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Keep 'em coming, but maybe simply put them in a normal post, instead of modifying the old one.
I know that having below 20 posts is a cool thing, but the greater cause of people actually knowing that you posted sth new requires some sacrifices from you, IMO.
Keep 'em coming, but maybe simply put them in a normal post, instead of modifying the old one.
I know that having below 20 posts is a cool thing, but the greater cause of people actually knowing that you posted sth new requires some sacrifices from you, IMO.
Enable widescreen for Tomb Raider Gold, Tomb Raider II, Tomb Raider III: Adventures of Lara Croft, Tomb Raider: The Last Revelation and Need for Speed: Hot Pursuit 2.
I pressume that's a little too late for spekkio cause he finished them long time ago but whatever
Daggerfall has a bunch of unofficial patches at http://www.uesp.net/wiki/Daggerfall:Files. Of these DQFIX is a must, the MQ is almost impossible to complete without either it or at least some meta knowledge due to NUMEROUS scripting issues in the original game, even patched.
Quake 1 should include Fitz Quake http://www.celephais.net/fitzquake. It's an almost 100% faithful port of id's original GL Quake (in fact it's not really a port, just an updated version using the original id code), except this one uses an updated GL renderer and doesn't require messing with DLL files to get it running on non-3DFX hardware.
FitzQuake sadly isn't updated anymore. QuakeSpasm, mentionned earlier, is a more recent fork that keeps the spirit of FitzQuake. I still prefer DirectQ for now, if only for the user-friendlyness, and it also tries to to keep Quake's original look while being more compatible with modern hardware, although it has sadly been abandonned as well.
Added some stuff and things:
- some of gondor's stuff,
- Rollcage stuff by Astral Rag,
- widescreen patch for TR2-4 & NFS2-HP by MM,
- Daggerfall, Morrowind & WC - KS stuff by Sceptic,
- some pathetic pseudo-mods for Fallout Tactics - POS by yours truly.
Enable widescreen for Tomb Raider Gold, Tomb Raider II, Tomb Raider III: Adventures of Lara Croft, Tomb Raider: The Last Revelation and Need for Speed: Hot Pursuit 2.
Gothic System Pack for Gothic I and II (both original and NOTR)
Updated system components. Widescreen support, tunable FOV, unlocked FPS, increased draw distance, fixed scaling of the games' videos, X3DAudio/XAudio2 support, faster starting and loading times, support of modern Windows (win 8.1 64-bit so far so good).
This is a new executable for the LucasArts Lua games (Grim Fandango and Escape from Monkey Island), similar to ScummVM for the SCUMM games. While these games can be played without major problems in a modern OS, the engine is old and some functions, like 3D acceleration, can cause glitches. ResidualVM is not only a future-proof solution, since it is still being worked on, but also a portable cross-platform way to enjoy these games. It will apparently support other non-LucasArts game since Myst III is also supported.
The game compatibility is reported as Good, that is "completable with a few minor glitches", but it should improve as development progresses.
In case you'd rather use the original executables, Grim Fandango and Escape from Monkey Island have some trouble installing and/or running on modern systems, but you can use replacement installers and launchers for these: Grim Fandango & Escape from Monkey Island. It works well enough but you might run into some sound glitches, and you should run in software mode as 3D acceleration will likely cause all sorts of troubles.
ResidualVM works well and is probably the best way to play these nowadays, and it will only get better with time. You probably want to use daily builds at this point since they feature more improvements and greater compatibility than the stable release.
This is only for the DOS CD version, not for the DOS floppy version or the Windows remake, i.e. this is for the version currently not sold on GOG. Do not confuse the Collector's CD-ROM (DOS) for the Colletor Series (Windows remake).
This patch increases the compabitility with newer devices, including the X360 pad. Without it, the joystick movement will likely be erratic on any joystick/pad that is a bit complex compared to what came out when the game was released. This is an official patch but not many know about it (even less so since the recent closure of the LucasArts ftp) so I think it is worth a mention here.
If you use DOSBox and experience drift with your joystick, set the "timed" value in the Joystick section to false in the configuration file. It's also possible that your joystick is a bit too sensitive and you need to set some deadzone. Sadly this is not possible in the default DOSBox build, but this version supports it—a value of 15 works great for a X360 pad.
An alternative is to disable joystick entirely in the DOSBox configuration and instead use XPadder to tie the mouse to your gamepad. Check this for some information about that.
If you own the Special Edition of The Secret of Monkey Island you can use this patch to make the fabled Talkie DOS version of The Secret of Monkey Island materialize on your HD!
MI2 patch is also available.
WHAT IS THIS ALL ABOUT?
It builds a talkie version for DOS and ScummVM out of the Special Edition.
No dead ends.
Higher quality and some additional sound effects from the SE.
Music support for MT-32, brand new General MIDI and AdLib. Including Stan's theme and the extended LeChuck theme.
ScummVM support for both, the old CD audio tracks and the SE tracks.
I've been playing Doom with Zandronum, if you configure this source port right it remains faithful enough to the original while giving you the option to select modern resolutions and cap the game at your desired framerate*. It's also ideal for playing online and for playing custom maps.
Select the software renderer.
Disable always mouselook.
Disable rocket trails.
Use fuzz effect (I think this was enabled by default, not 100% sure)
Disable stretch short skies.
Set announcer to none (in player menu).
Type cl_maxdecals 0 in the console to disable decals (bullet holes etc.).
Type m_forward 0 and m_side down 0 in the console, if you don't change these values to zero the mouse can be used to move forwards and backwards when always mouselook is disabled.
Also don't jump and crouch
Don't use the "cap framerate" option but enable v-sync if you want to limit the framerate.
Make sure to choose the installer that comes bundled with Doomseeker, Doomseeker is used to play online but it can also be used to play custom maps and mods both online and offline.
Of course Zandronum can also be used to play other id Tech 1 games.
Zandronum:
Using Zandronum + Doomseeker to load Whispers of Satan:
Back to Saturn X
edit:
For some maps I use Doomseeker's Custom Parameters tab.
It's also possible to ignore this step and just launch an offline server and select New Game/Ultra-Violence/ and use idclev cheat to warp to the required map ("idclev 03" in this case)
Contents of my ini for reference:
# These are the directories to automatically search for IWADs.
# Each directory should be on a separate line, preceded by Path=
[IWADSearch.Directories]
Path=.
Path=$DOOMWADDIR
Path=$HOME
Path=$PROGDIR
# These are the directories to search for wads added with the -file
# command line parameter, if they cannot be found with the path
# as-is. Layout is the same as for IWADSearch.Directories
[FileSearch.Directories]
Path=$PROGDIR
Path=$DOOMWADDIR
# Files to automatically execute when running the corresponding game.
# Each file should be on its own line, preceded by Path=
[Doom.AutoExec]
Path=$PROGDIR/autoexec.cfg
[Heretic.AutoExec]
Path=$PROGDIR/autoexec.cfg
[Hexen.AutoExec]
Path=$PROGDIR/autoexec.cfg
[Strife.AutoExec]
Path=$PROGDIR/autoexec.cfg
[Chex.AutoExec]
Path=$PROGDIR/autoexec.cfg
# WAD files to always load. These are loaded after the IWAD but before
# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]
# Wad files to automatically load depending on the game and IWAD you are
# playing. You may have have files that are loaded for all similar IWADs
# (the game) and files that are only loaded for particular IWADs. For example,
# any files listed under Doom.Autoload will be loaded for any version of Doom,
# but files listed under Doom2.Autoload will only load when you are
# playing Doom 2.
Zandronum is mainly aimed at multiplayer, which isn't a bad thing, but the focus on multiplayer is to the detriment of compatibility with Vanilla Doom, which is considered as low. Many maps and demos made for Vanilla Doom may break in one way or another, depending on how they were made; newer maps that do not use bugs and quirks of Vanilla Doom—it tends to be considered as a bad practice—should be ok. Just something to keep in mind in case you want make it your exclusive Doom port.
I expect many to already know this but a few recent conversations showed me that some may be ignorant of this, so….
This is not really a fix but should be quite useful if you play older games that use MIDI for the music—Doom is one of them. Windows’ default MIDI system is based on the Roland Sound Canvas but manages to sound worse. The common way to fix this is to force Windows to use another SoundFont (basically another set of MIDI instruments) that will hopefully sound better than the default. This is somewhat trivial to do for owners of Creative cards, but others have to resort to other software, some of which can be annoying to use. Probably the easiest solution is to install BASSMIDI; it is straightforward to use and thus shouldn’t need any special instructions, and it will even work for DOSBox without any changes.
As far as SoundFonts go, there is a wide variety, some more specialised than others. Depending on what you use, one may sound great in one game and terrible in another, so finding the right SoundFont can be very time-consumming. Some swear by large (1.5 Gb!) SoundFonts, but I found that something like the venerable E-mu 8MBGM.SF2 gives a very nice balance that will fit many games for only 8 Mb—the link points to an installer, but you can open it like a zip file and extract the file from it. This one of the SoundFonts that came with Creative cards, like the SoundBlaster Live!, and while it may not be to everyone’s liking, it is quite decent and certainly better than the Windows default.
And if you prefer to use VSTi, you can always use VSTMIDI, but VSTi is another type of beast and may be inconvenient for games.