![]() And hires fullscreen is just broken for me, I've seen other people complaining about it before as well. I've tried both the default "surface" output mode and "overlay" "overlay" allowed me to set the exact window resolution, so that's great, but other than that, I saw practically no difference. I generally try to avoid playing bad DOSBox ports so I haven't had that much experience with setting it up. Since you've seen my guide, you know what configuration I ended up using for nGlide and the DOSBox config files, and that's just the way it works for me. I don't really know what to say about the way fullscreen works for me. I assume you're implying you can't change the screen settings in 3dfx mode with those config files but I'm quite convinced I did just that when I was trying to set up hardware accelerated mode. I'm not sure what you mean with "3dfx version doesn't use the dosbox conf settings regarding to drawing graphics". This isn't the only game I've done that with, I remember also not seeing any effect in Star Wars: Dark Forces. I've experimented with the nGlide settings quite a bit, it really didn't matter what I did there, I never saw any changes. I don't know what happens if your monitor doens't support so low resolutions (like 320x200) might be the culprit of this whole situation? there are some strange DOS video modes which may give the end result as you describe (small screen on black background) but usually setting fullresolution to original and correct output mode will force your monitor to switch to that "original" resolution in fullscreen mode.You shouldn't have issues with fullscreen setting. On my laptop with AMD GPU I usually use output=ddraw, while on my desktop with nVidia I use output=overlay for my DOSBox gaming. seems you have problems with fullscreen, if you have AMD GPU you may want to try experimenting with different setting for output, try opengl, openglnb or ddraw.Also I'm pretty sure 3dfx version doesn't use the dosbox conf settings regarding to drawing graphics. ![]() I added screenshot from Splat Pack running at 1280x960 to my guide as a proof it working. I can confirm this by capturing footage and checking the resolution of the capture. You can bump up that resolution with nglide config, but the 2d art will be scaled (and may not look pretty if end resolution is not integer multiply of 640x480) however the 3d world will be drawn at that specified higher res, that's the cool feature of those glide wrappers. the nglide config tool does work, when resolution is left as original it will be displayed at 640x480, btw the same as with software -hires option, 3dfx version of Carma did not used higher res, there was no 2d art prepared for anything higher than this.Same goes with -hires (640x480) option.Īlso just read thorugh your guide and have some thoughts: I can use original res with no -hires switch which will give 320x200 and will display fully on my monitor (with black bars at the sides because of 4:3 aspect) just fine. What is your GPU brand? With output set to overlay and fullscreen to true I don't have your issue with the screen not being scaled to full screen size.
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