dgVoodoo v2.54 & nGlide 1.05
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Toshiba-3 created dgVoodoo v2.54 & nGlide 1.05 on Sun Feb 08, 2015 3:21 pm
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[edit2]
And now to dgVoodoo 2.43!
[/edit2]

[edit]
Now it's been updated to v2.42!
But wait! There's more: nGlide 1.0.4.
[/edit]

Hi guys, a quick update here about an old news: dgVoodoo has been updated to v2.41 last month. I didn't notice. However this is a very interesting update as it adds ddraw and d3d support to an already powerful tool!

So you can run C1 in software mode with dgVoodoo's ddraw.dll too now! C2 in software mode starts but it crashed upon entering the race, maybe I just need to test again. However C2 now works well in D3D mode again!

dgVoodoo v2.41: http://dege.freeweb.hu/
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Harmalarm on Mon Feb 09, 2015 9:01 am
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Nice news find there tosh! I was wondering though, c2 d3d has pretty much always worked for me. Is it commonly known it doesn't for many others?
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Toshiba-3 on Mon Feb 09, 2015 9:57 am
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Oh here it's been years since I last had it working properly!
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Toshiba-3 on Mon Feb 16, 2015 11:34 am
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Just a pic I did earlier to illustrate how to get D3D mode in a window:
Image
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Harmalarm on Sat Feb 28, 2015 12:16 pm
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Wow the d3d windowed mode works surprisingly well. I didn't get the regular error message on shutting down the game. I wonder if it will give us proper error messages now when we add modded content that has flaws.

Anyway, thanks for the find tosh
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Toshiba-3 on Wed Mar 04, 2015 8:24 pm
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dgVoodoo 2.42 changelog:
Code:
        – Direct3D3 renderstate handling bugfixes (some of them were disabled)
        – Various DirectDraw bugfixes like object/structure version handling,
          surface blitting, basic ROP codes are added, and others
        – Compatibility fixings in DirectDraw surface creation functionality
        – Compatibility fixings in DirectDraw surface locking functionality
        – Compatibility fixings in Direct3D device creating
        – Fixing/refactoring light handling in general; now software vertex
          processing can handle any number of them, and also, they can be added at
          any index in Direct3D7
        – 32 bit z-buffer support added
        – Minor Direct3D rendering bugs
        – Bad return code in an empty (but necessary) function on IDirect3DTexture,
          fixed
        – Missing multithreading guarding in some Direct3D3 methods, fixed


nGlide 1.0.4 changelog can be found in the first post link.
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Toshiba-3 on Thu Apr 16, 2015 8:22 pm
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dgVoodoo v2.43 changelog:
Quote:
DirectX emulation:
- 3D support for 8 bit surfaces is added (Colin McRae Rally)
- Improved surface blitting, more optimal resource consuming for 3D surfaces
- First version of fast surface video memory CPU-access is added
- Introducing ‘lost’ state into the default DX behavior, with additional automatic self-restore mechanism for buggy DX applications
- 3D TL vertex rendering incompatibilites, fixed
- Various small 3D/caps related bugs, fixed
- Several other bugfixes that I don’t want to word here

Other:
- Some problems related to the window procedures and message handling are fixed
- Names of the wrapped running DX applications were displayed incorrectly, fixed
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Toshiba-3 on Wed Jun 17, 2015 8:20 am
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dgVoodoo 2.44: http://dege.freeweb.hu/dgVoodoo2.html

Changelog wrote:
DirectX emulation:
– Some surface/D3D device related bugs are fixed
– Mirrored blitting was broken, fixed
– 24bit software surface support is added
– support for DXT1-5 compressed textures is added but an S3TC encoder is still missing for the cases when a compressed texture is the blitting target
– Transforming normal vectors was incompatible with MS D3D, fixed. This fix includes enabling/disabling of normalizing them, default was wrong for older than DX7 interfaces
– Colorkey blend capability is added
– support is added for old mode-X display modes
– Various other small bugs fixed that I can’t remember of
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Toshiba-3 on Mon Jan 18, 2016 10:41 am
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dgVoodoo v2.5

Quote:
- First version of D3D8 implementation is added
- Lot of bugs fixed during general DirectX code refactoring, I don't want to detail them all here
- Dynamic shader compiling for all API components for better performance (see Usage and DirectX readme for details, you'll need D3DCompiler_43.dll for this feature)
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Toshiba-3 on Mon Feb 01, 2016 9:32 pm
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and now nGlide 1.05

Code:
Glide2:
-added support for F-16: Fighting Falcon
-added support for Space Haste
-fixed Actua Golf 2 ui issues with older Radeons
-fixed Actua Soccer 2 seams glitch
-fixed Driver missing lens flare effect and wrong drawing distance
-fixed Killer Loop buggy time indicator background
-fixed Powerslide blinking car shadows
-fixed Time Warriors glitches with 320x200/640x400 viewports
-fixed Total Soccer 2k disappearing goal nets
-fixed Ultimate Race Pro incorrect fog and low texture detail with v1.50
-fixed Warzone 2100 invisible map after building command center
-fixed lack of gamma correction control with games utilizing SST_GAMMA

Glide3:
-added support for Les Visiteurs: La Relique De Sainte Rolande
-fixed NFL Blitz 2000 missing ui text with 3x renderer
-fixed Tiger Woods PGA TOUR 2000 long loading time
-fixed Tiger Woods PGA TOUR 2001 wrong target arrow distance and long loading time
-fixed Xtreme Air Racing resolution issue

Miscellaneous:
-added support for windowed mode (press Alt+Enter while in game to switch)
-added support for extended resolutions
-added support for edge anti-aliasing
-"4:3" aspect ratio option in nGlide configurator renamed to "Preserve original"
-framerate is now capped at 1000fps with VSync=off or windowed mode to reduce power consumption / coil whine
-fixed Alt+Tab switching in multithreaded games
-fixed regressions


Windowed mode, extended resolutions, edge anti-aliasing
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Razor on Thu Feb 04, 2016 9:42 pm
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Nice, an Ultim@te Race Pro fix!
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For information about the progress of my TDR2000 to Carma2 mod visit my site @ http://r.carmajunkies.com
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Jaw_Breaker on Tue Feb 23, 2016 4:29 pm
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The new versions of both dgVoodoo and nGlide are awesome! C2 3Dfx with dgVoodoo v2.5 in particular runs smoothly (and very good looking) on my Win7 x64 PC, which is a marvelous achievement by Dege. :thumbsup:

However, I still can't get the D3D mode of C2 to work. It always gives me this error:
Image
Even after following Tosh' instructions in the previous post, it still crashes. Dunno why. :confused:

Any ideas how to fix this? Thanks. :smile:
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Toshiba-3 on Tue Feb 23, 2016 8:36 pm
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Well it still works here! But I have to make sure that dgVoodoo uses my Intel HD graphics as adapter (in the General tab) instead of my nVidia card or else it crashes!
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Toshiba-3 on Fri Sep 16, 2016 1:33 pm
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dgVoodoo 2.53
  • Support for ‘dynamic resolutions’ (see section ‘Resolution overriding’)
  • Added support for ‘d3dcompiler_47.dll’, so Win10 users don’t have to download and mess with d3dcompiler dll, 47 is part of the Win10 OS.
  • Linear filtering was applied for upscaling the output-image even if the scale ratio was 1.0, fixed
  • Some modifications on the CRT-like shader were done for correct CRT-like appearance on high-res displays like a 4K monitor
  • Glide mode ‘Compare to bias’ is fixed (Esoteria demo)
  • Some other Glide rendering issues are fixed (Hype – The Time Quest)
  • DDraw system memory surface pitch is fixed to match that of DIBs (Snow Wave Avalanche)
  • A DX8 bug is fixed, so Mafia now works, altough I experience z-buffer glitches here and there (to be fixed)
  • Lot of general D3D/D3D8 bugs are fixed, too
  • GeForce4-style shadow buffering is reverse engineered and implemented in the ‘Geforce Ti4800’ preset
  • Floating point arithmetic differences (incompatibilities) between vs1.x and vs4.x are resolved, Splinter Cell 1 now works in shadow buffer mode
  • New dynamic vertex buffering algorhythm for removing rendering performance bottleneck, better usage of GPU
  • The config application is now per-monitor DPI-aware, to have sharp appearance
  • MSAA option name ‘Auto’ is changed to ‘App driven’
  • New option for DirectX emulation is added (No texture filtering)
  • Changes in the default config:
    Capture mouse is on
    MSAA is app driven
  • Doc format is changed from txt to html and content is revised
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Toshiba-3 on Mon May 01, 2017 8:38 am
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dege is still hard at work:

dgVoodoo 2.54

  • Windows input issues caused by the wrapper are fixed (Outlaws, GTA1 DDraw mode, etc.)
  • Rendering transition between Glide/DDraw is fixed (Outlaws)
  • Concept of setup application is replaced with concept of Control Panel (CPL)
  • Control Panel App:
    • Contrast as a new color adjustment option is added
    • Preserving predefined monitor color profile(s) for fullscreen mode as an option is added
    • A general option for centering the application/game window is added
    • DirectX texture filtering options are changed, possibility of forcing anisotropic filtering is introduced
    • New scaling mode with C64-like output (it’s not a feature but more like an experimenting code)
    • Visual cosmetics
  • DirectX:
    • Some of the DDraw code is guarded to avoid the unexpected worst-way DLL unloading
    • Now LithTech engine games (Blood2, NOLF, Kiss Psycho Circus, …) should tolerate Alt-Tab on Win10
    • Some other extra guarding to prevent crashes, Virtua Cop2 now works in D3D mode
    • Blit bug and clipper incompatibility fixed in DDraw (D3DRM, Tokipazu, tech demo Final Reality)
    • Minor issue in DDraw and bad L6V5U5 format descriptor is fixed (Kyro tech demos)
    • Adding support for plain surface format A8L8 (DDraw) (Matrox G400 Tech Demo)
    • D3D3 fog fixed (Shadows of The Empire patched to 1.1)
    • Execute buffer bug fixed in D3D (D3DRM)
    • Some D3D5 incompatibilities are fixed (crash and texture handling with Space Bunnies Must Die)
    • Fixing D3D6 bugs and calculations of old software-only lighting and other incompatible things (DX6 SDK sample applications (Immediate/Retained) + Fog City/Tirtanium demos)
    • Unexpected way of texture compression is implemented (D3D7, Soulbringer)
    • Adding support for Q8W8V8U8 texture format (D3D8) (3DMark 2001 SE, Nature, Pixel shader and Advanced Pixel shader test)
    • D3D8 device handling bug is fixed (multimonitor environment)
    • D3D8 compatibility fixings, now handling managed textures is compatible with Phantasy Star Online Blue Burst (corrupt mipmapping)
    • Issue with D3D8 device capabilities and SYSTEMMEM vertex buffers are fixed (LKCC demos)
    • D3D8 DrawIndexedPrimitive bug fixed (Syberia 2)
    • Adding support for depth buffer format D24X4S4 (D3D8) (Matrox Parhelia Reef Tech Demo)
    • Adding support for volume textures (D3D8), though with limited number of formats (Matrox Parhelia Coral Reef Tech Demo + DX8 SDK VolumeTexture sample + general)
    • Lower resource usage is partly included in this version. For the time being, only the usage of GPU accessible system memory.
    • General bugfixing, like unexpected forced windowed mode (Soulbringer movies), vertex shader (missing fog in Colin McRae Rally), non-perspective polygon drawing bug, fixed (Zanzarah The Hidden Portal), and a lot other
    • Handling depth buffers had some bugs at FL 10.0, fixed (D3D11)
    • Potential bad driving of D3D11 at FL10.1 when no resolution and MSAA is forced (D3D11) (Gorky17)
    • Some (regression and other) bugs in the D3D11 renderer are fixed
    • GeForce 4 profile is slightly modified to match a real GF4
    • Now light beams in Splinter Cell 1 should be rendered correctly through the GF4 card type (unblurred lights with occlusion)
    • 2 new videocard types are added:
      • GeForce FX 5700 Ultra (keeps the soft shadows for Splinter Cell 1 (because I like it :D) and will hopefully be feasible to provide place for new features later)
      • Matrox Parhelia-512 (for Matrox Coral Reef Demo 1.1 and other Matrox tech demos)
  • Glide:
    • Glide fix (far background in front of the 3D world: Mig29, Uprising)
    • Texture memory report is modified to match that of a real 3Dfx driver (Slave Zero)
  • Tons of code changing for new features that are not ready yet and so not included in this version
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