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Showing content with the highest reputation since 06/21/2019 in all areas

  1. 4 points
    tinyBuild's stance on this is so backwards it's obvious they DNDTR (Did Not Do The Research). Games with DRM have their soundtracks pirated online via YouTube, with the uploaders using in-game - nowadays lossless - recordings if there's no official soundtrack. They also seem blind to the fact deluxe-edition soundtracks - even on Steam - are literally a bunch of files that anyone can upload. In other words, DRM-free upon download completion. Why offer DRM-free builds of a game when people know they'll never be updated for fear of enabling piracy. Also, they apparently are unaware of the convenience argument. For example, they can just upload their soundtracks to YouTube Music, Spotify, or whatever, so people who would otherwise pirate them can listen for free and tinyBuild would still get money.
  2. 3 points
    Tim Sweeney in 2016: Microsoft wants to monopolise games development on PC. We must fight it. Tim Sweeney in 2019: I want to monopolise games distribution on PC. You must buy it.
  3. 3 points
    It doesn't make a lot of sense to me to see a game with subtitles set to n/a for when all of the dialogue is text-based. Say I'm hearing impaired or I want to play a game at work but remain aware of the real world around me, or have any other reason to not want to hear any dialogue - I may use the wiki to look for games that have subtitles. If we had a list for such games, I would naturally sort to highlight the ones set to true, not something as obscure as n/a. You may convince me otherwise, but the real question is whether it would be as apparent to a newcomer. Besides, by dictionary definition subtitles do not have to accompany any voiced dialogue. One of the two Merriam-Webster definitions for subtitle is
  4. 2 points
    Tim Sweeney, founder of the mega-popular studio Epic Games, took to Twitter in a dialogue regarding the recent Shenmue III fiasco. For those unaware, Shenmue III is a crowdfunded game produced by Ys Net. At E3 2019’s PC Gaming Show, Ys Net announced that Shenmue III would be launching on the Epic Games Store, instead of the previously announced Steam platform. Many backers were aggravated at the bait-and-switch, with no option to receive a Steam key, nor a refund. Sweeney revealed an alleged Steam policy discovered through partner discussions, “Valve policy prohibits providing Steam keys for games that aren’t going to be available at launch on Steam.” Furthermore, Sweeney criticizes the policy, “Steam policy change traps crowdfunded projects into either launching on Steam for 30% or offering backers refunds.” He further clarifies, “By “traps”, I just mean: requires that the game be distributed on Steam, ruling out any funding opportunity associated with exclusivity or preferential terms that might “disadvantage Steam customers”” Finally, when inquired about the fairness behind paying for exclusivity, Sweeney states “Valve has every right to make deals with developers and publishers to secure more exclusives, just as Apple, Microsoft, Sony, Nintendo, and Epic Games do!” What are your thoughts on the matter? If Valve truly has a policy prohibiting keys for non-launch titles, would you agree that Steam is "trapping crowdfunded projects"?
  5. 2 points
    Welcome to the forums, and yeah, you posted this in the proper channel 🙂 Your proposal is sound, and I don't foresee many hindrances of implementing it. What I am interested in though is how, if you have an initial design, the row itself would be formatted in the VR table, and what parameters you're interested in tracking separately from one another (e.g. modes such as G3D/Z3D etc), if any. I've created an initial draft of the addition to the template here: https://pcgamingwiki.com/wiki/User:Aemony/Sandbox/VorpX When parameters are tracked separately it allows the users or visitors of PCGW to easily create a table of all tracked parameters to make for an easy comparison. For example, each column (except the game name) in the list of local multiplayer games is a separately tracked parameter. However the more these sorts of data are tracked separately, the more complicated the end result can become (see the editing guide for multiplayer table as an example).
  6. 1 point
    Hello there, i hope i am posting this in the proper subforum. I would like to propose to add the VR Driver VorpX to the VR Template. We have about 650 games that we have fixed already for the Driver and i would like to add/update these games to the Wiki. Almost every day new game fixes are released either by me or other users or the VorpX staff, so very soon we will hit the 700. I find the VR template is a little out of date because of the following reasons: - NVidia is stopping support at the moment for 3D-Visison and many users already swap over to VorpX. - Tridef seems to be out of business (at least what i read from the net) or is not very popular anymore - iz3D is dead and whats left over can be used for a very small number of games only - With VorpX you can play almost any DX9/10/11/older openGL and DX7/8(with DGVoodoo) game in VR (2D/3D, depending on the game and the settings), also with Headtracking, so Fallout 4 for example just looks like the native game itself. - The availability of a game profile ("fix") together with additional informations eg. Screen Settings, ini Hints , G3D, Z3D, ect would be added to the corresponding games. The VR community would definately appreciate you making this available. Thank you, RJK
  7. 1 point

    Version 3709.4

    561 downloads

    Download the archive, unpack it with 7zip or similar software, then point the patcher matching your aspect ratio at \TSCGame\Binaries\Win64\TSCGame-Win64-Shipping.exe within the game folder. This will match the FOV to the default 16:9 vertical value and remove the pillarboxing from the dialogue scenes. Tested at 2560x1080, 3440x1440, 3840x1080 and 5760x1080.
  8. 1 point

    Version June 24

    241 downloads

    These patchers created for 2560x1080, 3440x1440 and 32:9 resolutions will remove the black bars from the game. Unpack the archive with 7zip or similar software, then only use the patcher matching your resolution to modify the game executable.
  9. 1 point

    Version 3709.4

    793 downloads

    Unpack the archive (password is pcgw), then use the trainer to modify the game FOV in real time. Make sure to run the game first to let the program detect it. A game update will likely break this.
  10. 1 point
    https://pcgamingwiki.com/wiki/List_of_anti-aliasing_compatibility_flags_for_Nvidia If you could confirm the direct link ( https://docs.google.com/spreadsheet/pub?key=0AnHpuYHx21sjdENRSHg1ZkhndWF5R05tQjhCbTFNUVE ) points to the same document, that'd be great 🙂
  11. 1 point
    This seems quite unnecessarily split up. I'd combine them like so:
  12. 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).
  13. 1 point

    Version 1.2.0

    55 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
  14. 1 point
    Aemony

    Proposal: Add Communities Sub Section

    Adding a section just below the General Information section doesn't really solve any of the current issues, and will only result in even more wasted space at the top. In another thread and in previous discussions the removal of e.g. stuff like community-driven wikis have also been mentioned as possible changes. I can see a benefit in having a general "everything goes" community section at the bottom of articles in Other Information, as that have generally been considered the place for non-technical stuff like mods or info not applicable to any of the other sections, etc. It would also serve as a general acceptable place to list however or whatever community members would feel beneficial, and the lack of prominently being featured on the articles would also prevent edit wars. So in short: General information - Official game resources Other information -> Communities (or however it would be called) - "everything goes" community section filled with links and whatnot to unofficial resources and stuff. To bridge the two, we could add a link in the general information taking visitors down to the bottom (e.g. "See community-oriented links" or something similar).
  15. 1 point
    I definitely agree with this. Hosting game files isn't free, and I don't think Valve should have to host games that aren't being sold on the platform.
  16. 1 point
    Valve is not "trapping" crowd funded projects into a Steam release. If a developer starts a crowdfunding effort for their game then they are allowed to choose where to promise for you to play the game. If they promise a Steam release then it's their own fault if they don't like it later but no one trapped them. If you don't want to do what you said then you have a problem with honesty, not with digital game stores. Additionally there's no reason to expect Valve to allow a game on Steam when it's not being sold there as well. Steam isn't a public service or utility and I don't believe that it should be either. The worst part is that you can bet that Tim Sweeny is fully aware of all this and is either just letting his mouth run without thinking or he's deliberately trying to mislead anyone too dumb to see through the nonsense that he's spouting.
  17. 1 point
    @Jinx It looks like the Grid view will show all portrait tiles. Under the Games view if you right click an item and click Edit, you get this menu: This is a general game view: There's also a List view:
  18. 1 point
    All I can think of when reading this, and including all the stuff Tim's said recently, he's either high or doing what he perceives to be damage control. This sort of behavior is not sane.
  19. 1 point
    This will only work in areas that have extremely high-speed/low-latency Internet. With some of the Internet providers talking caps on data transferred, I foresee problems.
  20. 1 point
    It’s not, and I am not aware of any of those editors myself. N/A have never meant that a option isn’t available at all in the context of settings, as that have always been the meaning of “false”. None the less, both the ongoing work with adding abbr tags to each row as well as the rest of the stuff I’ve mentioned clears that misunderstanding up as well, for both readers and editors.
  21. 1 point
    It certainly wouldn't be right to just convert the n/a to true. I'm not sure if this is what you referred to on Discord, but there are editors that take n/a as "not available", which would mean a large number of those pages may need to have it set to false. As with the new "always on" and "limited" options, the way to go would be to just revisit the pages or replay the games to make adjustments. Moreover, this incorrect understanding of the meaning behind n/a and thus the presumably large amount of articles being misleading would make it of little use in a list of games for hearing-impaired players. On the numbers, I would assume the number of games where AA or Vsync is set to true is even larger than 16756, and it's unknown how many of those should be at "always on" or "limited" but the number alone didn't get in the way of implementing the new properties, so I don't think it should be used as an argument against recommending to set subtitles to true for text-based games. As it stands now, the n/a property for text-based games is almost always accompanied with a note to actually explain what it means which suggests there's something wrong with its application, so I don't see the less common scenario of a primarily text-based game with some voiced dialogue as an obstacle - it can be explained with a note too.
  22. 1 point
    The Editing Guide does state that for all text-based games or when speech isn't a thing, it should be set to n/a. That row covers whether an option to enable subtitles exists or not for spoken dialogue, and not whether the dialogue itself is only present in text or audio format. If there is no option to enable subtitles for cutscenes/spoken dialogue, etc, it should be set to false. If there is an option to enable it, it should be set to true. If there are cutscenes or spoken dialogue and subtitles are always present for those, it should be set to always on. If there are no cutscenes or spoken dialogue, etc, in the game it should be set to n/a since the row isn't applicable to those games. That parameter is filled out according to this right now: true - 2965 games false - 1314 games always on - 18 games n/a - 16756 games unknown - 16531 games For hearing impaired players, the Closed Captions row is more relevant since that specifically covers if audio cues etc are covered by closed captions or not. That parameter is filled out according to this right now: true - 275 games == An option to enable closed captions are available. false - 4396 games == The game does not include an option to enable closed caption always on - 0 games == The game always shows closed captions n/a - 1039 games == The game does not feature any audio cues etc that needs closed captions. unknown - 32125 games == Unclear whether the game includes closed captions or not. I don't agree with the proposal of converting all current n/a 16756 subtitles games into "true" since that tells me nothing from the standpoint of whether subtitles are available for spoken dialogue or not, which that parameter was created to keep track of. The current implementation allows us to separate games where spoken audio isn't present (n/a), and games where they are present, and an option to enable subtitles for them (true) is available, or always forced (always on), or not present at all (false). The alternative would see a lot of games reclassified as e.g. limited or similar if the game did include text-based conversation, but also featured cutscenes etc without subtitles. That would also introduce a whole 'nother issue of when to use true vs. limited vs. false. Is a game with primarily text-based conversation but also featured unsubtitled cutscenes here and there true, limited, or false ? How would each option relate to hearing impaired players? The underlying "confusion" -- of which I am sorta questionable if one even exist, given how common the meaning of "not applicable" is, and how Closed Captions exists for the sole express purpose of being helpful to hearing impaired players -- is better solved through alternative means, such as any or all of the below: Implement abbr clarifications to all current rows in the templates. This work is ongoing. Rename the property to "subtitles for spoken audio" or something similar to better portray what it covers. Add a default note to the row when the parameter is set to n/a. To mirror the Editing Guide, it would be something alike to "This game does not feature spoken speech that needs subtitles at all." Create a proper list of games for hearing impaired players that accounts for both the subtitles and closed captions parameters, and includes games with true, always on, n/a, as well as hackable values. As discovered on the Discord yesterday, there's a slight mismatch in the Editing Guide but it mostly relates to the use of "subtitles" in the localization section, and not the audio settings template, as the most common source of that section (Steam) throws all non-interface text under that label, but that is mostly separate from the parameter discussed in this thread.
  23. 1 point
    Well I always set subtitles to true when that was the case. Wasn't aware people mark it as n/a 🤨
  24. 1 point

    Version 1.0

    4,592 downloads

    What is this? This fix lets you change the FOV of the singleplayer campaign, including the size of the weapon model. It is simple to install and use and comes with a GUI for easy configuration. Overview Description Despite being a decent PC version, the singleplayer of Modern Warfare Remastered lacks the option to set the FOV. Even though the default FOV is not as horrible as in other Call of Duty games, it still makes the campaign unpleasant or outright unplayable for some people. This fix aims to fix this issue by providing an easy and convenient way to set the FOV for the game. Features Option to set the vertical FOV to almost arbitrary values Option to set the FOV scale of the weapon model Simple to install and use Easy to configure via a GUI and ingame bindings Important: This fix is specifically designed for the singleplayer campaign and will not work with the multiplayer version Instructions Supported Versions Steam Important: This fix relies on the layout of the executable. Although it uses techniques to make it more robust to modifications of the game, it might have to be updated when the game is patched Install The fix does not make any permanent changes to the system, the game or the configuration of the game and can easily be removed (see below). Extract the XInput1_3.dll and the MWRSPFovFixGUI.exe files to the main folder of the game. For example "C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Modern Warfare Remastered\" Start the MWRSPFovFixGUI.exe to configure the fix as desired Start the game like you would normally, for example directly through Steam or Big Picture mode A few additional notes on the installation: You should hear a FOV Fix loaded message on game launch when the fix was loaded. This sound can be turned off in the config The GUI requires the Microsoft .NET Framework 4.6.1 and the Microsoft Visual C++ 2015 Redistributable package; both of which should already be installed on most systems. If you are having problems starting the program, you can download the required versions here and here Uninstall Remove the XInput1_3.dll from the game's main folder. Configuration To configure the fix you can use the GUI application. Remember that you can hover over almost any option with the mouse to get an explanatory tooltip. There are two FOV settings. The vertical FOV Base and the FOV Weapon Scale factor. The effective FOV is calculated by multiplying these two values. The scaling factor also affects the way the weapon is displayed in addition to the camera. By default the game uses a base FOV of 65.0 and a weapon scaling of 1.0. For a 16:9 27 inch display I am using a FOV Base of 66.0 and a FOV Weapon Scale of 1.15. Note that the settings can also be adjusted while in the game by using the corresponding keybindings. Additional Information What You Should Know Since the fix consists of an executable DLL-File, I could have put any harmful shenanigans in there. You just have to trust me that the file is clean. If you don't -- and why should you -- feel free to use a meta online virus scanner like VirusTotal to verify the file. Be aware however, that because the fix uses "hacking techniques" such as injection and hooking, it could trigger anti-virus software without being harmful. Known Issues There are currently no known issues with the fix. Contact And Support If you like this fix and want to support the development or show your appreciation, you can find more information on my website. There you can also find out more about other fixes that I have done and means to contact me if you have a question, want to provide feedback, bug reports or suggestions.
  25. 1 point
    Back in year 2006, had to come up with nickname for IRC-Galleria, hip popular finnish image site, similar how facebook is now and I'm still being teased when I made note "first day on IRC" as I didn't use actual IRC for years after that statement. Super Mario combined with birthyear = Mario92. Also IRL name and that both start with M, so it felt natural for some reason. As started to use more of the amazing internet and even got one at home with SUPA FAST 2G trough Nokia 6151, that nickname seemed like it was in use in some places as it's quite generic. Solution was finnish slang. So now I mostly use: - Marioysikax, Mario, ysi = 9, kax = 2. - Mairo, Pronounced as "My Ro" as it quicky became a nickname of the original nickname when used VoIP in games and such. For some reason when people read the name, they misspell it as "Mario" when referring to me. Usually not being foilhat, so I do use IRL name in many places. That names origin should be obvious thing :p Also seeing some pattern here, most common reason seems to be "needed nickname, combined stuff".
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