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  1. Binary diffed old version of DLL, done some IDA Pro research, got some patches for 2024-11-27 version! 60 FPS: Disco Elysium 2024-11-27 60FPS.xdelta 90 FPS: Disco Elysium 2024-11-27 90FPS.xdelta 200 FPS: Disco Elysium 2024-11-27 200FPS.xdelta
    3 points
  2. Thanks. renaming asi loader to winmm helps me.
    1 point
  3. Version 1.0

    4 downloads

    Comes with a RAR file, which includes an ASI plugin intended to fix the aspect ratio and field of view in the sci-fi action first-person game "Bet on Soldier: Blood Sport" (2005), since the game's engine crops the camera view (Vert-) and stretches the weapon model at resolutions with an aspect ratio wider than 4:3. This fix only works on version 1.3 of the game. Source code available here: https://github.com/alphayellow1/AlphaYellowWidescreenFixes/blob/main/source/fixes/BetOnSoldierBloodSportFOVFix Instructions: 1. Extract all files to the game folder. 2. Download ThirteenAG's Ultimate ASI Loader (32-bit version of d3d9.dll), and also extract it to the game folder. 3. Set the desired resolution to fix the stretching/cropping and FOV factors in BetOnSoldierBloodSportFOVFix.ini.
    1 point
  4. Version 1.0.0

    28 downloads

    This patch includes most changes done by Hitman Contracts Unofficial Patch up until v1.2, updating, changing or omitting some of them. Look at "Unofficial patch changelogs.txt" for reference; this Readme outlines every difference, in any case. Since v1.3 Hitman Contracts Unofficial Patch introduced AI upscaled textures, probably to balance the addition of Blood Money's higher definition textures. They look pretty bad; even 47 and the restored women and gang biker bartender skins got upscaled. On top of that, the mugshots of the targets in the pause menu got corrupted somehow in v1.4. iSsueS hasn't touched their patch since 2023 and these, ahem, issues bothered me to no end, so with a miraculous backed up v1.2 Unofficial Patch and GlacierTEXEditor I digged into the patch's files to decide what was worth leaving in. Install instructions For starters, backup your game folder if you are copy-and-replace-click-happy. Every .zip in the game and logo videos will get replaced. Copy everything inside the "COPY THIS CONTENT TO THE GAME FOLDER" and do just that. This patch doesn't include the Widescreen patch or EAX support, you'll have to open the v1.4 Unofficial Patch .exe as a compressed file to extract the necessary files. It also includes custom configuration (such as setting resolution to 800x600, more on why on the note below) and keybinds. Don't replace HitmanContracts.cfg and HitmanContracts.ini if you want to keep yours. Lastly, both d3d8to9 and DXVK wrappers have been added. The former is aimed for Windows while the latter is for Linux, but you can try both as a Windows user. Copy the content of their respective folders to the game folder. Note about discarding the Widescreen patch and EAX The former causes more issues than it's worth. UI scaling is non-existent, making text extremely tiny; loading screen artwork looks glitched, and graphical effects don't scale well. 800x600 is the highest resolution where UI scale looks correct. As for EAX, I couldn't manage to make it work for the life of me. I'm running the game on Linux with Wine so I can't test this for Windows. But I've tried the latest DSOAL and OpenAl releases, as well as some Windows registry stuff necessary since W10... Credits - iSsueS for their fixes in Unofficial Patch - BurntShrimp for compiling all the current fixed OpenGL effects to the DX renderer as an .asi patch: https://www.vogons.org/viewtopic.php?p=1364362#p1364362 Changelog v1.0 - .exe with fixed graphical effects replaced by .asi patch compiled by BurntShrimp from VOGONS forum, making separate .exes for Steam and GOG releases unnecessary. - Ultimate ASI Loader v9.0.0 included for the .asi patch; check their repository for valid filenames of the injected .dll file, in case you want to use another mod that uses the "dinput8.dll" filename. - Added d3d8to9 v1.13.0 and DXVK v2.7.1 wrappers. - Save folder included in the main mod for rare cases where the installer doesn't create it, which prevents saving between missions at Professional difficulty. Optional 100% completed save from Unofficial Patch included in a "Completed_Save" folder. - Null brand & logo video files from Unofficial Patch included. Makes the game boot with the Contracts intro video. - All fixed, non-upscaled textures since Unofficial Patch v1.2 included. Highlights: unused High Definition 47 skin in Contract's files, Blood Money snipercase texture, PS3 uncensored character skins. - Unused blood decals in the Training level have been imported to all Contracts missions. Discarded the Blood Money decals in Unofficial Patch as a result. - Vanilla Main Menu logo without the Unofficial Patch footer restored, while keeping the fix for the weird white line in vanilla's texture.
    1 point
  5. I know some games like Chaos Legion on PC that have effects like depth of field tied to resolution; at 1080p it's muted to the point it's invisible but at 480p-dgvoodoo'd to 1080p the depth of field effect is low-res and pixelated. However, for Contracts I don't recall any type of resolution-dependant effects in use, I last played the game a few months ago and nothing in particular caught my eye unless I'm wrong as the only other system I've played it on is the PS3 HD edition. Didn't take as many screenshots when I played but here you can see the bloom is intact and not pixelated as it is usually a resolution-tied effect in some games
    1 point
  6. Not really. 1.3 added the .exe patched with LAA 4GB memory patch, a "DX11-Wrapper" (??? no idea which one), the Widescreen patch+dgvoodoo2, a Reshade preset, AI upscaled skins (including the unused, HD 47 one and the uncensored skins) and the briefcase & blood decal textures from Blood Money. 1.4 just added more upscaled pistol textures and redrawn Silverballer engravings. I've seen the trick in the article. What bothers me is that effects scale will stay at 720p like you said; dunno how bad they look. Also this is a Linux problem, but dgvoodoo2 crashes Wine with versions after v2.8, so I've been defaulting to DXVK since it got d3d8 support. I'm not implying Dege actively blocks Wine support, but they do have stated that Wine is not in their scope... I don't doubt d3d8to9 or DXVK might have faults, that's why I didn't force either by default.
    1 point
  7. Thanks for backing it up, Did the later versions of the patch even introduce any fixes that one would miss out in 1.2? also RE: Widescreen patch: Since the game uses D3D8 you can set the in-game/widescreen patch's resolution to 1280x720 then use dgvoodoo to force max/desktop resolution. This is a classic workaround to trick games into running in 720p with UI scaled for that resolution while internally dgvoodoo hooks on to the d3d8 renderer and runs at desktop/whichever resolution you want without issues, as a bonus this also preserves the scaling of effects (at 720p) as well as running better on modern GPUs. This is how I played Contracts and things looked fine without any glitches, in fact I would recommend against d3d8to9 (without rigorous testing) as late-DX8 games with more advanced effects sometimes lead to things breaking when converted to d3d9, Silent HIll 3 PC is one example.
    1 point
  8. I've been waiting for this for a while thank you! did you know that the game had its source code released by the way? https://github.com/dizzy2003/MuckyFoot-UrbanChaos
    1 point
  9. 6 downloads

    Physics Patcher is an unofficial patch for Grow Home, which unlocks the camera update frametime, allowing for smooth gameplay experience up to 240 FPS. Installation: Unpack files from the archive into the game's main folder and run "Patch.bat". Password: PCGW Credits: hexaae (Luca) - Finding and modifying hex values related to camera movement. Me - Creating an easy to use patcher.
    1 point
  10. I didn't know that, thanks a lot.
    1 point
  11. Actually, the latest compatible version is 2.81.3. I can't find any working link but I've attached my local copy to help. dgVoodoo2_81_3.zip
    1 point
  12. Well, I left the navigator computer view as Vert- to allow the text to be seen, try the new version I just posted, might work for you this time.
    1 point
  13. 1 point
  14. Crysis 3 is a 32-bit game. I'm not sure which game would be the very first 64-bit only game and it depends a lot of where you draw the line. The first Titanfall, released in March 2014, only came with a 64-bit executable, and might very well be the first mainstream game to be 64-bit only (Call of Duty: Ghosts from November, 2013 predates it). Before 2014, there were a few odd ducklings that were 64-bit only but they were typically insignificant indie games or student projects, such as e.g. Igneous from 2009, and 8-Bit Commando from 2011 which both seem to have been 64-bit only. But 2014 was when the ball started rolling, and 64-bit only games started being released on a massive scale, for one very simple reason: Windows XP went end-of-life in April 8, 2014. You then had Wolfenstein: The New Order and Watch Dogs released in late May, both 64-bit only games, and that trend just continued throughout the year. PCGW's backend data supports this as well, with a lot of pre-2014 multiplayer/live service games being listed as "64-bit only" nowadays as a result of receiving continuous updates throughout the years which eventually saw them dropping 32-bit support entirely. Note that some of PCGW's data for random indie titles is most likely wrong, or have been affected by a later re-release on Steam. We list Cogs and Romopolis, both originally released in 2009, as being 64-bit only for example, but Cogs saw a 2025 re-release that dropped 32-bit support, while Romopolis was actually released on Steam in 2016 and so our data probably doesn't reflect the original 2009 release.
    1 point
  15. This is an amazing initiative—huge thanks to Doblando en España for bringing full Spanish voiceovers to such a classic game! It’s great to see these gems made more accessible and immersive for Spanish-speaking players.
    1 point
  16. Version 1.0.0

    66 downloads

    The game has secret levels you can access. 4 of those levels load to a blank screen, "seattle", "piano", "tennis", and "pitcher". This Restores those levels so that they load fully when you type their secret level codes. Text from original discord post: "These were the easter egg levels that were supposed to ship with the original game. If you put them in the levels directory, then typing seattle, piano, tennis, and pitcher will work as intended. [they were removed due to] an accident. Somebody must have removed them without knowing that they were there for easter eggs."
    1 point
  17. Today more than ever, (fast) storage space is expensive. One thing that always makes me mad is the insane amount of unused Localizations, game modes (often dead/closed multiplayer modes) that are installed by default - this is literally dead content. Wasted storage. Wasted money. Now back in ye old days, it used to be a gigabyte at best. Not the end of the world, and not exactly worth the time investment. But old habits die hard, and I'm still doing it today. With games becoming larger and larger, storage has become an issue that can thankfully be alleviated. I'm going to list a few interesting examples, then propose a solution and finally suggest a way to integrate it to PCGW's structure. I'll also list a couple of issues with my proposal, potential flaws and uses cases etc. If you have a better idea or any suggestion to make this a thing, you're more than welcome. Please note that all the numbers given are taken from Steam, but GoG, Uplay, EGS & Origin are guilty of the very same thing. Uplay's even worse, as always. Any constructive feedback would be much appreciated - I never suggested a feature before, but this one has been on the back of my mind for at least a year. I feel like it could be very useful to many folks out there. So, let's get to it. Those are easy ones to "clean-up" (more on that later): Batman Arkham Origins. Had a multiplayer mode, servers are down. Delete one folder and the install size goes from 27.06Gb to 18.1Gb. 9Gb (33%) saved Final Fantasy XIII. Well documented, check the PCGW entry for it, you can remove ~20Gb if you don't want the Japanese audio. 57.6Gb to 37.7Gb. 19.9Gb (52%) saved (!!!) Doom 2016. Do you really play the MP or Snapmap modes? That's ~15Gb (11Gb if you only delete the MP) saved. From 69.68Gb to 54.68Gb. 15Gb (21.5%) saved Here's the problem. I can manually delete all localizations, "deluxe edition content", Readme/Support and redists safely from most MT_Framework, UE3 and Ubi games just fine because they use the same naming conventions. All I have to do is search in the root folder for any file with the _ita. suffix for instance and delete it - but that's because I know what I'm doing and I'm willing to take the time to locate and delete those files. Listing that would massively bloat any page of course, and not many users would do it anyways. The best way I can think of to implement a reliable and simple method to delete files that we're absolutely sure are safe to delete goes something like this: Add a "debloatable" boolean to the Other Information infobox, If True, how much can be shaved-off at best. Users like myself could build a database of games we know we can "shave" (much like SK/ReShade compat, with a dedicated page) The end user would download a batch file, hosted here and verified by members based on a template which would include one option for each localization, and a "clean-up" option (remove Readme, Deluxe content, redists if safe) So for instance, I can flag all the localization for Resident Evil 6 and write them down in the dedicated page. I don't have any experience making modular batch files like that however, so someone else would have to make a template. I can then edit that batch to point it to all the files we want to delete. The end user launches the batch file, delete all locales but the one he's/she's using and boom. That's money saved right there. I know there are programs that are much better than Win Explorer's Search feature - if we can feed such a program with a config file it should do the trick too. We'd still need to build a database though. I do realize that I make it sound much easier than it may be, or that it may sound overkill if we're talking about a Gb at best. But for extreme cases like Doom 2016, Far Cry 3/4, FF XIII, the Arkham series, The Evil Within - huge games basically, it would be very helpful and hey, I'm already doing it anyways so might as well share it. There's also games like Battlefront 2 (2005) where you can cut the install size in half. It's about 5Gb (vanilla) if memory serves, about 2-3Gb when cleaned. With that said, if anything I hope that this thread at least brings more attention to this issue. Last but not least, to everyone: Happy holidays! I hope you're all doing well, and ready for more PCGW grunt work for this year to come. "Keep on keeping on".
    1 point
  18. Dear PCGamingWiki Team, I hope this message finds you well. I am writing to express my concerns regarding the current state of the mod section on PCGamingWiki pages. While I appreciate the effort to provide a comprehensive resource for PC gamers, I believe that the mod section, as it stands, is messy and convoluted. The primary issue is that this section has become a repository for personal preference mods rather than actual game fixes. This not only dilutes the purpose of the wiki but also makes it challenging for users to find essential fixes and improvements. The inclusion of numerous personal mods has led to bloated wiki pages, making navigation and information retrieval cumbersome. In my opinion, the creation of this section was a mistake. It detracts from the core mission of PCGamingWiki, which is to provide clear and concise information on game fixes and improvements. I suggest a reevaluation of the mod section’s purpose and a possible restructuring to ensure that it aligns more closely with the wiki’s primary goals. I look forward to any changes that can enhance the user experience on PCGamingWiki.
    1 point
  19. 773 downloads

    Mod for the Batman: Arkham Origins, that ports the PS3 exclusive DLCs (Knightfall DLC + One Million and New 52 Metallic skins) to the PC version of the game Installation: See this section in the PCGamingWiki's article about the game. Credits: Weffette - Original creator of this mod Me - Repacking to reduce file size, fix for the "Run as Administrator" problem and re-upload here for preservation purposes
    1 point
  20. There is a typo in PecanEngine.ini on line 626- bAllowDistributedShaderCompile=Ture (should be True). There may be more mistakes like this but this is the only one I've happened to come across so far.
    1 point
  21. Are there good examples?
    1 point
  22. Version 1.0

    1,045 downloads

    The small patcher removes the resolution limit introduced in update 1.17. After patching, the list of resolutions available for selection will remain limited to the hardcoded 16:9 and 16:10 resolutions, but selecting any 16:9 resolution above native will now set the game to that monitor resolution. Unpack the archive and patch the file as instructed Launch the game and select any or the highest resolution above that of your monitor (for example, choosing 2560x1440 at 2560x1080 will have the game set to 2560x1080 without displaying it) Disregard the numbers and back out into the main menu to see that the image properly fills the screen width. Tested the latest Epic version at 2560x1080. Check out my black bars remover for the game as well. You can buy me a coffee here.
    1 point
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