE - Processing GEN_Dialogue.txt
Log: FactoryCreateText: TextBuffer with TextBufferFactory (0 1 ..\int\CIN_Dialogue.txt)
Log: *** DIALOG ENGINE - Processing CIN_Dialogue.txt
Log: ERROR: DIALOG ENGINE - Line 160 : Unrecognized 'ID' specifier ['']
Log: LEVEL NAME: CM_SpaceStation
ScriptLog: InitGame: ?Name=Player?Class=PLYR.DS9_Sisko?Checksum=636da1d35e805b00eae0fcd8333f9234
ScriptLog: Base Mutator is CM_SpaceStation.Mutator2
Log: Dialog Engine - Initialized
Log: WARN: DIALOG ENGINE - Line 591: Could not find a match for 'NextLine' ['HALKRA???035K04']
Log: WARN: DIALOG ENGINE - Line 570: Could not find a match for 'NextLine' ['HALOBN???64GEN']
Log: WARN: DIALOG ENGINE - Line 573: Could not find a match for 'ReturnLine' ['HALOBN???092S04']
Log: WARN: DIALOG ENGINE - Line 374: Could not find a match for 'NextLine' ['HALOBK???5?0K??']
Log: DIALOGUE ENGINE: Fingering 'GEN_Dialogue.BOF007'
Log: Loading: Package GEN_Dialogue
Log: DIALOGUE ENGINE: Fingering 'CIN_Dialogue.BSR063'
Log: Loading: Package CIN_Dialogue
Log: Spawning new actor for Viewport WindowsViewport0
Log: Found PS: DS9_Sisko
ScriptLog: Login: Player
Log: Player before possession: DS9_Sisko0
Log: Possessed PlayerPawn: DS9_Sisko CM_SpaceStation.DS9_Sisko0
ScriptLog: All inventory from Player is accepted
ScriptLog: PLAYER: INIT PLAYER START - CM_SpaceStation.DS9_PlayerStart7 - with Tag: Intro
Init: Initialized moving brush tracker for Level CM_SpaceStation.MyLevel
Critical: USoftwareRenderDevice::DrawTile
Critical: UCanvas::DrawTile
Critical: UCanvas::execDrawTile
Critical: (Canvas Transient.Canvas0 @ Function Engine.Canvas.DrawIcon : 0067)
Critical: UObject::ProcessEvent
Critical: (DS9_Sisko CM_SpaceStation.DS9_Sisko0, Function Engine.PlayerPawn.PostRender)
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: Miles: AIL_last_error 'Not a WAV file.'
Log: Miles: Shutdown after error
Log: Miles: Shutdown Successful
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 06/05/20 17:10:57

BOW to the GTX 970 Master Race! 4 (read: 3.5) gigs of precious GDDR5 random-access memory will kick your sorry ass.
Specs: Intel Xeon E3-1231 v3, MSI GTX 970 @1454/3893 MHz, 16 GB DDR3-1600, Win10 x64 20H2

Reply 7 of 12, by ZellSF

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Um, you sure you're running a clean config? Because that log says VRAM is set to 64MB, the default is 256MB. At any rate, increase it since the log says the game is running out of VRAM.

Reply 8 of 12, by Dege

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I cannot see any dgVoodoo-specific entry in the log, but anyway, you have the amount of VRAM set to 64MB which is too low for 4k:

[…]
Show full quote
Init: DirectDraw drivers detected:
Init: display (dgVoodoo DirectX Wrapper)
Init: \\.\DISPLAY1 (NVIDIA GeForce GTX 970)
Init: D3D Device: Supports system memory DMA blts
Log: D3D Device 65536K vram, 60416K free
Init: Unreal Tournament Direct3D support - internal revision 1.9b
Init: D3D Device: szDriver=dgVoodoo
Init: D3D Device: szDescription=dgVoodoo DirectX Wrapper
Init: D3D Device: wProduct=17479
Init: D3D Device: wVersion=2
Init: D3D Device: wSubVersion=63
Init: D3D Device: wBuild=2
Init: D3D Device: dwVendorId=0
Init: D3D Device: dwDeviceId=0
Init: D3D Device: dwSubSysId=0
Init: D3D Device: dwRevision=0
Init: Best-match display mode: 3440x1440x32 (Err=0)
Init: D3D Device: dwZbuffer depth: 32 bits.
Init: CreateSurface failed for Z (DDERR_OUTOFVIDEOMEMORY)
Log: 3d hardware initialization failed

Set it to 1024MB and let's see what happens.

Reply 9 of 12, by brazzjazz

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I added the executable folder to dgVoodoo's settings, and it showed 256 MB there (so I assume that is what is used as default..?), but I changed the value to 1024. Now it works!

For a while I was fairly convinced that it had something to do with the resolution, as I've had the same problem with Clive Barker's Undying and the resolution. Now I'm gonna try the same method with that game as well.

Edit: out of curiosity, I set VRAM size to 256 MB, it runs as well. So somewhere dgVoodoo must have worked with 64 MB for some strange reason.

Thanks! 😀

BOW to the GTX 970 Master Race! 4 (read: 3.5) gigs of precious GDDR5 random-access memory will kick your sorry ass.
Specs: Intel Xeon E3-1231 v3, MSI GTX 970 @1454/3893 MHz, 16 GB DDR3-1600, Win10 x64 20H2

Reply 10 of 12, by ZellSF

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FYI you can't play Undying at higher ingame resolutions (it will crash at certain places). You need to select a lower resolution ingame and just force a higher one with dgVoodoo.

Reply 11 of 12, by brazzjazz

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ZellSF wrote on 2020-06-05, 17:45:

FYI you can't play Undying at higher ingame resolutions (it will crash at certain places). You need to select a lower resolution ingame and just force a higher one with dgVoodoo.

I'll give it a try, thanks.

BOW to the GTX 970 Master Race! 4 (read: 3.5) gigs of precious GDDR5 random-access memory will kick your sorry ass.
Specs: Intel Xeon E3-1231 v3, MSI GTX 970 @1454/3893 MHz, 16 GB DDR3-1600, Win10 x64 20H2

Reply 12 of 12, by brazzjazz

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By the way, do you have an idea why the HUD shows no texture filtering on these higher resolutions? Would be nice to get it at least filtered, even if it is badly oversized etc.

BOW to the GTX 970 Master Race! 4 (read: 3.5) gigs of precious GDDR5 random-access memory will kick your sorry ass.
Specs: Intel Xeon E3-1231 v3, MSI GTX 970 @1454/3893 MHz, 16 GB DDR3-1600, Win10 x64 20H2