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- Commandos behind enemy lines directx 5 drivers#
- Commandos behind enemy lines directx 5 driver#
- Commandos behind enemy lines directx 5 full#
- Commandos behind enemy lines directx 5 windows 8#
- Commandos behind enemy lines directx 5 windows 7#
Commandos behind enemy lines directx 5 drivers#
The question is how long new hardwares and their drivers keep old features present in old hardware. (dgVoodoo always pretend supporting old 8 and 16 bit formats but takes care of the conversion from/to them so it shouldn't be a problem.)
Commandos behind enemy lines directx 5 driver#
So, if the driver says it supports a particular 8 or 16 bit format then Windows won't interfere to expose that format to the application. Bitmap formats for old DX interfaces are up to the driver. Both of them requires a driver supporting WDDM 1.1 (or 1.2 for win8) and that's all. It's interesting what you write about Win8 because there are no any significant differences between Win 7 and 8 in the respect of the graphic drivers.
Commandos behind enemy lines directx 5 windows 7#
Wish I had a Windows 7 setup to test this (my Win7/Intel setup is at work). Maybe dgVoodoo2 being modern reads "this system only supports 32-bit color" and tells that to legacy applications rather than pretend it supports 8-bit and 16-bit color like it should?
Commandos behind enemy lines directx 5 windows 8#
I know nothing, but random thought: Windows 8 only supports 32-bit color and tells older applications that it supports 16-bit and 8-bit color. There are workarounds available for all those games so there's really no need for a wrapper for those, just fun to test. This is on Windows 8, so if this wrapper doesn't convert 8-bit and 16-bit color to 32-bit color by itself then it's Windows 8's wrapper that's causing the the performance issues. Wipeout XL: No resolution options in launcher (and game won't launch without them).
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Starcraft: Works, runs poorly (playable if it's your only option though). Lack of D3D games to test so mostly just checking how it works as a ddraw wrapper:Ĭ&C - Tiberian Sun: Works, severe performance issues, FMVs don't play.Ĭ&C - Red Alert 2: Works, severe performance issues, FMVs don't play.ĭark Reign: FMVs don't play, otherwise works perfectly.
Commandos behind enemy lines directx 5 full#
Just center and stretch to full screen (and it sets resolution to 1920x1080 automatically so I can't just manually set fullscreen resolution to something else). Is there a stretch to aspect ratio setting for fullscreen? I seem to recall there being one, but can't find it. All the API debuggers (like gDEBugger, PIX or DX sdk debug layers) do the same. The only way is intercepting the API calls through a 'wrapper' and logging them, as those ones you mentioned here do. You mean an external, universal scan tool? ? Stiletto wrote: Making my most recent list of Glide wrappers made me think: is there some easy way to determine what a game/program/DLL requires I am hoping for more of a scan tool than a "run it in a wrapper and see what it logs" solution though. There is also GLIntercept for OpenGL 1.x-2.1 too: Jari Komppa's wrapper ( ) also does some logging that he can use to determine what DirectX a game uses too. Making my most recent list of Glide wrappers made me think: is there some easy way to determine what a game/program/DLL requires, to double check what it advertises, for Direct3D? And for OpenGL? It seems a tool like this maybe does not exist.īut I do not think that is very easy to use. I even came across a DirectX5-style call in it.) For example, Tomb Raider 5 is advertised as a DirectX7 game but it is DirectX6 in fact. (I was pondering on how one can rely on official system requirements of old games. I even came across a DirectX5-style call in it.) Reply 241 of 3949, by Dege At least not only Hellbender is going to be the only testcase. This game is not a DX5 one as I debugged it revealed that it tries to use the first version of Direct3D which is unsupported now (mentioned in the readme).Īnyway, I'm going to add support for that in the next version. A bug in the wrapper causing 8 bit paletted surfaces displayed blank (the menu screens gave me blank screen but it probably has to do with enabled 3D acceleration in the game), I quickfixed that. I did a try with SW MotS and indeed, it does not work. I've tried all 3 games on a HD 7970 and a GTX 780 (with Windows 7 64 bit) and they behave the same way. MotS gives me the same "Unable to set video mode" message, then a "Error setting last valid display mode" message and the game returns to the menu. With Jedi Knight I can get to the menu but as soon as I start a new game or load a savegame I get the error message "Unable to set video mode" ( … NmZiMm9vU0pHdk0) then the game crashes with a fault in dxgi.dll. I'm trying to run Jedi Knight, it's standalone expansion MotS and Tie Fighter 98 with dgVoodoo 2.
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Teleguy1 wrote: I'm trying to run Jedi Knight, it's standalone expansion MotS and Tie Fighter 98 with dgVoodoo 2.