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For anyone using dgVoodoo to run the D3D version, go to the game's folder (in Galaxy, click the button next to Play, move to "Manage installation", and click "Show folder"), and find the D3D executable, MDKD3D.exe. Right click on it and under Compatibility, choose "Windows XP Service Pack 2" as the mode to run it in. Afterwards, run the game either straight from that icon or a shortcut of it instead of through Galaxy. This will fix (at least it did for me) explosions showing as plain white fields and Kurt displaying as a white box if you set him to show as a texture instead of a blit under the D3D options menu in the game.



I recommend running the game in dgVoodoo with "dgVoodoo Virtual 3D Accelerated Card" selected in the DirectX settings, the resolution set as high as you can go, some level of MSAA turned on in Antialiasing, and "Force point sampled" selected under Texture filtering. Also make sure filtering is turned off in the game's D3D settings. Given that the game only runs at 30fps, I limited the frame rate in Nvidia Control Panel to that, and it seems to prevent unnecessary CPU usage and some stutters on a modern system far more powerful than required. Obviously the game won't output above 30fps anyway, but it seems to help.
The transparency setting also needs to be set to Chroma Keying instead of Alpha since even with this fix Kurt's sprite and explosions appeared as a white texture. Latest versions of dgVoodoo 2 also has a built-in frame-rate limiter in a hidden settings menu (right-click on the dgVoodoo 2 banner to expose the hidden advanced options) or by editing the .conf files yourself with a text editor.