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What does it do?
If you are like me, you’ve always wished you could use WASD to control the movement of your character in top-down RPGs, where you would otherwise have to click on the ground to move (Diablo, Torchlight, Titan Quest, Grim Dawn, and so on). Universal WASD (UWASD) binds mouse clicks to the WASD keys, so that pressing W places a click above your character and makes them walk up. Or you can tell UWASD to click somewhere else, like clicking to the top-left of your character in an isometric game.
UWASD also doubles as an auto-pickup macro; move your character over an item and they will grab it automatically. In the past there have been lots of requests for such a thing and not enough action, so here we are. This is handy for idle exploring or travelling, eliminating the need to keep clicking all the dang time.
EYE Divine Cybermancy only has toggle-to-aim controls, which many people find clumsy. This Autohotkey script adds industry-standard hold-to-aim controls to the game without interrupting the other functions that the Aim button also performs in the game.
The script does this by differentiating between taps and holds, so you can still tap the Right Mouse to do the game's original things, and then hold to aim whenever you like. This also means that you have a choice between toggle-to-aim and hold-to-aim. Choosing between them is entirely contextual based on how long you hold the button down, it feels very natural.
With the quarantine, I was looking at replaying Gothic 2 since it's been.. eh the better part of 15 years. To call me skeptical of modders is an understatement, but I think I found a good unofficial patch for the game:
Junmarko i know you like gothic 2, have you tried this? I'm installing it now, plan to play with german VO. I may add the dx11 renderer on top of it, but other than that it seems to have fixed some of the issues introduced in NotR by adopting a scroll / LP system closer to classic G2.
Junmarko i know you like gothic 2, have you tried this? I'm installing it now, plan to play with german VO. I may add the dx11 renderer on top of it, but other than that it seems to have fixed some of the issues introduced in NotR by adopting a scroll / LP system closer to classic G2.
Hehe, nah man, I haven't tried that one. Pretty cool though, gotta love the Gothic modding community, they never stop lol. I will give it a play when I feel the Gothic itch come back. Cheers
Also, I do recall the DX11 renderer fixing a lot of the slow-down problems vanilla Gothic has with modern hardware. Wonder if there is an RTX fix nearby? That would look even better.
DxWrapper is a dll file designed to fix compatibility issues in older games by wrapping or hooking DirectX (or other) libraries to fix Windows 10 compatibility issues in older games.
I used this on Frater / The Chosen: Well Of Souls to fix the "Unable to set the video mode" error. It can be combined with dgvoodoo.
It was tested on these games:
Too bad that people don't give a fuck about this thread - I often notice some fags posting some fixes in "game-related" threads, which often get kinda lost in all the shitposting. Fortunately PCGamingWiki has almost all the interesting stuff nowadays...
If Doom source ports are listed, OpenMW ought to be listed for Morrowind. In addition to being way, way more stable, it also fixes some bugs burried too deeply for fan patches to fix. The existing inaccuracies at this point are relatively minor
Diablo 1:
the devilution project has now reached a stable state, fixing several vanilla bugs & ports (while currently adding hellfire support) https://github.com/diasurgical/devilutionX
Master of Magic
recently Seravy's Master of Magic unofficial patch 1.52 got canonized by the new owner Slitherine - his Caster of Magic Mod is now sold as DLC. Parallel to that Serarvy is working on reconstructing the source code http://www.slitherine.com/forum/viewtopic.php?f=590&t=97156
This allows you to run 16-bit Windows (Windows 1.x, 2.x, 3.0, 3.1, etc.) applications on 64-bit Windows.
You can either drag-and-drop 16-bit Windows exes to the emulator (i.e. no install), or make some changes to the registry and install the emulator for better compatibility.
Exile trilogy installs and runs fine even without installation, but Mordor: The Depths of Dejenol requires the emulator to be installed.
This adds a tool to the Control Panel that allows you to select your MIDI device even in Windows 64.
I've confirmed it works with actual MIDI synths attached via MIDI-USB cable, with games such as modern Doom source ports, System Shock: Enhanced Edition, and DXX-Rebirth (Descent source port), as well as DOSBOX and SCUMMVM of course.
This adds a tool to the Control Panel that allows you to select your MIDI device even in Windows 64.
I've confirmed it works with actual MIDI synths attached via MIDI-USB cable, with games such as modern Doom source ports, System Shock: Enhanced Edition, and DXX-Rebirth (Descent source port).
2) Extract ITZ contents to the game folder (backup "dlc" folder & "ys8.exe" just in case). DLCs available in the PC ENG version aren't included in the file. You have to get them elsewhere.
Running Warhammer 40000 - Dawn Of War in high resolutions.
As we all know, DOW1 (plus ITZ add-ons) is one of the best RTS ever made. But since it was made some time ago, it has some font problems on higher resolutions, not to mention UHD ones.
It supports high resolutions natively, but some fonts are kinda small even in 1024x768:
Since my native res is 1920x1080 (16x9), I went with 1440x1080 (4x3) for the game. Fonts do not scale, and some of them look really tiny. The higher the res, the more noticeable the problem becomes (problematic stuff marked in red):
You can use widescreen resolutions in the game (just set desired res in Local.ini), but it will only show the 4x3 rectangle anyway, and moving the cursor onto the "black bars" on both edges of the screen will pan the camera, which feels weird:
When using 4x3 res, cursor will just stop at the border of the screen (like it should), and camera will start panning just when the cursor is there:
There are widescreen mods for the game, but they're meh, since:
2D elements get stretched,
they work properly only if detail level is set to "low".
So, how to make the fonts bigger? Wisefags suggest two solutions.
First, you can adjust scaling settings in Windows options, but that will fuck up all your fonts in the system, so it sounds like heresy. Much better way is to tweak each game font manualy, wasting a couple hours of your life. Like I did.
From what I've gathered, Hokunin extracted contents of game's EnginLoc.sga file, modified them and put them into proper directories, which foreces the game to use these files instead of the ones inside the .sga archive. Good fucking job, I must say.
The file linked above was made by Robot-Bob, with UHD in mind. So if you use it for res like 1920x1080, the fonts will be HUGEASS. Because of that, I suggest to do the tweaking on your own.
There are three sets of files in the archive:
1) /Drivers/spdx9_config.txt
This file contains the fix for the invisible mouse cursor (supposedly Win10 only):
Change this line:
Code:
; allowhwcursor : allows the use of the Dx8 cursor system
allowhwcursor 1
from 1 to 0
Since I'm not affected (still on glorious Win7), I've skipped this one.
2) /Engine/Locale/English/data/art/ui/swf/
There are 5 files there:
But I think there are related to the fonts Robot-Bob modified (see below). Or some animated elements (.swf)? I've skipped these files as well.
3) /Engine/Locale/English/data/font/
That's the crucial folder of the mod. It contains 3 .tff files (fonts) and 10 .fnt files (font settings).
I've skipped the .tff files, since Robot-Bob tweaked the fonts to look slightly different than in the vanilla game. Which is clearly
A HERESY!
I've concentrated on the .fnt files, since modifying these changes font sizes only. But which file is responsible for which font? Well, that took me some time to figure out...
As I mentioned before, default settings used by Robot-Bob lead to hugeass fonts on my screen. So I've checked all the .fnt files one by one to figure out which file changes which font. And tweaked only the necessary ones.
BTW, the .fnt files can be modified with notepad, their contents look like this:
Code:
font =
{
type = "FreeType2";
name = "Andale Sans Bold";
file = "ANSNB___.TTF";
sizeDefault = 94;
size640 = 94;
size800 = 94;
size1024 = 94;
size1280 = 94;
size1600 = 94;
spaceChar = " ";
missingChar = "?";
}
You don't have to change all the "size" values like Robot-Bob did, just change either the "size1280" or "size1600" section. In case of my res (1440x1080) it was the "size1280" part.
Anyway, back to the font identification...
1) albertus extra bold12.fnt
This font is used in the "Load Skirmish" menu:
And for one type of the "pop-up" in the main UI:
So, these are one of the things I wanted to change. After some twerking, I went with 'size = 20'. Game looks like this, new elements marked pink:
2) albertus extra bold14.fnt
This one is AFAIK responsible only for the description of the mission objectives in the "Objectives" menu:
I've decided to tweak it a bit, using 'size = 22':
3) albertus extra bold16.fnt
This font is used in the loading screen:
And "Options" menu.
Since these fonts scale nicely / don't need to be tweaked, I've left them alone.
4) engravers old english mt30.fnt
This one is used in the main menu to render your name in stylized form. Check out the borked "Bro" below:
This font doesn't need to be tweaked.
5) gillsans_11.fnt
This is another font relevant to my interest. It is used for the map description in the "Map List" menu:
But also for the second type of the "pop-up" in the main UI:
This is one of the smallest fonts used in the game, and certainly should be tweaked. I went with 'size = 20":
6) gillsans_11b.fnt
I wasn't able to figure out what this font is used for. Did not tweak.
7) gillsans_16.fnt
Same as obove. Maybe these two aren't used?
8) gillsans_bold_16.fnt
This one is certainly used. In the "Campaign" menu:
In the "Map List" menu:
And in the main UI ("AI assistant" + building / unit name at the bottom + digits in the upper-left menu):
Anyway, this one was big enough, so I've left it at default.
9) quorum medium bold13.fnt
Another very important font and one that should be tweaked. It's used in the main menu ("tip of the day at the bottom" + "Burn The Heretic" part):
"Mission select" in the "Campaign" menu:
In the "Load Skirmish" menu:
And in loading screen ("Start Mission"):
It's also used multiple times in the main UI, but high values used by Robot-Bob crashed the game, so no screenshots for these. :D
After changing the value for this font to 'size = 20' I was able to figure out where it's used.
As you can see, this font is used also in the upper-right menu (Chat / Dip / Obj / Menu), and for your name and your team's name at the bottom.
...and also in the "Diplomacy" menu (Send / Clear buttons).
Read the PCGamingWiki article. There are some problems with FOV and fog / rain / minimap rendering. Tricky programmers made some things tricky to make the game run faster. But now it causes problems on higher resolutions.
Glad to see PCGW getting recognized as the first stop ppl should make when running old games. It usually isn’t the last thing you need to know, but does a good job getting a player up to speed on like 80%+ of issues.