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Showing content with the highest reputation since 01/08/2017 in all areas

  1. 2 points
    https://store.steampowered.com/app/754850/The_Spy_Who_Shrunk_Me/ I have just seen this game on our Steam NOLF group. Pretty interesting. It has spy, gadgets, NOLF- like music etc. You can visit the link for more information. Don't expect to play for long hours. This is an early access game.
  2. 2 points
    I finally found a solution for this. I had to reapply the 1.3 patch manually to get it working, though the install was already patched to it, overwriting it fixed the mismatch.
  3. 2 points

    Version 1.0.0

    33 downloads

    Sorry for not checking back for a year, and unclear explanation. To any of those who still have a problem with this black screen and lazy to go configuration dgVoodoo, This files that I uploaded are also can be use for NOLF2 (Black-screen problem: Try getting shot with poison and see what happen) - This files use on GOTY Version > for normal version = I don't know bro. Try this with 'disable movies' in advance setting and select display setting as 'dgVoodoo DirectX Wrapper' I don't know if the widescreen resolution will cause the problem, so I always play 4:3 ratio.
  4. 2 points

    Version 1.0

    443 downloads

    NO CD File for NOLF Author unknown *Must be patched to version 1.004 to use* Modified exe that allows you to play without risking your valuable NOLF CD. Should only be used if you have legitimate NOLF media.
  5. 1 point
    Hello Brofessor, Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask. Brofessor joined on the 04/12/2019. View Member
  6. 1 point
    Got nolf installed and is ready to play online :)
  7. 1 point
    Hey all! After YEARS of not playing NOLF, I decided to run through the singleplayer games again. The difficulties of getting the games to even run on newer hardware and operating systems wasn't surprising, and I was pleasantly surprised to find that Nolfgirl was still around for tips and tricks. I tried logging in, and remembered my password on the first attempt! Thank you for keeping things going. Also, as a thank you for providing the underwater fix, I threw some money in the donation jar. I recommend that anyone who finds this fix useful for them, please donate as a thank you.
  8. 1 point
    To address your bad points: -The Armstrong fight may seem tough, but there are some tricks and ways to make it easier. First, this fight is much easier on lower difficulties not just because he'll do less damage, but because he'll have less health too. Armstrong is actually the only one whose health is affected by the difficulty chosen. Also, while he's close enough to you he won't try to throw explosives, so if you can jump on top of something like a bed, wooden board or even his head (possible while he slams the floor or by jumping off something else) and stay close enough to him, he will keep trying to punch you but will keep missing. Meanwhile you can keep hitting him until he's beaten. There's also the simple technique of hitting him once or twice, then backing away and waiting for him to try to punch you, and then moving in to hit him once or twice again and repeat. If he's about to slam the floor then jump, and if he's about to throw explosives then run to minimize the damage you take. That's probably the real way to do it. -While the lack of leaning is disappointing to some people, you can generally step out for a moment to see around corners, and then duck back quickly without getting spotted. However the closer you are to an enemy, the less time you have to duck back before being spotted. You also have less time if the enemy is alert and looking for you. This is close to the same result as you'd get from leaning, though maybe with leaning you'd be able to peak longer. A neat trick in this game though is that if you duck back right before being spotted, the guard will think he saw something but won't be sure what, will get alert/suspicious and will probably come to investigate. Like the coin, this is useful for luring guards out of position. Once they turn around and especially if they start to head back, you can easily dispatch them with a gun or karate chop. The sequel, No One Lives Forever 2, has leaning. -The limited inventory for gadgets is a little annoying, but you can learn to live with it. For starters, you're required to take any gadget that you absolutely need for a certain mission that you won't otherwise be able to find along the way, so feel free to fill the remaining slots with whatever you want. Remember that you can, and are actually encouraged, to replay missions after you've gotten all the gadgets. You may need to replay a mission with a gadget that you didn't have at the time in order to reach secret areas and items. Likewise if you know that certain gadgets are useless in certain missions, or that you can find them later on certain missions, then don't take them on those missions. Second, you can do without many of the gadgets: *The robot poodle is only useful in 2 mission areas in the entire game, and there are other ways to deal with dogs. Avoid or ignore them and kill any guards in the area first, before shooting the dogs. You could shoot the dogs first, but nearby guards may be alerted to your presence due to the sound of the bullet going through the bars/fence of the dog cage. All the dogs do is bark; they are harmless without nearby guards. *Body Remover is obviously useless if you play with fade bodies on, but aside from that it's really only useful for getting rid of bodies in a camera's or searchlight's field of vision, and only if the alarm hasn't been sounded yet. Even then, you'd have to be fast enough before it gets spotted, and without getting spotted yourself. Instead there are several other options: You may be able to wait for the guard to leave the view of the camera or searchlight before killing him, lure him away by throwing a coin, letting him see you or even shooting your gun, not kill him at all and just sneak by him, or even just kill him and let the alarm sound since it's still possible to fight your way through the level (as long as you won't fail the mission for sounding the alarm). Now you may be thinking that it could be useful for preventing guards from discovering dead bodies, but let me tell you it's usually not a big deal if a guard spots a dead body. They will usually run over to check it out, and then start looking around for you. During that time you can shoot and kill them. In a few missions where you fail if the alarm sounds however, guards will try to sound the alarm as soon as they spot a dead body. In those missions you definitely want to kill all the guards in an area before moving on. *The Barrette is useful for quietly picking locks, but remember that you can also shoot locks off if you need to. This will cause a commotion for any nearby guards of course, but as long as you can deal with them you don't really need the Barrette. Also many locks, such as those on fences, can be jumped on top of and over without having to even pick or shoot the lock. Sometimes there is another way to go to get behind the lock as well. As for the Barrette's Poison Capsule function, that is pretty useless considering that you have guns and a karate chop. The only real bit of extra functionality it provides is being like a karate chop that is able to hit guards anywhere and after they have spotted you (since the karate chop only works on the backs on enemies' heads and who haven't spotted you). But in that case it's not a one hit kill and you might as well use a gun instead. *Sleep/Stun/Poison Gas: The main use for Sleep and Stun Gas is on that mission where you can't kill anyone, but of course you can still complete it without them. I don't recommend the Stun Gas because it doesn't knock enemies down, meaning they'll still be in your way (and also in the way of other enemies who otherwise might have wandered into it). Also after it wears off, they will know where you are and chase you unlike with the Sleep Gas. While the Stun Gas is safer to wander into than the Sleep Gas, you won't be able to see anything for a little while. Aside from on that mission, the Poison Gas is better since it can kill groups of enemies quickly and silently, but you'll lose health quickly if you wander into it. Like the other gases it has a limited range and number of charges too, so it may not be worth having it take up an inventory slot when you have guns and explosives that can get the job done instead. *The Camera Disabler might seem enticing, but it's not that useful in practice (maybe a little more useful on missions where you fail if the alarm goes off, but still). First, you need to be able to reach the camera, and if you need to jump to do so then you'll have to time your jump due to the lengthy animation when using this gadget. Second, you need to reach the camera without it spotting you or any dead guards in its field of vision. Third, you only get 5 of them for the whole mission and most missions with cameras have more than that. Fourth, if the alarm is going off, goes off later or you deactivate it on missions where that's possible, then this gadget becomes useless. Finally, it doesn't work on searchlights. Again even if the alarm goes off, it's still possible to fight your way through the level (as long as you won't fail the mission for sounding the alarm). The Camera Disabler is much more useful in the sequel, No One Lives Forever 2, since it's shot out of a utility gun instead, you can find more ammo for it, and because alarms will reset and be able to get set off again, bringing more enemies each time.
  9. 1 point
    What I thought was "bad" was how the game handled some of the plot twists. They weren't explained very well and seemed a little too implausible. Spoilers ahead: -Bruno "disappearing for awhile": Volkov shoots Bruno (or at least appears to shoot him) in Mistfortune in Morocco, who then appears to die. It was explained at the end of the game that it was part of the plan for Bruno to "disappear for awhile" in order to help uncover the traitor within UNITY. But how did Bruno get this to work out so well? How did he know that he'd survive? Or did he not know and was just taking a huge gamble on the first chance that he had to disappear? Either way this seems a little too implausible. Also, the game either doesn't do a good job of portraying him dead, or suggests that he's still alive at best. His eyes still blink, and if you shoot him at this point you will fail the mission for "desecrating his corpse". -Volkov "killing" Tom: At the end of the game we find out that Tom is one of the traitors, but before that, at the end of the Safecracker mission, Tom appears to be a hostage to Volkov. Volkov tells Cate to drop her gun, but before she can Tom tries to knock Volkov over, so Volkov shoots Tom (or at least appears to shoot him), who then appears to die. This was done to demoralize Cate, and perhaps if they were lucky apprehend or kill her right then and there. But that leads to my question: Instead of Tom trying to knock Volkov over, why didn't Tom and Volkov try to take Cate by surprise and just shoot her right then and there? Volkov had a gun, and Tom could have hid a gun to pull out or have tried to rush Cate instead. They would have had the upper hand with the element of surprise and the numbers. -Smith killing Tom: Also at the end of the game, we find out that Smith is the other, main traitor. After Cate beats Tom and has him at gunpoint in the graveyard fight, Smith arrives, shoots and kills Tom. He then tries to shoot Cate, but Mr. Jones arrives and shoots him just in time. So perhaps my biggest question is this: Since both Smith and Tom were traitors working together, why on earth would Smith shoot Tom, and especially before shooting Cate? I get that he may have been upset with Tom for screwing up or perhaps just didn't have any more use for him and wanted to kill him off, but shouldn't Cate have been a higher priority for him to shoot first? Especially because Cate didn't even know he was there until he shot Tom. Of course you could say these are plot holes or plot induced stupidity for the sake of presenting an interesting, plot twisting story to the player, but it hurts the believability of the story. A story can avoid such things and still be good by either explaining the plot twists better or making them more plausible.
  10. 1 point
    Publisher: Electronic Arts Developer: Respawn Entertainment Rating: Teen Reviewed on: PlayStation 4 Also on: Xbox One, PC Leaving the past behind can be tricky. With Titanfall, the team at Respawn Entertainment built its legacy on the concept of titans, massive robots that beat the gears out of one another on a raging battlefield. Titanfall 2 also endeared itself to a huge number of players because of its single-player campaign, which devotees adored just as much as genre staples Half-life, Halo, and Modern Warfare. With the newly released (and free-to-play) Apex Legends, the developer is throwing most of its legacy to the wayside to put its own spin on gaming’s biggest trend. Though Apex Legends is set in Titanfall’s universe, it has no titans or single-player modes. Instead, it’s a fusion of battle royale and hero-driven shooters where 20 squads of three battle for glory, using their brains, brawn, and super-charged abilities to carve a path to victory. This design probably sounds like a recipe for chaotic disaster given how many elements it juggles. However, Respawn’s gambit has resulted in a fresh take on battle royale thanks to elegant features that make the experience accessible to genre newcomers and consistently entertaining. On the surface, Apex Legends is no different than the squad modes in other battle royales. Your squad drops onto the map and, upon landing, you move quickly to gather up supplies and duke it out with other squads as a massive circle of death herds everyone to a single spot on the map. A lot of the time you are hiding in houses or military bases, waiting to engage in tense firefights. However, the powers the game gives its players makes these quiet moments and planning periods engaging. Apex Legends has eight likeable characters to select (you have to unlock two of them with in-game currency, but it doesn’t take long) and each one is essentially a class. The sassy Lifeline, for example, is a medic who can summon a drone to heal nearby players and even drop massive caches of supplies from time to time. Another character, the optimistic robot Pathfinder, can build ziplines anywhere on the map to allow squadmates to travel quickly. These distinct abilities make planning before the drop more important, with skilled players taking the time to compose their squad. Conjuring up fields of smoke as Bangalore to help squads escape tricky situations is useful, but is the spot she’s taking worth giving up a squad medic for? You have to play your cards right, especially since you can’t have duplicate characters on a single squad. The choices you make on the character select screen have just as much impact as the twitch-based ones you make in the middle of a gunfight, which is great because it adds a new layer of tactics to battle royale that have been largely absent. Click here to watch embedded media Combat in Apex Legends is satisfying. Yes, parkour and titans are gone, but I don’t miss them. Movement is fantastic, from running to sliding to cover, and all the guns feel powerful. The addition of powers can also ratchet the action in an already-intense battle to ridiculous heights. One time my squad and I were having a shootout with another team camped out in a hovel near us. That team got the upper hand and was beginning to approach our building to finish us off when our Gibraltar, a defense-based character, dropped a shield over all of us and threw out a grenade that called an artillery strike down on our foes, killing them all and saving the day. Apex Legends produces this sort of memorable scenario more frequently than any other battle royale, because the characters’ powers embolden players to engage in combat rather than carefully take potshots from shacks. In addition to the uniqueness of the character-driven playstyle, the game boasts a number of elegant features that make going back to other battle royales difficult. Among them is the handy ping system. Playing with random squads in battle royale has always been tricky, especially if you’re not fond of talking to strangers over the microphone. However, Legends presents an effective solution that lets players ping objects, enemies, and areas with a marker other teammates can see. That sounds like a simple thing, but the ping is diverse when it comes to what you’re marking. You can tag enemies, which lets your squadmates see them for a few seconds. When you ping a weapon on the ground, your team sees exactly what kind of weapon it is. They can also ping that weapon back to claim dibs. Whenever you’re given an item from a teammate, the game also flashes a quick “thank you” prompt if you want to pay them a compliment. This system is truly impressive, making non-verbal communication not only viable, but breezy and effective. The jumpmaster system is also an effective way of streamlining one of battle royale’s more frustrating early stages, because it gives a single player control over where the squad lands on the map – but also gives the other players the ability to break away. Apex Legends’ foundation is a strong one, filled with tons of potential thanks to its satisfying combat and savvy implantation of team-based features. However, it also has a few cracks that need filling. The map is an aesthetic bummer. Functionally, it’s great because it has hiding spots and rolling hills that prevent snipers from dominating the game. But the entire battlefield is a mix of apartments, military bases, and the occasional swamp or shantytown. The place is just not great to look at. Players who enjoy trying their skills and luck in a massive free-for-all might find themselves disappointed at the lack of a solo mode. As someone who played solo battle royale almost exclusively before this game, I enjoy how Apex Legends’ team-based features encourage everyone to work together, and even make it possible to play effectively with random users. Apex Legends’ status as a free-to-play live service might give players pause. My experience with the progression system has been absolutely positive. You don’t have to spend a time on anything if you don’t want to. Everything, outside of two unlockable characters is cosmetics-driven, with a lot of skins to earn for players, weapons, and the banner cards that introduce your character at the start of each map. You earn lootboxes every time you level up, gaining experience from a variety of factors (including time spent alive in a match, kills, damage dealt). Every lootbox you get that doesn’t contain a legendary means that the next one is more likely to, tilting the odds into the player’s favor the more they play. Apex Legends is not Titanfall, but that doesn’t mean it’s not a special game packed with potential for greatness. I’ve put a lot of hours into Respawn’s latest, and haven’t had the desire to stop yet. The combination of character-driven powers, streamlined team features, and fantastic gunplay have elevated this unexpected spin-off into my go-to battle royale, and I don’t see that changing anytime soon. Click image thumbnails to view larger version Score: 9.25 Summary: Apex Legends is a masterful battle royale that raises the bar for the genre and free-to-play games Concept: Fight alongside your friends for supremacy in Titanfall’s powered-up version of battle royale Graphics: Apex Legends walks a fine line between animated character design and realistic weaponry, even if environmental textures are muddy Sound: The score thumps and blares in all the right places, especially in the match’s opening moments. The sound design is tense enough to make you fret over every approaching footstep or distant gunshot Playability: Learning the ins and outs of every character is surprisingly easy, and streamlined elements like the pinging system make Apex Legends the most accessible battle royale yet Entertainment: Respawn successfully blends battle royale and hero shooters to great effect, raising the bar for free-to-play first-person shooters Replay: High Click to Purchase View the full article
  11. 1 point
    Long time no see is correct! I'm around from time to time. I just generally don't log in (or post). I might need to fire up Nolf again just to play with all of you.
  12. 1 point
    It is a secret area inside the rebuild of INC2008, I hid it well, lol Find this spot, then crouch and go straight forward.. It is the same spot for both red and blue team. There is a code for opening the door though. 4-5-9-8-1, you may have noticed the gear below the place where the doomsday core is located..
  13. 1 point
    Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
  14. 1 point
    I got the "no servers detected" when trying to connect or host multiplayer LAN co-op game. Turned out the problem was my VMware Workstation installation. Disabling the virtual network adapters "VMnet1" and "VMnet8" solved the problem. Hope this can be a help for someone with same problem.
  15. 1 point
    hello all im new to this form and i joined cause i had the black screen underwater problem, im using mac mini and intel HD graphics 4000, operating system windows 7. first thing i download directx 11 for windows seven. then i downloaded the zip file provided on this form, opened it, then i copied the content of MS folder to the game directory, copied the voodoo and opened it from the game directory, and i changed only the adopter to use/enable to my intel HD... then i opened the game and everything worked normally! thanks to this form. keep the good work
  16. 1 point
    Invalid shell DLL error generally indicates a problem between Lithtech.exe & CShell.dll, most likely a version mismatch... Some things to try: Run the game installer as admin (fixed an install issue with CJ for me). Avoid installing to the default location "C:\Program Files" try something like "C:\Games" instead, gets around some inherited UAC issues. If you are using the No-CD patch, make sure it's for v1.3. Too many .rez files in Custom\Resources will cause the game to not load the v1.3 update or mods. Try the Multiplayer Launcher, should fix the above issue.
  17. 1 point
    How's this? http://dpvqb.com/nolf/music/lounge/#
  18. 1 point
    The whole love affair Ive always had with the Nolf series particularly Nolf 1 was the humor and a attraction to the Cate character. She was not only battling the bad guys but was fighting for respect in a all male world in the 1960's and I guess in a cartoon sense she was attractive. With all things going on she was vulnerable as well as tough as nails, just a great story line to build on. Sorry to say it, but Contract Jack didn't have that great complex story line, it was more of a arcade shooter and was very forgettable unlike the Nolf 1 and 2. In Contract Jack they tried to be funny but Jack was borring, no character and dull so nobody found it that funny cause nobody gave 2 $%#@& about Jack. But in Nolf 1 and 2 EVERYONE loved Cate. So to anwser your question NanoTech the male/ female thing was part of it but its all in the story for me!
  19. 1 point
    Well, if this comes to reality and enough people buy it and play it, they may do a remaster, but considering the years its been dead I guess we are lucky...one step at a time is the order of the day. Edit: As long as they don't charge too much for it.
  20. 1 point

    Version 2.0b

    2,401 downloads

    NOLF2-Setup file. This file will extract the complete game (to C:\untyhq however the installer allows you to choose an alternative install path), patched to the English 1.3 version of the game. Additionally it has URA's Multiplayer launcher and the Livesforever and Liveforever Plus mods. finally it has the no-cd patch integrated into it. It also contains the latest dgvoodoo2 for additonal video settings. NOLF2-Setup-not-signed file. Is the same as the other setup file except it isn't digitally signed. This file will extract the complete game (to C:\untyhq however the installer allows you to choose an alternative install path), patched to the English 1.3 version of the game. Additionally it has URA's Multiplayer launcher and the Livesforever and Liveforever Plus mods. finally it has the no-cd patch integrated into it. It also contains the latest dgvoodoo2 for additonal video settings. This installer (NOLF2-Setup.exe) has been digitally signed to make it easier to install on Windows 10. A non-signed version (NOLF2-Setup-not-signed.exe) for those having issues installing the signed version A zip file of the folder created by the installer for those who are having odd issues running the installers. If you download the No-One-Lives-Forever2.zip simply extract it to your C drive or Documents folder. Then right-click the NOLF2.exe file in the extracted folder and select send to desktop (create shortcut). Then double-click the desktop shortcut to play the game. Zip files of the 2 CDs for the No One Lives Forever 2 game (PC version original released version). ISO images if you want to burn your own CDs --------------------------------------------------------------------------------------------------- The first two files in the selection are the disc 1 and 2 zip files. File 3 is the Nolf2-Setup.exe file. File 4 is the non-digitally signed version of the setup file (NOLF2-Setup-not-signed.exe) For those having problems with the signed file. File 5 is the No-One-Lives-Forever2.zip file (see above for using this file) Files 6 and 7 are the ISO images of the original CD media. Special addition to disclaimer: UnityHQ does not promote software piracy. As the copyright of this game is in question we leave it up to those who download to decide whether to download or not . By downloading you agree to take full responsibility for doing so and release Unityhq.net/nolfgirl.net from any repercussions for doing so.
  21. 1 point
    We've got a new website. You can check it out HERE Let us know what you think
  22. 1 point
    I updated to it and ended up having to install my Nvidia drivers again before NOLF2 would work again. All is good again.
  23. 1 point

    Version 1.0.0

    52 downloads

    How to install: (The files have been "corrected" using the steps under the How it was done). Extract the contents of the zip file to your NOLF/NOLF GOTY root folder. It'll ask you to overwrite. First make sure to back those files up (NOLF2.REZ and NOLFU003.REZ). Then say "yes" to overwriting the files. How it was done: I was able to figure out how to get the zoomed in scope to go over the entire screen. Un-rez NOLFU003.REZ and go to the "ATTRIBUTES/LAYOUT.TXT" file. Look for "ScopeScale" and set it's value to 1.8. Extra step for nit-picky peeps: Step 1 will enlarge the scope sprite, but some of the circle will be cut off by the screen. If you still want a full circle on the screen, but don't want the edges cut off, you're going to have to unrez "NOLF2.REZ". Then navigate to "STATBAR/SPRTEX" and open "SCOPE1_FADE.dtx" inside of DEdit. Create a new project and import the dtx into it on the "Textures" tab. Export it as a tga and open it in Photoshop. From here, you'll have to scale it down. Make sure to also edit the alpha channel to be smaller as well. I used screenshots and smart objects to help me. Extra still: Export the TGA from Photoshop, import into DEdit, and re-export as a 32-bit with 1 MIP channel. If you double-click your TGA, you should see the texture image and the alpha channel. Extra still: Re-Rez your NOLF2 and NOLFU003 directories into .REZ files and play the game!
  24. 1 point
    I wonder if it's just a black image with a circle cut out of it that's drawn onto the screen? If so, there must be a way to access the file and swap in an image that will fit the 16:9 area.
  25. 1 point
    Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
  26. 1 point
    Welcome. Are you trying to run a LAN server or a public server?
  27. 1 point
    I have not beaten the game recently, but I vividly recall my first 3 times I've beaten the game, within the same year after I had bought it off of Amazon, in 2011. My version is the GOTY version, so I have the 'extra' levels where Cate Archer is on 'holiday' ('vacation') in a tropical resort. I thought this game was pretty remarkable for the time when it was first introduced....... and I was thinking this in 2011.... by then, it was TEN YEARS after the game came out! It also felt grossly underrated.... or at least, it deserved FAR more recognition than it actually had. That is: if I were to mention or even ask about this game to just about any other gamer (in 2011), 9 times out of 10, nobody would really be able to know what game I'm talking about! (That is very sad.) Still, while the graphics certainly don't hold up, certainly in 2018 (as I write this comment/reply/thread), there are unique aspects of this game that have made it timeless in my eyes. The mostly feminist/progressive stance/viewpoint it took, especially at a time when (really) the only other competitor was 'Tomb Raider'. The sense of HUMOR it had - where as so many of today's games totally lack it. Maybe I've been living under a rock (or just way too busy with other stuff in my life to keep up), but I don't know of many other games that offer such a unique and immersive setting: 1960's, cold war, campy spy theme. Certainly there are other stand-out qualities of this game for me that I could type at length about, but I'll spare you all from too long of a read! lol. By the time I had worked my way backwards from NOLF 2 (which I bought, "new" in 2003/2004), and completed NOLF1, I thought that they (Monolith) could TOTALLY fit in AT LEAST ONE MORE game starring Cate Archer, set in ANY year from 1969 to even 1980 (as the Cold War was drawing to a close). I'm not counting Contract J.A.C.K. as I consider that title blasphemous to the franchise (seriously). I mean, even if not a 3rd sequel starring Cate Archer, I would've appreciated (and WOULD HAVE PAID FOR) even just a 'graphical REBOOT' (essentially a remake) of the first two games. As for a modern build that could be legally purchased and downloaded online....... man..... it's even an embarrassing shame that we can't even get that either!
  28. 1 point
    We've updated the NOLF GOTY, NOLF 2 and Contract Jack media downloads with a setup file that installs the complete game, patched to the latest versions with applicable mods needed to play the multiplayer versions. We've digitally signed the installers to protect from malicious tampering that can happen with unsigned media.
  29. 1 point

    Version 2.55

    136 downloads

    This file has been reported to fix the black screen when going under water in NOLF. dgVoodoo 2.55: Glide, DirectDraw/Direct3D and D3D8 to Direct3D11 Wrapper Released: March 24, 2018 Author: Dege Copyright (c) 2013-2018 =============================================================================== Table of contents 1. Redistribution rights 2. Features 3. Requirements 4. Test results 5. Usage 6. Configuring 7. Resolution overriding 8. General Control Panel (CPL) options 9. General additional options 10. General tips and known issues 11. Special release version with debug layer 12. Change log =============================================================================== 1. Redistribution rights Files of dgVoodoo can be redistributed freely as far as they are kept together, remain unmodified and unrenamed. Namely, only the full package can be redistributed in the form as it is! If you would like to utilize them in publicly available custom solutions or packages, like game patches or anything else, then PLEASE ask me for permission, furthermore mention its original source in your package along with the following download link: http://dege.fw.hu/ Official dgVoodoo forum where you can contact me and the dgVoodoo community is at: http://www.vogons.org/viewforum.php?f=59/Tip: See topic "WIP versions" for checking out new dgVoodoo versions that are not officially released. ---------------------- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ---------------------- Very BIG THANKS must go to the community of Vogons for helping me a lot in testing during the development! Thanks Guys, I couldn't have proceed so far without such a great quality assurance! And I append a new sentence here to emphasize it again, especially for testing my DX8 implementation and supplying me with ideas, tips and various informations on several games!!! ---------------------- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ---------------------- 2. Features dgVoodoo 2 is a wrapper for old graphics API's for Windows Vista/7/8/10. This wrapper can use Direct3D 11 with different device types as wrapping output: Hardware rendering at GPU feature level 10.1 (recommended) Hardware rendering at GPU feature level 10.0 (there are some restrictions) Software rendering through Microsoft WARP renderer The API's it currently can wrap are: Glide 2.11, Glide 2.45, Glide 3.1 and Glide 3.1 Napalm DirectX 1-7 (all versions of DirectDraw and Direct3D up to version 7) Direct3D 8.1 For both Glide and DirectX, dgVoodoo pushes as many emulation work to the GPU as possbile. Thus, the entire internal 3Dfx GPU logic is mapped to pixel shaders for Glide emulation, and all the fixed function vertex & pixel processing pipeline is implemented by shaders for DirectX emulation (when possible). dgVoodoo basically can work in two ways: Using its precompiled shaders - it is the less efficient mode (legacy) and doesn't provide DX8-level vertex/pixel pipeline functionality Using an external HLSL shader compiler - this is the most efficient and recommended mode and referred as 'dynamic shader compiling' If dynamic shader compiling is available (see Usage) then dgVoodoo can work with specialized shaders requiring much less GPU power, providing much better performance, especially on weaker video cards. 3. Requirements Operating system: Windows Vista/7/8/10 Hardware: GPU supporting DirectX feature level 10.0. Optional and recommended: GPU supporting DirectX feature level 10.1 HLSL shader compiler (D3DCompiler_43 or D3DCompiler_47) (note that D3DCompiler_47 is part of Windows 10) 4. Test results We can examine this in two aspects: Used hardware and performance I've tested and run different versions of dgVoodoo2 on the following GPU's: Intel HD 2000 (feature level 10.0 only) GeForce 8600 GT (feature level 10.0 only) Intel HD 4000 Geforce GT 610 AMD HD 6450 Intel HD Graphics 530 GeForce GTS 450 AMD HD 7850 GeForce GTX Ti560 (RIP) AMD R7 360 GeForce GTX 1060 If dynamic shader compiling is utilized then dgVoodoo generally performs quite well on all hardware except integrated chips (like Intel HD 2000 and 4000). Using only precompiled shaders requires a mid-class video card at least, and the low-end ones (intended for office-like usage) like Geforce GT 610 and AMD HD 6450 are not recommended. Accuracy of the emulation, individual games and applications Of course it's not perfect but I think I got very nice results in general. I maintain expanding lists for games and demos, for DirectX emulation: Games Demos 5. Usage There is no installer for dgVoodoo beacuse you can copy its dlls anywhere you want (to use). If u like it and want to use as the only global Glide wrapper on your machine then copy Glide dlls to the system folder. For DirectX emulation only a local installation is possible since the DirectX dlls CANNOT be copied to the system folder (see DirectX readme). A Glide wrapped application can start up either in windowed or full screen mode (it is controlled by the Control Panel, see later). Also, you can switch between them during the gameplay by Alt-Enter. See 'Known issues' for more. The same is true for wrapped DirectX applications, but it is a more complicated case, see DirectX readme. Glide and DirectX dlls can co-work inside a process so the same versions of them have to be used within a folder. If one of them detects the other with different version then it refuses to initialize and work. Co-work is useful for applications that use DirectDraw for some initial in-game menu and Glide for 3D rendering. If you use dgVoodoo on Windows 10 then dynamic shader compiling is automatically available because D3DCompiler_47 is part of the operating system. For preceding Windows versions (Vista, 7, 8) you need to download it manually and then, you can copy this dll into each game folder next to the wrapper dlls but the best practice is to copy it into Windows\System32 folder for 32 bit operating systems Windows\SysWOW64 folder for 64 bit operating systems if it is not already there by the result of the installation of some other software. Note that dgVoodoo supports both D3DCompiler_43 and D3DCompiler_47. _43 is supported only because of compatibility with users having it downloaded and copied into their system folder previously. Utilizing dynamic shader compiling is strongly recommended and even unavoidable to get all DX8 level features to work. If dgVoodoo cannot find D3DCompiler then it can use only its generalized precompiled shaders just like versions before 2.5. If dgVoodoo finds a supported compiler dll then it can adapt to the current circumstances and compile specialized shaders providing maximum GPU performance. 6. Configuring As different options might wanted to be used for particular applications, I kept the concept of local/global configurations (might be familiar from old dgVoodoo). Current configuration is stored in a file named 'dgVoodoo.conf'. Its format can either be binary or a textual INI-file for manual editing. When the Glide or DirectX wrapped application starts, dgVoodoo tries to read config data. The search paths and the order for the config file are the following: Folder of the wrapper DLL Folder of the application (EXE) User application data folder If the config file can be found in none of them then the default config is used. For modifying config files, you can either use dgVoodoo Control Panel (dgVoodooCpl) or edit it manually with a text editor. dgVoodooCPL provides convenient GUI interface for the most relevant options while manual editing gives you free access to special options. In dgVoodooCpl you can choose a folder where you can load (from) and save the current configuration. Once you chose a folder, it remains in the list permanently. If the CPL application finds a valid config file in its own folder (where the app itself is located) then it automatically places the folder into the list and selects the folder. Otherwise the user's application data folder is selected, by default. Note that CPL always writes INI format config file (unlike previous versions) - and you can edit it manually, passing over the CPL CPL doesn't expose all the available configuration options but only the most common used ones. Rarely used and special ones (referenced as additional ones) can be changed manually. If an application tolerates losing focus without closing/minimizing itself, you can configure it dynamically: when the CPL starts up it builds a list of detected running Glide/DirectX wrapped applications and insert it into the folder selector combobox. When you select such a running instance then the current state of the application is read as config and most of the options can also be changed. So, you can set resolution, msaa, brightness, etc on the spot without restarting the application (configurable items depend on emulation type). When an option changes, it takes effect at once. If the dialog gets cancelled or an other config folder/instance is selected, all the changes gets cancelled as well. You can always use the 'Apply' button to save the current config to the selected folder or running application without exiting the CPL application. Important to note: If the wrapped app and the CPL runs on different privilege levels (admin/nonadmin) then the app won't appear in the instance list or they cannot communicate to each other. Sorry for the inconvenience. Switching resolution or MSAA can only be performed perfectly if the application re-renders everything on each frame. If it uses or keeps previously (once-)rendered things like cockpits or similars then they will be missing as will not get re-rendered. (Glide only) A folder inserted formerly into the list can be removed. Also, list of the running instances can be refreshed. 7. Resolution and refresh rate overriding You can override the application resolution and refresh rate both for Glide and DirectX rendering. There are three types of resolution overriding, and, the 'Resolution' comboboxes contain two types of elements in the enumerated list: Static resolutions Those are enumerated by your videocard for the selected display output. Select any of them, and the wrapper will force that one (along with the selected refresh rate), no matter what resolution the application wants to set. Resolution 'Unforced' means always using the current application resolution, so there is no overriding at all. Dynamic resolutions First, a little explanation on what the practical problems are with static resolutions (especially for DirectX applications). The application may use multiple resolutions for different parts like movies, menus and ingame. The statically chosen resolution may not have the same aspect ratio as those of them. For app-resolutions with different aspect ratios like 4:3 vs 16:9 it's a problem because one of them will be displayed hugely distorted. Even if the app uses only one resolution, and you can select or type another one with the same aspect ratio, then selecting the proper resolution is still not an easy task: a) you don't necessarily know what resolution the app uses you don't necessarily know what the max resolution your display is capable of c) even if you know both of them, you may have to calculate manually the desired resolution. (My own problem was the following: I sat down in front of a new computer with a 4K monitor and wanted to try out some stuffs through dgVoodoo. I faced the fact that I didn't know the exact monitor resolution, I also didn't know what res the stuffs to try were using. I just wanted the maximum available resolution to be forced that keeps the aspect ratio.) Dynamic resolution is the synonim of "let the wrapper choose the current resolution for you". The maximum, and also the base used for calculating the current resolution, is your desktop resolution. The base rule is that the wrapper always calculates the maximum available resolution for the given scaling mode, but you can restrict the base maximum to FullHD (1920x1080) or QHD (2560x1440) for weaker GPUs (like low-end cards or maybe, integrated chips) with large-res display outputs, and you can restrict the scale factor to integer numbers. (ISF - integer scale factor) So, dynamic resolutions are the following: 2x, 3x, ...: Integer multiples of application resolutions; doubled, tripled, etc. Max: Maximum resolution available Max ISF: Maximum resolution with integer scale factor available Max FHD: Maximum resolution available (but restricted to 1920x1080) Max FHD ISF: Maximum resolution with integer scale factor available (but restricted to 1920x1080) Max QHD: Maximum resolution available (but restricted to 2560x1440) Max QHD ISF: Maximum resolution with integer scale factor available (but restricted to 2560x1440) By default, dynamic resolutions don't have refresh rate even if enumerating refresh rates is enabled. When working with a dynamic resolution, then the refresh rate is undefined and it is up to the wrapper and the video card that what rate will be used (probably the one at which desktop is driven). Custom resolutions A custom resolution is either a static one that is not in the enumerated list, or one that is partially overridden. Defining a custom resolution through the CPL is about typing the string -manually into the combo box- describing the resolution/refresh rate pair. Resolution and refresh rate can be overridden independently on each other. Here are some examples (don't type quotation marks): "128x128, 60" - means static resolution 128x128 at forced rate of 60Hz "128x128, 0" or just "128x128" - means static resolution 128x128 without overridden refresh rate "0x0, 75" or "unforced, 75" - means unforced (static) resolution with forced 75Hz "max isf, 83" - means Max ISF dynamic resolution with forced 83Hz If your resolution and refresh rate is in the list then it is better to select it from there than typing it manually. It is because e.g. 60Hz is not exactly 60Hz in practice but 60.01Hz or 59.95Hz or so, depending on your display hardware. dgVoodoo always handles the refresh rates in their exact rational form but it cannot do that with manually typed ones. When displaying a refresh rate in the combo box, dgVoodoo truncates the value. So, for example, 59.95Hz will appear as 59Hz in the list, while the display manufacturer probably claims that your display supports 60Hz. Don't let it mislead you. It is all about truncating or rounding the values. If you are terribly interested in how the current dynamic resolution is calculated then a little technical part comes here. Otherwise you can skip this section. D: desktop resolution F: FullHD resolution (1920x1080) Q: QHD resolution (2560x1440) A: application resolution AS (x, y): stretched from x to y, with aspect ratio IAS (x, y): stretched from x to y, with aspect ratio, integer scale factor Unspecified Centered Stretched Stretch with AR Max AS (A, D) AS (A, D) D AS (A, D) Max ISF IAS (A, D) IAS (A, D) * remarks IAS (A, D) Max FHD AS (A, min (D,F)) AS (A, min (D,F)) min (D,F) AS (A, min (D,F)) Max FHD ISF IAS (A, min (D,F)) IAS (A, min (D,F)) * remarks IAS (A, min (D,F)) Max QHD AS (A, min (D,Q)) AS (A, min (D,Q)) min (Q,F) AS (A, min (D,Q)) Max QHD ISF IAS (A, min (D,Q)) IAS (A, min (D,Q)) * remarks IAS (A, min (D,Q)) Remarks: Resolution is calculated in the same way for scaling mode 'Unspecified', 'Centered' and 'Stretch with AR'. Stretched scaling mode with ISF tries to stretch to min([D|F|Q]) and the scale factor for both direction is the integer part of the minimum of min ([Dx|Fx|Qx])/Ax and min ([Dy|Fy|Qy])/Ay (ratios of X/Y directions). I'd like to say some words about what happens on multimonitor systems with dynamic resolution forcing: Glide: when switching from windowed mode to fullscreen then a new forced resolution is calculated by the wrapper, based on the native res of the display on which the full screen output will appear. DX: It's not so flexible at all, unfortunately. Since DX impl doesn't support changing resolution during its working, it cannot do the same as Glide when switching into fullscreen. Also, since display outputs are enumerated to the application, resolution calculation can rely only on the native res of the output on which DX is initialized (so changing the output of a running DX emulated app from the CPL application is without avail, won't affect the next resolution calculation). 8. General Control Panel (CPL) options Options on the General tab affects all wrapped APIs, that is, currently Glide and DirectX. Output API Three output API's are available: Direct3D11 feature level 10.1 Direct3D11 feature level 10.0 Direct3D11 Microsoft WARP renderer D3D11 with FL10.0 is designed to be used with late DX 10.0 hardware and has some limitations: No mipmapping in Glide rendering Limited operations on Z-buffers Buffers with forced MSAA can only be rendering targets; they cannot be used as depth textures source of copy operations (Blit in DDraw) locked for CPU-access (Lock in DDraw/ LockRect in D3D8) Faces of 3D-rendered cube-depth buffers cannot be source of copy operations (Blit in DDraw) locked for CPU-access (Lock in DDraw/ LockRect in D3D8) WARP is a software renderer, I intended it to be kind of a reference driver but I experienced some rendering errors with it unfortunately. Video card (adapter) In case you have more than one, then Glide: which one to use for rendering. Option 'All of them' is equivalent to selecting the first video card in the list. DirectX: it is a multi-device capable API so you can choose which adapter(s) are to be enabled for the emulation. Monitor (output) If you have multiple monitors then you can choose which one(s) (connected to the selected adapter): Glide: which monitor is used for fullscreen output. When 'Default' is selected then switching from windowed to fullscreen during playing a game selects the monitor containing the largest part of the game window. It can be overridden dynamically on a running Glide wrapped application and it also affects dynamic resolution calculating (see resolution overriding). DirectX: which monitor(s) to enable to appear as DX devices to the application. 'Default' enables all the monitors connected to the selected adapter. When the game or application goes into fullscreen then it always happens on the monitor (device) that the game/application selected for use. In case of a multidevice environment games and applications often (and silently) selects the first available device which generally corresponds to the primary monitor, but advanced apps allows the user to configure it through the app itself. It can be overridden dynamically on a running DirectX-wrapped application however it only affects the output, it is all about pure visuality. It doesn't affects dynamic resolution calculating (see resolution overriding) and also, the application shall continue to see the corresponding device in it original state (keep in mind that it can conflict with the app). Full Screen / Windowed See section "Usage". Unspecified/Centered/Scaled/Scaled with Aspect Ratio kept, for full screen If the current resolution the wrapped app using does not match any natural resolution your adapter supports then the display can be strethed out to fit all the screen or its size can be left unchanged but centered. NOTE that if your video card supports overriding the scaling method of applications, and you'd like to apply a scaling with aspect ratio then it is recommended to set dgVoodoo's scaling method to 'Unspecified' + set the scaling mode on your video card control panel because dgVoodoo's internal scaling is unfortunately not a sterling one. It implies that you may experience various problems like wrong mouse cursor or glitches in rendering in certain applications. Scaling can only be done well (transparently) on the GPU/display side. C64-like output: well, if you are not a former C64 owner and fan, don't even try it, I'm sure you won't like it at all. As dgVoodoo is my main hobby programming playground these times I tried some algorhytms as part of it. It's not really a feature, but the result of some former experimenting and can be funny for some scene demos. Progressive scanline order Default scanline order is interlaced or progressive. It is up to the output display device which one to choose altough it chooses progressive when it is possible, I think, so that when the device is capable of displaying a given resolution with a given refresh rate with progressive order. Otherwise it might choose interlaced order with halved physical refresh rate. If this option is enabled, you can only see enumerated resolutions that are displayable with progressive order. However, if a custom resolution is defined then it may causes the output device to use lower physical resolution than the wrapper set. Enumerate refresh rates Enables the CPL application to enumerate refresh rates for each resolution and enables the wrapper to override the default refresh rate of the application.However using other than the app default can cause heavy animation lagging or glitches! Color adjustments Brightness, color intensity (saturation) and contrast can be finetuned here. The defaults are good in general so treat this as a cool extra. (I'm using it in some cases for making colors more vital to get a bit cartoon-like effect.) Inherit Color Profile in full screen mode When this option is enabled then dgVoodoo won't change the physical gamma ramp of the screen but instead it solves the color adjustments just like in windowed mode and so your pre-configured color profile(s) for the given monitor(s) remain(s) preserved. Color adjustments are relative to the predefined color profile in that case. Keep window aspect ratio In windowed mode, when sizing the window, you can keep the aspect ratio of the current resolution. Capture mouse It's useful mainly (but not only) for multimonitor systems. If this is enabled then the mouse cursor is forced into the application window to prevent accidental mis-clicks outside of it. Center app window When a game controlling the mouse input is being run in windowed mode then it's a pain to move it's window into the screen, so I thought it's a valuable option (was a request too), but it can conflict with the mouse input or the app itself. 9. General additional options DesktopResolution dgVoodoo takes the current desktop resolution as a base to do its calculations for self-done output scaling and other things like automatic pixel multiplying factor value. There some games however that pre-set the desktop resolution (typically to some low resolution) before dgVoodoo gets in action, spoiling the rendering. You can define your native desktop resolution here for such cases. If defined then this resolution is used for all outputs of the desktop. DeframerSize When resolution is forced to other than the app default then a black frame is drawn around the output image coming from a wrapped API to remove scaling artifacts - frame thickness can be defined in pixels (max 16, 0 = disable) (default is 1). ImageScaleFactor Integer factor for scaling the output image coming from a wrapped API (pixel multiplying). This is independent on scaling mode. 0 = maximum available factor. Default is 1 (no multiplying). Separate factors can be defined for horizontal and vertical directions. ForceNearestPointFilter When the scaling is done by the wrapper for the given scaling mode, you can force nearest point filtering instead of bilinear one. FreeMouse When enabled, physical mouse is free to move inside the game window when using emulated scaling and/or application and forced resolution differs; can be useful when a game relies on the physical window size. 10. General tips and known issues Forcing things (like resolution, antialiasing, texture filtering, etc) is not a healthy thing. If an application or game uses low resolution or point sampled textures or anything dissonant to the eye then it has reasons for that. It is not because the programmers were so lame but of avoiding artifacts that would otherwise get brought in (typical example is a bilinear filtered texture with colorkey based transparency). If you force anything then potentially get one of those artifacts. If you can live with it then it is ok, use the wrapper in forced mode. If not then disable all forcings and use the particular game or application in the mode it was designed for, because no general method exists to fix such type of artifacts. Controlling antialiasing cannot be done on per-primitive basis in Direct3D 11 when feature set larger than 10.0 is used. That is why antialiased drawing is not emulated in Glide automatically in this version in any way (per-primitive or per-edge). It can only be forced globally in the CPL application. Fullscreen gamma ramp may not be supported by your card. nVidia and ATI seem to handle it as expected but (e.g.) Intel does not. When an application is being run in compatibility mode (Win98/XP etc) then the user's application data folder is different than the OS default. Therefore dgVoodoo cannot read the global config file and the default config gets applied if no local config file is present. The preferred way is creating a local config for such cases if other than the default needed. (Perhaps using the user's appdata folder is not a too good idea after all, I might change it later.) If you have a multimonitor system then always try a game to run on the primary one for the first time. Some games lock the mouse cursor to the screen area where game window is assumed to be (the left-top corner of the desktop). If such a game is being forced onto another monitor then clicking in the game causes application focus loss because its window is not under the mouse cursor. I don't know why but overriding refresh rates by arbitrary values (in the resolution selector combo box) does not seem to work for DirectX emulation. It is still subject to investigation because the code handling this is common for both Glide and DirectX. 11. Special release version with debug layer Special release version of dgVoodoo contains an additional validator and report layer. Its purpose is 1) giving feedback to the user about potential error conditions, what currently is happening, and, how dgVoodoo is driven by the application at all 2) helping debugging a given application/game by the (extensive) feedback and opening the possibility to break into the debugger dgVoodoo currently has 2 main types for debug feedback Simple messages with 3 subtypes which can be disabled or associated with a debugger break INFO: harmless message about various events like creating/releasing an API object, reading a config file, loading a module, etc. WARNING: a message about a potential error condition ERROR: a message about an API driving error or an internal error of dgVoodoo. The latter is fatal, while the prior one may be normal. Tracing - means the full logging of API calls made to dgVoodoo and some additional information of dgVoodoo internals. Level 0: Tracing disabled Level 1: Logging of API calls Level 2: Logging of API calls + some additional info Messages and tracing are independent on each other. Tracing is mainly for devs, for quick and average usage only the messages are recommended. All of them are written to the debug output, logging to file is not yet implemented. So, I recommend you to use DebugView or much more DebugView++. They are very cool applications for cases when no any debugger is available. Also, if you have more than one monitors then you can watch the log in realtime: put DebugView++ on one display and run the game on another. Messages have a '[dgVoodoo]' prefix so the best way to check out a game with dgVoodoo's debug layer is enabling filtering to the 'dgVoodoo' substring (Crtl-L in DebugView and F5 in DebugView++). Every single log output appear in new lines in DebugView/DebugView++ - this is nice, except for some tracing messages written to the output part by part, like D3D8 disassembled shaders. Unfortunately they appear nastily because of that. It's not really a big problem however because I cannot recommend you to enable tracing. It's much more intended for developers but if you want to use it after all then do it with DebugView++ or a debugger like Visual Studio 2015 because feedback is so tremendous that only tools with asynchronous debug output window are able to handle it. Tools with synchronous debug output like DebugView won't be able to keep up with it and make your game/app crawl at speed near zero. I must emphasize: Do not look for a miracle when using the debug layer! If some game doesn't work for you then it can give you some useful feedback on what's going on, or you can see if dgVoodoo is utilized at all but won't necessarily tell you why the game crashes, for example. Also, if you see an ERROR entry in the log then it doesn't necessarily mean you did something wrong or there is a problem with your game. Many games rely on error codes got back from an API. So, for example if you see such a log like the following snippet ... [15500] [dgVoodoo] INFO: Direct3DDevice (0D3967D8)::EnumTextureFormats: Format XRGB8888 is enumerated to the application. [15500] [dgVoodoo] INFO: Direct3DDevice (0D3967D8)::EnumTextureFormats: Format ARGB8888 is enumerated to the application. [15500] [dgVoodoo] INFO: Direct3DDevice (0D3967D8) is released. [15500] [dgVoodoo] ERROR: DirectDrawSurface (0D2380C8)::DeleteAttachedSurface: Failed, HRESULT: DDERR_SURFACENOTATTACHED [15500] [dgVoodoo] INFO: DirectDrawSurface (0D2380C8) Plain offscreen rendertarget is released. [15500] [dgVoodoo] INFO: Direct3D (0ABC87B0)::EnumDevices: Device enumerated, Name: "Direct3D HAL", Description: "dgVoodoo Hardware A... ... Then the error entry about failed 'DeleteAttachedSurface' is not really an error. The application tried to delete a potential attached z-buffer, just to make sure, and doesn't care about the result. dgVoodoo however treat it as an error because it caused an error in an API method. It's really impossible to make a decision about classifying some conditions as an error or just a plain warning. But let's look at another case: one of my game just crashes right at startup. What could be the reason? The debug output is: ... [21964] [dgVoodoo] INFO: Direct3D8 (077BCEC8) Virtual video card is 'dgVoodoo Virtual 3D Accelerated' with 64MB onboard memory. [21964] [dgVoodoo] ERROR: Direct3D8 (077BCEC8): Validation of D3D8 swapchain presentation parameters failed. Reason: display mode "800x600, 72Hz" is required but not supported by output device: 0, DeviceType: D3DDEVT... [21964] [dgVoodoo] ERROR: Direct3DDevice8 (0EE99530)::Init: Cannot create device implicit swapchain. [21964] [dgVoodoo] ERROR: Direct3D8 (077BCEC8)::CreateDevice: Initializing Direct3DDevice8 (0EE99530) failed. ... Ah, OK. Previously I configured the game to run on a display at 72Hz but now I'm trying to run it on another that does not support this refresh rate at this resolution, so D3D8 initialization failed in dgVoodoo and so the game crashed due to lack of error checking. Use the spec release only for trying to solve an extant problem with an applicaiton. Spec release does some extra checking and validation compared to normal dgVoodoo releases and it can bite off from the speed or cause stuttering. 12. Change log 2.55 Special release of dgVoodoo with DebugLayer providing feedback information is now available INFO, WARNING and ERROR type messages with severity levels, including breaking into debugger API call tracing with detailed information Migrating to INI format configuration files - also, adding rarely needed/used configuration options for advanced users and game hacking like Dithering for both Glide and DirectX Deframer Pixel multiplied output with arbitrary or automatic scale factor Arbitrary extra DirectX resolutions New scaling mode for centered appearance, scaling is done by the wrapper New dynamic resolution modes (2x, 3x, ...) are added Fixes for scaled output done by the wrapper ('Stretched, * AR' and 'Centered, AR' modes with larger than max of display-supported output images) Fix for 'Best available one' output type when only WARP is available Improved shader handling: Resource cache for reuse of D3D8 compiled shaders Dynamic shader compiling is moved to a background thread to avoid/minimize lags Glide: for all compiled shaders DirectX: for all compiled shaders that can be substituted by precompiled ones; also, unneeded shader variants could be unnecessary compiled, fixed Control Panel App Folder/location list handling code is rewritten Appearance is now PerMonitorAwareV2 for DPI scaling Cosmetics: missing logo bitmap when monitor scale is >150%, fixed DirectX DllMain detection along with warning messages through the debug layer Surface/texture lock incompatibilites fixed (Zombie Shooter, The Mystery of the Druids) DirectDraw surface-create, cooperative level, PageLock error and other incompatibility fix (Zero Comico, RC de Go, A Bug's Life, Wartorn, Message in a Haunted Mansion, Micro Machines v3) 24 bit surface creation issue in DirectDraw is fixed (Blade Of Darkness lava) Support for partial Z-buffer copy in DirectDraw (The Revenant) Option for disabling the default and classic resolutions Possibility of extra resolutions enumerable to applications is added Bugs causing crash and black screen are fixed (Empires Dawn of The Modern World, Honour & Freedom) Some effort for avoiding app deadlocks in DirectDraw and QuartzHookLayer D3D FVF and other parameter validation incompatibility, fixed (Praetorians, Earthworm Jim 3D) D3D state block incompatibility, fixed (Soldiers of Anarchy) D3D non-W-friendly matrix in ComputeSphereVisibility calcs, fixed (Pac-Man Adventures in Time) Old D3D-lighting incompatibility, fixed (when revising code and docs) D3D lighting issue is fixed (flashing lights in Tomb Raider 4 and hopefully King Of The Roads) Fixing range based fog hw calculations (The Chosen: Well of Souls) ATI and GeForce profiles are modified to force W-pixelfog (compatibility with old drivers) Minor D3D DDI bug fixed (Bear Hero) Minor internal D3D state/lighting bugs fixed (Tonko4) D3D device type 'Software MMX' is removed from Direct3D7 for better compatibility (3D Blitz) Disabling 32 bit z-buffers for Direct3D3/5 (e.g. Shadows of The Empire) D3D FPU state handling incompatibility fix (for general cases, and it fixed nVidia demos Creature, Toy Soldiers and Crystal Ball) D3D colorkey bug fixed (Sponge Bob - Employee of The Month) Minor D3D/D3D8 bugs, D3D11 leaks fixed (my own tests) D3D/D3D8 ProcessVertices and general software vertex processing incompatibility, fixed (RIM - Battle Planets, Mafia with multipass rendering, Micro Commandos) Issue of mixed type D3D8 stream sources is fixed (missing player characters in Final Fantasy XI) D3D8 shader validator bug resulted in uncreated shaders, fixed (Mace Griffin Bounty Hunter) Implementing D3D8 ValidateVertexShader and ValidatePixelShader for Microsoft Shader Assembler (Shadow of Destiny) D3D8 cursor handling and viewport depth scaling bugs fixed (WildFire) D3D8 GetFrontBuffer bug, fixed (Rome Total War) (movies only, ingame still has the old issues) D3D8 device reset fix (S.W.I.N.E.) Some D3D8 thing is fixed (The Gladiators Demo) D3D8 some object handling incompatibility fix (TOCA Racing Drive) Improvements for rendering with incompatible rendertarget/depthstencil buffers (TOCA Racing Drive) Changed behavior of window activating and entering fullscreen mode to Avoid OS issue appearing with Windows 10 Fall Creators Update (e.g. Splinter Cell) Avoid unwanted situations/crashes and improve compatibility (e.g. Hitman 2/3, RavenShield) Glide Clipping issues fixed (Gunmetal) LfbWriteRegion bug, fixed (Blade of Darkness, background images) Other fixes (broken multiadapter handling, manual screen mode changing) 2.54
  30. 1 point
    Hi! I am a long time NOLF player and I have just discovered this site - it is G.R.E.A.T. I had some troubles installing on Windows 10, but this place seems to have all the answers!
  31. 1 point
    I assume this would be a good place to make my first post. Found a NOLF 1 disc set laying around the house so I decided to install it...amazing game, and had me interested in multiplayer. Through a brief online stint looking around for NOLF mods for multiplayer I came across the "Multiplayer Launcher" for NOLF 2 on here and wanted to check it out
  32. 1 point
  33. 1 point
    Sending messages laced with profanity insulting the site founder/s about not being able to download as many files as you want in one session is the sure way to get banned from here. One person did this today. If you would like to see more open bandwidth for downloads then please pitch in to help me keep the site up. Since I've been personally covering a good portion of the costs of keeping all this up I've had to make some choices to keep the costs acceptable to me. I have pleaded, begged etc. over the years and I am tired of having to do this. It is disappointing that people have the nerve to complain about something that they haven't contributed to in any way. I would like to be able to keep this place up for along to to come for all fans of the nolf games. I have limits though to how much rudeness towards myself any of the site moderators that will be taken.
  34. 1 point
    Hello Everyone! I am probably the youngest NOLF fan here, but I am excited to be here. I love these games, but I'm looking for some technical help as I can't play them properly on my laptop. Various bugs and glitches always get in the way. I hope you guys can help.
  35. 1 point
    You can connect to our UnityHQ.net Discord on the right side in the main forum.
  36. 1 point
    Are you using the Livesforeverplus mod with your NOLF2 singleplayer? It's been reported in the past to cause issues with single-player. Turn off the mod and then try your single-player
  37. 1 point
    I have spent hours testing everything on our end and have had others in different places test and no one else is having this kind of issue so I have to say with a reasonable amount of certainty that is it isn't an issue on our end here at UHQ. Unfortunately I don't have a paid staff that I can devote to try to see why so work and some don't for you. All of our files reside on the same SSL secured repository.
  38. 1 point
    There was only 1 version of NOLF2. NOLF1 had a game of the year edition (GOTY) that had a couple extras.
  39. 1 point
    This may be a bit late but I did have a norespawn mod from a long time ago. Hopefully it's attached to this post. It's a gzip file so you'll need to unzip it before running it in Nolf 2. To get it to run, just load it like any other Nolf 2 custom map or mod. There are a few caveats to running this mod in single player but you can read all about those in the link
  40. 1 point
    If you have a NVidia card in your computer, you probably got their control panel included to change certain 3D settings. In my system, that would be C:\Program Files\NVIDIA Corporation\Control Panel Client\nvcplui.exe but you may find your individual links on your desktop or in your taskbar. Anyway, once opened you go to 3D Settings > Maintain 3D Settings > Program Settings (hope I translated that right from my control panel's german version). Click 'Add' to add a profile, and look for the lithtech.exe file in your NOLF installation folder (1). Change 'Global' to your NVidia processor and fool around with the settings (2). I can't give you generally valid prescription what you have to do there, you just have to try and error some switches - but don't forget: the file you have to work on is not nolf.exe but lithtech.exe. You have to perform changes to see the 'Save' button. Click it and start the game to test your settings (create a save game where the glitch appears). Try out different changes until you get acceptable results; this might take you 10 minutes if you're lucky, or an afternoon otherwise. If I had the game installed right now, I'd have attached my settings here for an example, sorry.
  41. 1 point
    I see this: ...and a strange tune starts playing in my head. What's wrong with me? (seen at: https://www.reddit.com/r/japanpics/comments/5yjlbo/an_old_alley_in_kyoto/)
  42. 1 point
    Welcome to UnityHQ Nolfseries Community. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.
  43. 1 point
    Thank you so much, that worked. I had to refresh the servers 3 times before anything showed up this time, but once they did I was actually able to get it. That is awesome. Thank you all for getting this to work even part of the time. Now to just find when people are actually playing. Long live NOLF.
  44. 1 point

    Version 1.0

    236 downloads

    This is a captured installation packaging of NOLF2 that was created with Cameyo. This installation has been updated with patch version 1.3. This package includes: No One Lives Forever 2: A Spy in H.A.R.M.’s Way (Core game) Lives Forever Mod Lives Forever Plus Mod Map Pack 1 v1.3 Map pack 2 v1.3 Multiplayer Server Browser Login_By_IP By default there should be two files in a folder called Cameyo apps.
  45. 1 point

    Version 2

    38 downloads

    Weapons-02 mod for No One Lives Forever 2 Weapons list Added: 6 Lightsabers (Bug: PV (Player View) FxED based ImpactFX's) Added: AK-47 scope Replaced: AK-47's fire and fireloop sounds Replaced: Beretta with Gold .357 Magnum Replaced: Tommygun with P90 SMG Replaced: Sterling with Micro Uzi Replaced: Silenced Sterling with Dual Micro Uzi's Replaced: Micro Missile with RPG-7 Others Added part of Contract JACK's newer recoil system Added quick chat keys (50 message limit per map); F1 = Hi Shift F1 = RE F2 = LOL Shift F2 = ^^ F3 = GG Shift F3 = GG F4 = Yes Shift F4 = No F5 = Be right back Shift F5 = Back F6 = WB Shift F6 = TY F7 = Sorry Shift F7 = NP Other keys; F9 FPS counter (can't chat) F10 None F11 ScreenShot mode (no HUD (can't see chat)) F12 (Alive = 3rd person (can't shoot))(Dead = Free cam (can't chat))
  46. 1 point
    Awesome work getting it up so fast.!! I'll send a donation for the site your way
  47. 1 point
    Well... Reshade 3.04 + d8 to d9 conversor Ambient occlusion, GI , Dof , reflective bump mapping ... , reflective bump mapping ...
  48. 1 point
    and we're past the goal due and short
  49. 1 point
    After being inspired by Jlar and his mods, I figured I had to dig up a mod I started last summer and finish some of it. here's a public release for the first chapter. Chapter II is in progress screenshots: Some of them are from unreleased stuff.. Download chapter 1 here
  50. 1 point
    You need to replace some files in DEdit with Pegasus files. All the files in the PEGASUS-MOD.REZ should replace the same files in the Contract Jack\GAME folder. I suggest you rename or remove the following files before replacing them. I usually just rename the files like this: CShell.dll to ---org---CShell.dll. ATTRIBUTES ............................Modelbutes.txt ............................Vehiclebutes.txt .............................Weapons.txt CHARS ...............SKINS ............................All SparedLife's Character Skins // *optional* GUNS .............MODELS_PV ........................................Descope.ltb ........................................Desilencer.ltb ........................................Snowmobile.ltb INTERFACE // This folder is found in the Pegasus-Maps.rez of the BETA .........................PHOTOS ............................................WEAPONS ...................................................................Jetpackx.dtx PROPS ................MODELS ..................................Snowmobile.ltb ................SKINS .............................Snowmobile.dtx ..............................Spokes.dtx .................SND ...........................Jetidle.wav SND ..........POWERUPS ....................................Dave.wav // This file is found in the Pegasus-Maps.rez of the BETA ..........VEHICLE .............................MOTORCYCLE ............................................................Accel.wav ............................................................Decel.wav ............................................................Idle.wav ............................................................Mp_Loop.wav ............................................................Startup.wav ............................................................Turnoff.wav CRES.DLL CSHELL.DLL OBJECT.LTO SRES.DLL You should now be able to add jetpacks and Motorcycles( org-snowmobile in player_vehicle)to your map, and test your Pegasus map through DEdit.
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