Reply 20 of 24, by A Final Unity
So, finally I got through and made also a save. The time I got through the DoxBox was so stable that I could reload and retry so much I wanted without the occurrence of the freeze. Very confusing.
So, finally I got through and made also a save. The time I got through the DoxBox was so stable that I could reload and retry so much I wanted without the occurrence of the freeze. Very confusing.
I have been having this problem as well and was able to fix it on my machine. The trait which seems to cause it is the rendering method. I had been getting the crash when using ddraw, but with surface, it goes away. Just for edification, I did not notice the problem on the Garidian ship in the beginning, but any warbird or what-have-you. I tested it by deliberately setting a course to Romulan space.
I had the same problem as a final unity, where I got to that one mission with the outpost you got to attack that solo warbird and it hung up when I destroyed it. and after I shut down dosbox and restarted the program it let me get past it. Any info as to why that happens would be helpful. I have had a strange crash just now that has me concerned. I made it to allonor (or how ever you spell that) the chodak capital planet and I beam down and picard says something then it throws me back into dos box.
It should probably be known that I'm running the game with all the contents of the game in a folder called \DOS\CD, and the game installed at \DOS\STTNG and "Mount d C:\DOS\CD" and "Mount c C:\DOS" and the game runs fine after I changed the path in the game. The game is a bit choppy pops in the sound almost clock work every min but Ive grown use to it be nice to get rid of it though. Other then that I haven't had a problem.
I'm assuming that the numbers such as the sound volume are in Hex format? I read somewhere that the irq should be set at 7? there any truth to this?
I'm also running a modified version of the STTNG.OVL file remade using DOS32a
In the STRING file I'm not sure what the DPixel=OFF, and the UniVESA=OFF are, but everything related to the sound was off before and I changed them to on.
; Star Trek: The Next Generation, IBM Version.
Audio=SBPRO
Port=0x220
IRQ=0x5
DMA=0x1
Video=HI8
Sound=ON
Music=ON
Voices=ON
Movies=ON
Advice=0x0
VolMusic=0x7fff
VolSound=0x7fff
Dialogs=ON
Scale=ON
DPixel=OFF
Path=\STTNG\
CD=.
UniVESA=OFF
(Non related praise mostly directed at the developers of the program)
I must say that other then crusader No regret, I haven't ever had any problems running my old classic games that I have enjoyed through out the history of computers. (oh and a few probs with WC/privateer but thats prob fixed now) Just the fact that I can get this far in this game again after having the cd so long and not being able to do anything with it is a joy. To play these games mainly privateer, I have even purchased older computers in hopes of getting them to run again. Needless to say this is a much better way to solve our weird gaming needs. The fact that this is the first time I have ever felt the need to post is probably a good thing, but the thanks is long over due, but well deserved.
; Star Trek: The Next Generation, IBM Version. Audio=SBPRO Port=0x220 IRQ=0x5 DMA=0x1 Video=HI8 Sound=ON Music=ON Voices=ON Movi […]
; Star Trek: The Next Generation, IBM Version.
Audio=SBPRO
Port=0x220
IRQ=0x5
DMA=0x1
Video=HI8
Sound=ON
Music=ON
Voices=ON
Movies=ON
Advice=0x0
VolMusic=0x7fff
VolSound=0x7fff
Dialogs=ON
Scale=ON
DPixel=OFF
Path=\STTNG\
CD=.
UniVESA=OFF
Unless you changed settings in dosbox.conf, IRQ should be 7 and not 5
LoneLines list of workarounds for various games in DOSBox:
http://ADogsBox.jellofishi.com
I realise this is a very long time after the incident, but thought it was worth posting in case anyone is still having an issue with it in emulator or web page game form now.
If you are haivng your game crashing out at the point a ship explodes - you need to go back to the set up prompt and change the video resolution down to the lowest.
Depending on what you are playing it on, you need to exit to DOS (using the datapad menu in the game and selecting QUIT. Then at the dos prompt run SETUP.exe to enter the game set up and go to the video options and select the lowest res and colour option (just above autodetect). Then save and exit out and reload the game (STTNG.exe from the DOS prompt). Then when you get to that same point/battle/ship explosion, it should happen without an issue.
Just remember to save your game as regularly as you can, if you want to shift the resolution back up for the rest of the game, as you may have to go back and do it again if you find it occurs in other battles.
Hopefully this might help the odd causal player in the future.
(I have been playing it via . and I was frustrated when it happened, then it suddenly came back to me that this happened when I had the game back in the 90's too and the solution just jumped into my head!)
A Final Unity wrote on 2007-03-09, 14:24:Hallo! […]
Hallo!
I'm running Star Trek: The Next Generation: A Final Unity with the newest DosBox 0.70. Everything works, thanks to the developers, really fine. 😁 But the trouble is that the game freezes when the enemy ship explodes. 😢 Sometimes it also freezes earlier. Besides, tactical works fine, too. However, the critical point is the explosion.
How do I get beyond that point?My dosbox.conf:
[sdl] # fullscreen -- Start dosbox directly in fullscreen. # fulldouble -- Use double buffering in fullscreen. # fullresolution […]
[sdl]
# fullscreen -- Start dosbox directly in fullscreen.
# fulldouble -- Use double buffering in fullscreen.
# fullresolution -- What resolution to use for fullscreen: original or fixed size (e.g. 1024x768).
# windowresolution -- Scale the window to this size IF the output device supports hardware scaling.
# output -- What to use for output: surface,overlay,opengl,openglnb,ddraw.
# autolock -- Mouse will automatically lock, if you click on the screen.
# sensitiviy -- Mouse sensitivity.
# waitonerror -- Wait before closing the console if dosbox has an error.
# priority -- Priority levels for dosbox: lowest,lower,normal,higher,highest,pause (when not focussed).
# Second entry behind the comma is for when dosbox is not focused/minimized.
# mapperfile -- File used to load/save the key/event mappings from.
# usescancodes -- Avoid usage of symkeys, might not work on all operating systems.fullscreen=true
fulldouble=false
fullresolution=original
windowresolution=original
output=surface
autolock=true
sensitivity=500
waitonerror=true
priority=higher,normal
mapperfile=mapper.txt
usescancodes=true[dosbox]
# language -- Select another language file.
# memsize -- Amount of memory dosbox has in megabytes.
# machine -- The type of machine tries to emulate:hercules,cga,tandy,pcjr,vga.
# captures -- Directory where things like wave,midi,screenshot get captured.language=
machine=vga
captures=capture
memsize=32[render]
# frameskip -- How many frames dosbox skips before drawing one.
# aspect -- Do aspect correction, if your output method doesn't support scaling this can slow things down!.
# scaler -- Scaler used to enlarge/enhance low resolution modes.
# Supported are none,normal2x,normal3x,advmame2x,advmame3x,hq2x,hq3x,
# 2xsai,super2xsai,supereagle,advinterp2x,advinterp3x,
# tv2x,tv3x,rgb2x,rgb3x,scan2x,scan3x.frameskip=0
aspect=false
scaler=normal2x[cpu]
# core -- CPU Core used in emulation: normal,simple,dynamic,auto.
# auto switches from normal to dynamic if appropriate.
# cycles -- Amount of instructions dosbox tries to emulate each millisecond.
# Setting this value too high results in sound dropouts and lags.
# You can also let DOSBox guess the correct value by setting it to max.
# The default setting (auto) switches to max if appropriate.
# cycleup -- Amount of cycles to increase/decrease with keycombo.
# cycledown Setting it lower than 100 will be a percentage.core=dynamic
cycles=50000
cycleup=100
cycledown=100[mixer]
# nosound -- Enable silent mode, sound is still emulated though.
# rate -- Mixer sample rate, setting any devices higher than this will
# probably lower their sound quality.
# blocksize -- Mixer block size, larger blocks might help sound stuttering
# but sound will also be more lagged.
# prebuffer -- How many milliseconds of data to keep on top of the blocksize.nosound=false
rate=22050
blocksize=2048
prebuffer=10[midi]
# mpu401 -- Type of MPU-401 to emulate: none, uart or intelligent.
# device -- Device that will receive the MIDI data from MPU-401.
# This can be default,alsa,oss,win32,coreaudio,none.
# config -- Special configuration options for the device. In Windows put
# the id of the device you want to use. See README for details.mpu401=intelligent
device=default
config=[sblaster]
# sbtype -- Type of sblaster to emulate:none,sb1,sb2,sbpro1,sbpro2,sb16.
# sbbase,irq,dma,hdma -- The IO/IRQ/DMA/High DMA address of the soundblaster.
# mixer -- Allow the soundblaster mixer to modify the dosbox mixer.
# oplmode -- Type of OPL emulation: auto,cms,opl2,dualopl2,opl3.
# On auto the mode is determined by sblaster type.
# All OPL modes are 'Adlib', except for CMS.
# oplrate -- Sample rate of OPL music emulation.sbtype=sb16
sbbase=220
irq=7
dma=1
hdma=5
mixer=true
oplmode=auto
oplrate=22050[gus]
# gus -- Enable the Gravis Ultrasound emulation.
# gusbase,irq1,irq2,dma1,dma2 -- The IO/IRQ/DMA addresses of the
# Gravis Ultrasound. (Same IRQ's and DMA's are OK.)
# gusrate -- Sample rate of Ultrasound emulation.
# ultradir -- Path to Ultrasound directory. In this directory
# there should be a MIDI directory that contains
# the patch files for GUS playback. Patch sets used
# with Timidity should work fine.gus=true
gusrate=22050
gusbase=240
irq1=5
irq2=5
dma1=3
dma2=3
ultradir=C:\ULTRASND[speaker]
# pcspeaker -- Enable PC-Speaker emulation.
# pcrate -- Sample rate of the PC-Speaker sound generation.
# tandy -- Enable Tandy Sound System emulation (off,on,auto).
# For auto Tandysound emulation is present only if machine is set to tandy.
# tandyrate -- Sample rate of the Tandy 3-Voice generation.
# disney -- Enable Disney Sound Source emulation.pcspeaker=true
pcrate=22050
tandy=auto
tandyrate=22050
disney=true[joystick]
# joysticktype -- Type of joystick to emulate: auto (default), none,
# 2axis (supports two joysticks), 4axis,
# fcs (Thrustmaster), ch (CH Flightstick).
# none disables joystick emulation.
# auto chooses emulation depending on real joystick(s).
# timed -- enable timed intervals for axis. (false is old style behaviour).
# autofire -- continuously fires as long as you keep the button pressed.
# swap34 -- swap the 3rd and the 4th axis. can be useful for certain joysticks.
# buttonwrap -- enable button wrapping at the number of emulated buttons.joysticktype=auto
timed=true
autofire=false
swap34=false
buttonwrap=true[serial]
# serial1-4 -- set type of device connected to com port.
# Can be disabled, dummy, modem, nullmodem, directserial.
# Additional parameters must be in the same line in the form of
# parameter:value. Parameter for all types is irq.
# for directserial: realport (required), rxdelay (optional).
# for modem: listenport (optional).
# for nullmodem: server, rxdelay, txdelay, telnet, usedtr,
# transparent, port, inhsocket (all optional).
# Example: serial1=modem listenport:5000serial1=dummy
serial2=dummy
serial3=disabled
serial4=disabled[dos]
# xms -- Enable XMS support.
# ems -- Enable EMS support.
# umb -- Enable UMB support.
# keyboardlayout -- Language code of the keyboard layout (or none).xms=true
ems=true
umb=true
keyboardlayout=none[ipx]
# ipx -- Enable ipx over UDP/IP emulation.ipx=false
[autoexec]
# Lines in this section will be run at startup.mount c c:\
mount d d:\ -t cdrom
c:
cd sttng
sttngThanks!