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Showing content with the highest reputation since 10/07/2018 in all areas

  1. 6 points
    Koroush announced recently that TweakGuides, one of the best sources of PC game tweaks, is sadly going to be shutting down. Koroush has graciously allowed third parties to mirror the TweakGuides website under the Creative Commons Attribution International (CC BY 4.0) license. PCGamingWiki articles contain multiple references to TweakGuides, and we have decided to mirror and preserve the content so that our links are not broken when the main site goes offline. You can find the mirror at tweakguides.pcgamingwiki.com and all the Wiki's internal links have been updated to the new address.
  2. 3 points

    Version 1.3.0

    6,406 downloads

    TL;DR This mod fixes various mouse and keyboard related input issues in NieR: Automata. Its features include raw mouse input for camera and aim movement, an entirely new crosshair aiming mode, non-standard bindings for dash/evade, pod auto-fire and more. Quick start guide: Extract the file xinput1_3.dll and NAIOM-GUI.exe to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\NieRAutomata" Start NAIOM-GUI.exe and set the bindings and other settings as desired Start the game like you would normally, for example directly through Steam Features The NieR: Automata Input Overhaul Mod (NAIOM) aims to solve all keyboard and mouse related issues in the game. As many other rough PC ports, NieR was primarily designed with a controller in mind and internally maps keyboard and mouse input to gamepad controls. This leads to various issue, including negative and positive mouse acceleration, as well as weird controls in certain perspectives, e.g. when aiming in side-scrolling mode. Its features include: Raw mouse input without any acceleration or smoothing Precise sensitivity configuration (calibrated for KovaaK's SensitivityMatcher) Fixed camera movement in third-person perspective New (optional) crosshair aiming mode for side-scrolling and top-down perspective New (optional) mouse cursors for menu and hacking (made by DevianArt user JulioDRai) Completely rebindable standard actions to any key or button combination including additional mouse buttons Non-standard keybindings, such as a dedicated dash/evade and pod fire toggle Full compatibility with FAR mod Instructions Supported Versions This mod is designed for the official version of NieR: Automata on Steam and might not work when used with otherwise modified executables. Install The mod does not make any permanent changes to the game or to Windows and can easily be removed. Extract the file xinput1_3.dll and NAIOM-GUI.exe to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\NieRAutomata" Start NAIOM-GUI.exe and set the bindings and other settings as desired Start the game like you would normally, for example directly through Steam Note that even though the GUI is for configuration only and does not have to be running for the mod to work, it can be used together with the 'Reload Config' binding to adjust options of the fly. Update Perform a regular installation and just overwrite any existing files Note that an update retains all configured options unless they have actually been changed or removed in the new version. Uninstall Rename or remove the xinput1_3.dll from the folder of the game. Known Issues In the third-person view the camera might sometimes judder when it is near obstacles, such as walls. This has only partially to do with the mod, since the issue also occurs without it, but might just be more noticeable with it enabled Using the bindings of the mod does currently not change the ingame button prompts When using the new aiming mode the crosshair does currently also activate in situations where the aiming direction is fixed, e.g. in the side-scrolling flying mode The non-standard item switch bindings currently do not work as described in the tooltip when certain items are equipped The mod is currently not entirely compatible with the GeForce Experience overlay, which may not be controllable with the mouse in certain situations. However, the actual functionality can still be accessed by using the corresponding hotkeys The crosshair does currently not work in the hacking minigame and the standard mouse cursor will be shown instead Additional Information Antivirus Software Since this mod consists of an executable DLL file that uses "hacking techniques" such as injection and hooking, it could be classified as malicious by antivirus software. In that case, it might be necessary to add an exception rule to the scanner. If you lack the trust in random people on the internet -- and I would not blame you -- feel free to use a meta online virus scanner like VirusTotal to verify the file. GUI Requirements The GUI requires the Microsoft .NET Framework 4.7.1 to work; which should already be installed on most systems. If you are having problems starting the program, you can download the required version either through a recommended Windows update (Windows 7 and later) or at Microsoft here. Loading Other Fixes/Mods/Injectors To increase the compatibility with other mods or injectors that are using a wrapper DLL, this fix offers two methods for remote loading of additional files. Note that there might still be compatibility issues between the different fixes, mods or injectors that have nothing to do with the loading process. File method: The mod will load another xinput1_3.dll automatically if it has the name xinput1_3_Remote.dll. Just rename the DLL you want to load accordingly. Using this method will lead to an error if the renamed DLL is not itself a xinput1_3.dll. Folder method: The mod will also automatically load all DLLs regardless of their names in a xinput1_3_Remote sub-directory. Just create a corresponding folder in the install directory of the mod. This is the only way to load multiple (conflicting) files. Input Bindings The GUI allows the binding of an action to an arbitrary combination of keys and buttons on the keyboard, the mouse or an XInput compatible controller. The system purposefully does not restrict conflicts, so multiple actions can be bound to the same key. Key Names: In case of the keyboard there might be a discrepancy between the key that was pressed and the one that is displayed. This is because the names are automatically translated based on the keyboard layout by using a Windows function. However, the mod always uses the physical keys as they were used during the creation of the binding, independent of the name that is displayed. Modifiers: Modifier bindings can be created by just using the corresponding key combinations. If you bind one action to Space and another another to LCTRL + Space and a third one to LALT + LCTRL + Space, only one of them will be triggered when Space is down, depending on the state of LCTRL and LALT. The system is not restricted to the usual modifier keys ALT, CTRL or SHIFT. Any key or button pressed before another acts as a modifier for the next one. Note that the order of the keys or buttons is only relevant during the binding process to distinguish bindings with the same modifiers. In the above example, Space could be held down and the other actions triggered by pressing LCTRL or LALT afterwards. Acknowledgments I would like to thank Kaibz for his continuous testing during the pre-release development of the mod. Without his detailed feedback and suggestions, creating the mod would have taken even longer than it already did. I also would like to thank DevianArt user JulioDRai for creating the awesome custom cursor package that is used by this mod. Contact And Support If you like this mod and want to support the development or show your appreciation with a donation, you can find more information on my website. There you can also find out more about other mods that I have done and means to contact me if you have a question, want to provide feedback, bug reports and suggestions. Version History v1.3: Added (optional) custom mouse cursors for menu and hacking Added dedicated binding for opening the after clearance debug menu Fixed regular fire binding behavior when being held down Fixed hacking while remote controlling an enemy Fixed an issue with "sticky keys" after exiting a menu or dialog Fixed mouse button control in menus that occurred after hacking an enemy Fixed crash that occurred on certain systems when exiting the game v1.2: Added pattern based game version compatibility check Overhauled crosshair aiming mode to use the (hidden) mouse cursor for controlling the aim Increased crosshair aiming precision Reduced input lag of crosshair Fixed crosshair alignment in certain perspectives Fixed aiming in hacking mode Fixed a loading error that occurred on certain system configurations Fixed a bug that prevented certain clothing items to be equipped properly when pod petting was disabled Fixed a bug that prevented the mod from being loaded at all if the Steam controller mode was enabled v1.1: The dedicated dodge binding now has the same distance and duration as the double tap version v1.0: Initial public release
  3. 2 points
    I have to draw the line that forcing SSAA,MSAA,SGSSAA,TrSSAA should be considered Hackable because these all have to hooked in at the driver level at the appropriate state during rendering. (Hence the need for compatibility bits) It's not at all like FXAA or SMAA since those are Post Process shaders that are GPU agnostic. You aren't just taking the final 2D Buffer like the MCable and slapping a filter on it. (Though using FXAA/SMAA with downsampling can be very beneficial https://imgsli.com/OTE5NQ) Forcing AA at the driver level for Nvidia cards is not a Post Process. And are essentially seen as a driver hack, they require special compatibility bits to be set (Using a third party program) by most games in order to function correctly. Otherwise you'd be able to do it in DX10,11,newer OGL versions without issue. But you can't because Nvidia didn't bother building in the support into the driver to hook into those kinds of backends. (Because hardware level AA support by developers was decreasing significantly at the turn of the decade, due to moving to deferred rendering where it was claimed often that they couldn't support things like MSAA. Guess what? Nvidia has the capabilities to hook in MSAA support to a ton of DX9 deferred rendering games.) Often games will require specific things to be setup in addition to compatibility bits for things to work properly. Take FFXIV for example, there are multiple compatibility flags you can use, This image uses a flag that specifically tells the driver to skip the primary flip chain in order to not have SGSSAA process the UI elements. https://imgsli.com/MTAyNDI But did you also know that you have to use the depreciated DX9 backend to use SGSSAA and did you also know that if you change the in game Gamma setting to *anything* but 50/100 it will completely break forced Anti Aliasing? Take Crysis 3 for example, it runs on DX11 and you can't "Force" AA. But you can use the in game MSAA,SMAA S2x/4x or TXAA and the driver can hook into those passes (MSAA derivatives) to "Enhance" the AA instead. This becomes highly dependent on the game engine implementation of those techniques and often is lower quality than forcing AA (It is the only option because there's nothing built into the driver to force AA in DX11) but it still has to be hooked in the game engine by the driver to work. You can enable MFAA, TrSSAA or SGSSAA on top of the above mentioned. Using SGSSAA causes a bug with grass rendering that depends on which AA you use as a basis. In all cases it cause blades of grass to become very soft and the overall quality is lacking due to the poor MSAA implementation in game. However doing all of this at a higher resolution and downsampling to your desired resolution can mitigate most of the problems or make them less obvious. Aside from FXAA or SMAA on top to clean up edges before resolve (As shown in example above) all of this has to happen at an engine level first. Does that not qualify as "hackable" ? https://imgsli.com/OTIzMA It's definitely not as often as simple as using SweetFX or Reshade.(And it gets a bit more complicated if you want to use modern Reshade in addition to forcing AA. As it requires an additional compatibility flag and the forced AA depending on which one will interact and change how the ReShade effects appear. SGSSAA with Reshade Sharpening for example will require much stronger settings than without SGSSAA because SGSSAA replays all shading for all aspects of rendering not just geometry like MSAA and so it will also effectively be anti aliasing the sharpening pass as well. Depending on what effects you are using it can get a little complicated) In my mind that qualifies as "Hackable" because the game has no support for it, but the driver has to hook into the game engine to make it work. People visit a page for a game because they want specific information for that game. They shouldn't have to dig through other pages to eventually find information on AA for that specific game that they probably have no idea may even exist in the first place. Anisotropic Filtering, I feel the same way about because tons of games don't offer it at all, their in-engine version is of lower quality(Like Crysis 2/3 for example. Even at it's highest AF in Crysis 2 is significantly lower quality than the driver verison. Similar to this Just Cause 3 comparison) (http://images.nvidia.com/geforce-com/international/comparisons/just-cause-3/just-cause-3-nvidia-control-panel-anisotropic-filtering-interactive-comparison-001-on-vs-off-rev.html) or their in game option tops out at a lower setting. For games that don't have the option at all, I feel that hackable is appropriate because it's possible that your average user doesn't know they can set it up globally in the driver to override what game engines do. Maybe a better middle ground instead of "hackable", for any game that there is something possible for, there should be a link in the AA field that just says " See Nvidia Anti Aliasing compatibility "And that would be enough of an indication to the user to search that for information for that specific game. And only put this link on pages for games that there is Nvidia specific things you can do for AA as shown in the spreadsheet. (Often the best quality performance trade off isn't just forcing AA from the driver it's actually a hybrid solution involving forcing AA+ other methods on top. Or enhancing a game's built in MSAA or MSAA derivative in addition to Downsampling which is OGSSAA. Things like this are listed for games with poor or no potential to force AA) For generalized explanations of what is what the glossary serves as fine information. But for game with specific instructions it is unsatisfactory to send people there to find out information for a specific game.
  4. 2 points
    The HUD is spanned ... on the outer edges of super ultrawide ... 32:9 To fix it ... Go to the games installation folder ... *:\Steam\steamapps\common\Sniper Ghost Warrior Contracts\gamesdk Backup the ... gamedata.pak ... just in case you mess up. Rename the ... gamedata.pak ... to ... gamedata.zip Download this file ... HUD.xml ... (at the bottom of this post). Drag and drop it into that ... gamedata.zip. Rename the ... gamedata.zip ... back to ... gamedata.pak. Run the game with a centered HUD. I haven't fully tested it but it's looking good ... Works for Multimonitor too ... although part of the HUD may be behind the bezel for some aspect ratios. Big thanks to Suicide machine for pointing me in the right direction ... 😎 HUD.xml
  5. 2 points
    DRM = The plague! Simply avoid companies that sell such software!
  6. 2 points
    Sadly companies will keep getting away with this too, Disney doesn't care, and will do nothing. Shame on them.
  7. 2 points
    Batman: Arkham Collection and Lego Batman Trilogy are free on Epic Games Store, deal is up on the 26th September 2019. This is the first time we've seen Batman: Arkham Knight without Denuvo, which may offer some performance improvements over the Steam version.
  8. 2 points
    I'm all for unlocking of "on disc" content for everyone. You paid for the game as it is; if there's content that's arbitrarily locked "on-disc" (on release) unless you pay an additional cost for, then that's anti-consumer and the publisher shouldn't be respected for it, as they're not respecting their customers. If paid DLC comes out after the release of the game and was not in the game files on release, then sure, it can stay locked away even if it can be unlocked via file editing (which seems to be 50/50 in my experiences, sometimes patches include all the content, other times DLC content is not downloaded unless you purchase it). For others: "Abandonware" or unpurchasable games? Unfinished content? Finished but unreleased content due to licensing/region restrictions? These all get my vote towards providing instructions to "unlock" content for them, even if some of these err on the side of piracy. Aside from that, the real problem is moderating select things.. which results in the only solution of not allowing anything in the first place, except for that example of KOTOR2 unfinished game content.. which was before the "DLC" times. It's unfortunate, but I can see some publisher being their corporate greedy selves and trying to come down on PCGW in response to an article instructing users in how to unlock a 50¢ outfit..
  9. 2 points
    While it is truly ironic that copyright law, both in the US and globally, is such that illegal actions like piracy are what it takes to preserve video gaming history, I don't feel PCGW is equipped to 'fix' this aspect of gaming. Therein lies the tricky part. If we allow exceptions on a game-by-game basis, who decides? What are the criteria involved? How does PCGW legally back up such a decision should the copyright holders come knocking? Not allowing info on how to unlock DLC or preorder content at all is the simplest, least-complicated option I see.
  10. 2 points
    Someone over on GameFAQs mentioned the following to another HL1 player: Might be worth checking out 🙂
  11. 2 points
    SirYodaJedi

    Creative ALchemy

    This version is out of date. A up to date version can be found here.
  12. 2 points
    Proposal: Restructure articles with 'Overview' to replace Key Points, Essential Improvements, General Information Key points was designed to be a way to add statements that would be quantitatively verifiable and individually moderated easily. It occupies the top of the article and is the first thing visitors read when viewing an article - it implies that this is the headline top information. However it currently suffers from an issue where people fill out lines for the sake of having a line, and includes information that is far from ‘key’ eg {{++}} Game uses 7.1 audio. Or to include {{--}} negative points just to 'balance' out the top of the article, where it is not warranted. Secondly I would like to push PCGW to contain more Wikipedia-like information that is qualitative, with a focus on technical and quality of life information. Back in 2012, I was afraid we wouldn’t have the policies and manpower to correctly moderate large blocks of text. However I think we are in a good position to do this now with a healthy active moderation team. This would also vastly improve its 'SEO' quality and push PCGamingWiki articles from average slot of 11th space on Google to possibly the front page. This will attract visitors and editors and make the entire site more useful. Here's a draft General section example (no 2nd level header), that would go at the top of the page: General information - instead of a long rambling list of everything, we move this under the Infobox. Rename to "Support Resources". Remove things like wikis, official websites - this section should be for things like 'authoritative threads', forums, etc. where users can expect to find answers to technical questions about the game.
  13. 1 point
    Rose

    Deliver Us The Moon ultrawide & multimonitor mod

    Hi. Did you try re-patching?
  14. 1 point

    Version 1.1

    1,792 downloads

    The mod removes pillarboxing and adjusts the vertical FOV to match that of 16:9. The pre-rendered cutscenes will be unaffected. Use software like PeaZip or 7-Zip and password pcgw to unpack the 7z archive. Play through the dog customization part at the very start of the game at 16:9. Pressing alt+enter should work as well. The mod is best used with DoF off. For higher FOV at 21:9, simply use the 32:9 patcher instead. Tested the Game Pass version at 3440x1440 and 3840x1080. You can buy me a coffee here.
  15. 1 point

    1,604 downloads

    Archive password is PCGW Black Bars FIX: Depending on aspect ratio replace AC4BFSP.exe and AC4BFMP.exe in the game folder Ultra/Super-Wide (21:9/32:9) Specific Solution & Issues Black Bars FIX: Depending on aspect ratio replace AC4BFSP.exe and AC4BFMP.exe in the game folder Eyefinity / Surround Specific Solution & Issues Forced triple wide version: Replace AC4BFSP.exe in the game folder
  16. 1 point
    Tested fully working v1.3 - January 12th, 2020 Also tested compatible with other trainers and injectors. Thanks Rose!
  17. 1 point
    Well, sorry for your time. I accidiently turned off the f9 key on my razer blackwidow keyboard. Sorry for the wasting your time. And thanks for your work!
  18. 1 point
    And if you already own "Wasteland 2 Director's Cut", then you can get Wasteland 1 for free. Open your account page https://www.gog.com/account in web browser, click on "Wasteland 2 Director's Cut". Open dropdown menu "More", select "Serial Keys". There should be Wasteland 1 gift code.
  19. 1 point

    Version 1.3.0

    781 downloads

    Changelog: 1.2: Added support for ELiTE cracked exe Bug fixes Features: Allow custom resolutions Allow 30 FPS in cutscenes Fullscreen fix for DirectX 8 on Windows 10 Increase the resolution of background screens Fix FOV (Automatic or manual) Fix map aspect ratio Disable system check Disable safe mode Disable cutscene borders Modify blur effect Patch CreateImageSurface (Enable this to improve the look of the game, but may cause some visual issues) Disable DirectX fog Wallhack (F1) Wireframe mode (F2) Invert X and Y axis (F3 and F4) Controllable gamma (F5, F6 and F7) Modify sensitivity (Page up and Page down) Use HKEY_CURRENT_USER instead of HKEY_LOCAL_MACHINE Install: 1. Copy all the files to your Silent Hill 4 install folder. 2. Configure the width and height and other options in Silent_Hill_4_PC_Fix.ini. 3. Start the game with DLLInjector.exe. Credits: dns - Silent-Hill-4-Wide-Screen-Patch WidescreenFixesPack team
  20. 1 point
    Pretty sad honestly, DRM is such a disgusting practice.
  21. 1 point
    Andytizer

    Tell Me Why - X019 - Announce Trailer

    Looks like an interesting adventure game from the same developer as Life Is Strange. Trailer seems to evoke a similar tone to the series - however will there be supernatural elements or is this a more down to earth storyline?
  22. 1 point
    cub3y

    The Outer Worlds ultrawide & superwide mod

    @Rose Thanks so much for the upload, works a treat! Almost gave up hope playing this game, with the vert- they have setup it was giving me almost a car sickness feeling, could only play 5 mins at a time max before.
  23. 1 point

    15,124 downloads

    Original file: http://steamcommunity.com/app/17300/discussions/0/864945401070748061/ This is the 64-bit binaries for Crysis. It allows the game to be run as a native 64-bit application, providing various benefits and enhancements. Instructions Extract the contents of the download to the Crysis installation folder. Run the crysis.exe file in the newly added folder (Bin64) to play the game. (Optional) Create a shortcut of the EXE for the Desktop for easier access. For the Steam version, there is a way to make the Steam client launch the 64-bit version by default. In the Crysis installation folder, rename the Bin32 folder to Bin32.bak and rename the Bin64 folder to Bin32.
  24. 1 point
    Yes, that must be the problemt then. I would like to thank you so much for your help :D. I will try to get the tool working and hope I can play the game properly. Again, thank you for your your help.
  25. 1 point
    A quick heads up if anyone has issues in the chapter 2 mission "Exit Pursued by a Bruised Ego" (it starts off where you're taking a horse to sell at the market). The game kept refusing to load a cutscene once I entered the stables, not letting me move or do anything besides rotate the camera, forcing me to quit the game and restart it. After 4 reloads, I finally tried it without the ultrawide fix, and it worked. This game is super buggy right now, so that might not have been the issue, but if anyone else encounters the same problem, definitely try it without the fix for that portion. Edit: Thank you so much for your incredible quick work Rose! I just wanted to post this so that if anyone else has (or doesn't have) the same problem there we can find out if it's the issue. So to anyone else, if you made it through that mission using the patch without problems, please reply.
  26. 1 point

    Version 1.0.1

    30 downloads

    Fixes the black borders to extend the viewport for widescreen made for Flawless Widescreen. SLW Fix.zip
  27. 1 point
    I'd have to go with Ultimate Carnage due to all of the reasons Sojer mentioned. I also agree with that point on the music. If I remember correctly, someone did end up getting the original FO2 music to work in UC.
  28. 1 point
    Andytizer

    Proposal: Game Executables

    I can see this information being used for firewall opening/closing. However I’m not sure it’s important enough to put near the top of the page - I suspect it’s a valuable but niche piece of information. Perhaps it could fit inside the Network section which will also contain port numbers, or the Other information section. Apart from the name of the executable, what else can be done with this kind of data?
  29. 1 point
    That's quite interesting, it seems like quite a huge vulnerability with LOCALSYSTEM privileges. I can't see why it was rejected as being out of scope by Valve. It could've been used to cause some real mayhem.
  30. 1 point
    I am still waiting for more details about this lawsuit coming out since... well... it seems as of this moment to be baseless. Nowhere from what I can tell have neither Check Point nor Epic Games concluded that the vulnerability they found and fixed was ever exploited by anyone (I believe Tim Sweeney on Twitter mentioned the opposite, in fact), which makes the number of affected users by that vulnerability in specific a big 0. Fixing security vulnerabilities before they're found and exploited "in the wild" should never result in a class action lawsuit, as it seemingly have done here... Even Check Point's own report on the vulnerability uses phrasing such as "could have allowed a threat actor" as they also seemingly did not find any indications that the vulnerability was actively being used and exploited by bad actors. Beyond that, users whom have lost access to their accounts most likely lost that access due to a lack of appropriate security on their own part, through e.g. reusing passwords, or being affected by malware on their PCs, etc, which all are outside the ability of Epic to prevent. Honestly speaking, in terms of preventive action, Epic Games takes a much more active approach that I've publicly seen from organizations. Checking accounts against known password dumps online and resetting the password for those affected is a slowly growing occurrence in IT, but I am not aware of any corporation within the video games industry that does this yet, except for Epic. So yeah... We'll have to see where this goes, but I don't expect it to go anywhere since seemingly nobody have actually been affected by the vulnerability this whole class action lawsuit seems based around...
  31. 1 point
    Osprey

    Tomb Raider Mouse Helper (for TR1-5)

    It's a false positive, yeah. I just ran Malwarebytes on it to be sure, though. Still, to give you and others peace of mind and, especially, to help prevent it from being quarantined, I've just uploaded a new version (1.2) that doesn't get flagged as suspicious by Windows Defender (and some other AV engines).
  32. 1 point
    Really excellent work, very impressed you managed to create this hack so quickly! Can now play it on my 3440x1440 ultrawidescreen.
  33. 1 point
    From what we can gather based on the few tidbits here and there, Epic basically guarantees a number of sold units, as in regardless of whether the title actually sells a number of paid copies or not developers will still be paid as if they did. This is good for developers if e.g. Epic guarantees 500 000 copies sold, as that means devs will be paid as if 500 000 copies were sold even in cases where they might not have sold as many copies. Source: https://www.thegamer.com/epic-store-2-million-sales-exchange-exclusivity/ That developers and/or publishers enters an agreement with Epic isn't weird when faced with the alternative. It's basically a guaranteed income for a timed (non-Steam) exclusive window vs. an uncertain income for that same period of time. Sure, some titles might've seen the same sorts of income on the Steam platform, or even higher, but the flood of titles releasing on Steam every day makes it much harder to differentiate oneself from the competition and reach the possible audience. While I don't like Epic's platform, nor this way of garnering timed exclusives to build an audience and platform, I can at least see the value of it from the perspective of publishers or developers. It is therefor understandable why many titles choose to go timed exclusive on Epic when faced with the choice. At the end of the day game development is a business first and foremost from the perspective of corporate game studios.
  34. 1 point
    If you don't like it, don't spend the money. The total amount I have spent at the Epic Store: $0. Zip. Zero. Nada. Part of this is because I feel that spending $60 on a game is too much when, in a few months time, the price decreases to a more acceptable point, part of this is because I have too many unplayed games. Steam also launched in September, 2003. There was no such thing as achievements or cloud saving which is taken for granted nowadays. They did, however, have a janky backup utility where you can back up to CDs or DVDs (!!!) which hasn't really been improved for the modern environment where I have a FreeNAS server with 27TB of storage sitting in my closet. Game backups were really important to me when the best I could do in download speeds was 20Mbps, and some of the games are HUGE. Can I easily backup a game using Uplay, Origin, Battle.net, GOG, or Epic? Nope. (Note: I moved to an area that has Gigabit download speeds, so I'm no longer backing up my game downloads). The same complaints I hear about the Epic store is the same complaints I have heard about Origin (EA Games) and UPlay (Ubisoft). In those cases, I suspect that Origin and UPlay were set up partially to appease the big retailers who were hesitant about carrying PC software which sets up a competing storefront, and partially to avoid the Steam tax.
  35. 1 point
    penlandia

    Outer Wilds resolutions unlocker

    Thank you Rose! It worked perfectly. Really appreciate you creating this and making it available to the community! Edit: I should add that I'm using it for 3440x1440 and there's not screen cutoff that I can tell. Everything appears to be scaled perfectly.
  36. 1 point
    Metro: Exodus is now available on Microsoft Store - a surprise given all the hoo-ha about Epic Games Store vs Steam exclusivity.
  37. 1 point
    Garrett

    E3 2019 Megathread

    Microsoft is running the MixPot promotion again: watch the Xbox E3 stream on Mixer (from the Mixer Xbox channel or through the app) and sign in with a Microsoft account to get free games/DLC. See the Xbox MixPot FAQ for details. Last time it was only games/DLC for consoles, but since they will be talking about the PC this time there might be some PC goodies.
  38. 1 point
    a420zombie

    Outer Wilds resolutions unlocker

    Thank you so much! 😄 Have a wonderful day and thank you for making this!
  39. 1 point
    DeRiften

    Final Fantasy XIII-2 Mega Patch collection

    The Music Volume mod doesn't work if you use the JP VO as is. To make it work, you hafta edit the .bat file and remove all mentions of "/usa". Big copypasta derp right there 😛
  40. 1 point
    Aemony

    Overhaul of the editing guide?

    If so, the icon for the "always on" locked state should probably be changed to blue, to be more neutral. In the eye of the beholder, and all that. Having it "green" suggests that whatever it is that's locked "always on" is positive, which typically isn't the case, such as with these: - Mouse acceleration/smoothing being locked to always on. - Anti-aliasing being locked to always on. - Subtitles/Closed captions being locked to always on. etc. Hmm... "features that can't be configured at all would be set to false as usual" vs."while the proposed "always on" state would be used for any features that are active but cannot be configured." This is correct, and was what I was going for. There's not a lot of games with native multi-monitor support, but they exist and typically allows the use of the secondary monitors in some special way. For example some of the Battlefield games allows the use of a second monitor to show the minimap of the game, and some racing games have allows for native extended view across multiple monitors without involving AMD/Nvidia specific features. The current multi-monitor parameter could almost entirely be worked into the existing ultra-widescreen parameter with the minor difference (if one exists) noted in the Notes field. In my opinion, the multi-monitor parameter should be an highly obscured parameter, hidden by default, that properly categorizes games that allows the use of one or more secondary monitors for unique features independent of GPU features. Not be used as an "additional-ultra-widescreen" parameter.
  41. 1 point
    Keith

    Split/Second 60 FPS Patch

    Version 1.0.0

    2,289 downloads

    Split/Second patch that removes the 30 FPS limiter and enables the game to run at 60 Hz; it also fixes physics to ensure physics and power plays work. Created by ducon2016. Run NoobPatcher.exe Select the unpatched (original) .exe Select "SplitSecond.NoobDiff" Wait for the file to get patched Run the newly created patched .exe
  42. 1 point
    Andytizer

    Proposal: Metacritic or equivalent

    Individual reviewers might write reviews with a political stance, however aggregators like Metacritic and Opencritic normally contain a balance of different opinions. PCGamingWiki is politically neutral, however this shouldn't stop us from balancing this with new features and to make a better resource for PC gamers. For example Wikipedia PC game articles including a Reception section citing reviews or review aggregators doesn't necessarily compromise its neutrality. Users can choose to ignore review scores on this website if necessary. I am open to Metacritic, OpenCritic and any others. However Metacritic has a lot of old games where OpenCritic doesn't. I am also open to Steam reviews however the issue becomes how to keep these up to date. It also may stabilise due to changes being made to the Steam review system: https://www.pcgamer.com/uk/valve-takes-steps-against-steam-review-bombs/
  43. 1 point
    Another game where a 'cancelled during early access' would be useful for is Halo Online, which was released in beta, but then was then cancelled and shut down whilst still in beta, and is only kept going through modding. Definitely a good idea 🙂
  44. 1 point
    If we are to track the Early Access date of a game, I'd also include a third date in those cases where the developers actively cancel an Early Access game. For example, the developers of a game I purchased in Steam Early Access, The Kindred, announced on 20 January 2018 they were pulling the game from Early Access and purchase as they could no longer develop the game nor easily find an interested developer to continue development.
  45. 1 point
    Played around a bit in Firefox's inspector tool. If we solely plan to keep this limited to "alternative sources" of obtaining access to games right now, then I can whip up an extension to the Availability template, and add notes to boot. Example mockup: Base source code, so I don't forget it 😅 <tr class="template-infotable-head"> <th scope="col" style="width: 230px;">Alternative sources</th> <th scope="col" style="width: 50px;"> </th> <th style="width: 540px;" scope="col" colspan="3">Notes</th> </tr><tr class="template-infotable-body"> <th scope="row"><abbr title="asdsad">Xbox Play Anywhere</abbr></th> <td><div title="Native support" class="svg-icon svg-25 tickcross-true"></div> </td> <td colspan="3">Does not apply to the 2016 re-release.</td> </tr><tr class="template-infotable-body"> <th scope="row"><abbr title="asdsad">Xbox Game Pass</abbr></th><td><div title="Native support" class="svg-icon svg-25 tickcross-true"></div> </td> <td colspan="3">Comes pre-packaged with cosmetics DLCs.</td> </tr><tr class="template-infotable-body"> <th scope="row"><abbr title="asdsad">Origin Access Basic</abbr></th> <td><div title="Native support" class="svg-icon svg-25 tickcross-false"></div> </td> <td colspan="3">Limited to 10-hour trial.</td> </tr><tr class="template-infotable-body"> <th scope="row"><abbr title="asdsad">Origin Access Premier</abbr></th> <td><div title="Native support" class="svg-icon svg-25 tickcross-true"></div> </td> <td colspan="3">Deluxe Edition</td> </tr>
  46. 1 point
    The existence of this template and the attempt to now track Game Pass titles (a subscription service that adds and removes games in its catalog every now and then) have made me question whether we shouldn't opt for a more generic template instead that's designed to be extended for whatever supplementary feature might come up. Something like this basically: {{Store features | microsoft store game pass = true | microsoft store play anywhere = true | origin access = | origin access premier = true }} which would then create a list like this: {{ii}} Included in Xbox Game Pass subscription service. {{ii}} Xbox Play Anywhere title; purchase it on either Microsoft Store on Windows 10 or Xbox, and receive copies for both platforms. {{ii}} Included in Origin Access Premier subscription service. If this was then used below the availability row, you'd have an easy placement where the list could grow naturally as features was determined as necessary to add to the template. Edit: The obvious negative downside of this is that it wouldn't allow us to include it in the Availability table unless we redesigned that entirely and added new parameters to it.
  47. 1 point

    Version 1.01

    338 downloads

    The Dark Tide is arguably the most popular campaign mod for Star Wars: Dark Forces. These archives contain all known "official" content related to the mod. Episodes 1-4 are the main campaign, and require Dark Forces to run. DarkXL is also supported, although not required. Beyond the Ancient is the bonus material released after Episode 4. It contains scrapped content from Episode 5, and even has some playable levels. Twilight on Tatooine is a multiplayer map for Jedi Academy, and as such requires Jedi Academy to run. It is inspired by the second episode, and includes compositions from the mod intermixed with music from the classic trilogy and Shadows of the Empire. The soundtrack was unfortunately only released for the first two episodes. Nonetheless, it was released in General MIDI format, so I have converted it to Apple Lossless using an SC-55 soundfont and properly tagged it (I recommend dBpoweramp if you need FLACs). The original .mid files are also included, as well as the nice track from Twilight on Tatooine. Originally downloaded from df-21.net.
  48. 1 point
    Funkerwolf

    Sound and Windows 10

    Hello everyone again, after some time after the publication of the comparison tests for sound quality in Windows 7 and 10, this laptop returned to me again and I decided to conduct better tests that finally show a significant difference. Used soft: RightMark Audio Analyzer See for yourself:
  49. 1 point
    Ladderman

    Monopoly Tycoon problem

    Hi I have just managed to get Monopoly Tycoon working on my Windows 10 PC(this was because of the game didn't like the music on when starting,and i had to Manually install the Windows Media Source Filter). I Installed Monopoly Tycoon from my CD,and then installed the 1.4 patch,and altered the config file to 1920x1080 in game screen resolution. Everything seemed to be working fine,until i worked through the Tutorials.In particular "Creating a Shopping Centre".Halfway through this Tutorial it asks you to build a business on one of the blocks.I click on the build button and then i can only see the button Activate building rights.When i hover the pointer over the button Activate building rights it doesn't highlight,like all the other buttons would do.After that i am stuck,and have to go to the title screen. If i use Patch 1.3 i don't get this problem,but i don't get as many custom scenarios.On Patch 1.3 when you click on the build button(in the Creating a Shopping Centre Tutorial),it automatically lets you build a business. I don't know if this is a Windows 10 problem,i can't remember having this problem on my previous Windows versions whilst playing this game. Acn anybody suggest as what i can try to fix this problem?. Thanks for looking Colin My PC Specs Windows 10 Home 64 Bit Gigabyte Z370 AORUS Ultra Gaming: ATX, LG1151, USB 3.1, SATA 6GBs Intel Core i7 Six Core Processor i7-8700k (3.7GHz) 12MB Cache Super Quiet Titan DragonFly Heatpipe Intel CPU Cooler 1TB SEAGATE FIRECUDA 3.5" SSHD 6TB WD BLACK 3.5" WD6001FZWX, SATA 6 Gb/s, 128MB CACHE (7200rpm) CORSAIR 650W TXm SERIES SEMI-MODULAR 80 PLUS GOLD, ULTRA QUIET 8GB AMD RADEON™ RX 580 - HDMI, 3 x DP - DX 12 8GB AMD RADEON™ RX 580 - HDMI, 3 x DP - DX 12 Creative Sound Blaster Zx 5.1 PCI-E Soundcard 32GB Corsair VENGEANCE DDR4 3000MHz (2 x 16GB) 24x DUAL LAYER DVD WRITER ±R/±RW/RAM AOC G2770PF HDMI LCD 27 inch Monitor
  50. 1 point

    Version v3

    2,559 downloads

    Author : Wobak Original file: http://www.mediafire.com/download/v2hhut4112nj9mv/Nolf2_WidescreenPatch_v3.rar Features: -Pick supported widescreen resolutions in the display menu. -Set horizontal FOV in display.cfg, vertical, menu, weapon and cutscene FOV are calculated automatically. -Splashscreen, Menus and HUD elements are scaled and positioned properly and dont stretch anymore. -Automatic crosshair scaling and manual tweaking. Previously it had a fixed resolution and didnt scale at all. Installation: 1. Put the "WidescreenPatch" folder in "Custom\Mods" in the NOLF2 directory. 2. Run the launcher, click on "Custom" and check "WidescreenPatch" 3. Start the game, go to display and select the desired resolution. 4. Open the display.cfg file. If you havent previously launched the game with the patch enabled, the lines mentioned below wont be present and you can add them manually. 5. The line "FOV" controls the horizontal FOV,you can set it however you want. For 16:9 I suggest "90.0". [optional] 6. The cutscene letterbox scales automatically, if you are unsatistfied with the size, change the "LetterboxPercent" value. 7. Open then the autoexect.cfg file. 8. The line "CrosshairSize" changes the crosshair size. 9. The Line "RightHUDPush" can be used to offset the HUD elements on the right to the edge of the screen. For 16:9 "30" is a good value. Enjoy the game! Known Problems: -With a large display width the loadingscreen text may be cut off at the side. This is due to the text being scaled with the resolution and background with the FOV. -With a larger display width Kate will freeze before walking and afterwards disappear. This is because the user was not expected to see such a wide region of the menu. -Some menu elements dont line up with the box they are supposed to be in. This is because their positions are calculated differently. That might be fixed in the future.
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