I remember trying to download a daggerfall cd image and dick and around with it....that was painful.
Does Bethesda have a nice installer for it and Redguard now or does installing it still mean diving through the interwebs for links that aren't malware?
I remember trying to download a daggerfall cd image and dick and around with it....that was painful.
Does Bethesda have a nice installer for it and Redguard now or does installing it still mean diving through the interwebs for links that aren't malware?
use the custom setup package from here http://www.uesp.net/wiki/Daggerfall:Files contains all patches and fixes and everything you need including latest dosbox then use this config in the spoiler box for blistering smooth gameplay. just make sure to copy the autoexec lines from the dosbox config file from the install into the bottom of this one so that everything works great.
# This is the configurationfile for DOSBox 0.74. (Please use the latest version of DOSBox)
# Lines starting with a # are commentlines and are ignored by DOSBox.
# They are used to (briefly) document the effect of each option.
[sdl]
# fullscreen: Start dosbox directly in fullscreen. (Press ALT-Enter to go back)
# fulldouble: Use double buffering in fullscreen. It can reduce screen flickering, but it can also result in a slow DOSBox.
# fullresolution: What resolution to use for fullscreen: original or fixed size (e.g. 1024x768).
# Using your monitor's native resolution with aspect=true might give the best results.
# If you end up with small window on a large screen, try an output different from surface.
# windowresolution: Scale the window to this size IF the output device supports hardware scaling.
# (output=surface does not!)
# output: What video system to use for output.
# Possible values: surface, overlay, opengl, openglnb, ddraw.
# autolock: Mouse will automatically lock, if you click on the screen. (Press CTRL-F10 to unlock)
# sensitivity: Mouse sensitivity.
# waitonerror: Wait before closing the console if dosbox has an error.
# priority: Priority levels for dosbox. Second entry behind the comma is for when dosbox is not focused/minimized.
# pause is only valid for the second entry.
# Possible values: lowest, lower, normal, higher, highest, pause.
# mapperfile: File used to load/save the key/event mappings from. Resetmapper only works with the defaul value.
# usescancodes: Avoid usage of symkeys, might not work on all operating systems.
[dosbox]
# language: Select another language file.
# machine: The type of machine tries to emulate.
# Possible values: hercules, cga, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe.
# captures: Directory where things like wave, midi, screenshot get captured.
# memsize: Amount of memory DOSBox has in megabytes.
# This value is best left at its default to avoid problems with some games,
# though few games might require a higher value.
# There is generally no speed advantage when raising this value.
[render]
# frameskip: How many frames DOSBox skips before drawing one.
# aspect: Do aspect correction, if your output method doesn't support scaling this can slow things down!.
# scaler: Scaler used to enlarge/enhance low resolution modes.
# If 'forced' is appended, then the scaler will be used even if the result might not be desired.
# Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x.
frameskip=0
aspect=true
scaler=normal3x
[cpu]
# core: CPU Core used in emulation. auto will switch to dynamic if available and appropriate.
# Possible values: auto, dynamic, normal, simple.
# cputype: CPU Type used in emulation. auto is the fastest choice.
# Possible values: auto, 386, 386_slow, 486_slow, pentium_slow, 386_prefetch.
# cycles: Amount of instructions DOSBox tries to emulate each millisecond.
# Setting this value too high results in sound dropouts and lags.
# Cycles can be set in 3 ways:
# 'auto' tries to guess what a game needs.
# It usually works, but can fail for certain games.
# 'fixed #number' will set a fixed amount of cycles. This is what you usually need if 'auto' fails.
# (Example: fixed 4000).
# 'max' will allocate as much cycles as your computer is able to handle.
#
# Possible values: auto, fixed, max.
# cycleup: Amount of cycles to decrease/increase with keycombo.(CTRL-F11/CTRL-F12)
# cycledown: Setting it lower than 100 will be a percentage.
[mixer]
# nosound: Enable silent mode, sound is still emulated though.
# rate: Mixer sample rate, setting any device's rate higher than this will probably lower their sound quality.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# blocksize: Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged.
# Possible values: 1024, 2048, 4096, 8192, 512, 256.
# prebuffer: How many milliseconds of data to keep on top of the blocksize.
[midi]
# mpu401: Type of MPU-401 to emulate.
# Possible values: intelligent, uart, none.
# mididevice: Device that will receive the MIDI data from MPU-401.
# Possible values: default, win32, alsa, oss, coreaudio, coremidi, none.
# midiconfig: Special configuration options for the device driver. This is usually the id of the device you want to use.
# See the README/Manual for more details.
mpu401=intelligent
mididevice=default
midiconfig=
[sblaster]
# sbtype: Type of Soundblaster to emulate. gb is Gameblaster.
# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none.
# sbbase: The IO address of the soundblaster.
# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300.
# irq: The IRQ number of the soundblaster.
# Possible values: 7, 5, 3, 9, 10, 11, 12.
# dma: The DMA number of the soundblaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# hdma: The High DMA number of the soundblaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# sbmixer: Allow the soundblaster mixer to modify the DOSBox mixer.
# oplmode: Type of OPL emulation. On 'auto' the mode is determined by sblaster type. All OPL modes are Adlib-compatible, except for 'cms'.
# Possible values: auto, cms, opl2, dualopl2, opl3, none.
# oplemu: Provider for the OPL emulation. compat might provide better quality (see oplrate as well).
# Possible values: default, compat, fast.
# oplrate: Sample rate of OPL music emulation. Use 49716 for highest quality (set the mixer rate accordingly).
# Possible values: 44100, 49716, 48000, 32000, 22050, 16000, 11025, 8000.
[gus]
# gus: Enable the Gravis Ultrasound emulation.
# gusrate: Sample rate of Ultrasound emulation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# gusbase: The IO base address of the Gravis Ultrasound.
# Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300.
# gusirq: The IRQ number of the Gravis Ultrasound.
# Possible values: 5, 3, 7, 9, 10, 11, 12.
# gusdma: The DMA channel of the Gravis Ultrasound.
# Possible values: 3, 0, 1, 5, 6, 7.
# ultradir: Path to Ultrasound directory. In this directory
# there should be a MIDI directory that contains
# the patch files for GUS playback. Patch sets used
# with Timidity should work fine.
[speaker]
# pcspeaker: Enable PC-Speaker emulation.
# pcrate: Sample rate of the PC-Speaker sound generation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# tandy: Enable Tandy Sound System emulation. For 'auto', emulation is present only if machine is set to 'tandy'.
# Possible values: auto, on, off.
# tandyrate: Sample rate of the Tandy 3-Voice generation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# disney: Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible).
[joystick]
# joysticktype: Type of joystick to emulate: auto (default), none,
# 2axis (supports two joysticks),
# 4axis (supports one joystick, first joystick used),
# 4axis_2 (supports one joystick, second joystick used),
# fcs (Thrustmaster), ch (CH Flightstick).
# none disables joystick emulation.
# auto chooses emulation depending on real joystick(s).
# (Remember to reset dosbox's mapperfile if you saved it earlier)
# Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none.
# timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away).
# autofire: continuously fires as long as you keep the button pressed.
# swap34: swap the 3rd and the 4th axis. can be useful for certain joysticks.
# buttonwrap: enable button wrapping at the number of emulated buttons.
[serial]
# serial1: set type of device connected to com port.
# Can be disabled, dummy, modem, nullmodem, directserial.
# Additional parameters must be in the same line in the form of
# parameter:value. Parameter for all types is irq (optional).
# for directserial: realport (required), rxdelay (optional).
# (realport:COM1 realport:ttyS0).
# for modem: listenport (optional).
# for nullmodem: server, rxdelay, txdelay, telnet, usedtr,
# transparent, port, inhsocket (all optional).
# Example: serial1=modem listenport:5000
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial2: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial3: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial4: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.
[dos]
# xms: Enable XMS support.
# ems: Enable EMS support.
# umb: Enable UMB support.
# keyboardlayout: Language code of the keyboard layout (or none).
xms=true
ems=true
umb=true
keyboardlayout=auto
[ipx]
# ipx: Enable ipx over UDP/IP emulation.
ipx=false
[autoexec]
# Lines in this section will be run at startup.
# You can put your MOUNT lines here. @ECHO OFF
mount C "."
c:
cls
fall.exe z.cfg
Exit
the autoexec should look something like the above but with your own dir paths and shit. in fact looking at it now it might be okay as is? i dont know.
note you can change the rendering around if opengl isn't too good. the game runs great with overlay but a bit janky with ddraw but ddraw is the only one in which shaders can work. oh well.
the guys who did the setup also did a similar one for arena but like i mentioned it doesn't run too great. no idea about redguard but i went looking for battlespire and everywhere said the game is free now but i couldn't find anything about it on beths site so i have no idea. no setup files like this one either.
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I'd post some Isolation screenshots, but I don't think staring into the gaping maw of a vent is quite as interesting when you aren't the one playing and wondering if you need to escape the alien by using the vent or if the alien is already in the vent.
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FreiA French Prometheus UnboundDeadwoodRegistered Userregular
dem sweat graphics.
Are you the magic man?
+2
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
Everybody in this game is sweating ALL THE TIME. I thought it was hilarious that even the guy Ripley is talking to in the opening cutscene is sweating like he just jogged over there.
My computer weeps at this because it knows its that much closer to being replaced.
I'm running a Radeon 6870, a 2.8 ghz quad-core processor, and only 4 gigs of ram. Still reasonable specs but they're definitely starting to age. I can run the game with most settings on Ultra no problem though. I haven't encountered any slowdown outside of one pre-rendered cutscene that got mysteriously choppy. Thing is, there's a ton of detail and lighting effects and particles, but there isn't a lot happening on screen at any one time. There aren't a ton of enemies and explosions and physics objects flying everywhere.
More prettiness
I'm deliberately leaving out some of the best scenes/shots from this game too. Spoiling some of the scenery in this game would be as bad as spoiling the plot
Styx.....STYX........Styx got a spinoff and its what the steam thread is calling the best stealth game in a long ass time. Like, Styx and Batman getting in a race.
Styx.....STYX........Styx got a spinoff and its what the steam thread is calling the best stealth game in a long ass time. Like, Styx and Batman getting in a race.
Poor Arkail left out in the cold.
Enjoying Of Orcs and Goblins bros so far. If the premise and main characters were abit more cookie cutter, it would probably start to wear on me but the concept is original enough to keep me engaged.
Will definitely be giving Styx a shot aswell eventually.
My computer weeps at this because it knows its that much closer to being replaced.
I'm getting like 55-80fps with everything maxed at 1920x1080 on a Core i3-3240 3.4GHz, 1GB GTX560ti, and 8GB of RAM.
My rig is certainly no dinosaur, but it's nowhere near the bleeding edge.
The game does have an issue with aliasing, so between that and the film grain effect .jpgs just get fucked. The game looks so amazing "in person" though.
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
Yeah, lit edges of objects tend to alias pretty hard. Other than that the game looks pretty fantastic without even pushing my mid spec rig at all. The thing that really sells it though, that you can't put in the images is the audio. That completes the presentation and sells the environment.
Oh, yeah. Right there with you. The biggest single reason I will eventually play Alien: Isolation is to take in that visual (and audio) style.
Space-as-blue-collar-workplace is a design philosophy we don't see nearly enough of. Dead Space is probably my favorite take on it, as it manages to overlay some neat high-technology stuff over the retro appearance of the ship and the various mining tools you unlock. Also... I want a workbench that looks like the BENCH. I'd be breaking stuff just for an excuse to get the solder iron out and "install some nodes."
"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
Oh, yeah. Right there with you. The biggest single reason I will eventually play Alien: Isolation is to take in that visual (and audio) style.
Space-as-blue-collar-workplace is a design philosophy we don't see nearly enough of. Dead Space is probably my favorite take on it, as it manages to overlay some neat high-technology stuff over the retro appearance of the ship and the various mining tools you unlock. Also... I want a workbench that looks like the BENCH. I'd be breaking stuff just for an excuse to get the solder iron out and "install some nodes."
Anyone who likes the "dirty sci-fi" and retro-future aesthetic should watch an old Sean Connery movie called Outland if they haven't already.
It's basically a typical lone hero against the bad guys space western, but it really nails the "space as a blue collar workplace" theme.
Oh, yeah. Right there with you. The biggest single reason I will eventually play Alien: Isolation is to take in that visual (and audio) style.
Space-as-blue-collar-workplace is a design philosophy we don't see nearly enough of. Dead Space is probably my favorite take on it, as it manages to overlay some neat high-technology stuff over the retro appearance of the ship and the various mining tools you unlock. Also... I want a workbench that looks like the BENCH. I'd be breaking stuff just for an excuse to get the solder iron out and "install some nodes."
Anyone who likes the "dirty sci-fi" and retro-future aesthetic should watch an old Sean Connery movie called Outland if they haven't already.
It's basically a typical lone hero against the bad guys space western, but it really nails the "space as a blue collar workplace" theme.
Agreed 100%.
It's basically a Gary Cooper western remake with Sean Connery... in a mining camp on one of Jupiter's moons in what could easily be a distant Alien prequel before FTL and hypersleep.
So pretty much, for anyone who hasn't seen it, watching this movie is your Priority One... all other considerations secondary.
Zoku Gojira on
"Because things are the way they are, things will not stay the way they are." - Bertolt Brecht
I saw Outland in a theater. I was probably a bit too young at the time; I should watch it again.
After making the above post, I wrote a little more on my take on the aesthetic.
The spaceships are, if not clearly derived from/inspired by Apollo-era NASA hardware, nakedly industrial and practical in design; the robots are likely to be the same, boxes with tool arms and a single camera "eye", though there's still a good chance of seeing the gleaming chromed humanoids from the previous generation, or the android that appears perfectly human until damage reveals its sparking wires or the electronic "face" under its false one. The computer displays are small and monochrome (with distinct CRT scan lines), while the consoles are large and covered with colorful lights and buttons and rocker or toggle switches. Even portable devices - sensors, communicators - are rarely smaller than a book or a salt shaker. Mechanisms built into the walls dispense "space food" in various odd colors and/or textures, few of them particularly appetizing.
While men may be clean shaven (and intellectuals are more likely to be), mustaches, beards and even sideburns are common. Women tend to go for either practical bobs or elaborate hairstyles. Jumpsuits, bellbottoms, and dress shirts with wide lapels are the order of the day. Sidearms are usually laser guns of some sort; some produce visible bolts or beams, but many simply flash at the business end and the target falls back with a charred spot and a burst of sparks. Spacesuits are always large and bulky, often semi-rigid, with big facebowl helmets.
And sometimes there's a red star or hammer and sickle on something. Because the Soviet Union is always going to be around, especially in space, right?
Posts
Does Bethesda have a nice installer for it and Redguard now or does installing it still mean diving through the interwebs for links that aren't malware?
http://www.fallout3nexus.com/downloads/file.php?id=16534
use the custom setup package from here http://www.uesp.net/wiki/Daggerfall:Files contains all patches and fixes and everything you need including latest dosbox then use this config in the spoiler box for blistering smooth gameplay. just make sure to copy the autoexec lines from the dosbox config file from the install into the bottom of this one so that everything works great.
# Lines starting with a # are commentlines and are ignored by DOSBox.
# They are used to (briefly) document the effect of each option.
[sdl]
# fullscreen: Start dosbox directly in fullscreen. (Press ALT-Enter to go back)
# fulldouble: Use double buffering in fullscreen. It can reduce screen flickering, but it can also result in a slow DOSBox.
# fullresolution: What resolution to use for fullscreen: original or fixed size (e.g. 1024x768).
# Using your monitor's native resolution with aspect=true might give the best results.
# If you end up with small window on a large screen, try an output different from surface.
# windowresolution: Scale the window to this size IF the output device supports hardware scaling.
# (output=surface does not!)
# output: What video system to use for output.
# Possible values: surface, overlay, opengl, openglnb, ddraw.
# autolock: Mouse will automatically lock, if you click on the screen. (Press CTRL-F10 to unlock)
# sensitivity: Mouse sensitivity.
# waitonerror: Wait before closing the console if dosbox has an error.
# priority: Priority levels for dosbox. Second entry behind the comma is for when dosbox is not focused/minimized.
# pause is only valid for the second entry.
# Possible values: lowest, lower, normal, higher, highest, pause.
# mapperfile: File used to load/save the key/event mappings from. Resetmapper only works with the defaul value.
# usescancodes: Avoid usage of symkeys, might not work on all operating systems.
fullscreen=true
fulldouble=true
fullresolution=1360x768
windowresolution=original
output=opengl
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper-0.74.map
usescancodes=true
[dosbox]
# language: Select another language file.
# machine: The type of machine tries to emulate.
# Possible values: hercules, cga, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe.
# captures: Directory where things like wave, midi, screenshot get captured.
# memsize: Amount of memory DOSBox has in megabytes.
# This value is best left at its default to avoid problems with some games,
# though few games might require a higher value.
# There is generally no speed advantage when raising this value.
language=
machine=svga_s3
captures=capture
memsize=32
[render]
# frameskip: How many frames DOSBox skips before drawing one.
# aspect: Do aspect correction, if your output method doesn't support scaling this can slow things down!.
# scaler: Scaler used to enlarge/enhance low resolution modes.
# If 'forced' is appended, then the scaler will be used even if the result might not be desired.
# Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x.
frameskip=0
aspect=true
scaler=normal3x
[cpu]
# core: CPU Core used in emulation. auto will switch to dynamic if available and appropriate.
# Possible values: auto, dynamic, normal, simple.
# cputype: CPU Type used in emulation. auto is the fastest choice.
# Possible values: auto, 386, 386_slow, 486_slow, pentium_slow, 386_prefetch.
# cycles: Amount of instructions DOSBox tries to emulate each millisecond.
# Setting this value too high results in sound dropouts and lags.
# Cycles can be set in 3 ways:
# 'auto' tries to guess what a game needs.
# It usually works, but can fail for certain games.
# 'fixed #number' will set a fixed amount of cycles. This is what you usually need if 'auto' fails.
# (Example: fixed 4000).
# 'max' will allocate as much cycles as your computer is able to handle.
#
# Possible values: auto, fixed, max.
# cycleup: Amount of cycles to decrease/increase with keycombo.(CTRL-F11/CTRL-F12)
# cycledown: Setting it lower than 100 will be a percentage.
core=auto
cputype=auto
cycles=auto
cycleup=10
cycledown=20
[mixer]
# nosound: Enable silent mode, sound is still emulated though.
# rate: Mixer sample rate, setting any device's rate higher than this will probably lower their sound quality.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# blocksize: Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged.
# Possible values: 1024, 2048, 4096, 8192, 512, 256.
# prebuffer: How many milliseconds of data to keep on top of the blocksize.
nosound=false
rate=44100
blocksize=1024
prebuffer=20
[midi]
# mpu401: Type of MPU-401 to emulate.
# Possible values: intelligent, uart, none.
# mididevice: Device that will receive the MIDI data from MPU-401.
# Possible values: default, win32, alsa, oss, coreaudio, coremidi, none.
# midiconfig: Special configuration options for the device driver. This is usually the id of the device you want to use.
# See the README/Manual for more details.
mpu401=intelligent
mididevice=default
midiconfig=
[sblaster]
# sbtype: Type of Soundblaster to emulate. gb is Gameblaster.
# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none.
# sbbase: The IO address of the soundblaster.
# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300.
# irq: The IRQ number of the soundblaster.
# Possible values: 7, 5, 3, 9, 10, 11, 12.
# dma: The DMA number of the soundblaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# hdma: The High DMA number of the soundblaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# sbmixer: Allow the soundblaster mixer to modify the DOSBox mixer.
# oplmode: Type of OPL emulation. On 'auto' the mode is determined by sblaster type. All OPL modes are Adlib-compatible, except for 'cms'.
# Possible values: auto, cms, opl2, dualopl2, opl3, none.
# oplemu: Provider for the OPL emulation. compat might provide better quality (see oplrate as well).
# Possible values: default, compat, fast.
# oplrate: Sample rate of OPL music emulation. Use 49716 for highest quality (set the mixer rate accordingly).
# Possible values: 44100, 49716, 48000, 32000, 22050, 16000, 11025, 8000.
sbtype=sb16
sbbase=220
irq=7
dma=1
hdma=5
sbmixer=true
oplmode=auto
oplemu=default
oplrate=44100
[gus]
# gus: Enable the Gravis Ultrasound emulation.
# gusrate: Sample rate of Ultrasound emulation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# gusbase: The IO base address of the Gravis Ultrasound.
# Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300.
# gusirq: The IRQ number of the Gravis Ultrasound.
# Possible values: 5, 3, 7, 9, 10, 11, 12.
# gusdma: The DMA channel of the Gravis Ultrasound.
# Possible values: 3, 0, 1, 5, 6, 7.
# ultradir: Path to Ultrasound directory. In this directory
# there should be a MIDI directory that contains
# the patch files for GUS playback. Patch sets used
# with Timidity should work fine.
gus=false
gusrate=44100
gusbase=240
gusirq=5
gusdma=3
ultradir=C:\ULTRASND
[speaker]
# pcspeaker: Enable PC-Speaker emulation.
# pcrate: Sample rate of the PC-Speaker sound generation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# tandy: Enable Tandy Sound System emulation. For 'auto', emulation is present only if machine is set to 'tandy'.
# Possible values: auto, on, off.
# tandyrate: Sample rate of the Tandy 3-Voice generation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# disney: Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible).
pcspeaker=true
pcrate=44100
tandy=auto
tandyrate=44100
disney=true
[joystick]
# joysticktype: Type of joystick to emulate: auto (default), none,
# 2axis (supports two joysticks),
# 4axis (supports one joystick, first joystick used),
# 4axis_2 (supports one joystick, second joystick used),
# fcs (Thrustmaster), ch (CH Flightstick).
# none disables joystick emulation.
# auto chooses emulation depending on real joystick(s).
# (Remember to reset dosbox's mapperfile if you saved it earlier)
# Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none.
# timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away).
# autofire: continuously fires as long as you keep the button pressed.
# swap34: swap the 3rd and the 4th axis. can be useful for certain joysticks.
# buttonwrap: enable button wrapping at the number of emulated buttons.
joysticktype=auto
timed=true
autofire=false
swap34=false
buttonwrap=false
[serial]
# serial1: set type of device connected to com port.
# Can be disabled, dummy, modem, nullmodem, directserial.
# Additional parameters must be in the same line in the form of
# parameter:value. Parameter for all types is irq (optional).
# for directserial: realport (required), rxdelay (optional).
# (realport:COM1 realport:ttyS0).
# for modem: listenport (optional).
# for nullmodem: server, rxdelay, txdelay, telnet, usedtr,
# transparent, port, inhsocket (all optional).
# Example: serial1=modem listenport:5000
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial2: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial3: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial4: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.
serial1=dummy
serial2=dummy
serial3=disabled
serial4=disabled
[dos]
# xms: Enable XMS support.
# ems: Enable EMS support.
# umb: Enable UMB support.
# keyboardlayout: Language code of the keyboard layout (or none).
xms=true
ems=true
umb=true
keyboardlayout=auto
[ipx]
# ipx: Enable ipx over UDP/IP emulation.
ipx=false
[autoexec]
# Lines in this section will be run at startup.
# You can put your MOUNT lines here.
@ECHO OFF
mount C "."
c:
cls
fall.exe z.cfg
Exit
the autoexec should look something like the above but with your own dir paths and shit. in fact looking at it now it might be okay as is? i dont know.
note you can change the rendering around if opengl isn't too good. the game runs great with overlay but a bit janky with ddraw but ddraw is the only one in which shaders can work. oh well.
the guys who did the setup also did a similar one for arena but like i mentioned it doesn't run too great. no idea about redguard but i went looking for battlespire and everywhere said the game is free now but i couldn't find anything about it on beths site so i have no idea. no setup files like this one either.
Wonder Woman's invisible car tech still has a few bugs to work out...
It's p. great.
Portfolio
Mmmm. Hot dogs.
Everybody in this game is sweating ALL THE TIME. I thought it was hilarious that even the guy Ripley is talking to in the opening cutscene is sweating like he just jogged over there.
Portfolio
http://www.fallout3nexus.com/downloads/file.php?id=16534
I'm running a Radeon 6870, a 2.8 ghz quad-core processor, and only 4 gigs of ram. Still reasonable specs but they're definitely starting to age. I can run the game with most settings on Ultra no problem though. I haven't encountered any slowdown outside of one pre-rendered cutscene that got mysteriously choppy. Thing is, there's a ton of detail and lighting effects and particles, but there isn't a lot happening on screen at any one time. There aren't a ton of enemies and explosions and physics objects flying everywhere.
More prettiness
I'm deliberately leaving out some of the best scenes/shots from this game too. Spoiling some of the scenery in this game would be as bad as spoiling the plot
Portfolio
Portfolio
The attention to detail is just amazing. Everything looks like it's straight from the movie.
Looks fuckin great and I'm deffo getting this tomorrow.
http://www.fallout3nexus.com/downloads/file.php?id=16534
Enjoying Of Orcs and Goblins bros so far. If the premise and main characters were abit more cookie cutter, it would probably start to wear on me but the concept is original enough to keep me engaged.
Will definitely be giving Styx a shot aswell eventually.
I'm getting like 55-80fps with everything maxed at 1920x1080 on a Core i3-3240 3.4GHz, 1GB GTX560ti, and 8GB of RAM.
My rig is certainly no dinosaur, but it's nowhere near the bleeding edge.
The game does have an issue with aliasing, so between that and the film grain effect .jpgs just get fucked. The game looks so amazing "in person" though.
http://www.fallout3nexus.com/downloads/file.php?id=16534
Yeeehaaaw!
Finally got into the game real deep. Cloaks and immersive armors. Better Khajits.
This was after a quest about a man and his dog.
http://www.fallout3nexus.com/downloads/file.php?id=16534
Steam: abunchofdaftpunk | PSN: noautomobilesgo | Lastfm: sjchszeppelin | Backloggery: colincummings | 3DS FC: 1392-6019-0219 |
Oh, yeah. Right there with you. The biggest single reason I will eventually play Alien: Isolation is to take in that visual (and audio) style.
Space-as-blue-collar-workplace is a design philosophy we don't see nearly enough of. Dead Space is probably my favorite take on it, as it manages to overlay some neat high-technology stuff over the retro appearance of the ship and the various mining tools you unlock. Also... I want a workbench that looks like the BENCH. I'd be breaking stuff just for an excuse to get the solder iron out and "install some nodes."
on the oculus rift the sweat is 3d
Anyone who likes the "dirty sci-fi" and retro-future aesthetic should watch an old Sean Connery movie called Outland if they haven't already.
It's basically a typical lone hero against the bad guys space western, but it really nails the "space as a blue collar workplace" theme.
Agreed 100%.
It's basically a Gary Cooper western remake with Sean Connery... in a mining camp on one of Jupiter's moons in what could easily be a distant Alien prequel before FTL and hypersleep.
So pretty much, for anyone who hasn't seen it, watching this movie is your Priority One... all other considerations secondary.
The hud for that sniper rifle.......mmmmmmmmmmmmmmmmm
http://www.fallout3nexus.com/downloads/file.php?id=16534
After making the above post, I wrote a little more on my take on the aesthetic.
While men may be clean shaven (and intellectuals are more likely to be), mustaches, beards and even sideburns are common. Women tend to go for either practical bobs or elaborate hairstyles. Jumpsuits, bellbottoms, and dress shirts with wide lapels are the order of the day. Sidearms are usually laser guns of some sort; some produce visible bolts or beams, but many simply flash at the business end and the target falls back with a charred spot and a burst of sparks. Spacesuits are always large and bulky, often semi-rigid, with big facebowl helmets.
And sometimes there's a red star or hammer and sickle on something. Because the Soviet Union is always going to be around, especially in space, right?
(haha)
Why hasn't someone modded in a giant floating head with the appropriate costumes for Fallout NV?
http://www.fallout3nexus.com/downloads/file.php?id=16534
I officially take back everything bad I ever said about gmod.
http://www.fallout3nexus.com/downloads/file.php?id=16534