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Showing content with the highest reputation since 04/26/2014 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
    Sorry for the long silence. Thanks. I have successfully installed Visual Studio 2003 to work with Contract Jack source code.
  3. 2 points
    It's really cool to see the community step up when Eliteone sent out the email about the hosting. Let's keep up that support for the rest of the year for the gameservers
  4. 2 points
    I suspect that windows might prevent the game from editing configuration files on its own. I've experienced that to a certain degree myself when I don't run Nolf2.exe and Lithtech.exe as administrator in its properties. If this isn't the issue, you could always edit the settings outside of the game: Open your Nolf2 folder, then go to the profiles directory and unless you created a new one, the profile you wanna edit would be the one called Player. You should find a file called Player.txt there, open it in notepad and scroll down until you find: Unless this differs depending on the keyboard, changing it to the lines below should let you control your character with arrows instead. Hope this helps
  5. 2 points
    Good to hear! Now if only we could crowdfund a group of lawyers to go sort out the rights issue so we can finally buy these games on GOG.
  6. 2 points
    It's just annoying that NOLF is in such a bad state rights wise. This forum is basically the only thing keeping NOLF alive, even if I don't come here often. If only the people involved could hash it out so I can finally get a digital copy of these games on GOG somewhere.
  7. 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.
  8. 2 points

    Version 2.0b

    2,580 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.
  9. 2 points

    Version 1.0.0

    43 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.
  10. 2 points

    Version 1.0

    459 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.
  11. 1 point
    I just did a quick test where I altered movement speeds in AIbutes.txt and it did nothing at all even though I rez'ed it and ran it as a mod. The player will probably not use any of those templates, but AI will. That's how I configured the new characters in the ROH mod. I can't say this for sure but from my best guess I'd say that most stuff that can give the player a advantage over other players (even singleplayer) would be stored in one of the dll files. Which would mean that it would be in the source code itself.
  12. 1 point
    Every so often I pull out my old NOLF games and replay them. It's always great fun!! But over time the original install disks become damaged. Thanks so much for making it possible to play again.
  13. 1 point
    The problem is solved. Second name identifier of AnimationTrackers is a WeightSets. WeightSets can be viewed in ModelEdit. Default model includes these WeightSets: "Null" - Do nothing; "Upper" - Upper Animations ; "Lower" - Lower Animations ; "Twitch" - Weapon Recoil Tracker ; "Blink" - Weapon Recoil Tracker too; "Morph0" - Moves some bones on model by camera; "Morph100" - Moves some bones on model by camera too.
  14. 1 point
    Inserted the poster Nolf2 and the music of the main theme Nolf1 on the map of the online game Urban Terror Here: Server Name: DamnSnipers [MOD] 4.3.4 FFA IP [89.179.73.50] The players like it. music of the main theme Nolf1, rolled into a ring HERE: http://www.mediafire.com/file/dei4nr1fcx84303/main_theme_Nolf1.zip/file
  15. 1 point
    Hi everyone ! Here just my finished project on No One Lives Forever to have every french voices (from the PS2 Version) on the PC version. No One Lives Forever PC - All French Voices and Texts (GOTY VERSION) All voices are included now. Setup ------------ 1) Copy-paste the file NOLFTEXTESVOIXFR.REZ in the folder "Custom" to the root installation directory of the game. 2) Start NOLF.EXE 3) Click on "Advanced"... 4) Click on "Customize" 5) In Advanced Settings - Customize, Click on "Add >" while selecting NOLFTEXTESVOIXFR.REZ 6) Tick "Always load theses REZ files" 7) Click on "OK", then again on "OK" 8) Click on "Launch" Tgames (c) 2019 Download : http://tgames.fr/tgames/PC/NOLFTEXTESVOIXFR.zip
  16. 1 point
    Just got the email. I'm not able to donate money. I have access to a really beefy server from my employer (and permission to use it for whatever I want), though.. If you shouldn't be able to reach your goal, I can help you out with hosting.
  17. 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
  18. 1 point
    I've been enjoying the nolf series since they were released. I had so little understanding of the first game and how to make it work properly on a rather weak machine in the early years. As I recall it crashed constantly. But I really was captured by the humor and gadgets. I rediscovered the games here around about the time my daughter was born (sleepless nights) and I 'd like to mention Grand Prix Legends (Sim Racing Mirror Zone) provided some fun as well. She is seven and I've become a PC game and sim racing enthusiast. I've experimented with face tracking for shooter games and used Wii remotes for PC games like nolf2. Recently I've built a motion simulator seat for my racing rig which can interface with a joystick to extract motion from any game (my daughter is playing with a xbox Controller to move the seat in a fun game called mini ninjas). Anyways in my quest for immersion and fun I noticed this and saw no mention of it searching the forum. Anyway, I have a long winded thank you to the site moderators and will be making a contribution.
  19. 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.
  20. 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.
  21. 1 point
    The super mutants pressed their attack and my health worsened. As I weaved in and out of dilapidated buildings searching for a temporary safe zone to heal up and find a weapon that could handle this threat, the mutants’ numbers grew. They closed in on my location; their machine-gun fire intensifying, and their grenade tosses becoming more accurate. I couldn’t win this fight, but I was determined to go down in a blaze of glory, hopefully picking off a few before I collapsed. I aimed my firearm at the door, but they didn’t enter. For a moment there was silence. When the rattling of machine guns returned, I realized the bullets weren’t flying my way. I peeked outside of the door to see the mutants were now exchanging blows with an agitated Grafton Monster. I dashed up a set of stairs to a rooftop to watch the chaos unfold. From this vantage point I realized I wasn’t alone. Another player decked out in power armor arrived to clean up the mess. I assisted how I could, and when the last mutant body hit the ground, engaged in small talk with my savior. I handed him a rare sniper rifle as a thank you for the assist. We waved at each other and went our separate ways. In this singular moment, Fallout 76 shows us why it can be great. The injection of other players into Fallout’s tried-and-true framework creates unpredictable cooperative scenarios and the chance to make new friends. My journey through West Virginia’s wasteland was filled with fascinating developments just like this one, but the greatest danger I faced wasn’t from an irradiated beast or the bloodlust of another player – it was the stability of the game itself. From server dumps and hard crashes to bosses getting stuck in walls and enemies magically appearing out of thin air, Fallout 76 struggles to deliver an experience that players can trust. For an online game of this ilk, this can (and likely will) lead to disaster. The excuse of “all Bethesda Game Studios games launch buggy” is not a safety net or a get-out-of-jail-free card. Unlike Bethesda's single-player titles, players cannot load earlier saves to undo the potential harm that is inflicted when the game misfires. If something terrible happens, you have to live with it. Given how unstable the servers are and how frequently glitches occur, your playthrough can be upended within seconds. In a fight against a level 50 scorch beast, my team brought out all of its heavy weaponry – gear that was obtained over 60 hours of play. We saved these armaments for an encounter just like this one, unloading mini nukes, chain guns, and missiles against the difficult adversary. Its health fell to half, and we could almost taste victory, but then the beast disappeared into a wall, reappearing occasionally for a few seconds at a time. We laughed at the silliness of this buggy encounter, but knew we would be rewarded for our efforts soon. The beast then regained all of its health, and our laughter subsided. We wondered if this was another glitch. We again pressed on, thinking we could achieve victory. The server then crashed. Not only did we fail the fight, all of that time we spent building up an arsenal ended up going to waste because the game malfunctioned numerous times in different ways. I went into Fallout 76 thinking that not having NPC humans to interact with would hurt the story and in turn affect the enjoyability of exploration. The solidarity of being one of the lone survivors in the wasteland is actually kind of cool, and although narrative content is delivered at a slower pace, is usually interesting. You basically take on the role of an archaeologist who studies the final moments in people’s lives. You learn what they were doing right before the bombs fell – often hearing their voices on audio recordings. Being a detective in an irradiated graveyard is a different hook for Fallout, but it works well, and gives this entry a decidedly different feel. Yes, it is disappointing that player choice has been stripped from the equation, but the world-building is as deep as ever, even without crafted characters populating it. As interesting as the victims’ stories are, the missions don’t always follow suit, and are often massive time sinks that send players all over the wasteland to fetch items. Since fast travel comes with a sizable fee of Caps (the in-game currency), you sometimes find yourself walking great distances just to drop off an item or log into a computer. In one mission, the game does a great job of poking fun at the frustration of going to the DMV. You’re tasked to get an ID card, but the robot who is running this place isn’t satisfied with your paperwork and needs to you to fill out a different form, then get a birth certificate, then a marked envelope with your address, and so on and so forth. This mission is nicely crafted and hilarious, but ends up looking foolish, since some of the missions before it are just as tedious in design, sending the player back and forth between the same locations over and over again. The critical path campaign does a nice job of taking players to interesting locations in West Virginia, but the side content is where the best stories unfold. While most missions pit players against Fallout’s familiar assortment of enemies, West Virginia’s folklore is used to bring some great new threats to life, such as the Mothman and Flatwoods Monster. Hunting these legends down is a fun side activity. I also enjoyed the optional events, which bring players together to take on waves of enemies or to solve specific problems in a set amount of time. While you can see other players on the map at any time, the events glow like beacons, and bring people together, often rewarding then well for victory; meaning there’s good incentive to do them. The game isn't shy about spitting out activities, and always rewards the player well for completing them. If your intent is to stick to the critical path, prepare for some wild difficulty spikes and lengthy missions. A dungeon consisting of enemies at level 10 may conclude with a boss at level 32. The game doesn’t give any indication that the spike is coming, and you may find yourself in a no-win situation. Toward the end of the game, a nuke is dangled in front of you, but you seriously have to work to launch one. Crafting the best power armor also requires a ridiculous number of resources and rare Black Titanium. While I enjoyed the quiet moments of exploring on my own and making interesting discoveries I would later share with friends, the game is better (and more forgiving) when played with a full team of four. Not only are you gaining benefits from a shared card in the excellently designed S.P.E.C.I.A.L. system, but you are better prepared for huge swings in difficulty. Sharing resources and camp spaces with friends makes a big difference, and it’s just a good time wandering the wilds with other people. Trying to read terminals or listen to holotapes when friends are talking in your headset is difficult, and some of those enjoyable side stories will likely be lost because of it, but my favorite moments in the game were the emergent stories created by my groups. Don’t be surprised if your headset is filled with people complaining about hunger and thirst. Managing those meters is a constant pain that becomes slightly more manageable later when a fully furnished camp is pumping out clean water and crops. Camp construction works well and is almost identical in design to Fallout 4, with the addition of players being able to blueprint their creations and move them to different locations. The Cap cost to move camps is a bit high, but having that option is handy, especially if you want to drop off junk at your stashbox or change out supplies before taking on a mission. Fallout 76 isn’t designed to be the next installment in the core Fallout series, but Bethesda wants it to feel like a direct extension of it. Combat, menu management, exploration, and all of the gameplay loops are just like Fallout 4’s, which is a good thing. These systems still hold up and deliver a great degree of fun. Yes, there’s a little bit of clunk and rust to combat, but it is reliable to a degree. Even VATS, which no longer freezes time, can be used to effectively pick off difficult foes. The problems that arise are often glitches, like enemies popping into existence, or the framerate chugging and letting a foe get on top of you. I also ran into a bug where I could only spawn at Vault 76, which meant I would have to pay a huge Cap fee to fast travel back to my last location. Don’t think for a second that the gameplay mechanics will create enjoyable PvP encounters. Most of my battles against other players ended up looking like circus routines with groups of players bouncing around wildly. Outside of the PvP event zones, there’s no great benefit to player battles, either, other than being a jerk to other wanderers. We have to wait to see if Bethesda creates a robust endgame for Fallout 76, but right now the goal is to launch a nuke, take down a difficult boss, and gain gear that will hopefully be used for something bigger at a future time. Yes, the nukes are a sight to behold. Before we can even think of what might come next, Bethesda needs to make the core game more stable and fair. While I found it to be mostly enjoyable from an exploration standpoint, the frequency of server crashes, freezes, and technical issues is unacceptable. The foundation for another fun Fallout experience is in place, but you end up watching it crumble before your eyes as you play. The game just wasn’t ready for showtime. View the full article
  22. 1 point
    The latest Just Cause 4 trailer has dropped, and with it, fans of the destructive, high-octane South American sandbox should have plenty of reasons be excited for the latest installment. Set in the fictional city of Solis, the trailer showcases the new playable landmass which Avalanche Studios says will be the largest in series history, brimming with diverse biomes modeled after real-life South American geography. Built around its new Apex Engine the trailer also gives fans another glimpse into the new extreme weather systems, giving us blizzards and tornadoes, as Rico Rodriguez drop kicks enemies using his now-upgradeable grappling hook and fires off rounds with what appears to be a railgun. Promising more weapons, vehicles, and destructibility than ever before, Avalanche says this Just Cause will be a “landmark entry in the series,” and the way the trailer looks, this doesn’t seem too far off the mark. But you don’t have to take our word for it, check out the trailer below to see all the beautiful, over-the-top destruction for yourself. Just Cause 4 is slated to release December 4 on PlayStation 4, Xbox One, and PC. For all the latest news and info on Rico's latest adventure, be sure to grapple your way over to our Just Cause 4 news hub. View the full article
  23. 1 point

    Version 1.0.0

    13 downloads

    Description: H.A.R.M. is using a flower nursery in Northern Michigan as a front to conceal its secret project. Includes custom skins, custom textures, increased blood splatter & cutscenes. Extract the GrowOp.zip file. Put this .REZ file into your NOLF2 \\\\ Custom \\\\ Mods directory (if you dont have a custom/mods directory you may have to create them). Fire up the NOLF 2 Launcher , hit the custom tab & there should be a listing for \\\"GrowOp\\\". Check the GrowOp slot & then run the game. Go into singleplayer , then new game, select your difficulty & play!
  24. 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.
  25. 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
  26. 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.
  27. 1 point
    How's this? http://dpvqb.com/nolf/music/lounge/#
  28. 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!
  29. 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.
  30. 1 point
    We've got a new website. You can check it out HERE Let us know what you think
  31. 1 point
    In my opinion GOG will be better. I Hate DRM on steam.
  32. 1 point
    Thanks for maintaining this site.
  33. 1 point

    Version 2.55

    167 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
  34. 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!
  35. 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
  36. 1 point
    People still liking this?! Whoa! Guess I did a real good job xD
  37. 1 point
    Just as a quick update, I wanted to confirm that by manually installing NOLF2 using the CD images, patching to the latest version 1.3 and installing the widescreen mod the game now works as intended
  38. 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.
  39. 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.
  40. 1 point
    There was only 1 version of NOLF2. NOLF1 had a game of the year edition (GOTY) that had a couple extras.
  41. 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
  42. 1 point

    Version 1.0

    872 downloads

    Mod file by ßahamutZero (Neo)needed to play NOLF2 since the master server shut down Support for the mod can be found on THIS THREAD
  43. 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/)
  44. 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.
  45. 1 point
    Those files can work in other games as well. I haven't had any issues with NOLF but came across issues in other games. Blacks textures are often a problem in other games and those voodoo files tend to be the fix. Some virus software might have a fit over the old dll's but they are completely safe.
  46. 1 point
    I am … Mea culpa Of course, this file is a common asset and can be used by any player I think it's necessary to test any players on different systems, if possible. Note: this method does not eliminate the "Client MFC Application" error, alas ......
  47. 1 point

    Version 1.0

    241 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.
  48. 1 point

    Version 1.0

    112 downloads

    BETTER RED THAN DEAD : Nolf 2 SP Level by Johnny LaRue (March/07) ===================================================== Version1.0 h This mission has more of a "hard edge" to it as Cate is a little bloodied up & there isn't as much gadget play compared to my previous level. Includes increased blood spray/splatter, custom skins, custom textures, modified sniper rifle, Molotov cocktails, cinematic themes and a walk-through.
  49. 1 point
    Cooperative sadism, or what happens when the Friendly Fire is turned on :) :) DOWNLOAD mod LivesForeverCoop HERE http://unityhq.net/forums/index.php?showtopic=6220 No one saw the danger ... Suddenly the Villain appeared in a red shirt ... The insidious villain in a red shirt suddenly attacked two defenseless girls spies ... When Yatata-san came running, everything was already over .. The brave girl Isako caught the villain and restored Justice :) :):
  50. 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
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