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Hi!Since I moved to the current generation of NVidia cards, I've been trying hard to get Rowan's MiG Alley running perfectly. The problem is in certain graphical artifacts:
Holes in the dashboard and in land textures at the horizon, pixel trails behind moving objects, framerate dropping below 25 fps at the ground level... This is not a unique case for a DX7 game.
The best result so far I achieved with dgVoodoo 2: no holes, no trails, good fps, antialiasing working, even full hd resolution available. But! There is a black square across most part of the screen!:(
This appears to be the games's loading screen, which was supposed to go away once 3D world loads, yet it stays. Or, probably, a part of game's 2D menu, running in the background - I don't know for sure. Is there a way to get rid of this black square?!
My configuration is:
I5 2500K, overclocked to 4200 (removing overclock doesn't solve the problem).
NVidia GTX 1060 6gb, 397.31
Windows 7 Ultimate
dgVooDoo config:
- Code: Select all
;
; Text based config file for dgVoodoo2
; Use this file if you are a game modder/hacker or an experted user and
; want to modify some advanced properties not available via the CPL.
;
Version = 0x255
;--------------------------------------------------------------------------
[General]
; OutputAPI: 'd3d11warp', 'd3d11_fl10_0', 'd3d11_fl10_1', 'bestavailable'
; Adapters: 'all', or the ordinal of the adapter (1, ...)
;FullScreenOutput: 'default', or the ordinal of the output on the adapter (1, ...)
; ScalingMode: 'unspecified', 'centered', 'stretched', 'centered_ar', 'stretched_ar',
; 'stretched_4_3', 'stretched_4_3_crt', 'stretched_4_3_c64'
OutputAPI = bestavailable
Adapters = 1
FullScreenOutput = default
FullScreenMode = true
ScalingMode = centered_ar
ProgressiveScanlineOrder = false
EnumerateRefreshRates = false
Brightness = 100
Color = 100
Contrast = 100
InheritColorProfileInFullScreenMode = false
KeepWindowAspectRatio = true
CaptureMouse = true
CenterAppWindow = true
;--------------------------------------------------------------------------
[GeneralExt]
; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.
; Useful for rare applications that pre-set the desktop to other than the native
; resolution before dgVoodoo gets in action. Only the compact format can be used here,
; and applies to all outputs of the desktop.
; DeframerSize: When resolution is forced to other than the app default then
; a black frame is drawn around the output image coming from a wrapped API
; to remove scaling artifacts -
; frame thickness can be defined in pixels (max 16, 0 = disable)
; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API
; Always done by nearest point filtering, independent on scaling mode
; (0 = max available)
; Separate factors can be defined for horizontal and vertical scaling
; by subproperties, e.g.
; ImageScaleFactor = x:3, y:2
;ForceNearestPointFilter: When the scaling is done by the wrapper for the given scaling mode,
; you can force nearest point filtering instead of bilinear one
; FreeMouse: If true then physical mouse is free to move inside the game window
; when using emulated scaling and/or application and forced resolution
; differs; can be useful when a game relies on the physical window size
; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
; 'borderless' - forces the app window not have any border
; 'alwaysontop' - forces the app window into the top-most band
; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
; or can be set to 'DosBox' or 'QEmu'.
DesktopResolution =
DeframerSize = 1
ImageScaleFactor = 1
ForceNearestPointFilter = false
FreeMouse = false
WindowedAttributes =
Environment =
;--------------------------------------------------------------------------
[Glide]
; VideoCard: 'voodoo_graphics', 'voodoo_rush', 'voodoo_2', 'voodoo_banshee', 'other_greater'
; OnboardRAM: in MBs
; MemorySizeOfTMU: in kBs
;
; Resolution: either 'unforced', 'max', 'max_isf', 'max_fhd', 'max_fhd_isf', 'max_qhd', 'max_qhd_isf', '%d x'
; or subproperties: h: horizontal, v: vertical
; + optional subproperty refrate: refresh rate in Hz
; e.g. Resolution = max, refrate:60
; Resolution = 2x, refrate:59
; Resolution = h:1280, v:1024, refrate:75
; or just use the compact form like '1024x768@60' or '512x384'
;
;Antialiasing: 'off', 'appdriven', '2x', '4x', '8x', '16x' (your GPU must support the chosen one)
VideoCard = voodoo_2
OnboardRAM = 8
MemorySizeOfTMU = 4096
NumberOfTMUs = 2
ForceBilinearFilter = false
DisableMipmapping = false
Resolution = unforced
Antialiasing = appdriven
EnableGlideGammaRamp = true
ForceVerticalSync = true
ForceEmulatingTruePCIAccess = false
16BitDepthBuffer = false
3DfxWatermark = true
3DfxSplashScreen = false
PointcastPalette = false
EnableInactiveAppState = false
;--------------------------------------------------------------------------
[GlideExt]
; DitheringEffect: 'pure32bit', 'dither2x2', 'dither4x4'
; Dithering: 'disabled', 'appdriven', 'forcealways'
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic (the aim is to have some retro feel&look)
DitheringEffect = pure32bit
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0
;--------------------------------------------------------------------------
[DirectX]
; VideoCard: 'svga', 'internal3D', 'geforce_ti_4800', 'ati_radeon_8500',
; 'matrox_parhelia-512', 'geforce_fx_5700_ultra'
; VRAM: in MBs
; Filtering: 'appdriven', 'pointsampled', 'bilinear', 'linearmip', 'trilinear'
; or the integer value of an anisotropic filtering level (1-16)
DisableAndPassThru = false
VideoCard = internal3D
VRAM = 1024
Filtering = 16
DisableMipmapping = false
Resolution = h:1920, v:1080
Antialiasing = 8x
AppControlledScreenMode = true
DisableAltEnterToToggleScreenMode = true
BilinearBlitStretch = false
PhongShadingWhenPossible = false
ForceVerticalSync = false
dgVoodooWatermark = false
FastVideoMemoryAccess = false
;--------------------------------------------------------------------------
[DirectXExt]
; VendorID, DeviceID, SubsystemID, RevisionID:
; can be defined only for SVGA and Internal3D card types
; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
; 'all', 'classics', 'none'
; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
; enumerated to the application as display adapter supported ones -
; can be useful if an app supports rendering at arbitrary resolutions
; and you have a particular favorite resolution that are not
; enumerated to the application by default
; you can either use the compact resolution format here, or
; 'max', 'max@refrate' meaning your desktop resolution with a potential refresh rate, or
; 'max_4_3', 'max_4_3@refrate', 'max_16_9', 'max_16_9@refrate'
; meaning the maximum resolution with the given aspect ratio calculated from
; the desktop resolution with the given refresh rate, e.g. 'max_4_3@60', 'max_16_9'
; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
; any subset of {'8', '16', '32'}, or 'all'
; DitheringEffect: 'pure32bit', 'ordered2x2', 'ordered4x4'
; Dithering: 'disabled', 'appdriven', 'forceon16bit', 'forcealways'
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic
; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
; 'appdriven', 'forcemin24bit', 'force32bit'
; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
; (some applications check for them and they fail)
; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
; applied also to rendertarget textures
; Set it to false for games requiring pixel-precise rendering
; but be careful it can EASILY break certain things, not recommended
; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
; when they are sampled
VendorID = 0x0
DeviceID = 0x0
SubsystemID = 0x0
RevisionID = 0x0
DefaultEnumeratedResolutions = all
ExtraEnumeratedResolutions =
EnumeratedResolutionBitdepths = all
DitheringEffect = pure32bit
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0
DepthBuffersBitDepth = appdriven
MSD3DDeviceNames = false
RTTexturesForceScaleAndMSAA = true
SmoothedDepthSampling = true
;--------------------------------------------------------------------------
[Debug]
; This section affects only debug/spec release builds
;
; Info, Warning, Error
; 'Disable' - disables all messages and debugger break
; 'Enable' - enables messages and disables debugger break
; 'EnableBreak' - enables both messages and breaking into debugger
;
; MaxTraceLevel: Maximum level of tracing API calls
; 0 - Disable
; 1 - API Functions and methods
; 2 - Additional trace info for internals
;
; LogToFile: if false or debugger is detected then output goes to the debug output
; if true and no debugger detected then output goes to 'dgVoodoo.log'
; (not implemented yet, always the default debug output is used)
Info = enable
Warning = enable
Error = enable
MaxTraceLevel = 0
LogToFile = false
Please advise!
P.S.: Is there a SPOILER feature in the forum, so I could post my dgVoodoo config, without cluttering the whole page?
MiG Alley | |
---|---|
Developer(s) | Rowan Software |
Publisher(s) | Empire Interactive |
Platform(s) | Microsoft Windows |
Release | November 30, 1999 (US) |
Genre(s) | Combat flight simulator |
Mode(s) | Single player |
MiG Alley is a combat flight simulatorgame, developed by Rowan Software for PCs with Windows, and was published by Empire Interactive in 1999.
Description[edit]
MiG Alley is a historical simulation which focuses on early jet fighter combat in the Korean War - specifically, the so-called MiG Alley in northwestern North Korea, for which the game is named. One of the interesting aspects of the game is the closeness in overall performance between the main combat fighter aircraft - the MiG-15 and the F-86 Sabre. Another is that the game was one of the earliest in the genre to incorporate a 'dynamic' campaign, in which the player's missions are influenced by in-game events rather than being presented in a predetermined order.[1]
History[edit]
MiG Alley was developed by Rowan Software and published by Empire Interactive in 1999. In 2001, when Rowan was shut down by Empire Interactive, the developers released the source code to allow the community to continued the game's support on their own.[2] The release happened with permission from Empire Interactive under the 'Empire Interactive License', and didn't include the textures and landscape detailing.
Reception[edit]
Reception | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
|
In the United States, MiG Alley sold 4,171 copies during 1999, after its release on November 30 of that year.[7] Jason Ocampo of CNET Gamecenter wrote that it 'tanked at retail.'[8]
MiG Alley was a finalist for the Academy of Interactive Arts & Sciences' 1999 'Simulation Game of the Year' award, which ultimately went to Microsoft Flight Simulator 2000.[6] However, it was named the best simulation of 1999 by Computer Gaming World,[3]PC Gamer US,[4]CNET Gamecenter,[9]Computer Games Strategy Plus and GameSpot.[5][10] The editors of PC Gamer US highlighted the game's 'outstanding flight modeling, butter-smooth graphics, and rich dynamic campaign structure'.[4]
References[edit]
- ^'MiG Alley for PC Review'. GameSpot. Archived from the original on 2007-09-30. Retrieved 2007-02-04.
- ^Mitchell, Robert (2001-11-19). 'The Return of MiG Alley?'. combatsim.com. Retrieved 2013-01-06.
Bob Mitchell: What has prompted you to release the source code for MiG Alley and Battle of Britain? Dave Whiteside: Because we are no longer doing flight sims [after Empire took us over at the end of 2001], and we would not be able to publish any patches that were required [no money was allocated to this], rather than let MiG die and all the code sit doing nothing it was considered a good idea, a swan song, if you like, for Rowan [after 13 years in the flight sim market].
- ^ abStaff (March 2000). 'The 2000 Premier Awards; The Very Best of a Great Year in Gaming'. Computer Gaming World (188): 69–75, 78–81, 84–90.
- ^ abcStaff (March 2000). 'The Sixth Annual PC Gamer Awards'. PC Gamer US. 7 (3): 46, 47, 49, 50, 54–56, 60, 62.
- ^ abStaff (March 6, 2000). 'The Computer Games Awards; The Best Games of 1999'. Computer Games Strategy Plus. Archived from the original on March 24, 2005.
- ^ ab'Third Interactive Achievement Awards; Personal Computer'. Academy of Interactive Arts & Sciences. Archived from the original on September 3, 2000.
- ^Staff (April 2000). 'PC Gamer Editors' Choice Winners: Does Quality Matter?'. PC Gamer US. 7 (4): 33.
- ^https://web.archive.org/web/20001109204800/http://www.gamecenter.com:80/Features/Exclusives/Deadburied/ss02.html
- ^The Gamecenter Staff (January 21, 2000). 'The Gamecenter Awards for 1999!'. CNET Gamecenter. Archived from the original on June 6, 2000.
- ^Staff. 'The Best & Worst of 1999'. GameSpot. Archived from the original on August 17, 2000.
External links[edit]
- MiG Alley at MobyGames
- MiG Alley at rowansoftware.com (archived in 2000)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=MiG_Alley_(video_game)&oldid=842636972'