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[Call of Cthulhu] - Windowed Mode has lighting issues #1617
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Couldn't find the source code for wndmode.dll. I tried out two alternatives that fixed the issue: DxWnd and dgVoodoo. DxWnd: dgVoodoo: dgVoodoo wins in file size and ease of modification. Actually, your own d3d9 wrapper had an interesting impact on the game: https://i.imgur.com/qevv4Rh.png |
You can also try https://github.com/elishacloud/dxwrapper |
Same brightness issue. And can't adjust brightness from in-game menu. |
Report it there, maybe Elisha would be interested in checking it out. |
Enabling windowed mode is a god-send as it prevents the game from crashing when alt-tabbing.
Unfortunately, it causes highly-saturated bloom lighting.
FULLSCREEN: https://i.imgur.com/gzowi2P.jpeg
WINDOWED: https://i.imgur.com/6KaRySA.jpeg
I tried adjusting the settings in wndmode.ini and downloading the latest dinput8.dll from the links in the Ultimate-ASI-Loader page, but had no luck resolving the issue.
Any thoughts / suggestions?
The DxWnd devs encountered this issue back in 2014, but managed to fix it:
https://sourceforge.net/p/dxwnd/discussion/general/thread/e0267fe8/
Patch Notes: v2.02.85 - fix: revised handling of d3d D3DFORMAT field: fixes "Call of Cthulhu DCotE" color problems.
Compared with v2.02.84, it looks like they set D3DFORMAT to mode.Format (current screen mode) on first attempt, and D3DFMT_UNKNOWN if that fails.
The GOG version does not have this issue - but only because it has all dynamic lights disabled.
Let me know if there's anything I can do to help out (testing, debugging) - and thank you for your efforts on this project.
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