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Posts
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Everything posted by ultrayoba
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Hey Ross, don't know where to post it, but there some project of laws in South Korea about protecting Cybersport. The thing is, there was the case when Blizzard just canceled Heroes of the Storm championships and more or less closed game. It left cybersport leagues who play this game in a bad situation. So they want to make some things to prohibit such behavior from game companies in the future.
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Pretty much is. There is a debate of course, if modern Russian Federation created after fall of SU just by itself can not hold itself in present form, or that former KGB officers who get back to power in 2000 did everything to fail it. Never the less, we are now going into constantly worse and worse times and there are not much hope.
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Well actually Skywind is clear example of such project: In development for a decade, Skyrim now as old as Morrowind when this project started, questionable "new artistic vision" of artists and problems to implement original MW mechanics via avalible Skyrim instruments. I guess this project is sort of alive only because Bethesda turned into valve in their development time.
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Personally I'd not describe F4 mechanis as an improvement, and jump from the visuals not that big. In my personal opinion it would be more productive just to wait (or even better, help) the development of OpenMW so it'll faster reach the point when it'll be able to support all gamebryo games.
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But why port game from one version of gamebryo to other using limited avalible instruments?
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There is no current emulator for Roland devices that don't need ROMs. Dosbox ECE just uses integrated MUNT, as listed on the website. But integrated fluidsynth and munt in-DOSBox is a very handy thing. All options for both of them are documented in the config file.
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I not tried it yet myself, but you still might need MT-32 ROMs for this
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Also, it might be interesting for the Might and Magic fans: Web-based open source HD clone of 3DO and NWC's 2000 card game Arcomage (yes that card game from Might and Magic 7-8 games) https://arcomage.github.io/ - you can now play it in your browser. And I found out that there in development open-source re-implementation of the MM6-8 engine. https://github.com/gp-alex/world-of-might-and-magic - currently it supports only MM7 only and you need to compile it yourself. And for people who want to open Might and Magic 6-8 games right now, don't forget about GrayFace patches and tools - this is must-have bug fixes, improvements and controls enhancements for these games https://grayface.github.io/mm/ For 7 and 8 games, which are supporting hardware acceleration, it even allows to play them with any modern resolution you want.
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An interesting project https://dosboxece.yesterplay.net/ DOSBOX ECE - Enhanced Community Edition is DOSBox with already included patches and enhancements made by the community over the years right in the package. It has many things, including: Emulation of a 3Dfx Voodoo card via internal (software or OpenGL) or external wrapper Improved emulation of OPL3 (a FM sound synthesis chip from Yamaha) Improved balance and authenticity in FM sound playback Improved PC speaker sound emulation Emulation of the Roland MT-32 Midi synthesizer Integration of Fluidsynth (a software midi synthesizer with soundfont support) Support for up to 10 joystick axes and 2 D-pads (allowing 2 complete Xbox360 compatible controllers to be used) Mouse buttons can be mapped to keyboard keys or controller buttons Support for up to 384 MB RAM, required for running Windows 9x in DOSBox ECE 4MB video memory, reducing sprite flickering in games with the Build engine ("Duke Nukem 3D", "Blood", etc.) Support for MSF timestamps in CUE files, MP3, FLAC, WAV and OPUS files are supported as cd audio replacement Having an easy to configure glide wrapper included together with integrated Fluidsynth is very nice. For general MIDI with regular dosbox I usually using VirtualMIDISynth player, however I heard that Fluidsynth is better and also since it integrated it'll not count as a "separate sound source" which for example discord streaming doesn't pick up. Same goes with MT-32. So for now it'll be my default Dosbox I'll use.
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From modern games? Well I liked Ion Fury and awaiting Wrath Aeon of Ruin. New Super Lucky's Tale was a cute 3d platformer.
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I did not talk about OpenMW here before because it is one of the biggest and most known opensource game engine projects at this time, but their last video of project evolution is too awesome to not share.
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Grim beard's Arx Fatalis review is nice, only thing is to look at it from the perspective of someone who played Ultima Underworld 1, since a lot of elements in this game is directly copying it. But I usually get such feelings from many youtubers when they talk about something I know more. Well, Ross is unique tho because his whole perspective on media.
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Well probably something blocking dbgl from acces to the internet. Hmm. Maybe firewall or something. Please, ask about this in dbgl thread in vogons
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Do you type it with or without quotation marks?
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Honestly, I don't use actual wizard at all. Here is how I usually add a game profile. I clicking add a profile. In "game name" I type name of the game then hit the "M" button here. It'll do a search on the Mobygames. I choose the game I need from the list and it adds description and allows me to choose a cover. I can edit a name and description after it. Then go to the Mounting tab. Here, you can browse exe for the game and after it it'll automatically add game folder as "mounted C drive". Since this is CD game, and many CD games requre CD inside drive while running, I added path to Image of the CD to mount as D. Both CD and gamefiles I put inside Dosbox game launcher dosroot folder, so it'll be portable. Also as "setup" usually in folders of DOS games there is "setup.exe" or "installation.exe" or "sound.exe" etc., this is exe to configure what sound device you'll game will use. Rest is opotional thing. For example for this game I type midiconfig "0" in sound options, since I configured it to play music from general midi and my general midi device is VirtualMIDISynth player, which on my machine is listed as 0 device. And for playing sounds I set in game soundblaster 16, game ask for its addres and you can also see it here. And this is my usual video ssetings to have correct unfiltered graphics is Openglnb render, none scaler, my desktop resolution in fullscreen and Aspect ratio correction for clear correct picture. And here is the game! You can place your own cover. Just right click on the game, open captures folder and there will be you choosen cover file. Place any picture and name it same way. Also example of setup menu in Warcraft, it'll ask for Soundcard, DMA, port etc., set here all same way as it set up in your audio tab in DBGL game profile.
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Very happy to hear that this thread was useful for someone.
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Not agree about discord sucks, probably depend on what groups you are in. For me, discord basically replaced almost all social media on the internet. I following a lot of open-source engine projects, global mods for multiple games, communities for obscure stuff. Okay, joined that one, thank you.
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Oh, they are not official? Which one is primary at the time?
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Oh, a discord group exists? Interesting, I want to try it if you don't mind.
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https://github.com/zaps166/NFSIISE A proprietary wrapper for the Need for Speed 2SE. It does not even require installation of the game, which may be annoying since x64 systems do not support 16bit apps. You just drag game files from the CD into the folder with newly modified exe files and play the game! Here is a bunch of screenshots in 4k. Of course, this is a hardware-accelerated version, so no interior camera. But the same creator made a non-glide version https://github.com/zaps166/NFSIISEN I have not tried it myself yet.
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It is sort of random luck to get an A class star in Sonic and All Stars Racing Transformed. I guess bonus pick ups rules a little bit shifted, even the leads can get "all stars". But it is still fun to try to get them. I think this game is my favorite arcade cart racing.
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Quake 4 was nice. One of the more late Raven games. Everybody remember process of stroggofication from this game lol. Still have original disk somewhere.
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re3 is an ambitious port of the 3d era GTA engines. Recently, it hit major milestones and now GTA3 and Vice City are fully playable with some additional features. You may ask, why GTA needs a new engine. Well, there is no "best" version of the game, all versions have some issues, changes, censorship or broken features, or some limits of customizable options, etc. I will not go on a huge wall of text about all of it, but from what I see, this engine might be a new defined way to play these games and will help preserve them in the future. There is the official list of new features We have implemented a number of changes and improvements to the original game. They can be configured in core/config.h. Some of them can be toggled at runtime, some cannot. Fixed a lot of smaller and bigger bugs User files (saves and settings) stored in GTA root directory Settings stored in re3.ini file instead of gta3.set Debug menu to do and change various things (Ctrl-M to open) Debug camera (Ctrl-B to toggle) Rotatable camera XInput controller support (Windows) No loading screens between islands ("map memory usage" in menu) Skinned ped support (models from Xbox or Mobile) Rendering Widescreen support (properly scaled HUD, Menu and FOV) PS2 MatFX (vehicle reflections) PS2 alpha test (better rendering of transparency) PS2 particles Xbox vehicle rendering Xbox world lightmap rendering (needs Xbox map) Xbox ped rim light Xbox screen rain droplets More customizable colourfilter Menu Map More options Controller configuration menu ... Can load DFFs and TXDs from other platforms, possibly with a performance penalty ... Mods that make changes to the code (dll/asi, CLEO, limit adjusters) will not work. Some things these mods do are already implemented in re3 (much of SkyGFX, GInput, SilentPatch, Widescreen fix), others can easily be achieved (increasing limis, see config.h), others will simply have to be rewritten and integrated into the code directly. Sorry for the inconvenience. They want to support more "3d era" GTA games in the future
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Thank you, I edited the OP post. Also, maybe it is not super on-topic, however might help to make some games "playable" for modern players: I mean good old 80s and early 90s CRPGs. A lot of them have several limitations because of the hardware they were created for or ideas about gameplay from the time period they came out: no certain stats and features in the interface, lack of some world information, sometimes lack any kind of automap. So nowadays there are exist "companion programs" for some of the titles. Where are we? - is the companion program for a good number of titles: it works with all classic RPG Might and Magic series from "The Secret of the Inner Sanctum" to "World of Xeen", original Bard's Tale Trilogy, and classic Wizardry 1-5 games. Note that the program was created for the DOS versions played via DOSBox, so, it'll not work with, for example, ScummVM port of "World of Xeen" (not that MM3 Isles of terra and MM4-5 World of Xeen really need it, these games are pretty user friendly even for modern standards except the inability to look at item stats in the inventory) Gold Box Companion - is the companion program for the games made on the "gold box" engine. Well, back in the time there was no such term as "gold box engine" really, and "gold box" engine is more of a fan name. It is an umbrella term made for a series of CRPG games made and published by SSI. SSI, guys who owned DnD license on video game market from 1988 to the mid-90s made and published a horde of DnD videogames, including Eye of the Beholder trilogy and almost everything DreamForge did. However, we specifically talking about games that were in the bix boxes with "gold border", which clearly was made using the same technology. These games are: The Pool of Radiance Forgotten Realms series (developed internally at SSI): Pool of Radiance (1988) Curse of the Azure Bonds (1989) Secret of the Silver Blades (1990) Pools of Darkness (1991) The Savage Frontier Forgotten Realms series (developed by Stormfront Studios): Gateway to the Savage Frontier (1991) Neverwinter Nights, the first graphical MMORPG, for AOL (1991) (Yes, ORIGINAL Neverwiter Nights is from 1991, I still like to confuse people by that) Treasures of the Savage Frontier (1992) The Dragonlance series (the first two developed by SSI, the last by MicroMagic, Inc.): Champions of Krynn (1990) Death Knights of Krynn (1991) The Dark Queen of Krynn (1992) The Buck Rogers games (developed by SSI): Countdown to Doomsday (1990) Matrix Cubed (1992) Most often you can transfer the saves inside the series, or, even in some separate SSI products, like after Pool of Radiance you may port your saves into Hillsfar and then port them into Curse of the Azure Bonds. In many ways, this series of games is precurse for late 90s isometric RPGs from the late 90s. They in the late 80s-early90s established new concepts of plot-driven CRPGs which became something standard when you think about the genre today. But some of their interface limitations may feel annoying today, so this user-friendly companion might be a big help for a new player. THE ALL-SEEING EYE - is the similar map program for the Eye of the Beholder trilogy, again, for the DOS versions of the game played via DOS Box. Not that these games really need it, they are not that complicated, but this program might help novices to get into it. Also, contain descriptions of specific points and some other minor features. Wizardry 6 automap mod - and yet another similar program, now for Wizardry 6. It was not updated since 2014, but it works with the DOS version. Here I can understand the need for the map program, Wiz6 very complex game, and I felt that lack of automap, same as only one tileset across the whole game is the result of limited time and resources for the development.
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Yea, looks like they are closed their website and moved elswere. I'll change the link in the post later.