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Hungry eyes

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Everything posted by Hungry eyes

  1. Nice to see PCGamingWiki turning two! Would just like to thank Andy for recognising the contribution that people such as JRWR, Garrett, Soeb, Nicereddy, Newmansan, Pridit etc have made to the site. Thank you also for the personal recognition!
  2. I made this a while back http://pcgamingwiki.com/wiki/File:Not_applicable.png
  3. This is great news - preserving our data for eternity!
  4. 5,093 downloads

    Sourced from the Pandemic Studios website via the Wayback Machine. Mercenaries 2 PCGamingWiki article. Download and installation: Select and download the relevant zip file for your country. Extract the executable to your computer. Run the executable. Patch notes are also available in PDF format.
  5. Did not know this. If we've already done this before, then I guess it makes sense to do it again.
  6. Well then it will only appear if you add the "true" icon, which would make it inconsistent with the other variables in the table, which are meant to appear even if the game does not support them so the user can be sure that it lacks support for those features using the "false" icon.
  7. SimCity supports it. But to be honest, is it not too obscure to put in the video settings template? I'd support it being listed in the notes, but a whole row just to itself seems a bit much. Of course we want to support the colour-blind gaming community but at the same time the content has to remain readable and accessible to the majority and if we clog up the video settings template too much it just becomes useless in its purpose to be concise.
  8. Found Mercenaries 2 for sale for £2.99 on Origin today, and it got me thinking about games that people personally enjoyed but that everyone else hated. For me, Mercenaries 2's over the top gameplay and ridiculous storyline make it one of my favourite open world games, yet it faced poor reviews (especially on PC). What is your favourite game panned by the critics, and why?
  9. Did not know Newmansan was such a slogan aficionado.
  10. 2,146 downloads

    Note: File size is large (345 MB) Originally sourced by PCGW user Pendragon. The Sims 2 PCGamingWiki article Includes the following: sims2ep1_patch.exe Patch for University sims2ep2_patch.exe Patch for Nightlife and Deluxe Edition sims2ep3_patch.exe Patch for Open For Business sims2ep4_patch_cd.exe Patch for Pets (Retail only, not digital) sims2ep5_patch_cd.exe Patch for Seasons (Retail only, not digital) sims2ep6_patch.exe Patch for Bon Voyage sims2ep7_patch.exe Patch for Free Time sims2ep8_patch.exe Patch for Apartment Life sims2sp1_patch.exe Patch for Family Fun Stuff
  11. My idea is similar to that above, whereby we create a pool of slogans ripped off from other gaming companies/sites or from our own imagination which load randomly when a user brings up a page. Any suggestions for slogans to add would be great.
  12. Port Reports are a series of quick first impressions of the technical aspects of a PC game. For an up to date account of Saints Row IV’s fixes and improvements, please visit its respective PCGamingWiki article. Saints Row 2 was an infamously bad PC port that suffered from random massive frame rate drops, buggy gameplay, frequent crashes, low sound quality and lacked any of the DLC released on Xbox 360. By contrast, Saints Row: The Third was a more well-rounded PC port, although it did not escape its share of issues. This included poor performance on AMD or ATI based systems (somewhat ironic given that the game’s title credits were plastered with the AMD logo). When I approached Saints Row IV, I was slightly fearful that we’d see a return to the game-breaking Saint’s Row 2 bugs – largely because the developers Volition have moved home to Deep Silver, a publisher with a history of producing notoriously buggy PC ports like Dead Island and S.T.A.L.K.E.R. However, many of these fears can be put to rest because the game feels relatively polished – largely thanks to the fact that it uses virtually the same engine as Saints Row: The Third. In fact, they are so similar to each other that they look virtually identical in places, and even the same field of view hacks work in Saint’s Row IV as well. System requirements Minimum OS: Windows Vista 32-bit Processor: Intel Core 2 Quad Q6600 / AMD Athlon II x3 Memory: 4 GB RAM Graphics: NVIDIA GTX 260 / AMD Radeon HD 5800 series DirectX®: 10 Hard Drive: 10 GB HD space Recommended OS: Windows 7 Processor: Intel i3 2100T / AMD Phenom II x4 or higher Memory: 4 GB RAM Graphics: NVIDIA GTX 560 / AMD Radeon HD 6800 series or higher DirectX®: 11 Hard Drive: 10 GB HD space Note: Testing was done on an Intel/NVIDIA system, and I am therefore unable to comment on any issues that users of AMD based systems may encounter. Furthermore, the game uses a distortion rendering effect, which may appear in any screenshots, and is the way it is intended to look. The game has generous system recommendations – a minimum video card requirement of the five-year-old NVIDIA GTX 260. A minimum OS requirement of Vista is now commonplace amongst new releases. Saints Row IV uses Steamworks, all versions are locked to a single Steam account, regardless of where the game was purchased. I was unable to test Steam’s matchmaking and multiplayer on this pre-release build. Video settings Saints Row IV offers a decent number of video settings. They can be customised by preset (ultra/high/medium/low), or individually if the player desires more control. Support for borderless fullscreen windowed mode stands out, as does the auto-detect function, which worked well enough for me and provided a good performance-quality compromise. Visual quality Saints Row IV is a pretty game on any video card, even if quality suffers in some areas. Vehicle models are one area which could see significant improvement. A number of models have barely changed since SR2 hit the shelves (nearly five years ago now), and these stick out against the newer models introduced in Saints Row: The Third and IV. Similarly, during close-ups quite a few textures appear blocky and blurry regardless of what video settings have been selected. This is likely a result of visual elements being borrowed from the third and second games. Make no mistakes, Saints Row lacks the kind of visual polish present in comparable bigger budget games such as Grand Theft Auto, but that was never really part of the series’ appeal anyway. However, the game looks best at night, when a number of special lighting effects become more obvious – this is one area where running the game on low will make your experience suffer as the neon lights and building detailing really help to build the atmosphere and the environment. By contrast, when seen from the air whilst making use of your ‘superpowers’, Steelport looks great whether its running on a low-end laptop or a high-end gaming PC, and the frame rate remains surprisingly stable considering how quickly vast distances can be covered, as well as how quickly you can transfer into explosive ground-based combat. Field of view Once again, another developer has decided that it would be a good idea to encrypt their settings files, when there is no reason to do so. Whilst there is no field of view setting within the game menu, it certainly does exist as a variable in their encrypted settings. Surprisingly, an FOV mod developed for Saint’s Row: The Third actually works in exactly the same way in Saints Row IV. And as you can see in the above comparison, there is quite a stark difference in having a wider field of view, feeling much more open and comfortable for PC gamers who sit close to their displays. Some people claim that an adjustable field of view is not essential for third person action games like Saint’s Row IV, but I would argue that PC gamers should always be given the option. In this case, there is no excuse – the variables are there in the files, but we are unable to access them without special tools (specifically the Gibbed mod tools). To install this field of view mod, download saints row iv fov mod.zip. Unpack the .zip which will reveal the camera_free.xtbl file, and extract it to the root game folder, most commonly located at C:\Program Files\Steam\steamapps\common\Saints Row IV\. If you use a different directory to store your Steam games, look there instead. Ambient occlusion Enabling ambient occlusion has a significant impact on the atmosphere of the game, and makes it far more visually appealing. Environments seem more real, and structures and objects are given more depth. Frame rates aren’t really affected either. Other settings Increasing the anisotropic filtering setting hits the frame rate hard with little visual payoff. Personally, the same could be said for the anti-aliasing setting, and in such a fast paced game, I found it difficult and irrelevant to distinguish between the 2X MSAA and 8X MSAA settings. Audio settings Audio settings are fully-featured, if spread out amongst the various menus. Within the audio settings menu itself, volume levels can be adjusted individually, and voice chat can be set up. Within the gameplay menu, full subtitles (no closed captions available) as well as mute on focus lost can be enabled. The audio itself is of a high quality (a stark contrast to that of Saint’s Row 2), and the game also allows players to mix their own radio station with a number of tracks. To its credit, Saints Row IV fully supports both keyboard and mouse as well as controller setups. I ran the game using the Xbox 360 controller for Windows, and the game auto-detects a controller input and swaps all the icons for you. I did encounter an issue whereby moving the mouse with the controller plugged in would confuse the game and cause it to flick icons rapidly between keyboard keys and controller buttons for the rest of the session; and this was especially annoying during the game’s many quick-time-events. As far as I could tell, the only way to resolve this issue is to restart the game. Both keyboard and controller setups have fully rebindable inputs, which allows you to tailor the game’s controls to your requirements. These options are very complete, and the game provides sub-menus for when you are on foot, in car, etc. Stability issues I ran into a couple of stability issues when playing, most notably game crashes. I had these twice in about 12 hours of play, and because the game doesn’t save mission checkpoints (even if manually saving), it required restarting the current mission. Outside of missions, the game frequently autosaves, which means a crash isn't so irritating. Similarly, I also had an issue with the game hanging on the loading screen after the first mission, finding myself unable to continue play. After a full system restart and a game file verification through steam, this issue seemed to resolve itself though. Final thoughts Overall, Saints Row IV provides a good experience for PC gamers. It has basic issues with crashing and controller support, but its combination of original and fast-paced gameplay, good graphics (bar a few outlying vehicle models) as well as a fully-featured open world make it a hard game to pass up. Aside from a few flaws, I find myself with little that needs “fixing†in Saints Row IV. Volition have done a great job in delivering an equal (and even superior with the upcoming mod support) experience on PC as can be found on console. For an up to date account of Saints Row IV’s fixes and improvements, please visit its respective PCGamingWiki article. Click here to view the article
  13. I liked you evil Tux, I swear. It was all Soeb.
  14. System requirements Minimum OS: Windows Vista 32-bit Processor: Intel Core 2 Quad Q6600 / AMD Athlon II x3 Memory: 4 GB RAM Graphics: NVIDIA GTX 260 / AMD Radeon HD 5800 series DirectX®: 10 Hard Drive: 10 GB HD space Recommended OS: Windows 7 Processor: Intel i3 2100T / AMD Phenom II x4 or higher Memory: 4 GB RAM Graphics: NVIDIA GTX 560 / AMD Radeon HD 6800 series or higher DirectX®: 11 Hard Drive: 10 GB HD space Note: Testing was done on an Intel/NVIDIA system, and I am therefore unable to comment on any issues that users of AMD based systems may encounter. Furthermore, the game uses a distortion rendering effect, which may appear in any screenshots, and is the way it is intended to look. The game has generous system recommendations – a minimum video card requirement of the five-year-old NVIDIA GTX 260. A minimum OS requirement of Vista is now commonplace amongst new releases. Saints Row IV uses Steamworks, all versions are locked to a single Steam account, regardless of where the game was purchased. I was unable to test Steam’s matchmaking and multiplayer on this pre-release build. Video settings Saints Row IV offers a decent number of video settings. They can be customised by preset (ultra/high/medium/low), or individually if the player desires more control. Support for borderless fullscreen windowed mode stands out, as does the auto-detect function, which worked well enough for me and provided a good performance-quality compromise. Visual quality [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_3/med_gallery_1_3_291859.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_3/med_gallery_1_3_63838.jpg|800|450|Preset: Low|Preset: Ultra[/compimg] Saints Row IV is a pretty game on any video card, even if quality suffers in some areas. Vehicle models are one area which could see significant improvement. A number of models have barely changed since SR2 hit the shelves (nearly five years ago now), and these stick out against the newer models introduced in Saints Row: The Third and IV. Similarly, during close-ups quite a few textures appear blocky and blurry regardless of what video settings have been selected. This is likely a result of visual elements being borrowed from the third and second games. Make no mistakes, Saints Row lacks the kind of visual polish present in comparable bigger budget games such as Grand Theft Auto, but that was never really part of the series’ appeal anyway. However, the game looks best at night, when a number of special lighting effects become more obvious – this is one area where running the game on low will make your experience suffer as the neon lights and building detailing really help to build the atmosphere and the environment. By contrast, when seen from the air whilst making use of your ‘superpowers’, Steelport looks great whether its running on a low-end laptop or a high-end gaming PC, and the frame rate remains surprisingly stable considering how quickly vast distances can be covered, as well as how quickly you can transfer into explosive ground-based combat. Field of view Once again, another developer has decided that it would be a good idea to encrypt their settings files, when there is no reason to do so. Whilst there is no field of view setting within the game menu, it certainly does exist as a variable in their encrypted settings. Surprisingly, an FOV mod developed for Saint’s Row: The Third actually works in exactly the same way in Saints Row IV. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_3/med_gallery_1_3_160735.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_3/med_gallery_1_3_174801.jpg|800|450|FOV: Default| FOV: Modded[/compimg] And as you can see in the above comparison, there is quite a stark difference in having a wider field of view, feeling much more open and comfortable for PC gamers who sit close to their displays. Some people claim that an adjustable field of view is not essential for third person action games like Saint’s Row IV, but I would argue that PC gamers should always be given the option. In this case, there is no excuse – the variables are there in the files, but we are unable to access them without special tools (specifically the Gibbed mod tools). To install this field of view mod, download saints row iv fov mod.zip. Unpack the .zip which will reveal the camera_free.xtbl file, and extract it to the root game folder, most commonly located at C:\Program Files\Steam\steamapps\common\Saints Row IV\. If you use a different directory to store your Steam games, look there instead. Ambient occlusion [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_3/med_gallery_1_3_178504.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_3/med_gallery_1_3_54608.jpg|800|450|Ambient occlusion: Off|Ambient occlusion: High[/compimg] Enabling ambient occlusion has a significant impact on the atmosphere of the game, and makes it far more visually appealing. Environments seem more real, and structures and objects are given more depth. Frame rates aren’t really affected either. Other settings Increasing the anisotropic filtering setting hits the frame rate hard with little visual payoff. Personally, the same could be said for the anti-aliasing setting, and in such a fast paced game, I found it difficult and irrelevant to distinguish between the 2X MSAA and 8X MSAA settings. Audio settings Audio settings are fully-featured, if spread out amongst the various menus. Within the audio settings menu itself, volume levels can be adjusted individually, and voice chat can be set up. Within the gameplay menu, full subtitles (no closed captions available) as well as mute on focus lost can be enabled. The audio itself is of a high quality (a stark contrast to that of Saint’s Row 2), and the game also allows players to mix their own radio station with a number of tracks. To its credit, Saints Row IV fully supports both keyboard and mouse as well as controller setups. I ran the game using the Xbox 360 controller for Windows, and the game auto-detects a controller input and swaps all the icons for you. I did encounter an issue whereby moving the mouse with the controller plugged in would confuse the game and cause it to flick icons rapidly between keyboard keys and controller buttons for the rest of the session; and this was especially annoying during the game’s many quick-time-events. As far as I could tell, the only way to resolve this issue is to restart the game. Both keyboard and controller setups have fully rebindable inputs, which allows you to tailor the game’s controls to your requirements. These options are very complete, and the game provides sub-menus for when you are on foot, in car, etc. Stability issues I ran into a couple of stability issues when playing, most notably game crashes. I had these twice in about 12 hours of play, and because the game doesn’t save mission checkpoints (even if manually saving), it required restarting the current mission. Outside of missions, the game frequently autosaves, which means a crash isn't so irritating. Similarly, I also had an issue with the game hanging on the loading screen after the first mission, finding myself unable to continue play. After a full system restart and a game file verification through steam, this issue seemed to resolve itself though. Final thoughts Overall, Saints Row IV provides a good experience for PC gamers. It has basic issues with crashing and controller support, but its combination of original and fast-paced gameplay, good graphics (bar a few outlying vehicle models) as well as a fully-featured open world make it a hard game to pass up. Aside from a few flaws, I find myself with little that needs “fixing†in Saints Row IV. Volition have done a great job in delivering an equal (and even superior with the upcoming mod support) experience on PC as can be found on console. For an up to date account of Saints Row IV’s fixes and improvements, please visit its respective PCGamingWiki article.
  15. This is something that needs to be tackled in the physical world as well. In reality if you took a PC game back to your local store and told them it didn't work on your PC; if the product key was already used they'd tell you to get lost. Honestly, consumers need a lot more protection in this area.
  16. Wow this is actually pretty cool. This and the Humble Origin Bundle makes me think EA is moving quickly to try and improve its standing with PC gamers. They have a long way to go, but good on them for introducing this. Hopefully it will encourage Valve to do the same.
  17. The thing is we are already narrower than Wikipedia and if we go any narrower I fear everything will look squashed and templates and tables will stop formatting properly.
  18. Hmm I think the lines are a little too close together. Personally, I'd rather see us ditch the following from the sidebar; Related changes - never had to use this (am I alone on this?) Printable version - doesn't even function properly with the new design and to be honest I can't see anyone using it. Random page - again, doesn't really serve a purpose. If we ditched these we could increase the line spacing a bit and still have it looking compact.
  19. Templates can't be any less than two lines, they are currently at their minimum height unless we remove the icons. The postdev template was intended to be used on games that are heavily developed post release (e.g. Minecraft) rather than just the usual patch/DLC cycle, but if its overkill it can be removed. I still think it's important to warn people about the inaccuracy or irrelevance of the information, and removing it won't make the template footprint any smaller.
  20. Could we have the blue background on the wiki too? A la http://i.imgur.com/UPRncbH.png
  21. I'd rather just replace irrelevant with incomplete, otherwise it will just get too long I think.
  22. It has come to Soeb & my attention that there is an inconsistency in how the publisher field has been used on game pages. This is especially important with the new publisher and developer pages (e.g. http://pcgamingwiki.com/wiki/Publisher:Bethesda_Softworks) I think it'd be best to let the community decide how we use the field. There are currently two options on the table - explained below and reflected in the poll above. Option 1 (suggested by Soeb) For games where the initial publisher is now defunct (e.g. Saints Row 2, Saints Row: The Third, Red Faction: Armageddon), the current IP owner should be listed as 'publisher'. This would require replacing THQ with Deep Silver (Saints Row) and Nordic Games (Red Faction series). The following arguments have been suggested for this option: The original publisher is now defunct, and therefore all rights and assets of these older games have been transferred to the new owner (e.g. Deep Silver). This effectively makes Deep Silver the current publisher. This current publisher would be the place to go to for support issues. There are many indie games published by THQ (and others) that have now got their publishing rights back. In these cases, THQ is no longer the publisher. PCGW's purpose was never to hold a game's history: not interested in maintaining a list of old publishers. The new owner owns the IP itself, they're responsible for all future deals regarding releasing the game in either retail or digital space. Option 2 (suggested by hungryeyes) For games where the initial publisher is now defunct (e.g. Saints Row 2, Saints Row: The Third, Red Faction: Armageddon), the initial publisher who paid for the game to be developed should be listed. This would mean (for example) keeping THQ listed as the publisher on the older Saints Row and Red Faction games. The following arguments have been suggested for this option: If the game is no longer under active development or improvement, then the last company that had an active hand in publishing it was THQ (or the initial publisher). If an IP has changed hands multiple times, it isn't always clear who the current IP owner is (e.g. Re-Volt), and therefore the initial publisher would have to be listed anyway (Acclaim). If option 1 was chosen this would lead to an inconsistent policy. It would be strange to list a company that didn't exist until 20 years after a game was developed as its publisher just because it now owns the rights to the series. Option 1 would require deleting the old publisher page and creating a new one, as well as editing every game page each time an IP changed hands. A game publisher is a company that 'publishes video games that they have either developed internally or have had developed by a video game developer'.(https://en.wikipedia.org/wiki/Video_game_publisher) If this is accepted as the definition then THQ is the publisher of Saints Row 2/3 because Deep Silver did not fund development it merely acquired the licenses after THQ's demise. Thread will be open for discussion until 25th August.
  23. Cool, will get to work on this in a bit. EDIT: All done. The four final templates can be seen here together: http://pcgamingwiki.com/wiki/User:Hungry_eyes/Sandbox/Dev I removed the prealpha tag in the end because it wasn't really needed and overcomplicated things. Games in pre-alpha can just use the generic development tag. Use {{predev}} {{alpha}} {{beta}} and {{postdev}} to insert the templates into an article. As an example I have added the tags to F1 2013, Prison Architect, Arma 3 and Minecraft respectively.
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