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TaxAkla: I have a good time with DgVoodoo 2 for DX. To me the textures are not reduced. Could someone test and give us your experience?
http://dege.freeweb.hu/
Thank you for that tip! This solved the blurry textures for me :)
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TaxAkla: I have a good time with DgVoodoo 2 for DX. To me the textures are not reduced. Could someone test and give us your experience?
http://dege.freeweb.hu/
Also worked for me. It fixed the pixelated character portraits too.
Strangely this problem doesn't seem to affect the demo version, even with 1:1 settings.
Unrelated and this has been answered but I was looking at the ini file to see if there was a fix there without the use of DgVoodoo 2 for DX. Doesn't seem to be but what i did find out was the game runs pretty nice at 60fps instead of the default 30fps, you can also increase draw distance.

Go to where the game is installed, locate config.ini and change the values
max_frame_rate=60
draw_distance=33 (50 and up crashes the game)
Post edited July 20, 2021 by Bacon2890
Old topic, but I've come to confirm what Malek86 suspected and offer an alternative solution to fix the problem.

The game halves the texture resolution if it detects less than 5MB of video memory, but this check fails on modern systems because the code uses a signed 32-bit value for the check and most systems today have more than 2GB of video memory.

Links to the code:
https://github.com/dizzy2003/MuckyFoot-UrbanChaos/blob/81aa5cfe18ef7fe2d1b1f9911bd33a47c22d5390/fallen/DDLibrary/Source/DDManager.cpp#L1503-L1506
https://github.com/dizzy2003/MuckyFoot-UrbanChaos/blob/81aa5cfe18ef7fe2d1b1f9911bd33a47c22d5390/fallen/DDLibrary/Source/D3DTexture.cpp#L1578-L1605

With the source code available, I was able to patch the game using a debugger so that the video memory check has no effect. And anyone can do this themself by hex editing the game executable.

To do this with a hex editor, open fallen.exe in a hex editor, go to file offset 821835 (0xC8A4B) and change the byte at that offset to zero.

Hex code before editing (the underlined byte is the one you need to change):
00 80 CC 40 89 45 00

After editing, you should have hex code like this:
00 80 CC 00 89 45 00

I own the game on Steam and it is possible that the GOG version uses a different version of the executable. If the hex code above does not match with your executable, you have a different version and should not edit the file.

You can also use widescreen patch executable files with this hex edit.
Post edited April 24, 2025 by TheOdds
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TheOdds: Old topic, but I've come to confirm what Malek86 suspected and offer an alternative solution to fix the problem.

The game halves the texture resolution if it detects less than 5MB of video memory, but this check fails on modern systems because the code uses a signed 32-bit value for the check and most systems today have more than 2GB of video memory.

Links to the code:
https://github.com/dizzy2003/MuckyFoot-UrbanChaos/blob/81aa5cfe18ef7fe2d1b1f9911bd33a47c22d5390/fallen/DDLibrary/Source/DDManager.cpp#L1503-L1506
https://github.com/dizzy2003/MuckyFoot-UrbanChaos/blob/81aa5cfe18ef7fe2d1b1f9911bd33a47c22d5390/fallen/DDLibrary/Source/D3DTexture.cpp#L1578-L1605

With the source code available, I was able to patch the game using a debugger so that the video memory check has no effect. And anyone can do this themself by hex editing the game executable.

To do this with a hex editor, open fallen.exe in a hex editor, go to file offset 821835 (0xC8A4B) and change the byte at that offset to zero.

Hex code before editing (the underlined byte is the one you need to change):
00 80 CC 40 89 45 00

After editing, you should have hex code like this:
00 80 CC 00 89 45 00

I own the game on Steam and it is possible that the GOG version uses a different version of the executable. If the hex code above does not match with your executable, you have a different version and should not edit the file.

You can also use widescreen patch executable files with this hex edit.
Wow, thank you so much! This fixes the restart level crash bug too.

https://steamcommunity.com/app/243060/discussions/0/365163686045023359/
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own3mall: Wow, thank you so much! This fixes the restart level crash bug too.

https://steamcommunity.com/app/243060/discussions/0/365163686045023359/
Good to hear that it helps with that crash too. However, I should note that this hex edit does not fix the root cause of the crash, but it may change the conditions under which the the crash error occurs. If you are lucky, the game may never hit the crash conditions again, but it's more likely that the game will still crash, but at a different time/level.

I do believe this crash is related to a level lighting cache that the game uses. This cache is fixed size and in some conditions it can overflow leading to this crash when reloading a level or freezing during gameplay.

Using the widescreen patch makes this problem much worse, as the game fills up the lighting cache faster when more of the game level is visible on screen. I also believe that the draw_distance setting affects this issue, and smaller values may help with this crash (I haven't actually tested this yet).

When I made my previous post, I was working on improving the widescreen patch and had some success with it. I managed to fix the aspect ratio on game cutscenes and found a solution that alleviates the lighting cache issue on wider screen aspect ratios to the point where it works almost as well as with 4:3 aspect ratio. It's also possible that the lighting cache crash issue can be fixed with hex editing, but at this point I'm not hopeful about that. I've been interested in other things recently, but I plan to continue this work at some point.
Post edited July 06, 2025 by TheOdds
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own3mall: Wow, thank you so much! This fixes the restart level crash bug too.

https://steamcommunity.com/app/243060/discussions/0/365163686045023359/
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TheOdds: Good to hear that it helps with that crash too. However, I should note that this hex edit does not fix the root cause of the crash, but it may change the conditions under which the the crash error occurs. If you are lucky, the game may never hit the crash conditions again, but it's more likely that the game will still crash, but at a different time/level.

I do believe this crash is related to a level lighting cache that the game uses. This cache is fixed size and in some conditions it can overflow leading to this crash when reloading a level or freezing during gameplay.

Using the widescreen patch makes this problem much worse, as the game fills up the lighting cache faster when more of the game level is visible on screen. I also believe that the draw_distance setting affects this issue, and smaller values may help with this crash (I haven't actually tested this yet).

When I made my previous post, I was working on improving the widescreen patch and had some success with it. I managed to fix the aspect ratio on game cutscenes and found a solution that alleviates the lighting cache issue on wider screen aspect ratios to the point where it works almost as well as with 4:3 aspect ratio. It's also possible that the lighting cache crash issue can be fixed with hex editing, but at this point I'm not hopeful about that. I've been interested in other things recently, but I plan to continue this work at some point.
Hey, thanks for your work so far on the texture resolution fix! I included it on my widescreen fix, this one also fixes the aspect ratio on cutscenes and allows increasing the FOV, but highly increases the risk of crashing due to the issue you mentioned. Could it be fixed in any way? Would love to incorporate it on my fix and would properly credit you. Here's the link to it: https://community.pcgamingwiki.com/files/file/3617-urban-chaos-widescreen-fov-fix/
Post edited 2 days ago by AlphaYellow1