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Unbound Servile

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About Unbound Servile

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  1. CtrlAltDel, have you tried Fallout 1 and 2? I have a suspicion you might like those games.
  2. Running Mac OS, under emulation or not, on a Windows machine is illegal. It's also quite a hassle, to say the least. On top of that, you won't get Mac OS running without third-party software. Illegal third-party software. I would be very suprised if that's true. I can't find any downloads for MacOS 7 from Apple though. Also, Mac OS 'Rock Solid' 7, was by far the worst edition of Mac OS classic. I'd go for System 9 if you want to emulate Mac OS classic per sé. This is false. The guides for both emulators you mentioned state clearly that extra software is required. The ROM file is one such example, and I'm afraid that will be hard to come by. Anyhow, I don't have many issues getting old games working on Windows 10. Exile III runs fine on my machine and I found a post from someone who claims to have Exile III running on their Windows machine as well. (http://spiderwebforums.ipbhost.com/topic/22284-windows-10-and-exile-3). That other game I mentioned, Future Cop L.A.P.D., is a similar situation; some people get it running, and some don't. I would very much like to hear from others who can run old, 16-bit era games on Windows 10 without much ado. I hope to find out exactly what settings and software packages are required to run old games on 64-bit versions of Windows 10.
  3. A common issue. Try setting the graphics controller to vboxsvga. If you still get whitescreens, try vboxvga. Turning off both 2D and 3D acceleration might also help.
  4. Great! What surprises me is that Windows messages you that the game can't run on your PC. I only get that message when I try to run incompatible installers, but both Future Cop and Exile III just crashed on me when I tried to launch the executables without the required compatibility settings. I must admit I'm using a PC "modified" for programming; it's likely I have certain settings or software packages installed that are required to play both games on Windows 10.
  5. I'd suggest you avoid using VirtualBox whenever possible. I have to use VirtualBox for my studies as an engineer. Hopefully, I'll never have to use it again after I graduate. Nonetheless, Future Cop L.A.P.D. (a game from 1998) runs fine on my 64-bit Windows 10, with the right compatibility settings. Out of curiosity, I just tried to install Exile III on my Windows 10. As I suspected, the installer won't run, which was also the case for Future Cop. So I booted up an ancient Windows machine, installed Exile III and copied the files over to my Windows 10 machine. The game seems to run with Windows XP SP2 compatiblity mode, 16-bits reduced color mode and with administrator privileges on my 64-bit Windows 10 machine. Interestingly enough, these are exactly the same compatibilty settings Future Cop requires to run. I'd suggest you try this method. It's possible you'll need DirectX 9 in order to play old games, I can't be sure since I installed it long ago anyway because I need the DX9 SDKs. Make sure DirectPlay is enabled (instructions from Google): Open Run(WinKey + R) > Enter “Control Panel” > click OK> Programs and Features / Uninstall a Program. In the right sidebar click “Turn Windows features on or off” > Double click Legacy Components > Check Direct Play > Restart Your PC to complete the directly download. If you're set on using VirtualBox, please make sure hardware virtualization is enabled in the bios. If not, VirtualBox might run, but you will run into trouble.
  6. Sometimes, when a character is attacked by an undead enemy, the text "Character is drained" can be seen in the message box. What is the effect of being "drained"?
  7. I will not argue over what is considered "standard", let go over the workings of some 3rd-party framework. What I will argue over is that if one uses common sense, one should come to the conclusion that the message pump should never* be delayed for a fixed amount of time for two noteworthy reasons: • There is no guarantee that the scheduler will respect the given delay time, neither on Windows nor on Mac OSX, albeit that Mac OSX is more time-precise than Windows; so for time-critical operations such as frame rendering, a fixed-time delay is a bad idea. If one wants to delay the message pump per sé, use a frame timer. • A delay applied to the message pump will delay all messages destined for the given window handle. That includes mouse events. This is why you saw the mouse behaving sluggishly. With your approach, one can opt for a longer delay time which will reduce the amount of needlessly-rendered frames but will also reduce, among others, cursor updates. Or one can choose for a shorter delay time, which will still cause more frame updates than necessary. My approach, as described above, will yield a smooth play experience while keeping used processor time at a minimum. If Fingolfin's findings are accurate, then it is clear that Jeff is not proficient with the framework he is using. One can also question why SDL would require a "considerable amount of time" to query for a joystick. No wonder I never liked 3rd-party code. *There are some edge-cases where applying a fixed-time delay to the message pump might come in handy; when a timeout is required while querying for messages sent over a network, for instance.
  8. Fingolfin, your last post piqued my interest. It is not required - and even a bad idea - to sleep the thread that handles the message pump for a fixed amout of time when one has chosen for an event-driven architecture. Either use a blocking message queue or use a Mac OSX alternative to DwmFlush (a Windows function call that locks the current thread until the next DirectX batch draw). On Windows (and Mac OS classic), system timers are also an option, however other frameworks often mess around with timers, one of those being XAudio2. However, even on Windows (10), Queen's Wish uses an awful lot of processor resources, while the game uses DirectX (http://spiderwebsoftware.com/queenswish/support.html). This should not be happening, unless Jeff Vogel (or SDL2) is doing something wrong. However, when I google a couple of variations of "game loop Win32" or "game loop DirectX", every implementation I see is even more horrible than the previous. Most notably is the usage of "PeekMessage", a call which doesn't lock the thread that handles the corresponding window handle's message queue. This is a mistake. A correct message pump uses GetMessage to retrieve messages from the message queue. A second thread sends (user-defined) render messages to the active window (this thread should be delayed, preferrably with DwmFlush; but the message pump should never ever be delayed for a fixed amount of time). The handler for the render message initializes the DirectX batch draw. A handler for the wm_paint message is used the validate the updated window areas. What does matter is that Fingolfin's changes have a rather significant effect on performance, and, that with a couple of minor changes, Jeff Vogel could improve the performance of his games without much ado. I hope Jeff realizes that this issue isn't as much out of his hands as he seems to think. EDIT - to Fingolfin who posted after this post: I'm sorry, I must have accidently pressed the "Save" button before I was done writing.
  9. Right click on your Avernum V .app file and select "Show package contents". Then open the folder "Contents", then open "MacOS". Double click on "Avernum 5 Release".
  10. Hello, I'm a Windows programmer. Tiles "lighting up", as you describe it, sounds like Avernum isn't buffering its frames correctly. Since playing in a window seems to resolve the issue, try playing in fullscreen mode with a lower resolution setting. Also, are you playing on a monitor with a refresh rate higher than 60hz? If so, try playing on a different monitor. I would also be interested in the in-game frames per second; run Avernum, load a game and press shift-D. Then type "fps".
  11. There appears to be a new patch for Avernum Escape from the Pit, at least, a new patch for the Mac version. Apart from the game now launching in a space and the copyright year change, what is actually new in this patch?
  12. Slarty, my post was neither ment as a judgement nor lecture, all I wanted to say is that many have an inaccurate idea of how Russian sounds and that's all I meant. So if my post appeared like a lecture, I apologize. And, for your information, in Russian streets orchestras are being played all day long to support our conversations, so those songs are an accurate representation of the Russian language. But how am I to take your judgement seriously, I mean, you like *dogs*
  13. I, Slarty, applaud your appreciation for Russian literature. In response to your statement about Russian tone and sound, be aware that the Russian you hear from politicians on television is not like the everyday Russian spoken by people. Politicians tend to make their accent extra iotated and heavy to sound serious and official. Here are four songs sung in a more "realistic" Russian: 1. Through hills and valleys 2. Not for me 3. General Matsiyevskiy (mat-see-yev-skee) 4. Oysya, you oysya! (oysya isn't a word, just a Cossack vocal) Song 3 and 4, while sung in Russian, are in a more Ukrainian accent, which is generally a softer and less iotated language. By the way, I for one don't dislike English at all, just the contrary, but I find Portuguese and especially German to sound atrociously.
  14. Two things of equal beauty: C++ programming language Russian language
  15. It sais on Avernum 3's page that the game will only be available for purchase on Steam an GoG.com ... so does that mean I cannot purchase Avernum 3 RW from HumbeBundle?
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