- Follow the instructions below to set the FPS cap without VSync - the compiling process takes seconds; it won't take long:
- Open https://gitlab.com/torkel104/libstrangle to find out which dependencies your Linux distribution needs as well as to learn about how to use it
- Install dependencies:
For Ubuntu/Debian enter the following commands: sudo apt-get update && sudo apt-get install -y gcc-multilib g++-multilib libx11-dev mesa-common-dev
For OpenSUSE type: zypper refresh && zypper install glibc-devel-32bit gcc gcc-32bit gcc-c++ gcc-c++-32bit
- Clone the repository: git clone https://gitlab.com/torkel104/libstrangle.git
- Enter the libstrangle directory: cd libstrangle
- Compile the package:
make
sudo make install
- Right-click the game in Lutris, select "Configure", go to "System options", find the "Command prefix" option and paste the following command (also add a space at the end, after the "60"): strangle 60
- Save the changes by clicking the green "Save" button in the upper-right corner
- You can check if the framerate is limited to 60 by using an environment variable (located under "System options" tab): select "Add", insert "DXVK_HUD" under the "Key" column and "fps" under "Value"
- If you'd rather use the VSync method described above (or even simply if you're having trouble getting dgVoodoo 2 to work properly on your Linux distribution), you'll need to configure Wine properly before dgVoodoo 2 can begin to work its magic:
- dgVoodoo 2, unlike nGlide which works out of the box, simply won't work unless you configure Wine properly so it can utilize the dgVoodoo 2 .dlls you copied into the game folder.
- So, in order to use dgVoodoo 2 on Linux (using either a Wine frontend like Lutris or Playonlinux, or using Wine directly without any frontend), after copying the dgVoodoo 2 executable, dgVoodoo 2 config file and all the necessary .dlls into the game directory (same as you would do on Windows), you need to properly configure DLL overrides.
- You need to add a correct DLL override for every dgVoodoo 2 .dll you copied to the game directory: to do so, specify the DLL override by specifying the names, one by one, for every dgVoodoo 2 .dll file that you copied to the game directory, as well as configuring the "Load order" to read "Native" (you only need to type the name of the copied .dlls, don't type in the .dll extension).
- You only need to add overrides of .dlls you copied - you can safely ignore the .dlls you didn't copy - since they aren't in the game directory, it served no purpose to add overrides for them.
- Normally, to set up DLL override, you'd open Wine configurator and add the overrides in the "Libraries" tab. However, if you're using Lutris, there is another, more streamlined way: you can instead right-click the game name, click the "Configure" option (it's the third option in the drop-down menu), go to the "Runner options" tab, and then add the overrides in the "DLL overrides" section.
- To take advantage of Lutris's alternative way of specifying DLL overrides, open the config dialog in from the drop-down menu, navigate to the "Runner options" tab, scroll down until you see the "DLL overrides" section, then press the "Add" button, after which a new row will be created and already selected for you (indicated by the orange color of the newly-created row).
- Since the row is already selected when you add it, you only need click either the "Key" or the "Value" empty box once. Click the left, smaller box, that corresponds to the "Key" column, type the .dll's name (again, without the .dll extension), then click the bigger empty box on the right, the box that corresponds to the "Value" column, and the .dll name you entered will be saved. Next, while the "Value" box is selected, type a single letter there - the letter "n" (don't type the quotation marks, just the letter n) - and then press Enter; if you don't press Enter it will not save the "n". Once you've done that, you will have successfully added a DLL override for a single dgVoodoo 2 .dll. Repeat this process for every dgVoodoo 2 .dll that you copied to the game directory.
- For non-Lutris users, you need to instead open the Wine configurator (winecfg), navigate to the "Libraries" tab, and click on the text box directly under the "New override for library:" text. Enter the dgVoodoo 2's .dll name (again, just the name without the .dll extension) in that box, then click the "Add" button. Find the newly added .dll in the list of overrides below; once you find the added .dll, select it, click "Edit", after which you'll be prompted to choose the desired "Load order" - choose the "Native" load order. This is the method you should use if you're using something other than Lutris.
- Once you've added the necessary overrides, you can then launch dgVoodooCpl.exe and tweak the settings to your liking - just make sure that the Config folder/Running instance corresponds to where the game binaries are located and where you've copied dgVoodoo configurator, config file and .dlls before you start making changes to the dgVoodoo 2 controlled renderer(s).
- 3Dfx and DirectX dgVoodoo 2 renderers have different ways of reporting they are working correctly.
- For DirectX, go to the "DirectX" tab and tick the "dgVoodoo Watermark" box; if it is working properly, "dgVoodoo" text will appear on the bottom right corner of the screen
- For 3Dfx, it's a bit more complex, but it's still very simple. Download the nGlide installer, open it as an archive (ignore the fact that it's an .exe file) and extract three .dll's: "3DfxSpl.dll", "3DfxSpl2.dll" and "3DfxSpl3.dll". Copy those .dll's into the same directory where dgVoodoo 2 is located and that's it - there's no need to add DLL overrides. Just like nGlide itself, the nGlide splash screen .dll's simply work out of the box.
- If, for some reason, you're unable to extract the files from the nGlide installer executable, simply create a new virtual drive/install a new game, just for the purpose of running the nGlide installer and getting the needed files. Select the nGlide installer as the installer executable. The installer will place the files in either the <path-to-virtual-drive>/windows/syswow64 (if your virtual drive uses 64-bit Wine) or <path-to-virtual-drive>/windows/system32 (drives with 32-bit Wine). You can then simply go to those folders, copy the three splash .dll's to a safe place (say, inside the dgVoodoo 2's root folder so you have everything in one place), delete the temporary virtual drive, and reuse them whenever you need to use the dgVoodoo 2's 3Dfx renderer and want the splash screen to appear.
|