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Re: Finding a Wormhole Saver

in Milliways
I know there's a similar scene in Future Crew's Unreal. There is a 1997 palette cycling screensaver called 'Electric !" that did a similar thing. AfterDark (Mroe After Dark to be specific) has a similar module called Tunnel but that's in the shape of a rectangle.

Re: F117a Stealth Fighter 2.0

monnow wrote: then downloaded stealth fighter. there's your problem right there monnow wrote: Native or emulated? IDK? Serial, PS/2 or USB Keyboard? WTF? Motherboard? BIOS? WTF? […] Show full quote Native or emulated? IDK? Serial, PS/2 or USB Keyboard? WTF? Motherboard? BIOS? WTF? Speak English big …

Re: Are there any open-source game engines for msdos?

in Milliways
.flac support would be anachronistic, since the audio files would be disproportionately larger than the game's core. Wouldn't .wav be an ok substitute? It wouldn't be. Have you ever had a pre-1997 mixed-mode game CD where there was a <10mb game and the rest are used for huge uncompressed audio …

Re: After Dark screen savers

in Windows
The special themed packs generally are AfterDark 2.0 (1992) or 3.0 (1993+) modules which should be installed before 4.0/Deluxe. Windows 95 support wasn't implemented until 4. 3.2 had the ability to work in 95's system tray, but since it was still 16-bit it didn't support the kernel's password …

Re: UT2004 stutter

in Windows
covering gameplay/technical/modding, etc, if anyone's interested. Two great sites for UT fans. Though unfortunately there's only two people remaining at both sites that seem to know what they're talking about. Wormbo and Meowcat come to mind. Most of the others are just there for the Ballistic …

Re: Are casual games dead?

in Milliways
yeah, those young self-proclaimed members of the "pc master race" tend to be the whiniest and fussiest of the bunch, spoiled by emulaiton, and percieving older video games as something without any value. Harvester just came to steam. Guess what half of the threads are about?

Re: Megaman X PC

That's not completely true. SNES had things easy with a sprite engine that dealt with additive and subtractive blending natively in 15-bit color. PC's powerful enough to brute force all that blitting through the CPU (SNES wouldn't be able to do it that way), though with 8bpp packed pixels, lookup …

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