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Files posted by Eliteone
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Contract Jack Singleplayer Demo
By Eliteone in Official Releases
By Monolith.
Download Details
Contract J.A.C.K. - Just Another Contract Killer
Single Player Demo version 1.0
Readme File
October 21, 2003
***********************************************************************
About This Document:
This document contains important information about the Contract J.A.C.K.
Single Player Demo and other information about the program. It includes
information that pertains to general problems and questions that you
may have concerning the game or your computer.
***********************************************************************
TABLE OF CONTENTS
I. INTRODUCTION
II. SYSTEM REQUIREMENTS
III. INSTALLATION INSTRUCTIONS
IV. NOTES ON COMPATIBILITY
V. KNOWN ISSUES
VI. PERFORMANCE
VII. CONTRACT J.A.C.K. SITES
VIII. CREDITS AND SPECIAL THANKS
IX. END USER LICENSE AGREEMENT (EULA)
I. INTRODUCTION
=========================
They call you Contract J.A.C.K. - Just Another Contract Killer. You have a
reputation for being able to solve problems, particularly in cases of
questionable legality. But now you've got problems of your own.
The legendary chief assassin for the H.A.R.M. organization has given
you a mission-whether you want it or not. An Italian criminal organization
has plans to take H.A.R.M. down and you must stop them. In doing so, you'll
contend with the deadliest enemies you've seen and survive against
ridiculous odds to complete your mission.
9 downloads
Updated
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CoopChars
//===========//
// CoopChars //
//===========//
by vertigo
==============
About
==============
This is a very simple mod. It lets you use all multiplayer models in co-op.
It was *very* easy to create but this is aimed at people who simply google
'No One Lives Forever 2 mods' rather than people who frequent NOLF2 forums.
I know I would have found this pretty useful so hopefully somebody else does.
==============
Installation
==============
- Extract the CoopChars folder to ..\No One Lives Forever 2\Custom\Mods\
If you don't have a 'Custom' folder in your NOLF2 root folder simply create
one and then create a 'Mods' subdirectory
158 downloads
Updated
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dgVoodoo 2
By Eliteone in Misc. files
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, ? 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.
? 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)433 downloads
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dgVoodoo2 - 2.8
By Eliteone in Misc Files
dgVoodoo2 is a set of implementations of old graphics APIs for Windows 7 and later versions
They are implemented on Direct3D 11 and 12 and they can use different device types as wrapping output:
Hardware rendering at GPU feature level 12.0 (recommended but currently has some issues)
Hardware rendering at GPU feature level 11.0 (recommended)
Hardware rendering at GPU feature level 10.1 (has a minor limitation for D3D8/9)
Hardware rendering at GPU feature level 10.0 (there are some restrictions)
Software rendering through Microsoft WARP renderer
The following graphics API libraries are implemented:
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
Direct3D 9
20 downloads
Updated
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dinput.dll for the game "No One Lives Foreve" GOTY ver.1004
By Eliteone in Misc. files
Note: Not sure who created this file. If you are the creator message me and I'll update the credit.
Fix keyboard and mouse issues in a NOLF game on Windows with a non-Latin code page (e.g. Cyrillic)
Information
--------------
The dinput.dll file provides keyboard and mouse controls for older games.
Dinput.dll versions in the archive:
-------------------------------
1. dinput.dll (eng) ver.5.1.2600.881 (valid codes) in the WinNT_RealCode folder.
This is the original dinput.dll for Windows NT from the official directx 8.1 (2001).
The most popular version for players on non-Latin Windows.
Known in most NOLF releases as “Fix Keyboards” or InputFix.
MD5: CF2E3CF3286F5E653B5071DAD8C81352
2. dinput.dll (eng) ver. 4.7.0.700 (valid codes) in the Win95_RealCode folder
This is a converted dinput.dll for Windows 95/98 from the official directx 7 (1999).
All language packs, except English, were removed from the source file,
and then the old control codes were replaced with the existing ones.
Recommended for playing NOLF on Windows XP / 7/8/10
MD5: 52A5E15276207E1FC10EAF2D12A86D22
3. dinput.dll (eng) ver. 4.7.0.700 (old codes) in the Win95_OldCode folder.
This is a converted dinput.dll for Windows 95/98 from the official directx 7 (1999).
All language packs except English have been removed from the source file.
Old control codes saved.
It can be recommended for playing NOLF on the old hardware
MD5: FA715CE66862965ED4064D4BB38B83A5
Instruction manual
-----------------
copy dinput.dll to the NOLF game folder
Additional recommendations for smooth play and accurate shooting
-------------------------------------------------- -------------------------------------------
1. Install the widescreen widescreen jackfuste mod
2. In the NVIDIA control panel, in the “Manage 3D Settings” menu,
enable the vertical sync pulse for lithtech.exe (lithtech.exe is in the NOLF game folder)
3. Customize the mouse through the NOLF game menu:
- Sensitivity - minimum
- Smooting - maximum
Note.
-----------------
dinput.dll is used only in the NOLF game and does not affect the operation of Windows.
7 downloads
Updated
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Dreamfall NO-CD
By Eliteone in Other Games
NO CD file for the Dreamfall game.
Instructions:
Rename your existing Dreamfall.exe and extract the one in this download into your root Dreamfall folder
3 downloads
Updated
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Dreamfall The Longest Journey Patch
By Eliteone in Other Games
The last patch released by Aspyr for the North American edition of Dreamfall: The Longest Journey.
It fixes driver issues with NVidia Geforce cards.
2 downloads
Updated
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Easy Intel Locator Mod
-DESCRIPTION:
o=-=-=-=-=-=-=-=-=o
This mod changes all of the intel items in No One Lives Forever into a bright yellow and
blue ammo box so that they can all be easily located within the game. This mod also changes
the intel case in Multiplayer into the same ammo bright yellow and blew ammo box.
o=-=-=-=-=-=-=-=-=o
-INFORMATION:
o=-=-=-=-=-=-=-=-=o
Name: -NH-_Easy_Intel_Locator
Creator: [spyder]-UbaS
75 downloads
Updated
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Eliteforce 2 patch
By Eliteone in Other Games
published by Ritual games
Description:
This patch addresses many issues related to Star Trek Elite Force II's multiplayer and contains four new CTF maps. The changelog can be found below:
General Changes
Mouse 4 and 5 are now key-bindable in the Configure menu.
The game can now load machine names and .cfg files that contain non-US characters.
The sniper rifle now reloads automatically in all game modes. It no longer waits for the player to let go of the fire button.
The point of view for demo recording will now follow the direction in which the player is looking.
Saved games issues with long computer names fixed. Long saved game names are also now supported.
The Ultridium Explosive damage has been increased.
You may find that some saved games no longer load as expected. We've tried to minimize the impact, but we do not recommend that you load in saves from before the patch.
MultiMatch
Jumping physics can be adjusted by setting �sv_crouchJumpVelocity� and �sv_jumpvelocity� to new values. Setting these variables to 0 and 270 respectively will closely mimic the jumping physics found in Star Trek: Elite Force.
Scores in MultiMatch Capture the Flag matches now only exist to show successful flag capture and flag recovery. Each time a team captures the other team's flag they score 100 points. Frags do not count towards winning or losing a match.
Dedicated servers no longer require a CD in the drive.
When playing a Disintegration match in MultiMatch, the reload delay for the sniper rifle is now shorter.
GameSpy and All-Seeing-Eye support have been fixed and now display player lists and players in game.
Players can no longer hear taunts originating more than 20 feet away in MultiMatch matches.
A shell toggle for strafe jumping has been added to the Advanced portion of the Start Server menu in MultiMatch. The default is on. This can also be turned on/off via the cvar command �sv_strafeJumpingAllowed.�
The HU lagometer in MultiMatch has been moved to an area not covered by the HUD. The lagometer is displayed by entering the cvar command �cg_lagometer.�
The outline of the chat box over the player's head is now translucent in MultiMatch.
Hitting REFRESH on the server list on the MultiMatch menu will now refresh the list while maintaining the current sorting selection.
Death will no longer break chat in MultiMatch. The player can now chat until he or she respawns if already typing.
Issues with delayed flag capture messages by the game announcer have been resolved.
Teams are no longer auto-mixed on map restart in MultiMatch.
MultiMatch vote messages have been made more noticeable.
�getstatus� and �getinfo xxx� spam console issues in MultiMatch have been resolved.
The game will now only switch to better weapons in MultiMatch.
When the cvar command �r_displayrefresh� is changed, it will not return to default settings when player quits game.
Text chatting in-between Capture the Flag rounds in MultiMatch has been added to the score screen.
Issues which had been causing server crashes during capture the flag and other team games in MultiMatch have been resolved.
When reviewing server settings in MultiMatch, the detail tab will now show the currently selected game modifier.
MultiMatch autobalancing issues have been resolved.
The visual graphic indicating that you have the flag in MultiMatch Capture the Flag matches has been enhanced.
Bot models will now show up correctly if they are added to the scripts directory and use the extension �.bot'.
FOV settings in MultiMatch will not change on map restarts if set via the cvar command �userFOV.� The simple �FOV� command is used by the system, but should not be adjusted by the player.
Weapon reload times can be eliminated in MultiMatch via the cvar command �mp_skipWeaponReloads.� Setting this to �1� will eliminate all weapon reload delays.
Taunt frequency in MultiMatch has been reduced to 4 seconds. A cvar command called �mp_minTauntTime� has been added and set at a default of 4 seconds.
Chat issues during map cycle in MultiMatch have been resolved.
The server will now inform the player if they vote to switch to a map that doesn't exist on the server. The player will be given the option to change their vote, and the vote will only count if the player votes for a map that exists on the server.
If a client does not have custom skins that are being used on a server, the custom skins will be displayed as Munro instead.
A cvar command called �cg_viewWeaponBob� has been added to disable weapon bob in MultiMatch. It is on by default. Note: weapon bob when strafing has been eliminated permanently and cannot be turned on/off.
The sniper rifle will no longer automatically zoom out after the player shoots.
The player is now able to turn head bob/sway when strafing on/off in MultiMatch. This is done via a cvar command called �cg_viewStrafeTilt.� To turn off the bob, set this to 0. The default is 1.
The player cannot see version 1.01 games online when running version 1.1.
Fan Maps
Four (4) fan-created maps have been included with this patch. Details regarding these maps are listed below.
Map Name: CTF_Tartirus (ctf_tartirus)
Game Types: Holomatch, CTF, Bomb Diffusion
Modifiers Not Supported: Control Points
Max Number of Players Recommended: 16-20
Map Created By: !AAH!Clan - James (Nukem) Cook (mapping) - Jay (Wise Washu) Davies (Scripting) - Jonathon (Mr T) Map Compile and Jack (Fox) Cartwight (Testing, Feedback and Map assistance)
Map Name: Romulan Playground (ctf_vor2)
Game Types Supported: Holomatch, CTF
Modifiers Not Supported: Specialties, One Flag
Max Number of Players Recommended: 16-20
Map Created By: Darren �Vorax� Pye
Map Name: Exigent (hm_ctf_exigent)
Game Types Supported: Holomatch, Team Holomatch, CTF
Modifiers Not Supported: Specialties, One Flag
Max Number of Players Recommended: 16-20
Map Created By: Darren �Vorax� Pye
Map Name: Delta Station 2 (dm_ctf_voy1)
Game Types Supported: Holomatch, Team Holomatch, CTF
Modifiers Not Supported: Specialties, Control Points
Max Number of Players Recommended: 16-20
Map Created By: Adam 'Senn' Bellefeuil & Matthew 'Melon' Beal
10 downloads
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Forgotten Bunker
File Info: Forgotten Bunker
Title:
Forgotten Bunker
Author:
Mike Gehri
Description: Forgotten Bunker
This mod places you in an airport as a curious traveler who uncovers an underground military storage area, where you help stop terrorists from intercepting a nuclear warhead.
This MOD contains:
a.. New Voices & sounds.
b.. New world Textures.
c.. New AI skins.
d.. New main player, You play as "Jack Anderson", he replaces Cate
Archer.
e.. Sound track done by well know movie composers, Evan Evans and Fierce
Studios. f.. 8 new levels for you to explore.
YouTube play through of this mod.
123 downloads
Updated
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Goldeneye Pack
By Eliteone in Misc. files
A collection of Goldeneye skins
Created by Alf-life
30 downloads
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GOTY Map Pack
Author: Monolith Productions
This download contains all of the new multiplayer maps contained in the GOTY edition of NOLF. It does not include the new singleplayer mission. You must download and install the 1.004 patch before you can join GOTY servers that are running these maps!
120 downloads
Updated
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H.A.R.M.PRISON
1 single player level. I did originally plan to have 3 levels, 1 for the start on how Cate got to be in her situation and a level to finish it of, some sort of escape level, but i lost my patience and did not have time.
Created by Darklord
50 downloads
Updated
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Halo Combat Evolved patch
By Eliteone in Other Games
Bungie has issued a new patch for Halo, updating the PC version to v1.0.8.616.
The patch removes the CD check and contains several fixes for server-crashing security bugs.
1 download
Updated
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Halo Combat Evolved patch
By Eliteone in Other Games
This patch updates Halo: Combat Evolved to version 1.09 and prevents buffer overrun errors and a client loop exploit.
2 downloads
Updated
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Isako Animal Print Skin Pack
By Eliteone in Misc Files
Contains 10 Isako animal print skins
Created by Sparedlife
16 downloads
Updated
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James Bond Nightfire Patch
By Eliteone in Game files
From:Electronic Arts
This file updates the game to v1.1.
7 downloads
(0 reviews)0 comments
Updated
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JediMoves JA+ Mod v2.4 Build 7
By Eliteone in Other Games
******************************************
Jedi Academy Multiplayer Game Modification
******************************************
//////////////////////
Title: JediMoves JA+ Mod v2.4 Build 7
//////////////////////
Authors : Slider
E-Mail : slider744@hotmail.com
website : http://www.japlus.net/
Date Released : 16/10/2011
Description : This version of JA+ Mod is designed for Jedi Academy 1.0.1
OS : Windows and Linux and Mac
Mod Type : Server Side but capability to have client side plugin
Testing Team Leader : SiLink
Screenshots : http://www.japlus.net/screen.php
Movie Trailer : http://www.japlus.net/trailer.php
JA+ is the official name for the JediMoves.com Mod Project.
This server side Mod for Windows/Linux/Mac is designed to add cool features and enable admin commands
to help ensure your rules are respected and to make your server more configurable. This mod will not drastically change
the general feel of the game, it will simply add fun features or enhance features in order to satisfy Jedi Academy
clans. When all the new options are turned OFF, the gameplay becomes unchanged.
The main goal of this mod is to add or enhance a lot of features in a total configurable ''Plus'' JediAcademy version (that is why i called it JA+).
This is the full distribution pack. It includes the clientside JA+ Plugin as well as some helpful tools to aid server administrators.
For full documentation of the plugin itself, please download the plugin and its readme separately.
Example of features
--Compatibility with all OS Windows, Linux and Mac
--Support for the New JA+ GLA animations(yes i know it adds 8Mo to the mod)
--High speed URL AutoDownload Redirect for needed Pk3 when connecting a server.
--Multiple duels at once
--Full force Duels
--Duel Isolation (Non interference)
--No Rules Alternate Dimension
--Flipkicks without altering wall run
--Admin commands + Admin Abuse Detection
--Speak mod (admin, clan and team)
--Clan Tag Protection
--Team gametypes auto-balance (teams with the same number of players)
--MultiTaunt Sound, and multiCustom player sounds.
--AutoReplier integrated working with all foreign versions of the game.
--Easy saber change without respawning
--Tons of new emotes
--Fake player name detection system based on IP detection
--All SP attacks added + completely new attacks and new DFA + SP force moves with new extended effects
--Extended Melee attacks
--New items (melee, jetpack, flameThrower,grapple hook )
--Model size scaling system
--Configurable saber Damages
--New Vote system management + AntiVoteSpam
--Capability of activating a real JK2 gameplay with moves and damages
--Profanity Filter
--Chat GOD (attack immunity while in console or chat mode) + Inactivity AutoProtect
--Highlander ffa gametype modification
--JediVsMerc mod enhancement
--Client Side Plugin for players
--RGB clothes and sabers + various saber core/line/trails styles effects.
--Extensive Anti cheat system ( Macro scan , models exploit, yawspeed....etc...)
--Client scripts that bind keys to improve accessibility and more...
--gender support for missing skins (replaced by a default male or a female model)
--JA+ BitValue calculator to compute all bit value CVars.
--BaseJKA vehicle limit of 16 modified to allow a maximum of 32 distinct vehicles to be spawned in a map.
--Maximum size of .veh & .vwp files increased to allow the loading of a lot more pk3 vehicle files (more than 50).
--JA+ server tracker for website (server info in real time, who's playing, rcon cmds, server configs....viewable in a web page)
-- JA+ sabers Support : a great saber pack included, new hilts...etc.. with extended sabers features like holstering animations and holsters model.
--Many lot of corrected basejka Bugs
JA+ is a server-side Mod which is made even better by a client-side plugin containing separate .pk3 files..
This plugin is designed to give UI, animation and feature enhancement to your client side game.
You are not obligated to install the plugins with the JA+ server side part to run a JA+ server.
This Mod contains a number of powerful admin commands that must be executed by a real human player as well as
automatic admin systems executed by the server. However, in order to be sure not to punish the wrong person or
to decrease a player's personal liberties, the automatic admin system is "light" coded. (For example the fake name detection
system will just warn players). The automatic admin system will not make the decision to kick, or ban players.
With this mod, i preferred to give full admin power and let the server owner detect admin abuse/autoBan abusers
with the admin abuse detection system. These commands are not abusive, people are.
Now if you want to abuse with those admin features, think about the fact that all players will tend to play on better servers.
There are enough servers for that....
***********************************************
Quick Install
**********************************************
- just delete all pk3 files in your gamedata/japlus folder.
- then unzip this zip file into your gamedata folder. It should place all needed pk3 files into your gamedata folder. It will also create or update your japlus and base (only for the animation pk3) folder.
- then load the mod using the load mod menu of your game, or directly execute the script play_japlus.bat inside gamedata folder.
PS : the japlus_gla_anims.pk3 must be installed in BASE folder and not in japlus folder on both server and clients in order to use them.
for detailed info, go in japlus\japlus_doc
For detailed notes about the plugin, read the Plugin_readme.rtf
PS: For MAC users, all the dll are now integrated in the PK3 of the mod. You need the MAC Patch1.01E to make it working.
you can get this patch from http://www.macgamefiles.com/detail.php?item=17967
You will find a detailed MAC install howTo made by DarthZappa in japlus/japlus_doc/japlusmac-howto.zip
***********************************************
DOCUMENTATION and Tools And Distrib
**********************************************
You will find :
*** all the server distrib for windows and linux and Mac of the japlus Mod in the japlus folder.
( *.pk3 files, .so file, server.cfg and all client side scripts like admin.cfg, chat.cfg, saber.cfg)
*** all the client side JA+ plugin clientPlugin_vX.X.pk3 for windows and Mac. This PK3 can be obtained on its own, separate from this main pack. Please keep up to date on your plugins.
- in this case you will have to delete this old pk3 and replace it with the newer one.
For detailed notes about the plugin, read the Plugin_readme.rtf
*** a saber pack japlus_saber.pk3 that contains some nice sabers hilts with JA+ extensions to show what you can do with JA+ and saber moding.
Remember that both player and server have to install this pk3 if you want to use it.
but you are not obligated to install it.
** japlus_gla_anims.pk3 in base folder : a new JA+ GLA animations pack. It must be installed in base folder and not japlus folder on both server and clients in order to use them.
If a player does not have this file, he will not be able to use the new animations
if the server does not have this file the new animations will be automatically turned OFF.
*** all the documenation in several files in japlus\japlus_doc\ folder
** a FAQ faq.txt
** a model list with their URL so that u can find good model or skin which are configured in the model scale system like for example Yoda
*** Tools in JAplus_Tools folder:
** the BitRate Calculator japlus_bitValueCalculator.html :It will calculate the admin command disable, poll disable, lock team, force power disable,
and weapon disable, and all bit value cvars in the mod japlus.
*** JA+ server tracker monitoring for website (server info in real time, who's playing, rcon cmds, server configs....viewable in a web page)
japlus_tracker.html
It does not require any plugin or php. You just need a Website with HTML.
You can find it and use it by going on the JA+ Website (see the URL in top of the readme.rtf file) or use the japlus_tracker.html
*** Startup server file that you must move to your gamedata folder .
One of these .bat files is a secure startup that will autorestart the server if it crashes. (open it with notepad to learn how to install it)
this secure startup script is available for both windows and linux dedicated servers.
(they requiere the raven dedicated server pack that u need to dowload on the official website like
http://www.lucasfiles.com/ http://www.lucasfiles.com/index.php?s=&action=category&id=62
or http://www.jk3files.com/ http://www.jk3files.com/sort.files?game=JK3&cat=2537&ref=2536)
*** an UnOfficial patch for the windows and linux raven dedicated server pack which fix the UDP server overflow Vulnerability(which crashes the servers)
see the dedicated PATCH_ded_server1.011_readme.rtf
***********************************************
Note about the client plugin
**********************************************
-Client Side Plugin for client playing on JA+ server:
this plugins is included in the Main server side ZIP mod but can also be available as a separate file for all players.
this plugins enable players to take benefit from the UI, animation, and feature enhancement provided by the main server side JA+ Mod.
You are not obligated to install the plugins with the JA+ server side part to run a JA+ server.
For example, the grappling hook is much better if you have installed the pk3 plugin in your client game JAplus folder.
You will find all informations on this plugin in a dedicated readme provided with it.
How it works?
2 downloads
Submitted
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Jupiter Engine Source Documentation
By Eliteone in Misc Files
Documentation for the Jupiter engine APIs. Contains class and member function listings, with short descriptions for many functions. In compiled HTML help (CHM) format for Windows - generated by doxygen & Microsoft HTML Help Workshop from the engine SDK.
Creator/Author: Linden & Monolith
29 downloads
Updated
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lameACM Codecs
By Eliteone in Misc Files
LAME DirectShow and ACM Codecs
The files here hook into into Windows multimedia frameworks to provide LAME encoding from several applications.
ACM is the ancient Windows "Audio Codec Manager", and most applications that can save audio files to WAV do so through ACM, making LAME encoding through it pretty much universal. The catch is that saved files have WAV headers that make the MP3 file unrecognizable to several players and decoders.
This codec has helped some having sound issues with NOLF and NOLF2.
How to install on Win7 x64 and Win10 x64:
1. Extract it to for example c:\lame
2. Run cmd with admin rights (ctrl+shift+return)
3. cd %windir%\SysWOW64
4. rundll32 setupapi.dll,InstallHinfSection DefaultInstall 0 C:\lame\LameACM.inf
14 downloads
Updated
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Last Stand
Last Stand
by Captain Freedom
This is a game "Add-on." A add-on is an expansion from the original. Kind of like a free expansion pack, but done but members of our NOLF gaming community for free...
Cate Archer is back fighting HARM and this time they have there eyes set on a nuclear weapon. You find your self driving, swimming, and fighting a huge army in this add-on
This Download includes:
new sounds
new voices
new skins
6 new levels
After you install this add-on to the NOLF's Default directory, There is 2 was to play it.
If you have you copy of "No One Lives Forever" installed in the default directory you can run it just by clicking the "Last Stand" icon.
For advanced users: Start NOLF, click Advanced/customize and load the "Last_Stand.rez" Then Click ok/ok/Launch.
This Add-on should not be run for any on-line play. Because some voices and skins have been replaced. It will not help you, only hinder you.
74 downloads
Updated
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Ligos Indeo Video Codecs XP 5.2 Setup
By Eliteone in Misc files
If cutscenes show up white or your game will not start due to a white screen, these video codecs will help.
If this still does not fix the problem, try running the game on compatibility mode for windows XP (right click on bond shortcut, click properties, click compatibility then change it to Windows XP SP 2)
0 downloads
(0 reviews)0 comments
Submitted
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Lithtech Jupiter Enterprise package WITH NOLF2 Build 69 full source code
By Eliteone in Misc Files
File provided by David Myers
Ever played Combat Arms, sudden attack, cross fire Medal of Honor Pacific Assault or even FEAR? They all started on this game engine. This is the actual build version it all started on. A game called No One Lives Forever 2.
Lithtech was a very advanced game engine for its time. At its release date, it supported more advanced shader 3.0 files than any other game engine at the time. It's a great engine, everything is included in these parts.
What's included in this package
ALL the plugins needed
--Photoshop texture file plugins
--3ds max plugins (import/export model, import/export map/world)
--alias maya wavefront plugins
--windows audio codecs.
Full tools for models/textures/mapping for the game
--Dedit: Used for compiling maps, adding spawns/effects etc.
--FXed: Used for editing what's called ClientFX. clientfx houses all the special effects in the game.
--ModelEdit: Lets you name all the animations of your 3d model files
--RenderStyleEditor: Lets you control what the lighting does to models
TONS of sample games for learning how to use the engine
Source code to NOLF2 Build 69
Source code to my TPS game
the Dev version of NOLF2
the Dev version of TPS
Linux files
eventually i will release CAPS (CA Private server) files that we had working.
Setting this up is very easy. Simply unzip the files to a folder on your c:\ drive and your all set to start learning!
192 downloads
Updated
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Loading Crash fix
By Eliteone in Misc Files
Author: XXXdreamer
No One Lives Forever 2 - A Spy in H.A.R.M.'s Way ver.1.3
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This is patch to fix LoadingCrash.
This patch can only apply to version 1.3 No CD of No One Lives Forever 2.
Install:
- Copy current file Lithtech.exe in the installed game folder to somewhere safe for backup,
uninstalling purposes.
- Copy 3 files Lithtech.exe, GamerX.dll, GamerX1.dll from this patch to NOLF2 the game folder
(where the file Lithtech.exe is, i.e. C:\Program Files\Fox\No One Lives Forever 2).
This will overwrite the old Lithtech.exe file.
Using:
- Run the game normaly.
- If you want to check how this patch is working, run the game as administrator so
the log file GamerX.log can be created (in the game folder). Read the file.
"CheckIStream End" means the game has run through this patch without any problems.
"CheckIStream needLoop" means the patch has prevented a potentional crash.
LoadingCrash: Game randomly stuck and then crash while loading a new level.
For more infomation about LoadingCrash, patch's source code, go to
http://nolf2.blogspot.com/
or email me
m_c_binh@yahoo.com
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The patch fix sound fixes the problem of sound and music
in the game No One Lives Forever 2
A new version of the file SndDrv.dll will be installed to the game folder.
Install: copy with replacement new version of the file SndDrv.dll
Uninstall: to restore an older version the file SndDrv.dll
441 downloads
Updated
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Mappack 1
By Eliteone in Official Releases
Official mappack released when the 1.3 retail patch was released.
Needed to play NOLF2 Multiplayer
311 downloads
Updated
