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  1. The website is too bright and it needs a "dark mode" to make it more comfortable for us. I made a very simple example in GIMP. The white parts are changed to value 95, the availability box to 90 and background is set to 80. Even this minor change makes it more comfortable to look at, while it doesn't impact the overall design. This would be a good enough start, but others may like even darker mode.
    4 points
  2. So, I've noticed nobody talks about modding old games here, so I'll break the tradition. Many people know old games have many issues running on newer monitors with aspect ratios different from what they used to be designed for, like 4:3 and 5:4, including no support for any kind of widescreen or wider resolutions, or when they do, they have a fixed field of view or it gets reduced with a wider resolution. Many old engines have the option to set a widescreen resolution, but just don't expose it to the user through the in-game settings, so editing through the Registry or external .ini/.cfg/.xml or other similar kind of files might be needed. Usually when it's not possible to edit settings through external files or through Registry, it's needed to edit the executables themselves or other files around it directly (usually it can be DLLs, but not only), by using softwares that can edit the code in those files in hexadecimal form, like the so-called hexadecimal editors, or hex editors for short, or even using memory scanners/debuggers like Cheat Engine. Why widescreen fixes matter Many beloved PC games from the 1990s and early 2000s were designed for 4:3 or 5:4 monitors. On modern widescreen displays (16:9, 21:9, even ultrawide), they either stretch, letterbox, or simply refuse to launch at anything beyond their legacy resolutions. By applying a few straightforward tweaks - editing config files or hex‑patching executables - you can unlock native widescreen support, restore proper field of view (FOV), and keep the originals looking their best. 1. Check for built‑in widescreen support Before diving into hex editing, see if the game already supports custom resolutions: 1. In‑game settings: Browse graphics or display options. 2. Config file entries: Look for resolution, width or height in .ini, .cfg or .xml files in the game folder or the Documents folder (either user one or public one). 3. Registry keys: Search under HKEY_CURRENT_USER\SOFTWARE\<GameName> or HKEY_LOCAL_MACHINE\SOFTWARE\<GameName>, or even look for the publisher or developer names as well. 2. Editing external config files When settings aren’t exposed in menus, try this first: Locate the file: Common names include settings.ini, user.cfg, or graphics.xml. Open in a text editor: Notepad++ or VS Code are ideal. Modify resolution lines: width = 1920 height = 1080 Save and test: Launch the game and verify. If it crashes or reverts, restore your backup and proceed to the next step. Tip: Always make a copy of the original file before editing. 3. Hex‑patching the executable If no external file can be changed, you must patch the game binary: Backup the EXE/DLL: Copy game.exe (or relevant DLLs) to a safe folder. Open in a hex editor: HxD (free) or 010 Editor (paid) work well. Search for known resolution values: 640x480 = 80 02 00 00 & E0 01 00 00 (little‑endian) 800x600 = 20 03 00 00 & 58 02 00 00 Replace with your resolution: For 1920x1080 use 80 07 00 00 and 38 04 00 00. Save and test: Run the game; if it fails, revert to the backup. Warning: Hex patching can permanently corrupt executables, so always work on copies. 4. Adjusting aspect ratio and field of view Even when resolution changes, the FOV may stay locked: Aspect ratio values: Some engines store a float (e.g. 1.3333 for 4:3). Look for 3F AA AA AB (IEEE‑754 for ~1.33) and replace with 3F 99 99 9A (~1.777 for 16:9). The value might be from the division of width by height or even the inverse, height / width. FOV multipliers: Search for common degree values (60° = 3C 70 00 00, in radians or as a multiplier). Increase by the ratio of new AR to old. Usually, the field of view is defined in the main executable or a DLL, most times close to where the far and near clip planes are calculated, see here for some documentation about clipping planes. DLL hooks: Enthusiast patches (e.g. Widescreen Fixer on GitHub) automate this by injecting a DLL at runtime. 5. Using memory scanners/debuggers & editing assembly When config file or simple hex patches aren’t enough, you can dive deeper with memory scanners (e.g. Cheat Engine) and debuggers/disassemblers (e.g. x64dbg, IDA Pro). This lets you locate values in RAM at runtime, inject code, or permanently patch the game’s machine code. 5.1 Memory Scanning with Cheat Engine Launch & attach Start the game and open Cheat Engine. Click the computer icon and select the game’s process. Finding values in RAM Exact Scan: If the game’s running at 800x600, scan for the integer 600 (4‑byte). Filtered Scan: After changing resolution in‑game to 1024x768, scan again for 768 - this narrows down candidate addresses. Pointer Scan: Once you’ve isolated the runtime address, use “Pointer scan for this address” to locate the static pointer chain. This lets you reapply your patch each launch without rescanning. Freezing or modifying values Double‑click the found address to add it to your table. Change its value to 1080 (for 1920x1080) or check “Active” to freeze it. Tip: Values can be stored as floats (e.g. FOV multiplier) or doubles—try scanning “Unknown initial value” and change the in‑game setting to filter. 5.2 Patching assembly in memory Instead of just editing data, you can hook the code that reads or writes to it: Find the instruction Right‑click your found address in CE → “Find out what accesses this address.” CE will break into the debugger showing the instruction(s) (for example, mov [eax+0x10], ecx). Code injection Use “Auto Assemble” in CE to inject a small script that overrides the value or skips a clamp routine. Example of a CE script to bypass a clamp at address 0x00401000: [ENABLE] aobscanmodule(CLAMP, GameX.exe, 89 91 10 00 00 00) alloc(newmem,2048,GameX.exe+401000) label(returnhere) newmem: mov [ecx+0x10], dword ptr [esi] // set custom width jmp returnhere GameX.exe+401000: jmp newmem returnhere: [DISABLE] CLAMP: db 89 91 10 00 00 00 dealloc(newmem) Saving this script in CE lets you enable it each play session. 5.3 Permanent assembly patching in EXEs/DLLs To avoid running scripts every time, you can patch the binary or DLL directly: Disassemble the module Load game.exe (or the relevant DLL) into IDA Free, Ghidra, or x64dbg. Identify the routine that handles resolution, aspect‑ratio clamping, or FOV calculation. Understand the Machine Code Little‑Endian: Multi‑byte immediates appear reversed in hexadecimal. Instruction Length: You cannot overwrite an instruction with a longer one without shifting downstream code; you may need to fill with NOPs (0x90) or use a jump instruction to a codecave that the game doesn't make use of. Apply the Patch Example: original bytes at 0x00401000: 0F 8C 1A 02 00 00 jl 0x40121C ; clamp if width < min To skip the clamp, change 0F 8C (JL - jump if larger) to 90 90 (NOP NOP), NOP means no operation, so the CPU won't execute anything and will continue execution after those: 90 90 1A 02 00 00 Save the patched binary or DLL and test. Warnings: Backups are mandatory. Keep copies of every original module. Checksums & signatures: Some games verify executable integrity, patching may trigger anti‑tamper or anti‑cheat and cause crashes or bans. Packers/compressors: If an EXE is packed (UPX, Themida), unpack it first or your patch may never be reached at runtime. 5.4 Best practices & cautions Always work on copies. Never patch a live install. Document your changes. Keep a changelog of offsets, original bytes, and replacements. Watch for side effects. Skipping a clamp may break UI layout or cause rendering issues. Legal considerations. Patching code for personal use is generally tolerated, but distribution of modified executables can violate EULAs. Community resources. Search forums (e.g. XeNTaX, PCGamingWiki) to see if others have already mapped the same functions. EDITING FILES So to start editing files, a hex editor like it was mentioned above is needed. Usually HxD is a good choice, it's not too hard to learn and has all that's needed for a hex editor. 1. First open the file you want to edit on it either by dragging the file onto the HxD window, or press Ctrl+O and open it from there. 2. Then, when the file is opened, it's time to search for values. First press Ctrl+F, this window will appear, if wanting to find a hexadecimal number, change the datatype to "Hex-values", for integer numbers it's "Integer number" and for floating point numbers like those shown in the "Aspect Ratio" section, change it to "Floating point number". 3. Let's take this example for Lego Racers 2. The game only supports the following resolutions by default: 640x480, 800x600 and 1024x768. 5. To find the right resolution, it's needed to find both width and height values that are close enough to eachother in a file. For that, this program made by myself can be used to determine that: https://github.com/alphayellow1/AlphaYellowWidescreenFixes/releases/tag/utilities 6. Put the downloaded executable in the same folder where the game exe is, run it, put the executable name, write one of the resolutions the game supports, set the byte search range to 15 and type Enter. 7. Since the 800x600 resolution has the least amount of close enough pairs in the executable (just 1), we'll go with it. 8. Go back to HxD, press Ctrl+G and search for the address that was found for the width: 0002A912 (just for info, each pair of numbers or letters represents 1 byte, so the highlighted value below is 2 bytes long). 9. 9. Highlight it, then go to the right side of the window in the "Data inspector" tab, and go to the row where it says Int16. 10. Change it to the desired width, and type Enter. 11. Do the same for the height, highlight the value in the right address you found in the program above and change the value in the Int16 row at the right side. Save the file. 12. Now inside the game, we can see the new resolution that was changed earlier above now appears in the graphics settings, but if it doesn't appear, just set it to the one you changed before (so change it to 800x600 and the resolution in-game will change to the one you set in the file). 13. Now during gameplay we can check the proportions look correct but the camera view looks cropped in relation to 4:3, which means the field of view is reduced with wider resolutions, this scaling behavior is called Vert-, because the vertical field of view is reduced to accomodate the new aspect ratio. This means we have to increase it. 14. For the field of view, it was found the game stores FOV values as degrees, and after some experimentation, it's found the value is 90º. Note that in some games, they might store FOV for different areas of the game in more than one place, it might be either the same value as normal gameplay one, or might be a different FOV value altogether, like using one FOV for menus and another FOV for gameplay, or even different FOVs for each mission. For first-person games, they might store a FOV value for the camera and another one different altogether for the weaponmodel. Also cutscenes might have its own FOV assigned to it (either a universal FOV value for cutscenes, or even different FOV values inside the same cutscene, or each type of cutscene having its own FOV), so beware. 15. In HxD, press Ctrl+F, change the tab to "Floating point number" and type 90, change "Search direction" to "All", and click in "Search all". 16. All the found 90 values are listed below: 15. To edit each value, double click on one of the results below, and then go to the right side, and change the value in the "Single (float32)" row. You can try editing each value to a much higher one like 130, noting in which address the value is before changing it (see the second screenshot below this one), then saving the file, starting the game and going into gameplay, and seeing if the FOV became much higher, then if not, closing the game and coming back to HxD, changing the value back to 90 in the address you noted before, and going to the next value and doing the same process again until the camera FOV changes in-game. 16. It won't take long to find out it's the second value responsible for the camera FOV ingame, highlight it and change the value according to WSGF's FOV calculator: https://www.wsgf.org/fovcalc.php . Leave it as it is, and change the "number of monitors across" to 1, and change the resolution to the desired one above (in my case it's 1920x1080). 17. Copy the value after where it says "New hFOV =", only copy the number in bold. Also note that if the standard FOV isn't 90º but another number, you can change the number that is after "Old hFOV:" to that one to get the correct FOV for your aspect ratio. 18. After copying the number in step 17, go back to HxD and paste it in the "Single (float32)" row of the second address that was found in the first screenshot of step 15. 19. Now going back in-game, we can see the resolution and field of view were successfully changed and the game is fixed! ADVANCED EDITING THROUGH MEMORY HACKING If changing resolution or FOV values in files doesn't change anything in-game, then memory scanning/debugging softwares like Cheat Engine and code disassemblers like OllyDbg and x32dbg are needed. I'll expand on this section later.
    4 points
  3. I have left your posts alone, but hidden, over the last couple of months in an attempt to see if you were actually able to improve your attitude. So if you want someone to blame, blame me instead of people with no involvement into the matter. And that said, I do not approve of threats, either to myself or others, so I will be upgrading your wiki ban to an actual full ban, affecting your community privileges as well as your SSO account. You are not welcome here while having this kind of attitude so I recommend you forget about contributing to the PCGamingWiki project and finding another community project to engage with instead.
    3 points
  4. I can’t tell if you *have* patches you want uploaded or if you *want* patches to download…? Anyway, there’s a FilePlanet archive.org mirror with a ton of content: https://archive.org/details/archiveteam-fileplanet
    3 points
  5. Is not the point of having a community-driven wiki-styled site that entries can get updated over time? Plenty of (most?) pages have multiple data entries with the Unknown state, typically Multi-monitor under Video, Other Controllers under Input, Royalty-free audio under Audio, etc. I see no reason why this couldn't join the ranks of 'underutilized on a majority of pages, but still nice to have'. Alternatively, this could be an optional expansion under Widescreen Resolution, or just not appear on pages where it hasn't been explicitly entered in (this might be an editing faux pas though, idk). My point is, there're multiple ways this could be implemented unobtrusively, even if potentially not widely populated across the site.
    2 points
  6. I tried adding this line to a game's page, but it seems this function doesn't exist on the PC wiki.
    2 points
  7. Oh, I own it, sure. I have physical copies of every game (I'm interested in) that hasn't yet been released digitally, or has been but incompletely. Two shelves worth of them so far. I'd like to have my entire collection digital, but I don't think that'll ever be possible. Another thing that grinds my gears is the fact that many games were released on different platforms, and sometimes it's different to tell which one is the best (it's not always PC), due to exclusive content, graphics... So I buy them all. Thankfully we got mods and community patches.
    1 point
  8. Why do Ubisoft Connect and GOG.com versions of the original Rainbow Six (1998) not include the expansion Eagle Watch?
    1 point
  9. Hello! I recently have been trying to play and old game of mine: ProPilot99 for SIERRA. The game is structured in some old Sierra way: There is a PreFlght.exe that open a menu UI and act as launcher for the main simulation. It lets you decide if you want to flight on USA or EU The actual simulator that is Flight.exe 'PreFlght.exe' works with no problems: the thing shows fine, plays the intro and even let me open the 'installer' for a re installation. The problem goes when I press 'Flight USA' or 'Flight EU'. The launcher plays the sound and then everything just closes. From what I have manage to get information, the problems lies with the start of the game and maybe there is some resolution problem. Im using wine to run the simulator and even with a virtual desktop set to 800x600 (or lower) the result is still the same. Using Windows 98 as the windows version (or XP) does not work. I have tried VgVoodoo2, nGlide and even CnC-Ddraw but no luck. Now Im (trying) to run this game on linux through wine, and I have question there too but no one have answered. The problem is that documentation about this game is kind of hard to find, so Im really at a loss here, idk what to do. My question is: Can anyone give a hint or idea on how to get this game running on a modern system? Linux or Windows, making it work on one can give hints on to make it work on the other. Thanks
    1 point
  10. As a majority of new releases lack support for 4:3 and other resolutions narrower than 16:9/16:10, information on whether a game supports non-widescreen aspect ratios can be useful for many players, namely those gaming on CRTs or just very old monitors. Simply relying on "Widescreen resolution" not being supported doesn't account for games that support both families of aspect ratios. Ideally, the most informative solution would be to add a section listing all supported aspect ratios, but that's obviously quite a lot of work. Having an optional field for 'Standard-resolution' or 'Non-widescreen aspect ratio' is a nice middle ground imo.
    1 point
  11. Most probably licensing issues. That, or Ubisoft never bothered to sort their old franchises out because they lack interest and are too busy releasing DLC, which is more profitable to them. It's a pity, but they aren't interested in preserving old games like we do. It's a matter of business for them.
    1 point
  12. Is there any cheap PCs with gog.com rereleased games?
    1 point
  13. Add "wheel" alias to Template:Input/peripheral device types, and correct "support" to "supports".
    1 point
  14. If you're still interested in RDA archives from No Man's Land game, here's a quick bms script that will extract and import data for you https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/No Man's Land/No_Mans_Land_RDA_script.bms Here's the tutorial on how to use it: https://ikskoks.pl/tutorial-what-is-quickbms-how-to-export-and-import-with-quickbms/ Enjoy 🙂
    1 point
  15. I do not expect this to be implemented since the ”release history” parameter of the introduction template is intended for that purpose. Like, it wouldn’t just be about GOG as Steam, Microsoft Store, and even Epic sometimes sees similar re-releases. Right now there’s multiple ways of handling these re-releases: * Introduction template’s release history parameter, for straight re-releases on modern platforms. * Separate year-dated article for the re-release, for re-releases that also sees larger/more noteworthy changes.
    1 point
  16. Add GOG.com re-release date to Template:Infobox game as well as Template:Infobox_game/row/date. Thanks in advance.
    1 point
  17. ShiftyPanda

    Medal of Honor

    No idea, the PCGW article doesn't have anything. I did quickly google if there were any FOV fixes/mods, i did find this old reddit post where apparently editing the save file lets you change the FOV, not sure if that's true, and i don't have the game so i cannot check, but feel free to try yourself.
    1 point
  18. ShiftyPanda

    Medal of Honor

    There already is one for 2010.
    1 point
  19. Add the "The game engine may allow for manual configuration of the game via its variables. See the engine page for more details." bullet point for Unreal Engine 3 to Template:Video.
    1 point
  20. 1 point
  21. What's the reasoning behind showing both DLSS FG and MFG as separate options in the Frame Generation field of Video section? DLSS MFG is a superset of DLSS FG, which means that if a game supports DLSS MFG then it also supports DLSS FG by definition (i.e. MFG 2x mode). The way it is now just creates a lot of visual noise where you have something like this in the field: I'd suggest on either hiding FG if MFG is also set in this field - and maybe adding a note on this to the editing guide? That you don't need to specify DLSS FG is you are specifying DLSS MFG. Or tuning the template to combine these into one label, for example: "DLSS Multi- & Frame Generation", although this seems excessive to me for reasons explained above. Another suggestion I have is to abbreviate the "Frame Generation" labels there to just "FG". We have the field name on the left and the labels are linking to Glossary pages, should be obvious what it means. So above would shorten to just this: And would look a lot closer to the High-fidelity upscaling field above.
    1 point
  22. Can you help me hex edit pun.exe to skip the copyright screen every time The Punisher (2005) starts? I skipped intro videos using ThirteenAG's widescreen fix but I have not tried that trick yet. Thanks in advance.
    1 point
  23. UPDATE. It's Solved. Just had to run the game as administrator. Aspen.cfg showed up on the game's folder. Give administrator status to the both Aspen files and saved it.
    1 point
  24. Hi! Here is a screenshot of my Aspen.cfg, I had to edit it in other folder, because I am not allowed to save the edited file in the Gmae folder, so I copy and paste it to other folder, edited it there and then paste it on Game folder. The widescreen is not working for me. Any help please? Thanks!
    1 point
  25. @AlphaYellowI tried everything, I can't fix the aspect ratio. I'm disappointed.
    1 point
  26. @AlphaYellowcould you send here a tutorial for fixing Aspen.cfg? Thanks so much for the help until now.
    1 point
  27. Yeah Elisha's DxWrapper is an important wrapper for this game Its included in this https://www.pcgamingwiki.com/wiki/102_Dalmatians:_Puppies_to_the_Rescue#Issues_fixed aswell :)!
    1 point
  28. I get a black screen when trying to start a race with DxWnd and the game crashes when starting the RACE button with dgVoodoo. Are there ways to fix these? Thanks in advance.
    1 point
  29. Will Tom Clancy's Splinter Cell: Chaos Theory be available on GOG.com? Only the first game in the series is available on GOG.com.
    1 point
  30. European physical releases should have been on Blu-ray instead of DVD, because Blu-ray obviously has more storage space than DVDs, and DVDs are starting to become obsolete. I mean 4 DVDs for a single game is fine, but more than 4 is diabolical!
    1 point
  31. Win+R, type "regedit" navigate to "HKEY_CURRENT_USER\Software\THQ\Juiced", right click on the "Language" entry to modify it (make sure you set it to decimal): German:7 Spanish:10 Italian:16 French:1036 English: any other value
    1 point
  32. Your suggestion have now been implemented, and the "Color blind mode" row will become visible with the auto-populated glossary link when set to unknown or false, as long as the notes parameter is empty. The change will take effect the next time a page is refreshed, which may take a couple of days in some instances.
    1 point
  33. I don't know if this is even legal since that abandonware games are still copyrighted despite that they are no longer sold.
    1 point
  34. This mod includes a full dub of the game Unreal (1998) plus the marine dub from Return to Na Pali (1999), which the Spanish version does not include. This mod aims to complement the Unreal Gold dub with the parts not dubbed into Spanish. Classic audio is not included, only those recorded to enhance the gaming experience. In addition, it includes a guide on how to install the mod, some tips to improve the experience, and a cast statement. This project was carried out by Doblando en España, a non-profit project that aims to dub classic games into Spanish. https://www.youtube.com/watch?v=hW_fCJnsUTo https://www.moddb.com/mods/doblaje-unreal-gold-espaol/downloads
    1 point
  35. By this topic, I am referring to games that got PC versions/ports, but very little information about these games seem to exist. One example is a game called MorphX, which is a localization of a Russian game called "Symbiont". Any information you find for "MorphX" will bring up the Xbox 360 release, while there are subtle hints of it getting a PC release also. A forum (I forget which, sorry) uncovered that it was indeed sold digitally, but has been since taken down. The same forum also hosts a demo of MorphX, but it requires a cracked executable as the TAGES DRM requires a serial code that cannot be cheated, it also requires online activation. This proves that MorphX was indeed localized for PC, but proof of it actually existing is very limited. Two other games confirmed to exist but left no traces of release are Frogger Beyond and Mashed: &nbsp;Fully Loaded. You can't find Frogger Beyond on eBay while Mashed: Fully Loaded has precisely one (Italian) listing, but there are videos of their PC versions on YouTube (Frogger, Mashed). While their PC versions aren't entirely unknown, Wikipedia claims that Metal Gear Solid 2's PC version was also released in the United States, but all results for it on ebay are European, and likewise Wikipedia seems to believe that Spy Hunter: Nowhere to Run was only released on consoles. Are there any other games with PC versions that the internet doesn't seem to know (or care) existed, or perhaps versions that claim to exist but actually don't?
    1 point
  36. I completely agree! A dark mode option would make browsing much more comfortable, especially for extended periods. Your example in GIMP sounds like a great starting point—just reducing brightness slightly can make a big difference. Maybe adding a toggle option with different darkness levels would cater to everyone’s preferences. Hope the devs consider this!
    1 point
  37. So originally I tried a clean copy of game, using downgrader without installing any MODs, then manually placing newest Fusion Fix into game's directory but the game wouldn't run. In fact whilst writing this, I think it's because I didn't rename a specific file to xlive.dll. Since I had no luck, I used the Downgrader, downgraded GTA, installed the MODs present on the downgrader, then organized the files into 'update' and 'plugins'. In fact, I may retry at some point, using your method too. IV Tweaker sounds promising.
    1 point
  38. I have the GOG version of Empires: Dawn of the Modern World installed. I downloaded the widescreen patch. My native monitor resolution is 2560x1440. Whilst the new resolution settings appear in the settings menu, whenever I try to launch a game with the setting 2560x1440, the game crashes. I can run the game 1920x1080 but it is not my monitor's actual correct resolution and the game's minimap appears to be off. Whenever I click say a gold mine on the minimap, it takes me sort of nearby but not the exact location. Is there any other solutions? Perhaps the download file could be modified to allow higher resolution support?
    1 point
  39. Hello. The game's article states that resolutions above 1920x1080 crash the game "during gameplay". The note is accurate, seen as my own attempts to play it in DSR 4K cause the crash aswell. As far as I know, there is no public workaround or fix for this issue. The minimap getting distorted on higher resolutions is also an unresolved issue. Sadly "Empires Dawn Of The Modern World" has turned into a rather obscure title these days, that does not receive much attention anymore. I am surprised that there is an actual "Widescreen Patch" uploaded, seen as a simple registry edit already allows for widescreen resolutions as well as custom refresh rates. Combined with the https://github.com/j-frei/EmpiresDMWZoomChanger it makes for an acceptable experience these days when using Full HD. Either way, until there is a workaround or a proper patch, the game is sadly limited to 1920x1080.
    1 point
  40. A dark theme would be good.
    1 point
  41. The file is now available from the files section:
    1 point
  42. I was looking through the editing guide availability section (https://pcgamingwiki.com/wiki/PCGamingWiki:Editing_guide/Availability) and i seen that the product ids table is missing some stores you can buy games from. Here is a list of other places you can buy games that I believe should be added (I am using Lego Marvel Super Heroes 2 as an example): 2Game - https://2game.com/us/legor-marvel-super-heroes-2-standard-edition Voidu - https://www.voidu.com/en/lego-marvel-super-heroes-2 Fanatical - https://www.fanatical.com/en/game/lego-marvel-super-heroes-2-game Nuuvem - https://www.nuuvem.com/item/lego-marvel-super-heroes-2 Razer Game Store - https://us.gamestore.razer.com/games/action/lego-marvel-super-heroes-2-824850.html
    1 point
  43. The infobox isn't the ideal place for this. Games with source code available will usually have multiple community projects to choose from and/or have the active project hosted somewhere separate from the initial source code release so there isn't a single best site to link to.
    1 point
  44. After writing about Steam DRM, I came to a realization about Steam. I noted on the wiki article reasons that developers use Steam DRM. Two in particular stands out for the purpose of this discussion: piracy curbing, and ensuring Steamwork API is initialized. Neither of those two reasons are forced by Steam itself. This is evidenced by the presence of many games on Steam that have no DRM whatsoever, and not even integration with Steamworks. If DRM was forced by Steam, those games wouldn't exist in their DRM-free form. Steam itself is a content delivery system, storefront, and community. The only reasons it can feel DRM-like is because of the choices made by developers and publishers. With regards to curbing piracy, this choice is made by the developers and publishers. DRM is more effective than nothing, and for this purpose games can have Valve's DRM schemes (Steam DRM or CEG) or third party DRM applied. Steamworks can also be a form of DRM, ensuring that Steam is running with an account that actually owns a game. This is developers and publishers explicitly adding DRM. This can be done to games where their executables are originally DRM-free, and can be found DRM-free on other platforms in addition to Steam. In fact, developers can choose to wrap Steam DRM protected executables with another DRM scheme. It's completely up to them. Steamworks integration is a somewhat more interesting approach to DRM. Steamworks in itself is not DRM. It is the developers' insistence that the APIs be available and their reluctance of adding error handling code or code to allow games to run without Steamworks being available that leads Steamworks in becoming a kind of DRM. It is perfectly within the realm of reality to create games that takes advantage of Steamworks features while still working properly when Steam is not found. Examples of such games include Psychonauts, Scribblenauts Unlimited (less custom objects), and various UDK games. In the cases where no additional DRM is present but the game has Steamworks integration, the only reason those games are not DRM-free is because the developer didn't put in any effort to make it DRM-free. Perhaps they wanted a little bit of piracy protection too. In conclusion, you can't call Steam, the platform, a type of DRM. It is not like conventional DRM schemes where the executables have been modified so they can only run being intact and with the DRM system active. Steam poses no such requirements, and it is only through developers and publishers' choices where games become dependent to Steam. Edit: After further discussion, I would like to add that Steam being the sole distributor of some games does not make it DRM either. Again, it is the developer/publisher's choice to distribute solely through Steam, and that Valve does not demand exclusivity. Similarly, lack of refunds and resale is not sufficient to prove that Valve is using technological measures to prevent said refunds and resale. It could simply be that no mechanisms for refunds and resale have been implemented, or that policy dictates so.
    1 point
  45. I added it out of convenience, but it became a bit of a hassle to keep up to date. If anyone wants to update it feel free.
    1 point
  46. Also, i noticed that the gogmix of games hasn't been updated and it only shows maybe 20 games on the mix, is the GOGmix still a priority?
    1 point
  47. I still have access, yes. However I'm not sure if any games have been added in a while due to the slow pace at which we've been adding games recently.
    1 point
  48. is the account still active?
    1 point
  49. I think this should be restricted to just staff or only trusted members of the community if they really require access to the press account. Only those officially affiliated with PCGW should be given access to prevent any type of abuse and risk having access revoked. I understand this may not happen anytime soon and the risk of it being abused is minimal but it is best to take precautions and show that as a non-profit community we are professional and don't simply hand out access to anyone asking especially since there is only one set of login details and no way to manage sub-users. If it does get abused the website as a whole would be responsible rather than any specific individual which means we may not be trusted with such access in the future. Unless GOG have explicitly outlined who we can give access out to we should be very careful when disclosing account information to other users.
    1 point
  50. I've been speaking to Piotr, and future GOG.com review codes will be made available on an individual basis. Therefore when we get the next batch of games, I'll be posting them up in the Assignments forum for people to apply to. You are free to pre-empt me and post up multiple requests for ANY GOG.com game.
    1 point
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