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  3. If you're still interested in RDA archives from No Man's Land game, here's a quick bms script that will extract and import data for you https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/No Man's Land/No_Mans_Land_RDA_script.bms Here's the tutorial on how to use it: https://ikskoks.pl/tutorial-what-is-quickbms-how-to-export-and-import-with-quickbms/ Enjoy 🙂
  4. I do not expect this to be implemented since the ”release history” parameter of the introduction template is intended for that purpose. Like, it wouldn’t just be about GOG as Steam, Microsoft Store, and even Epic sometimes sees similar re-releases. Right now there’s multiple ways of handling these re-releases: * Introduction template’s release history parameter, for straight re-releases on modern platforms. * Separate year-dated article for the re-release, for re-releases that also sees larger/more noteworthy changes.
  5. Add GOG.com re-release date to Template:Infobox game as well as Template:Infobox_game/row/date. Thanks in advance.
  6. I understand why it works like that, but I still feel like there is something wrong without knowing exactly what. Just for context most mac game articles are lacking this API section (support or not of Metal), and knowing if a game supports Metal is kind of a deciding factor and key information. Because if it doesn't, then it will very probably have performance issues (Vulkan and DirectX don't officially exist, and OpenGL is somewhat deprecated on MacOS). So that's why I think it would be great for Mac users to know if a game does NOT have Metal support on a game article (without having to go to the article source to check if someone actually filled it). I think it would not add unnecessary clutter to make APIs marked as "false" visible to visitors. Especially because most (if not all) of the time, if an API is not supported then it is not even marked as false (at least on the few articles i checked). So the only time it would really be visible, is when it is important to know it's not available (for the Metal API for example). I hope I made myself clear enough and that I'm not too insisting on this, and if you still think it's wrong I will gladly read your opinion on this matter. Thank you for removing the "support" part of Metal and Mantle by the way 🙂
  7. Version 1.0

    1 download

    Comes with a RAR file, which includes an ASI plugin intended to fix the resolution and aspect ratio in the first/third-person rally racing game "Rage Rally" (2000), since the game only supports 4:3/5:4 resolutions up to 1280x1024 by default. Source code available here: https://github.com/alphayellow1/AlphaYellowWidescreenFixes/blob/main/source/fixes/RageRallyWidescreenFix Instructions: 1. Extract all files to the game folder. 2. Download ThirteenAG's Ultimate ASI Loader (32-bit version of winmm.dll), and also extract it to the game folder. 3. Set the desired FOV factor in RageRallyWidescreenFix.ini. 4. Run the configuration executable (cfg3dr2000.exe) and select the desired resolution in the list. - Notes: :-: Higher resolutions than 2048x1536 require a DirectX wrapper like dgVoodoo2.
  8. Last week
  9. Version 1.0

    3 downloads

    Comes with a RAR file, which includes an ASI plugin intended to fix the aspect ratio in the snooker game "WSC Real 09: World Snooker Championship" (2009), since the game stretches the view at resolutions with an aspect ratio wider than 4:3. Source code available here: https://github.com/alphayellow1/AlphaYellowWidescreenFixes/blob/main/source/fixes/WSCReal09WorldSnookerChampionshipFOVFix Instructions: 1. Extract all files to the game folder. 2. Download ThirteenAG's Ultimate ASI Loader (32-bit version of dinput8.dll), and also extract it to the game folder. 3. Set the desired FOV factor in WSCReal09WorldSnookerChampionshipFOVFix.ini.
  10. Version 1.0

    5 downloads

    Comes with a RAR file, which includes an ASI plugin intended to fix the resolution and aspect ratio in the snooker game "Pool Shark 2" (2004), since the game only supports a limited amount of 4:3 resolutions. Source code available here: https://github.com/alphayellow1/AlphaYellowWidescreenFixes/blob/main/source/fixes/PoolShark2WidescreenFix Instructions: 1. Extract all files to the game folder. 2. Download ThirteenAG's Ultimate ASI Loader (32-bit version of dinput8.dll), and also extract it to the game folder. 3. Set the desired FOV factor in PoolShark2WidescreenFix.ini. 4. In the startup launcher, select the desired resolution in the list.
  11. I've dropped the "support" part of both Metal and Mantle (precursor to Vulkan). Note that the parameters remain unchanged so they'll still be called "metal support" and "mantle support". This hits the nail on the head -- all of the render APIs are handled the same right now: if you set an API to "false" or "unknown" it'll be hidden from the page to minimize the amount of unnecessary data that is shown for visitors. This is in contrast with many other templates, yes, but it is correct and works exactly as intended for the API template/table.
  12. That already exists: https://www.pcgamingwiki.com/wiki/List_of_Windows_64-bit_games#Native_support_.2864-bit_only.29
  13. Version 1.1.0

    4 downloads

    This file contains a field of view changer for a game called Wheelman (2009). Unpack it into the game directory. Use the keys to change the settings in-game. Default keybindings: / enable the fix * disable the fix + increase the fov - decrease the fov
  14. Done, added support for the Russian version.
  15. Hey, I will test it then and see what can be done.
  16. Version 1.0.0

    6 downloads

    Repload of ATI GPU Scaling Fix for Windows 7 by AgentGOD Down below is the repost made by AgentGOD on Guru3d forum Description: A fix for the infamous GPU Scaling issue with ATI Catalyst(tm) and Windows 7. See below for more details. Requirements: - An x86/x64 CPU. - A DVI/HDMI/DisplayPort monitor. CRT will not work. - Microsoft(R) Windows 7. Both x86 and x64 should be supported. Tested on x64. - Latest ATI Catalyst(tm) drivers. - Microsoft(R) Visual C++ 2008 Runtime (x86). - Microsoft(R) .NET Framework v2.0 (minimum). Note: - If you have not checked "Enable GPU Scaling" in Catalyst Control Center, you must do so first. - This program has only been tested on one machine (AMD Turion Ultra X2 laptop with HD 3200 IGP), so please don't hesitate to give positive constructive feedback! *v1.1 has been heavily optimized on a gaming desktop with multiple monitors, so it should work on all setups now Usage: - Run the program. - Select the desired GPU Scaling mode. - Run your favorite 3D application (such as a game, etc). - Enjoy. Copyright © 2010 Ultimate Filez ATI Catalyst(tm) is a trademark of Advanced Micro Devices.
  17. wouldn't this be kind of pointless, though? just looking through the editing guide, graphic API support is listed based on what is available for a game, not on what isn't - so if what you're proposing was to be implemented, every single game that doesn't have, say, support for Vulkan would have to be explicitly edited in order to mention that they don't support Vulkan, which (in my opinion) is just more confusing than simply editing a game article in order to explicitly note Vulkan support for a game I will say though - changing the header name to simply "Metal" is a solid idea
  18. Version 1.0.0

    14 downloads

    This little selfmade modification will bring back the original HUD, backgrounds, menu screen, title music, created by Cubium. The Underworld addon brought a new design of visuals, which became dark, rough and, well, dead, and I dislike that changes at all. I managed how to restore original design some time ago, and now I share this with hope that someone else might find this useful even now. Copy the content of either "All-in-one" or "Partial->Anything" folder into a root of the game directory. Thats it! New graphic files (.TGA) will override the existing ones as long as they are located in PAK folder, so simply remove them if you change your mind. Also, some original files can be found in "Backup" folder. The "Bonus" folder contains a file with unused design of the HUD from game resources. Like and endorsement for Cubium. (Steam Guide) P.S. If you want to read Lore Books for Sacred Gold follow the link below: Sacred:Books
  19. Version 1.0.0

    16 downloads

    This mod fixes minor texture issues in Sacred Gold, mainly main menu and other texture errors. All fixes are credit to Alfchaval, Trecasim and Onion. Also includes reduce resistance glow on armor by PhanD00M. Save files are provided for quick testing, all credits goes to Lindor. Copy PAK and save folder from zip file, move it to the game directory, overrided if need. P.S. Find more Sacred Gold mods here: Nexus Mods Darkmatters Mods For those who are looking for Weapons Particle Glows disabled by RuDDicK go here: Weapons particles disabled Forum link
  20. Version 1.0.0

    15 downloads

    Star Wars Knights of old Republic 1 and 2 crashes when turn Frame Buffer Effects on with Ati Drivers, this atioglxx.dll from ATI Catalyst 14.4 fixes the crash on AMD Cards, please note it might not work for newest cards, just drop the file in the game directory.
  21. telmo

    Xliveless

    This works for Section 8 and Section 8: Prejudice which have been de-listed from Steam for quite a while now, at least I can play the single player campaigns.
  22. Currently, Metal API support in game articles is only displayed if set to true. It should be displayed with a red cross if it set to false, to differentiate with games with unknown Metal support. Also it should be displayed as "Metal" and not "Metal support", like others API : D3D, OpenGL and Vulkan... To test this behavior, check Firewatch game article for game without Metal support and Hollow Knight game article for a game with Metal support.
  23. Hello! Is there source code for this file?
  24. Version 1.0

    7 downloads

    Comes with a RAR file, which includes an ASI plugin intended to fix the resolution and field of view in the third-person motorcycle racing game "Edgar Torronteras' Moto-X 2000" (2000), since the game only supports limited 4:3 resolutions by default. Source code available here: https://github.com/alphayellow1/AlphaYellowWidescreenFixes/blob/main/source/fixes/EdgarTorronterasMotoX2000WidescreenFix Instructions: 1. Extract all files to the game folder. 2. Download ThirteenAG's Ultimate ASI Loader (32-bit version of dinput.dll), and also extract it to the game folder. 3. Set the desired FOV factor in EdgarTorronterasMotoX2000WidescreenFix.ini. 4. In the startup launcher, select the desired resolution from the list. - Issues: :-: Using a resolution like superwide or wider glitches the map (FOV related).
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