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Showing content with the highest reputation since 03/04/2025 in File Comments

  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
    4 points
  2. You need to either run the game as admin or move the game to some other location on your drive. The game can't write the save file where it is currently.
    2 points
  3. Thank you. I do not have any donation going on, this is pure love for the game, free and for anyone that wants to give it a try. Enjoy and have a nice time!
    2 points
  4. This version of the widescreen fix is outdated (dated 2016). There was a newer version made in 2019 that can still be downloaded by opening up his site in Wayback machine then copying the download link and removing the web archive part from the link (original MEGA download link so it still works) dunno if pcgw allows links but here: https://mega (dot) nz/ #!q8hWVKyI!eyDyd92xUXX-y2z5oCmC4egTHlGJth0h47mnYScg1yY
    2 points
  5. Interesting. I've checked out some gameplays too and I can actually confirm that some sections do miss fog and rain effects on PC, so your mod might be one of those essential ones. I'll add it to the game's main article.
    1 point
  6. IT WORKED!!!!!!!! Finally I can play this game. I'm taking a new education and this game is such a sweet guilty pleasure in breaks. Thank you so much! Other than the uninstall which I described above I did the following and nothing else: Installed the game on steam Installed OpenAL Installed WaterVaporGoggerMTFix(placed in the game folder) Placed OpenAL32.dll, dxvk.conf and d3d9.dll in the folder Checked dxvk.conf to see if the refresh rate was correct In my case I think there were files or registry entries left over after the steam uninstall that made things impossible.
    1 point
  7. @AtotehZ I've added the DXVK files on my mod, both here and inside my github. Just download it there:
    1 point
  8. @AtotehZ DXVK addon consists on 2 files, one dll file and one conf file. Like this capture: If you only get the conf file, your antivirus might be doing naugthy things. And maybe the GridMTFix is not applying correctly. Check your config. Also, If none works, be sure to check if you have the UTF-8 Support bug of Windows. Check as stated on the PCGW : To fix the UTF-8 issue: Open the Windows Control Panel. Go to Region. Click the Administrative tab. Click Change system locale.... Remove the checkmark next to "Beta: Use Unicode UTF-8 for worldwide language support". Click OK and restart your computer.
    1 point
  9. update: found a way to run this on proton via steamtinkerlaunch (https://github.com/sonic2kk/steamtinkerlaunch) on game files: select a custom command and put this mod's exe on it, then click on fork custom command, that will make the ultrawide mod and yakuza run both on the same wine / proton prefix, making them communicate with each other.
    1 point
  10. No problem. Also, happy new year too 🙂 For the HUD size, you can actually run the game at a smaller 16:9 resolution (set it in the fix's INI), and force your native one on dgVoodoo2, makes the HUD way bigger and like it should.
    1 point
  11. Thank you, AlphaYellow, for your great work on the FOV modification for From Dusk Till Dawn. Your expertise and effort made a real difference, and the result is perfect. I truly appreciate your time and skill. Keep up the amazing work!
    1 point
  12. It should be working now, I was hooking into the wrong instructions. Also use dinput8.dll rather than winmm.dll from ThirteenAG's Ultimate ASI Loader DLL's.
    1 point
  13. Slight modification, adjusting also physics to 60fps from original value. Not really required as I didn't see any difference in game, but just to keep it coherent with new frame steps. Possibly more accurate.
    1 point
  14. Thank you! Just decided to replay it after Village, and stretched 2D is awfully looking. It's a must-have one! 🤝
    1 point
  15. Thanks. renaming asi loader to winmm helps me.
    1 point
  16. 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
  17. 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
  18. I didn't know that, thanks a lot.
    1 point
  19. 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
  20. Update 20250811 - Added: Alternative dbghelp dll proxy In case winmm dll doesn't work, there is now an alternative. Let me know if the alternative also doesn't work @psxmicha and others
    1 point
  21. @psxmicha I will add another option besides winmm/dsound.dll
    1 point
  22. @psxmicha dsound.dll: Thanks for the very useful feedback, Now I know why it doesn't work with winmm on some systems. (I will add further options) v1.2 mp or sp ? (mp v1.2 not supported) with custom patch? what you mean by "version"?
    1 point
  23. Patch via winmm dll file not working? Download updated custom patch and use dbghelp dll from "retail\winmm_alternative" folder
    1 point
  24. can confirm this does allow achievements to pop, just 100%ed it 🙂
    1 point
  25. @zerocool22 Private message sent
    1 point
  26. Mr. Xator I just wanna say thank you for truly keeping this game alive and your dedication to helping others. Cheers my friend and if you happen to have a discord/donation page I will gladly contribute. For others who see this, simply patching the exe file fixed all the issues I encountered with the GOG version of the game on a Lenovo Legion GO. Portable Grid never felt so good.
    1 point
  27. Sorry It was the beta UTF-8 support it was listed here. Every issues I've seen lead here. Thank you for the help. https://www.pcgamingwiki.com/wiki/Race_Driver:_Grid
    1 point
  28. I managed to make your patch working with Gog and Steam versions. The issue was not the patch (it works flawlessly) but the game itself. Ingame resolution selection was not saved and the game started with a low resolution (800x600). It must be launched with admin rights to save game settings. Thanks for your awesome patch.
    1 point
  29. Thank you so much for your support.
    1 point
  30. I can't run the base game, tried many ways but can't get it to start at all.
    1 point
  31. I was surprised to see it on the next day actually) Thank you for fixes and their updates!
    1 point
  32. Oh yeah, there is another widescreen fix, honestly at this point I'd outright ignore it, it just fixes the resolution and nothing else.
    1 point
  33. I´m sorry, i just noticed i modified the exe File from an older Widescreen Fix and that prevented your Fix to work. All is working now.
    1 point
  34. Awesome fix but the game crashes when exeting level's with the error "realloc relocated memory block!" NVM: Fixed by setting windows compatibility to vista.
    1 point
  35. You can use steam_api.dll from the ReShade folder instead of d3d9.dll to load the mod.
    1 point
  36. Try the newer version, as I had made a mistake in my previous code, it should now detect either version fine.
    1 point
  37. Sure it's understandable, I updated it now.
    1 point
  38. The fix is only designed to recognize an exe called Main.exe. If you rename it to that, it will work fine probably, but if your game version depends on that exe name, I can add support for that as well.
    1 point
  39. Thank you! Also, I forgot to mention; increasing the FOVFactor=1.0 value causes the model in the model viewer (the menu right before beginning a mission) to become small. It would be nice if it could be patched in a later update as there are may or may not be other things that are affected as well when changing the FOV value.
    1 point
  40. Hey, you're welcome. The fix only calculates the FOV based on the aspect ratio of the resolution set in the fix's ini file (when both width and height are 0, it uses the desktop resolution), it doesn't touch in anything else. About the small text and stretched HUD elements, that would be interesting to fix in the future as well 🙂
    1 point
  41. Hello @AlphaYellow! Thank you for this addon. I tried it just now and I'm curious, what does the following in the CarnivoresCityscapeFOVFix.ini file actually do: [Settings] Width=0 Height=0 Is it like that they're meant to have the game think as if it's running at that resolution so that everything that doesn't scale would look like as if it's being played at that resolution (like a text that would shrink at 4K, but looks normal at like 720p)? For now, the only thing in the game that I know that normally doesn't scale with resolution is the text in the loading screen that reads like "Precaching" and stuff in the bottom left of the screen, everything else AFAIK scales normally (I have only played the first level, don't know if there are other things that don't scale), so it becomes extremely small when I set the game to ultra high resolutions in the PersistentSymbols.ini file. However, regardless of what I set the width and height settings above to like 1280x720, 3840x2160, 7680x4320, etc. or even leave them 0 as they are, these settings don't seem to affect anything, and for some weird reason, changing the FOVFactor=1.0 line works just fine as the FOV is changing normally each time I re-launch the game. Are the width and height settings above not working for now, or is it maybe a problem on my end?
    1 point
  42. No problem, you might want to download the newer version, as I was able to fix the missing objects on the sides 🙂 Not sure if it's a permanent solution still though.
    1 point
  43. Yes, thank you. Loved this Game back then. Thank you for creating this Fix.
    1 point
  44. Updated the fix, it's working now.
    1 point
  45. Anyone who's updated to the latest official version of the game with native HDR support who's finding the hdr to be a bit dull compared to the mod, if you open up render.ini and look for a line called m_eHDRPreset and change it from 0 to 2 this will give a much wider dynamic range similar to the mod (setting it to 1 appears to be equivalent to the mods original look HDR mode)
    1 point
  46. Update 20241224 - Patch Dll file recompiled to defuse massive false positive detection of the last days (it's fucking annoying)
    1 point
  47. Updated - Added: Distance Fix - Added: Windowed mode
    1 point
  48. 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
  49. smokr

    DirectInput FPS Fix

    Hey. Was feeling nostalgic, so I installed the old original FEAR tonight. Was getting 24fps. Searched, found this, followed it, and lo and behold, my screen refresh rate. Awesome! Thanks, it still works wonders.
    1 point
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