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Everything posted by ultrayoba
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Well, it was kind of more long transition. From the classic warcraft to "modern". First, they shifted focus from the global war more on the characters in WC2 addon, then there was officially unreleased Warcraft Adventures, then the Warcraft 3, and then WoW. Each game a little bit shifted style, narrative, and direction of the universe to something polar opposite. From original Warcraft which is sort of a realistic dark fantasy with plot and atmosphere kind of similar to the movie "Army of darkness" to modern MMO cartoony "whatever" aimed at the eastern markets. In addition to that, WoW and Warcraft 3 was in the development hell for quite some time. And the fact that there are no any original bliz devs in the Activision "blizzard" anymore also do not helps.
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Addition about Redguard: I want to replay it in 4k lol Additionally, I mapped a controller via the joy-to-key to play from a gamepad, since it feels like the perfect game to do this. I did something like directional buttons for movement, triangle for a jump, X for an action, Square to draw a sword, circle for quick health usage, L1 for a shift, L2 for an alt, to block in combat mode or rotate the camera in regular mode, 2nd stick now works as shift+arrowkeys for walk-strafe mode and strafe-run in combat, the first stick is on item scroll. Other buttons are map/menu/log/full inventory etc. Quite happy with it, the game really plays nice this way.
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I think, no. This is a first-person shooter made on Xngine. Fallout 4 is a sort of action-adventure made by other people on their current Gamebryo version whatever it is called nowadays, "creation engine" or whatever. I doubt you can make an unrelated FPS game on a closed source engine on which Bethesda provides only a limited editor. Bethesda stopped using Xngine since morrowind, because all people who created it and maitained left company in late 90s and to times of Morrowind it was already other Bethesda. So they just bought third party Netimmerse/Gamebryo which they breaking to this day. I seen some attemt at "unity port" of these games, however yea, I feel meh about unity ports in general. I hope one day LuciusDXL wil get back for Xngine once he will be done with "The Force Engine" for Dark Forces and Outlaws. However I may say that fully configured and fan patched, this game fully playable. It has no any major issues and probably the least bugged bethesda game. And 640x480 more than enough for detail of this game. Speaking about Xngine games, not mentioning Daggerfall because yes, it has a unity port and active modding community on it, but Daggerfall is whole another issue by itself deserving super-giant post one day. Past Daggerfall and SKYnet, there were more Xngine games: Battlespire, Xcar experimental Racing, and Redguard. The new feature for them is the support of the 3DFx hardware acceleration - so, technically, with the modern glide wrappers unlimited possibilities in resolution, texture filtering, and other graphics features. Battlespire and Xcar are DOS titles primarily, so there are multiple options for how to set up glide wrappers for them, there were multiple DOSBox forks with Glide support. Redguard adds a layer of complication because it has a Windows launcher but it is still a dos game. The latest versions of Battlespire and Redguard on GoG are work fine out of the box so if you don't want to tinker with this mess you can just install them. Answering questions about Redguard: -Yes, game slowdown and speed up during time after loading is not a wrapper but an original bug that exists on real hardware. -Yes, the game locked to 30 FPS and has no animation interpolation -Yes, IIRC, the game does not support mouse and about combat controls, I'd advise reading the manual. -Yes, this game is janky as hell, but it is a very fun open-world adventure past its engine issues. This game was made at the decline of old Bethesda, already by different people, since old Xngine/Terminator and TES team people left Bethesda in 1997. Here is a screenshot from my playthought of the Redguard on my old 1440x900 screen.
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Today what I want to talk about is a bunch of Bethesda XNgine games. Specifically: two last bethesda Terminator Titles, Future Shock and SKYnet. Xngine was a very advanced true-3d render developed by old Bethesda Softworks in 1994-1995. It was primary developed for their Terminator: Future Shock but another project from another Bethesda sub-team also used it for the famous The Elder Scrolls II Daggerfall. Future Shock came out in December of 1995, and in my opinion, this is the most advanced game for its time. Short description of why this game is so awesome and advanced is in the collapsable spoiler. Later, after Daggerfall, another sub-team (one where Todd Howard worked) did SKYnet - a standalone expansion with a new story, more weak (in my opinion) FMV cutscenes instead of hand-drawn characters, the game now has multiplayer, but also featuring great option which FS lacked: 640x480 SVGA resolution, against original FS 320x200 standard VGA and also farther draw distance. So the ideal way to play both games would be to download SKYnet first, (FS and SKYnet are abandonware. None of the people who made them work at Bethesda now except Todd, these games also from old Bethesda Softworks, before Zenimax, and also nobody cares and Bethesda because Terminator license would never publish these games in e-stores ever again) then configure it in DOSBox. Specs: auto cycles and core, svga_s3 card, basically default settings. There is SETUP files where you should configure sound and music and this is all. IMPORTANT! Every Xngine game has an installation info file in the directory with the ".dat" extension It should correspond directory you are mounting the game in DOSBox, so the game can find its files. Then, there exists fan patch, which is easy to install. Besides mentioned list of bug fixes, it allowing to fully play original Future Shock from SKYnet menu! So you can play original game in 640x480! Copy SHOCK folder from Future Shock installation and you now have acces to Future Shock from SKYnet menu. Enjoy!
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The very complex task you asking for, Ross. Cool video, I like to watch your videos about your ideas. I think it will be a great idea for games you can not access the data, like yea, games on encrypted servers. Fear that with all this "google stadia" stuff there might be even more of them. Something is better than nothing, you are right. However in general game worlds and game looks and feels is very complex thing, as you mentioned in the video. World data, external meshes, palettes, shaders, collision. The first thing I had in mind is my internal video game purist screaming inside my head. I think Daggerfall unity was an awesome example. I like that this port exists, that Daggerfall got back its modding community, however, I love the original engine, Bethesda's Xngine. How it feels, how it renders things, and how a lot of things worked in the original game. And this port on unity is not... very accurate. Using default unity stuff, it making lower resolutions and original palette only as some post-shader "emulations". Walking physics, rain and snow effects, headbobbing effects were different, and just some unity stuff that looks weird. Speaking of drawing distance it also has limitations, and more than that, terrain generation is inaccurate. It just using the original height map of the game, but all magic done now by unity instruments, so you have now this smooth terrain with huge view distance that looks not much like the original. This game feels like a "unity game with Daggerfall assets" and I don't like this feeling. Sad that XLengine project died, I hope Lucius will come back for it after he will end with "The Force Engine", my favorite kind of projects of new engines is ones that reverse-engineer original as closely as possible, with new features added only something on top on the accurate representation of the original game. And problem of such projects not lack of data usually, everything cam be reverse-engenereed, just lack of enthusiasm or interest in some games. There are huge amount of games that will benefited from ports, patches, improvments but there are no one really interested to doing something complex with them. So yea, when we take the idea of "ripping off worlds, assets, games, using our or machine's perception" it will end in a very inaccurate approximation even if the software is kind of perfect. It it something that will be better used for capturing real world, thank god physics laws generally the same, than for worlds created by man. For games (at least, to which files we have acces to) this dream software for me is instruments like Ghidra, that allow to reverse compiled product back into code. However, speaking about your ideas about "video game musem" this is absoluetly awesome idea! You know, long time ago when I played Garry's Mod I had wierd idea what if porting or making model for everything, port here all props, models, maps from a lot of games, and more, universes! This something what can be started before dream tool you are discribing, but might leed to legal issues. However for most older games I don't think anyone would care lol. Addition: this probably will go off topic but I wondered about the game that has all the cars ever made. Or, at least, a lot and updating them. I'm not a super racing gaming fan, in my dream game I want just to go to the garage, spawn a car from a database, for example, a 1986 Opel Kadett E sedan with red color and 1.4 engine. Or, 1984 Ford ltd lx, or some 1909 De Dion-Bouton Torpedo. Be able to disassemble it in VR, assemble it back, ride it around with real characteristics, crash and repair. Wierd idea that haunts me for years, really.
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Tried to play "Venom. Codename: Outbreak" on my new 4k monitor. First level had mip mapping issues for me but 2nd was fine, maybe I tweaked something. In 4k you can see some seams on models you can not see even in 1080p lol.
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John Carmack is an awesome dude, however a bit overhyped. id games actually were most times not the most technologically advanced things at the time, at least not completely. Origin, LucasArts, Bethesda did a lot of advanced 3d first-person stuff in mid-90s.
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I think 2003 turtles will be the best place to go. This cartoon is in line with stuff like the MIB animated series and other late 90s early 00s nice animated stuff. They are most adult from TMNT animated series. Also Ross might enjoy Turtles Forever after it - 80s-2003 cross over. I watched a bit of RotTMNT and it is for modern kids, ie very annoying.
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About menus and GUI scale, aren't it are standard for the time? Since games meant to be played at 640x480 or 800x600 anyway nobody seen a problem with that. I think vanilla quake 2 does it too. And some other games had even more wierdly implemented menus. Maybe they have the Barney Miller remake on streaming services in the 2030s? Also, SIN source port does not exist? Since idtech2 is opensource for a very long time and I don't remember when I played the original Quake 2 last time on modern hardware. However, in many ways Sin looked more advanced in plot and mechanics than more later Raven's Soldier of Fortune from 2000. SoF shows more shortcomings of the Q2 engine and does not have stuff like helicopter turret sections and felt much less alive. Raven did a much better job on their idtech3 engine games. Bonus points for Quake 2 "jelly models" because 8bit per vertex coordinate limitation! Quake 2 also had no skeleton animation support of course and IIRC and animation interpolation worked weird. Also, the texture depth buffer on the non-map object had limitations. Lack of draw distance detail is the result of Sin using a lot of external 3d objects instead of map brushes which was not really common back then for such games, like in half-life and quake everything, even stuff like trucks is map brushes. I suspect that this is also the result of weird lights on soda cans from cutscene: they are an external 3d model, not a map object so lights do not affect them. I think, only old Bethesda in the 90s heavily used such stuff to construct entire levels. Lips animation in general not something common in-game before... 2000? And sin cutscenes were in-game ones mostly, not recorded movie files on a CD. Yea there was Half-Life, but still. And I think making lips animations by animated texture like you showed was kind of a pain in the ass, I remember such technique used in-game on idtech3 Raven's Star Trek Voyager Elite Force. Drakan Order of the Flame has no them, so TES Adventures Redguard that came out the same time as HL1 and Sin outside pre-rendered cinematics.
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Yea, it is... mediocre, more notable for people interested in NWC games in general, like artists and evolution of their style and work. And Zephyr is just crap as game honestly. I just like Jonathan Gwyn art from this era, including MM Xeen games.
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Hexen/heretic collection now finnaly on gog and on a sale. So if you want to garb them this is the good time to do so. (but no heretic 2, sad!) Also they added planet's edge and zephyr! Now this is the surprise, now gog has almost all New World Computing made/published games
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Maybe Giants: Citizen Kabuto?
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Legend of the North: Konung (As usual, this game received a number of different titles in different countries. At home, it was called "Князь: Легенды лесной страны" - "Knyaz: Legends of country of forest" if make a direct translation. Knyaz is title of ruler from ancient Rus, what in the west sources was translated as "Prince". So like Kievan principaty was "Knazhestvo Kievskoe", or, "Kievan Knyazdom") This is an isometric RPG game from 1C/Snowball Interactive. At least wikipedia claims that it was made on famous Infinity Engine (Baldur's Gate, Icewind Dale, Planescape: Torment) but I'm not shure about that. The game plot is that you need to combine the amulet and can start as one of 3 characters: Slav, Viking, or Byzantine, which have a different appearances and starting points. During your adventure you are assembeling a party of characters and there is number of strategy elements with managing your town. The game has 2 sequels Konung 2: Blood of Titans and Konung III: Ties of the Dynasty. Second was made on same engine, third is in 3d. King's Bounty series. The original 1990 King's Bounty was one of the games made by the New World Computing, creators of the Might and Magic CRPG series. This was a puzzle-adventure with army-tactical combat which leed later to the famous spin-off series of the Might and Magic franchise: Heroes of Might and Magic. Later, NWC died after falling of 3DO, the publisher that owned them since 1996, and their IPs were lost to Ubisoft or other companies. 1C got King's Bounty, this game, in general, was famous in former USSR countries and spawned an unofficial sequel from some Kharkiv programmer in the early 90s. Then, under 1c, Katauri Interactive (studio created in Vladivostok by former Elemental Games employes, the studio that made kind of famous Space Rangers series) worked on a game with a similar concept and borrowed an already known title for it. This sub-series consists of the main game and standalone addons/full games. King's Bounty The Legend ("the Legend about Knight" - original Russian subtitle) and King's Bounty Armored Princess (full version with additional expansion known as Crossworlds) was made by Katauri. Then, alongside another ambitious project, they made Warrior of the North (+Fire and Ice addon) and the studio closed after it. The final game in this sub-series, DarkSide, was made by other people. These games are story-driven RPGs set in an open world, where you can play a character from one of 3 classes with a different appearances (3 different characters in Dark Side). Your main hero has stats, perks, magic, inventory, and also additional super-special abilities which he can upgrade (super special abilities in the first game is the "Box of Fury", in second your personal Dragon, etc.) Combat in this game is alike the original game or HoMM, where you are carrying an army with you and there are enemy armies and heroes lurking around the land. Unlike heroes, they are not static and patroling area, following you or run from you. Currently in development King's Bounty 2 - but this is not a direct sequel to original or this sub-series. It is more like other 1С game, Ascension to the Throne. Here it is a third person RPG with tactical combat, made in more serious fantasy style rather than fairy tale of the previous sub-series. Etherlords 1 and 2 (Демиурги 1-2 at home country) are a mix of the HoMM-like maps and movement with tactical based combat with cards. Made by Nival, one of the more known Russian developer studios, who actually, besides other stuff, made actual Heroes of Might and Magic V under Ubisoft. Instead of an army in Etherlords, you have the deck of cards and you use them in combat to summon stuff, cast spells, etc. To obtain new cards you need to explore maps and buy them for resources. Screenshots: 1.King's Bounty sub-series, explaration and inventory 2.Etherlords 2 3.Konung 1, 2 and 3 4.King's Bounty sub-series, examples of combat
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I think this is the best source material for the Game Dungeon lol. Games with interesting concepts, local flavor, which sometimes fail to fully fulfill their concept, had a weird approach, bugs, or contrary, interesting unexpected things. A bunch of them already get popularised or reviewed by other YouTubers with similar scope, some others like this Wolfhound game already had video from Ross himself. But there a number of games which I not yet seen much on the English internet. (I found out that Venom in the Game List only after posting this, My bad) Venom: Codename: Outbreak (this game had a lot of title variants in the local market and on the west, like just "Venom" or just "Codename: Outbreak", but this is how it sold currently on GoG, with full title). One of the early games from the Ukraine studio GSC, later developers of the famous S.T.A.L.K.E.R. series. A lot of stuff, including more early engine, style design elements, etc. will be a bit familiar for people who know about early stalker builds. This game is different however, this is a science fiction mission-based FPS game where you in a team of 2 people should pass levels. There is a stealth element, also a cooperative regime for most of the game tasks. An interesting feature is that instead of an arsenal of weapons, your character only has one, but it can "transform" in different modes. FireStarter is another, more late GSC game which is a fast arcade shooter. Premises are very simple: you are trapped in virtual reality infected with a virus, now you need to get out from here. The game feels a bit like "horde shooter" and a bit like multiplayer Quake3-style arcade FPS games, just made with a more limited budget. I think that the most interesting thing here is that you can choose between player classes, increase their stats and one of the characters is a 4-armed mutant and yes you can have 4 machineguns in each arm. Xenus: Boiling Point (confusingly known at world market as "Boiling Point: Road to Hell") and Xenus II White Gold from Ukraine developer Deep Shadows (this studio was founded by one of the main developers of Venom after he left GSC) The concept of the games may be described as something among lines of "modern FarCry before FarCry become modern with bits of GTA". These games are FPS with open exploration, vehicles, and driving, factions, RPG elements such as perk system, and optional side missions and events. After these two games same developers did The Precursors - in some ways similar game, mission based shooter with opotional stuff and driving, but now set in futuristic science fiction space sseting. I will continue in the next post. Screenshots: 1.Venom 2.FireStarter 3.Xenus 2 4.Xenus 2 perks and inventory 5.Precursors
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It was a great experience for a mid-level 00s FPS game. Well, in the end, it becomes meh, but in general, its world and style was really something. This game was aware of who Baron Ungern was, and made him won the Russian civil war, this was awesome lol. The same goes with game general concepts, making these Siberian Russian revolutionary-Mongol soldiers. The game also had voice acting on languages of the enemies, like Russian and german IIRC, it was a cool thing for a time. And some other features like from a third person all weapons you are carrying visible on the player model.
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It is kind of weird buying so many games for so cheap, but it becomes a kind of a tradition for me to buy on sales in GoG games I know and interested in that cost under 1.35USD in my local currency. Some of the games, like Realms of Arkania or Ion Storm was for 0.26$ in local price. Ironically that I care for a lot of these games 100 times more than for a lot of stuff that sold for 60-70$. At the cost of a new big hit game that people preload from hype, you can buy a whole giant library of good classic stuff that will keep you entertained for years.
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RPG series of might and magic indeed is a science fiction, where players put in places where degraded inhabitants think that technology is magic. The basic premise of all series is that Ancients used the technology of elemental manipulation to go into elemental planes, which is a sort of Warhammer warp, to use their energy to build giant flat continents-colonies but they were in war with creators, who made Kreegan rase. And at the time when games go, there already no communication with ancients in this part of the galaxy for quite some time. However, with Heroes, there is a bit of a twist that the original Heroes 1 game not meant to really be plot connected initially. At end of Xeen, they ended the original Sheltem plotline and didn't want to make any more new RPG MM games. So they made heroes which is sort of "here your favorite characters and creatures from all MM series, now they can fight!" and someone from the team added as the manual story for Knight protagonist, connecting him (or we presume) with VARN-4 (Original flat-colony world of the first MM game). And only then, when NWC was bought by 3DO, and JVC's plans for MMO game he wanted to make were canceled because 3DO said that will not give money on it, they made Might and Magic 6. Initially, they wanted to create a new universe for it, even hired some writer to make some books, but in the end, decided to merge Heroes and MM universe backs together and continue in MM6 plotline of the Heroes 2. This resulted in some minor retcons, which confused some people who were in charge of MM after some original people left after Forge cancel and Armaggedon's blade addon.
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Another Star Wars game that might be tricky to run is "Star Wars Jedi Knight Dark Forces 2" and its standalone addon "Mysteries of the Sith". This is another example of "early" Hardware-accelerated games, came out in the middle of 1997. This is an awesome game that was ahead of its time in many ways, mixing detailed 3d level design, environmental storytelling, bits of adventure, a lot of FMV cutscenes backed with books with art. It used mipmapping to do very big open spaces and used texture filtering. This game will work with glide wrapper, but fans created a unique wrapper especially for this game: JkGfxMod allowing to run games on modern hardware, using modern APIs and any resolutions you want, with HUD scaling and support of 32bit colors. There is instructions how to install it Nothing complex, only thing that for GOG and Steam versions you need 1.0 original EXE file. JKversions tool from this page can help you to generate 1.0 version exe from your steam/gog one Of course, there is already a bunch of graphical mods that now using this game, new models, texture upscales, effects. To be fair, in my opinion this HD stuff do not fit original world and simplistic model animations, but if you want you may try them. On MODDB you can find on page of jkGfxMod a bunch of them, like textures and updated effects Another piece of advice would be to keep the 4:3 aspect ratio - the reason is that the first-person weapon model made as a separate layer. It like a 2d sprite HUD of older games, but 3d model, so when you make a widescreen, the game just cuts the weapon model, so you see less of your gun on the screen. Maybe it is fixed in later jkGFX but keep eye on that. If you have trouble with mouse sensitivity, in options it has separate sensitivity options for vertical and horizontal. If it is still a bit "laggy", I can advise lower sensitivity in-game, but make more high sensitivity of your mouse itself, if your mouse has a button for that.
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That would be awesome! Personally, I'm not a Linux user, but thinking about install it onto secondary PC. I should also probably mention in the first post that majority of emulators and like 99% open-source engine ports have native Linux support. But about games that (yet) don't have them, and on general thread topic, here my small guilde how to run Star Wars TIE Fighter (1998) as example of game with a lot of troubles There, same as with X-wing is 3 versions of the game -Original DOS Floppy. Separate addons, no voice acting, standart VGA. -DOS Collector's CD version with a bit enhanced Intro, full voice, all addons, SVGA -The Windows re-edition on the "Xwing vs TIE Fighter" engine with full texturemapping, hardware 3d acceleration, re-drawn menu art etc. Of course, from the graphical point, the last version is the best one. GOG gives you all 3 versions of the game. However, it has a number of problems: 1.You can Play only with Joystick - well, you can play with the mouse in the DOS editions, but not anymore and it is understandable. It is a flight sim. But it works perfectly fine with a standard Xbox/xinput gamepad. I recommend checking what in-game was buttons already set automatically and rest configure with joy-to-key. This game has A LOT of the keyboard commands and mapping main ones on the pad making the game easier for a novice to get into. 2.Default GOG has some old wrapper or something, you can't even get into Hardware acceleration.Use at first the dgVooDoo2 (DirectX x86 DLLs, the game was made for DirectX5) and configure it, then, on top of that, drop this into game folder https://github.com/rdoeffinger/xwa_ddraw_d3d11/releases/tag/v1.5.13 - it is the custom Xwing/TIE Fighter Windows9x games wrapper, without it, you will not see a mouse cursor in menus. 3.Game missions have bugs in this port, but I believe all existing fan fixes already in the GOG version. 4.Music and Voice acting is horrible quality in this version of the game. TIE Fighter has one of the best unique Star Wars soundtracks written for it, in this port combat music replaced on generic star wars, voice acting quality is low. Use this http://www.savingcontent.com/xwing/TieFighterReconstructedGOGEdition.zip - a mod that re-constructs all this how it should be in highest available quality. The only downside is that in DOS, MIDI music was dynamic in combat with famous LucasArts' iMUSE system. Here it is not, sadly, it is impossible to fix that yet. Then, music in combat might not wrok. If so, download https://www.vogons.org/download/file.php?id=27848 and extract everything to the game folder (exept, if there is an TIE95.exe, don't extract it, we already have one from the music mod) Then rename winmm_nomciclose.dll to win32.dll. Then, go to HEX editor and do this in the TIE95.exe file - replace metion of winmm.dll and modify it for win32.dll Also - keep 4x3 aspect ratio. game GUI of fighter cockpit is 2d, so there nothing can be done here. Or strech or stay in 4x3 Enjoy probably the best SW game ever made! Notes on X-Wing 1998 version: -About graphics, you may do the same trick as described above. Same as with in-combat music as described above. -However, in addition to that X-W also have most of the music replaced. In combat for generic SW music, menu tracks on some just noise ambients instead of the music. There no fan mod for it like for TF. You can replace some of it yourself, however. This is soundcloud of an awesome person who did original TF re-arrangements that become part of the mentioned above TF sound mod, he also has XW soundtrack re-arranged the same way. In gog version, there are 2 folders. On MUSIC with .ogg music - there are track02 (in-flight music), track03 (victory in-flight music), track07 (defeat in-flight music). Other bits idk they may be leftovers from XVT. (there no defeat music in the dos version, but on SoundCloud, there is a mix with all combat music. You may edit out with audacity part with XW 1993 victory music out of the mix to separate file. Victory-defeat is only dynamic music that exists in these remasters. -In the Xwing CD folder there are wav files with music playing from "CD". These are cutscenes, menus, and others. This or bad MIDI recordings or just crappy ambients with engine noise. You may replace this also, they are named. However, there is a problem a lot of them are "combined". Like now for registration and for briefing there is same track REGBRIEF.wav, they not bothered since in this version it is a minute of noise anyway, so when replacing you need to choose what you want better "correct": Music in registration or music in briefings. -New menus style are from the mac version is meh. They are "rusty" 3d pre-renders from the MAC version of the game, with inserted hand-drawn low res VGA character sprites poorly (combined with default 1998 ambient music it creates a completely different atmosphere from the original game). Some transition cutscenes when you fly from ship to ship, wing commander style landing and take off cutscenes, choosing pre-set wingman was cut. It is not a BIG deal but you can't do anything with it sadly.
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Trailer for the first public release of new opensource engine port of Driver 2. It is still work in progress, but looks promesing. It is great that former console exclusives now have proper fan ports project so they can be played everywhere without emulators. ScummVM in recent versions added support of eye of the Beholder Sega CD version and PS1 game Blazing Dragons for example. If you want to try Driver 2 port, read the instructions on their GitHub page linked in video description. Another work-in-progress ports that you might be interested in: The Force Engine Is an open-source implementation of the Jedi engine, a sector game engine used by LucasArts in Star Wars Dark Forces 1 and Outlaws. Made by Lucius, the same guy who was the dev of XL engine. XL engine failed, in many ways because it is in one package tried to be Build, Xngine, Jedi engine re-implementations and was closed source, so when Lucius had no time to work on it, the project died. Now it is more open and more focused, so looking very promising. OpenTESArena Is an open-source re-implementation of the engine used by Bethesda Softworks for the Terminator Rampage and The Elder Scrolls I Arena. Made from scratch, with modern software render, on C++. The original engine is a bit janky, and CD versions of the game work badly with dos box and generally strange overall. So I guess, this new engine with more possibilities will spark interest in people to try the original first TES game. You can follow project progress on dev's twitter
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I don't know for absoluetly shure if this topic might be a repeat of an existing one, only thing I found casually looking through was recomendations for abadonware sites. What I have in mind for this thread is other kind of preservation: not about where to get copies of files of certain games, but more about how to run old games on modern machine. Emulators, tools, fan patches, tweaks, and probably most cool: opensource fan ports of game engines. Currently, on a modern PC, you can run basically almost any games, but sometimes people don't know how. Maybe we can collect here at least some information and offer some help to make the process of playing old games more enjoyable. Maybe I will start from some usefull basic links: 1. PC gaming wiki is a usefull place to check if there any fan patches, fixes or twaks avalible if you not shure they exist or can't find them casual way. 2. Very awesome list of OpenSource game clones, ie new engines for old games made by fans. Big list of projects - saldy, not full, sometimes not most updated but still, great source to look into. 3. A Wiki about emulators. Also may be not super-detailed in places, but follow updates and development of many emulators, have descriptions, recommendations and lniks to them, 4.The Patches Scrolls is nice resource to search for the patches for old DOS games. If you install them from floppies or from CDs they most often will be not the latest version. 5.VOGONS is forum community about running old games on newer systems. One of the first places in the internet where you can ask direct question about topic about running old games and fix their issues, especially if you not found solutions in other places Some links on more specific things I using as example: 1.ScummVM. Biggest "compilation" of actual engine ports. Yes, this is not an emulator but set of new engines for old games. Started as re-implementation of SCUMM (a Lucas Arts' 2d adventures engine) it nowdays grow to support like hundreds of games, from text adventures to fully 3d hardware accelerated games. Focusing on Adventures and RPGs, it also may support action and puzzle games if they using same engine as some already re-implemented engine from some adventure game. A lot of games you buy on GoG or Steam have already built-in ScummVM parts to make them run, but it is better to use actual ScummVM to have easy usable list, auto-updates, all menus for configuration. It is because ScummVM why you now can easelly play 256-color FM Towns version of zak mckracken or Blade Runner. Support almost any platorm imaginable. 2.PCem. Awesome emulator of PC hardware. Much better that just virtual machine or something like that. Whad doeas it do? It emulating actual computer hardware - motherboard, CPU, videocard, everything! You building you PC, and congratulations! You have emulation of this actual computer, now you can install any OS you want and use it as full complete PC. Supports hundreds of hardware from original 1981 IBM PC to Pentium II CPUs and VooDoo3 video cards. With every new version there are more supported hardware. Has an active fork, 86box but I never tried it and more than happy with regular PCem. 3.DosBox Game Launcher - good GUI for DosBox. Instead of having multiple dosbox installations, editing dosbox text configuration files you may have this. Have multiple Dosbox versions inside, create profiles for game and all configurations for every game you want in user-friendly way. Well, you may build an actual DOS PC in PCem, but if you are using the DosBox, this is good way to go. Sometimes for specific configurations for games that may requre some specific tweaks it is good to visit DosBox compability pages for game you searching 4.dgVooDoo2 - Good tool, creates custom .dlls that allow games made for older APIs like Glide and old directX work with modern systems and allow some modern API features, like resolutions, antialiasing etc. Absoluetly needed if you want to play some late90s and some early 00s hardware accelerated games and want to play them on modern machine directly, not via PCem or something. However yes, it may cause problems in some games and not absoluetly universal solution, but good enough. Some games have custom solutions similar in the idea and there other alternative glide wrappers. About GOG versions: Yes, the GOG offering games that will run on a modern system by default, and usually you can divide them into these categories: 1.Games that run natively without problems - Nuff said, of course, search for fan patches is always a good idea for any game but otherwise nothing to say. 2.Games with some fan patches or installed engine replacement, like ScummVM - still better search for this engine replacement or google the patch. GOG updating it from time to time, but not often, so you may have not the most up-to-date version. 3.DOS Games - usually they have just DosBox attached. And usually not very well if at all configurated. Always check MIDI, render, aspect ratio correction, resolution, etc. option yourself if you don't want to end with a blurry, stretched picture, and fart sound instead of the music. Yea, visiting the compatibility page on the DOSBox site and PC game wiki for optimal settings also a good option. 4.Windows9x games - what I found is that most often there is some sort of outdated glide wrapper, like old nGlide versions. With this old DirectX and 3DFx Glide games use the most up to date dgVooDoo2, or new nGlide versions which you can configure yourself. Here are some screenshots of things I metioned.
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Oh crap, I played it loong time ago to remember But what I remember is in the PSP version at least, which I played, there was still remnats of kind of ship and character interiors, tho almost unused, I felt like the wanted to make something KOTOR-like about people you travel with. Rescue of Garm Bel Iblis mission back on Cloud City, if I not mistaken. something missing from final game, more interactions with the scavengers on Raxus prime etc. It all feel junk-y, but overall about this game I felt like it is built upon more early build or beta version of the game.
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Oh ps2/psp version of force unleashed was funny. Wierd experience, it's like kind of different game with some abandoned ideas from development still exists here. And some levels that was cut from final game.