-
Notifications
You must be signed in to change notification settings - Fork 157
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Baldur's Gate 2 - ddraw.dll not being used #180
Comments
I haven't tried this but people also say this works and it also uses ddraw.dll technique so cnc-ddraw should be getting picked up: http://bitpatch.com/ie_ddrawfix.html EDIT: It seems BG2 uses opengl: https://www.reddit.com/r/baldursgate/comments/tiweqe/comment/i1gohwc/ |
I've tested the demo version of it some time ago, it was working fine. Kinda weird that the release version would be using a different renderer. I'll try the release version and check what's going on with it! BTW, you can generate debug logs with this: #44 |
@FunkyFr3sh Thanks for that :). I tried to debug but given that the ddraw.dll didn't hook at all, no logs were generated. I'll try it again later today and report back ;). |
Works fine for me! "Window Mode" must be set to "Full Screen" (You can enable windowed mode via cnc-ddraw config.exe instead) Name: baldur.exe Version 1.3.0.1 Name: BGMain.exe Version 2.0.0.1 Added a preset to make sure all the higher resolutions are working as well, download: |
@FunkyFr3sh Just tested 4.7.0.0 using "full screen" mode and it starts up. Window mode works fine through cnc-ddraw like you mentioned :). I see you've been having fun testing this without me lol. Thanks :). Game Version: 2.0.22956 baldur.exe - File Version: 1.3.0.1, Product Version: 1.3.0.0 - 22291bd90033a9029e1eeabdf8dab90bf7d175b2 |
It seems that for Baldur's Gate 2 (2.0.22956, original discs, not GoG), it ignores the ddraw.dll completely (usual installation of placing the ddraw.dll and ddraw.ini (and shaders) in the BG2 root directory). Testing was done with 4.7.0.0. Playing around with the settings didn't really do much. I almost thought that changing the
3D Acceleration
setting from 1 to 0 inbaldur.ini
might have made it switch fromDirect3D
toDirectDraw
but nothing fundamentally happened other than the intro cinematic no longer worked and the screen stayed black and froze, but it didn't seem like a ddraw.dll type of freeze.I would think that BG2 is old enough that it still used DirectDraw / Direct 3D and wasn't a fundamental switch in core technology.
The text was updated successfully, but these errors were encountered: