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I'm really not understanding these people who are saying dgvoodoo 2 is so hard to setup, the game should run on the default settings. The most you need to do is copy the exe and Glide2x.dll (skip ddraw.dll unless you have a compelling reason to use it) to the game folder and configure it for full screen instead of windowed to avoid issues with the mouse. Are the people having problems using AMD video cards or pre-DirectX 11 cards? Don't force a resolution unless you have the game set to 640x480 under options and are using 1280x960 in dgvoodoo; the game just isn't meant for anything other than an even multiple of it's original resolution.

Don't set any compatibility modes for Mask.exe, the fixes the game needs are already set automatically by the built in Application Compatibility database that Windows has had since Windows XP.

I've been running the game just fine on Windows 8.1 Pro x32 (integrated AMD video), Windows 8.1 Pro x64 (Nvidia GTX 660), and Windows 7 Pro x64 (Nvidia GTX 460) using the default settings on dgvoodoo 2.
Arablizzard I checked my previous notes on experiences with dgvoodoo 2, and at least on Nvidia, I had no problems up scaling it to my system's native resolution (except for the 'stretched' game experience, but that's livable). I found it impressive you could even set custom scaling, and not just 'doubling'.
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arablizzard2413: I'm really not understanding these people who are saying dgvoodoo 2 is so hard to setup, the game should run on the default settings. The most you need to do is copy the exe and Glide2x.dll (skip ddraw.dll unless you have a compelling reason to use it) to the game folder and configure it for full screen instead of windowed to avoid issues with the mouse. Are the people having problems using AMD video cards or pre-DirectX 11 cards? Don't force a resolution unless you have the game set to 640x480 under options and are using 1280x960 in dgvoodoo; the game just isn't meant for anything other than an even multiple of it's original resolution.
dgV2 is extremely easy to setup--I was thinking maybe I was doing something wrong because I cannot get it to run at all. But I'm not--it just doesn't work for me (if you have a different hardware/software setup it may work fine for you, however--I would have no way of knowing that.) It's really very simple to understand: dgv2 won't run Kq8 at all on my system (which I've described in earlier posts.) It simply refuses to open the in-game screen as I describe in detail above--the game is running as I can hear it--I just can't see it...;) Dege is the only one who knows why that might be, I'm afraid.

dgV2 has another attribute I like--as it *reportedly* supports DOS as does nGlide (nGLide supports dosbox svn-daum, actually.) I'll try it on a couple of DOS games when I have more time--right now Lol2 is the only DOS Glide game I've had time to test--and dgV2.31, 2.3, and 2.2 will not run the game--returns errors every time. Zeck's won't run Lol2, either, but then Zeck's doesn't do any DOS at all from what I've read and is Windows-only. nGLide 1.02 works very well with Lol2, under dosbox svn-daum however.

Don't set any compatibility modes for Mask.exe, the fixes the game needs are already set automatically by the built in Application Compatibility database that Windows has had since Windows XP.
I was thinking mainly of the wrapper in that regard. nGlide for instance will run the game for awhile in my system provided I set the mask.exe compat mode to WinXP or earlier. Any other compat mode, or setting no compat mode, and nGlide 1.02 promptly crashes in my 8.1.1x64 system. (I've also read reviews about nGlide in which other people have stated it works best when run in Win9x compat mode, but that was years ago under other versions of Windows, too.)

I've been running the game just fine on Windows 8.1 Pro x32 (integrated AMD video), Windows 8.1 Pro x64 (Nvidia GTX 660), and Windows 7 Pro x64 (Nvidia GTX 460) using the default settings on dgvoodoo 2.
Perhaps, then, it's simply a case of dgV2 not liking x64 Windows...? Right now, that's as good a guess as any.

BTW, I would like nothing better than to shoot Dege an email, but here http://dege.freeweb.hu/ there's no mention of an email address, and the Vogon forum dialogues are practically ancient...;) All the more puzzling as version 2.31 appears to have been put up by him just three days ago. So, he must have *some* current interest in the project.

BTW, I enjoy these discussions as they tend to stimulate the kind of experimentation that leads to better ways of doing things...;)

P.S. To reiterate: Zeckensack thus far is the best wrapper for KQ8 for me. It is not only the only wrapper that allows me to run the game, but to also run it @ 1600x1200 with noticeable bells and whistles like FSAA (set by the driver) and 16x AF (set by Zeke's), all of which looks and runs great. On my system, 1600x1200 doesn't slow me down at all and I changed the console.cs options files in the game to allow a frame limit of 120 fps instead of the 15fps the game sets itself. (Don't know if that does anything, but I changed it anyway just to make sure.) I think I don't slow down because I have 2GB's of dedicated GDDR5 VRAM running @~5.4GB/ps bandwidth--whereas Baggins, I believe, reported that the higher resolution in Zekes slowed him a bunch. Ironically, though, as you report, turning on the game's Dynamic Lighting dramatically slows the Zeke's KQ8 framerate; whereas Baggins reports that in his system the option did not slow him down.

So far, I think what has been firmly established by our conversations is that of all the main wrappers, nGlide, Zeke's, and dgV2, Zeke's is certainly *the best* when it comes to running KQ8 in both 32 and 64-bit Windows environments--at least, Windows 8 environments, that is.
Post edited April 13, 2014 by waltc
I'm running Windows 7 x64. It has worked fine for me in the past. The only difference I see is that I have Nvidia, you have AMD, and you have Windows 8?.

I'm running off a laptop (m11x R3, with Nvidia GT 540m I think that only has 1 gb of dedicated video memory), so that's going to impact performance as well. One additional issue I have to make sure I pay attention to is that it might try to default to the Intel hardware video, which is not as good. So I force games to use the Nvidia option.
Post edited April 14, 2014 by Baggins
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waltc: dgV2 has another attribute I like--as it *reportedly* supports DOS as does nGlide (nGLide supports dosbox svn-daum, actually.) I'll try it on a couple of DOS games when I have more time--right now Lol2 is the only DOS Glide game I've had time to test--and dgV2.31, 2.3, and 2.2 will not run the game--returns errors every time. Zeck's won't run Lol2, either, but then Zeck's doesn't do any DOS at all from what I've read and is Windows-only. nGLide 1.02 works very well with Lol2, under dosbox svn-daum however.
There's a post somewhere on here that I made with a screenshot of KQ8 running in Win95 on DOSBox. It should work... maybe try a different SVN build of DOSBox?

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waltc: BTW, I would like nothing better than to shoot Dege an email, but here http://dege.freeweb.hu/ there's no mention of an email address, and the Vogon forum dialogues are practically ancient...;) All the more puzzling as version 2.31 appears to have been put up by him just three days ago. So, he must have *some* current interest in the project.
I don't know that I would call January - April, 2014 ancient.... lol

His email is in the readme file btw, I've sent him a few messages and he was pretty good about responding. That's actually how the ball got rolling with KQ8 support, I sent him an email a while back.
Version 1.03 of nglide was finally released and I'm pleased to say that the memory leak is no longer. The big surprise however, is that you can finally turn on dynamic lighting and get a decent fps.
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arablizzard2413: I don't know that I would call January - April, 2014 ancient.... lol

His email is in the readme file btw, I've sent him a few messages and he was pretty good about responding. That's actually how the ball got rolling with KQ8 support, I sent him an email a while back.
Dege must be a great guy even though I haven't made his acquaintance--seems like a really nice fellow! I mean, I turn around and he's released v 2.32 of dgV just four days after 2.31...! And 2.32 has *refresh rates* enumerated. He *must* be reading this thread, bless his heart...;) Lol! I very much appreciate this kind of interest. And I vow, I shall not give up until I have convinced dgv2 to open a screen in my 8.1.1x64 system!

No, unfortunately, he does not post an email--at least in the last three of his read.me's that I've scoured. That's OK--I respect his privacy and can understand that completely.

I thought my theory about refresh might be worth pursuing--it seemed and still seems logical. But--no matter what I do I cannot get dgv2 to open a screen in my system...! Glide is detected properly, sets for either 640 or 800 properly--renders the two loading screens properly--but when it comes time to open a D3d in-game screen--I go to a black screen every time--the game is running, sound is produced properly, but the game simply won't open a screen and I can only get out by calling up the task manager.

I'm really motivated to keep working at this as long as Dege is. And, wherever he is, I'd like to say, "Thanks!" for the effort!
Post edited April 17, 2014 by waltc
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elhaya: Version 1.03 of nglide was finally released and I'm pleased to say that the memory leak is no longer. The big surprise however, is that you can finally turn on dynamic lighting and get a decent fps.
Yep...;) Seems there is more interest in maintaining Glide wrappers than has been evident. Only one we haven't seen any activity from recently is Zeckensack. Really appreciate the efforts of all of these people!

As far as KQ8 is concerned, however, I'm having a hard time improving on Zeck's wrapper running the game at 1600x1200 with FSAA & AF. It's pretty much superior in image quality for this game so far (I only wish I could get dgV2 working!)
Thought I'd very quickly let anyone who might have been following this thrilling thread know that I was fortunate enough to locate Dege on another forum and he was polite enough to answer! I am assisting him with some Win8.1 D3d debugging (as he doesn't have an 8.1x64 system handy) and he's been terrifically gracious and says he'll try and get to the bottom of this for me--and by extension the other Win8.1.1x64 users who are trying to use his wrapper!

Good news...I'll of course get back here with anything else I discover! I think the enthusiasm of all of these guys for their respective wrappers is *fantastic*! They are contributing much to gaming's legacy and I sure like having these three wrappers around--nGlide, dgV2, and Zeckensack's! I think it is great when these developers are still working to perfect their software and keep it relevant even as technology marches ahead...! (I know, sounds corny! But true it is!)

Post Script: After some testing, Dege has graciously submitted a bug report to ATi, which solves the matter for the time being as far as I'm concerned. Such a pleasant and approachable fellow!
Post edited April 25, 2014 by waltc