Reply 200 of 237, by lowenz
Take some vacation, man! 😁
Take some vacation, man! 😁
Thank you very much for most awesome wrapper of all time =)
Good rest in vacation!
Thanks! 😀
Dege wrote on 2022-08-15, 13:21:I don't have this game now, but I'll look into it. For now, I release the recent fixes: […]
I don't have this game now, but I'll look into it. For now, I release the recent fixes:
==========================
v2.79.2
==========================It's the same as WIP88 with an additional minor fix (Blood 2).
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_79_2.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_79_2_dbg.zip
nice 😀
I should add with the GoG Version i just get black screens. The error i talk about is the original Disc Version 😀 Would be absolutly fine when one version get fixed even when i woul prefer the original one 😀
Just reporting here: https://www.moddb.com/news/nvidia-releases-dx … tx-modding-tool
+
https://www.moddb.com/company/nvidia/news/mod … ds-on-rtx-remix
Unbelievable
A: We have looked into DX7 and thought about adding it to the roadmap as far as expanding compatibility is concerned. Unreal Engine 1 and DX7 is definitely something interesting and possible with the current architecture; theoretically it’s a great fit, we just haven’t done the work yet to experiment with Remix. It’s too early to say for sure post-DX9 as it gets much more complicated, but it’s a natural direction for us to take the tool. We have experiments in both directions and we’ll see how that pans out to decide the path forwards.
Szia Dege!
Not a request just a question. Is it possible to implement anaglyph 3d option?
Hi, I'm using the latest version of dgvoodoo2 and I can't change the resolution in the game Colin McRae Rally (1), any ideas?
EDIT: My mistake, sorry... saludos!
For what ever reason Dungeon Keeper crashes all the time when i start the first mission or in Deeper dungeon Any mission 🙁
How to properly use options from DirectXExt in dgvoodoo2? I mean options from the Adapter properties group (ID Type, VendorID, etc.). I need it for debugging purposes
Things are moving slowly, but I publish a WIP containing a few fixes:
=========================
WIP89:
=========================
Changes compared to v2.79.3
- Minor shader code generator bugs fixed (Rhino Discharge)
- A caching bug is fixed (Lego Island)
- A D3D fog state bug is fixed (Shadow Company)
- A bug for D3D8/9 windowed mode image presentation is fixed (UnrealEd)
- A D3D8/9 memory leak is fixed (The Legend of Heroes - Trails in the Sky 3rd)
- A D3D8/9 texture update incompatibility is fixed + some improvement for the debug layer (Gray Matter)
- Changing D3D9 sm2/3 ps behavior for mismatching sampler/texture type (FEAR)
- Fixing a bug for x64 D3D9 software vertex processing
- Fixing a mouse handling bug (regression) (Outlast windowed mode)
- Changing option 'DirectX\BilinearBlitStretch' to 'DirectX\Bilinear2DOperations'
* So the filter is not only applied to 2D DD blit operations but CPU-written data as well
- Changin option 'GeneralExt\EnableGDIHandling' to 'GeneralExt\SystemHookFlags' (x86-dx only)
* Flag 'GDI' to hook GDI-rendering (cutscene videos)
* Flag 'Cursor' to hook mouse-cursor to suppress double cursor symptoms for emulated cursor
- ARM64X version of D3D9 instead of plain ARM64 native only (not included in this WIP)
- Changes/refactorings related to the updated compiler tools
http://dege.fw.hu/temp/dgVoodooWIP89.zip
http://dege.fw.hu/temp/dgVoodooWIP89_dbg.zip
Because of the config changes, I had to increase the version number to 2.8.
So, the configuration file included here is not compatible with 2.79, watch out for this.
I couldn't yet address all the reported things but hopefully I'll.
Dege wrote on 2022-12-07, 18:15:Things are moving slowly, but I publish a WIP containing a few fixes: […]
Things are moving slowly, but I publish a WIP containing a few fixes:
=========================
WIP89:
=========================
Changes compared to v2.79.3
- Minor shader code generator bugs fixed (Rhino Discharge)
- A caching bug is fixed (Lego Island)
- A D3D fog state bug is fixed (Shadow Company)
- A bug for D3D8/9 windowed mode image presentation is fixed (UnrealEd)
- A D3D8/9 memory leak is fixed (The Legend of Heroes - Trails in the Sky 3rd)
- A D3D8/9 texture update incompatibility is fixed + some improvement for the debug layer (Gray Matter)
- Changing D3D9 sm2/3 ps behavior for mismatching sampler/texture type (FEAR)
- Fixing a bug for x64 D3D9 software vertex processing
- Fixing a mouse handling bug (regression) (Outlast windowed mode)
- Changing option 'DirectX\BilinearBlitStretch' to 'DirectX\Bilinear2DOperations'
* So the filter is not only applied to 2D DD blit operations but CPU-written data as well
- Changin option 'GeneralExt\EnableGDIHandling' to 'GeneralExt\SystemHookFlags' (x86-dx only)
* Flag 'GDI' to hook GDI-rendering (cutscene videos)
* Flag 'Cursor' to hook mouse-cursor to suppress double cursor symptoms for emulated cursor
- ARM64X version of D3D9 instead of plain ARM64 native only (not included in this WIP)
- Changes/refactorings related to the updated compiler tools
http://dege.fw.hu/temp/dgVoodooWIP89.zip
http://dege.fw.hu/temp/dgVoodooWIP89_dbg.zipBecause of the config changes, I had to increase the version number to 2.8.
So, the configuration file included here is not compatible with 2.79, watch out for this.I couldn't yet address all the reported things but hopefully I'll.
Is there anything for the "800 x 600 Resolution" setting issue for MechWarrior 2 Glide that I mentioned?
previously known as Discrete_BOB_058
Unreal Tournament 2004 stutters with the D3D12 API (WIP89 and older). Can anybody confirm it?
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Let me try
Firtasik wrote on 2022-12-08, 15:37:Unreal Tournament 2004 stutters with the D3D12 API (WIP89 and older). Can anybody confirm it?
Radeon RX 570 here, 22.11.1 drivers, all perfect wrapping to D3D12.
Thanks for your feedback.
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BEEN_Nath_58 wrote on 2022-12-07, 19:06:Is there anything for the "800 x 600 Resolution" setting issue for MechWarrior 2 Glide that I mentioned?
No, didn't look into it yet.
Don't think it's a regression because the *partial* fix (=setting an Nvidia GPU ID) is working
SiN Emergence fog bug (a classic)
dgVoodoo2 generic VGA/ original hardware:
dgVodoo2 9800 GT (partial fix)
pcgamingwiki says it's a common bug for all pre-OrangeBox Source games (Dark Messiah?)
Depth Buffer problem?
I add a little update to the latest WIP:
=========================
WIP89.1:
=========================
- Fixing a memory allocation incompatibility for D3D8/9 cube textures (Lost Planet 2)
- Fixing SM3 fog problem in D3D9 (Lost - Via Domus)
- Fixing a D3D8/9 frontend stateblock bug (Tiger Woods PGA Tour 2002)
- Fixing D3D8/9 device cursor functionality (Deus Ex - Invisible War)
- Fixing a Glide lfb-access bug (Mech Warrior 2: 31st Century Combat)
http://dege.fw.hu/temp/dgVoodooWIP89_1.zip
http://dege.fw.hu/temp/dgVoodooWIP89_1_dbg.zip
lowenz wrote on 2022-12-16, 13:16:Don't think it's a regression because the *partial* fix (=setting an Nvidia GPU ID) is working SiN Emergence fog bug (a classic) […]
Don't think it's a regression because the *partial* fix (=setting an Nvidia GPU ID) is working
SiN Emergence fog bug (a classic)dgVoodoo2 generic VGA/ original hardware:
dgVodoo2 9800 GT (partial fix)
pcgamingwiki says it's a common bug for all pre-OrangeBox Source games (Dark Messiah?)
Depth Buffer problem?
No, there is already a separate thread for this problem (would be nice to solve it somehow):
Source DirectX9 grey fog bug
Application info
----------------
Name 3DMark2001 SE
Build 330
Error log
---------
P_D3D::DRV_allocateMap - device does not support bump normal maps
System info available: yes
Project available: yes
NATURE Test (the other ones work!)