It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
oygn: Would anyone advise how to make the experience better playing on a modern LCD?
avatar
drboals: The GOG version looks like absolute crap on my laptop.

I have bought over a 100 games from GOG and this is the first one that does not work. Anytime there is a dark setting, like underground or at night, the game is unplayable.

GOG should be ashamed of putting out crap like this without doing any testing.

I am not sure I am going to buy anything else from GOG, this is really bad. Hopefully people will see these problems and the reviews and not give GOG money for this trash. It is too bad, the game from the old boxed version was wonderful.

What a mess.
lol
I've been putting this link to several threads already where the issue is running the original Baldur's Gate on modern hardware/operating system, so I figured that I might as well put it here. Hopefully this can help with running the game properly:

https://www.reddit.com/r/baldursgate/comments/lx6d1k/how_to_run_original_baldurs_gate_and_other_old_ie/

Personally, I have tested this method with the 5+1 CD version of Baldur's Gate and on Win7 machine (on 1600x900 screen). There's quite a bit of options with both dgVoodoo2 (scale factor especially) and ReShade, where you can play around with the settings in order to emulate the CRT screen look and to me this game (and other old games) looks the best on such screen.
avatar
oygn: Would anyone advise how to make the experience better playing on a modern LCD?
avatar
drboals: The GOG version looks like absolute crap on my laptop.

I have bought over a 100 games from GOG and this is the first one that does not work. Anytime there is a dark setting, like underground or at night, the game is unplayable.

GOG should be ashamed of putting out crap like this without doing any testing.

I am not sure I am going to buy anything else from GOG, this is really bad. Hopefully people will see these problems and the reviews and not give GOG money for this trash. It is too bad, the game from the old boxed version was wonderful.

What a mess.
I find myself nodding along as I read, appreciating the depth of your insights. This is a valuable resource, and I look forward to future posts. mulesoft certified developer
avatar
Vitoria90: Link for Baldurdash's fixpack is dead.
avatar
OP1: Here you go:

https://web.archive.org/web/20190129065133/http://www.baldurdash.org/BG1/bg1fixes.html
Link is dead again. Anyone has this on his HD and could upload it to google drive or something? That would be awesome!
avatar
babarian34: Link is dead again. Anyone has this on his HD and could upload it to google drive or something? That would be awesome!
This one should work. Baldurdash fixes for both BG1 and BG2:

https://web.archive.org/web/20190214110938/http://baldurdash.org/

If the link above doesn’t work try clicking the link in post #5 in this thread:

https://sorcerers.net/community/threads/bg1-original-fixpack.88832/
Post edited April 04, 2024 by OP1
avatar
oygn: Would anyone advise how to make the experience better playing on a modern LCD?
I realise that it has been years since you asked this question but I would like to offer some guidance. I'll assume that you want to play at the original aspect ratio of 4:3 so I shall not be discussing any widescreen mods.

The unmodified game runs at a resolution of 640x480. For upscaling the image to a modern LCD monitor, there are two ways to go. One is to perform integer - or pixel-perfect - scaling. For example, if your monitor has a native resolution of 1920x1080, there is the option of upscaling by a factor of exactly 2. The game would then render over an area of 1280x960, centered. The advantage of upscaling by an integer factor is that each pixel is magnified in a way that no interpolation is required. Consequently, the resulting image ends up being extremely sharp and stippled patterns are rendered correctly (for example, the fog of an unexplored map area).

Another way would be to upscale the image by a non-integer factor. For example, one could upscale by a factor of 2.25, resulting in 1440x1080. The advantage is that the game will make use of the full height of your monitor. The disadvantage is that scaling by a non-integer factor can result in a blurry image, along with artifacts caused by pixel-imperfect scaling. However, this disadvantage can be mitigated to varying degrees, depending on the upscaling algorithm that is used.

The game uses the DirectDraw API for drawing its graphics. One may use a DirectDraw wrapper to intercept the draw calls and translate them to either Direct3D or OpenGL. I have tested various wrappers with the Infinity Engine based games and have found that cnc-ddraw offers the best balance of performance and upscaling flexibility. Indeed, one of the nice things about this wrapper is that it allows for the user to easily set an option for integer upscaling, if preferred. It is also capable of preserving the correct aspect ratio, without having to fiddle with GPU driver settings (as some other posts suggest).

Here is an overview of how to use cnc-ddraw.

1. Download cnc-ddraw.zip from https://github.com/FunkyFr3sh/cnc-ddraw/releases
2. Open the ZIP archive and extract its contents into the Baldur's Gate folder
3. Open the ddraw.ini file in a text editor (such as Notepad) and set the desired options

These are the options that should be set in the file if you would like to enforce pixel-perfect scaling:

fullscreen = true
maintas = true
boxing = true
renderer = direct3d9
d3d9_filter = 0

Otherwise, I would suggest configuring it to use OpenGL as the renderer. In that case, the wrapper allows for the use of external pixel shaders, which have marked inpact on the upscaling algorithm. I tried upscaling 640x480 to 1440x1080 with a catmull-rom filter and found the results to be quite acceptable. If you would like to try that, the settings should be as follows:

fullscreen = true
maintas = true
boxing = false
shader = Shaders\interpolation\catmull-rom-bilinear.glsl
renderer = opengl

If you encounter screen tearing, there is also a vsync option which can be enabled. On my system, I had to enable it if using the direct3d9 renderer, to avoid tearing:

vsync = true

Finally, Linux users will need to ensure that DLLOVERRIDES=ddraw=n,b is in effect for Wine/Proton. Otherwise, the wrapper will not be used at all. I have tested both the opengl and direct3d9 renderers with the GloriousEggroll WINE builds and found both to work perfectly. Indeed, the direct3d9 renderer can be used in conjunction with DXVK.

EDIT: In my initial post, I accidentally stated that the value of the d3d9_filter option should be set to 2 for integer upscaling. In fact, it should be set to 0, along with boxing = true.
Post edited September 17, 2024 by ZXPlectrum