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Redneck rampage source port
Redneck rampage source port





redneck rampage source port
  1. #REDNECK RAMPAGE SOURCE PORT PATCH#
  2. #REDNECK RAMPAGE SOURCE PORT CODE#

# language: Select another language file. # overscan: Width of overscan border (0 to 10). # usescancodes: Avoid usage of symkeys, might not work on all operating systems. # pixelshader: Pixelshader program (effect file must be in Shaders subdirectory). Resetmapper only works with the defaul value.

redneck rampage source port

# mapperfile: File used to load/save the key/event mappings from. # Possible values: lowest, lower, normal, higher, highest, pause. # pause is only valid for the second entry. Second entry behind the comma is for when dosbox is not focused/minimized.

redneck rampage source port

# waitonerror: Wait before closing the console if dosbox has an error. # autolock: Mouse will automatically lock, if you click on the screen. # Possible values: surface, overlay, opengl, openglnb, openglhq, ddraw, direct3d. # output: What video system to use for output. # windowresolution: Scale the window to this size IF the output device supports hardware scaling. # If you end up with small window on a large screen, try an output different from surface. # Using your monitor's native resolution with aspect=true might give the best results. # fullresolution: What resolution to use for fullscreen: original or fixed size (e.g. It can reduce screen flickering, but it can also result in a slow DOSBox. # fulldouble: Use double buffering in fullscreen. # fullscreen: Start dosbox directly in fullscreen. # They are used to (briefly) document the effect of each option. # Lines starting with a # are comment lines and are ignored by DOSBox. (Please use the latest version of DOSBox) # This is the configuration file for DOSBox SVN-Daum. I've spent hours changing things and nothing fixes the problem): Here's my nf settings (Taewong's build and also note these are my current setting. (nolfb broke double buffering and vsync anyways)

#REDNECK RAMPAGE SOURCE PORT PATCH#

Changing from machine=svga_s3 to machine=vesa_nolfb or just using Ken Silverman's patch at the command line didn't work either. What the hell do these codes mean?!?! No one on the web seems to have a straight answer and after hours of digging around the internet, I'm at my wits end. The error codes continue all the way up to 20002bd Warning: Illegal write to 20003e7, CS:IP 70: e62 I tabbed out to the DosBox console status screen, and I notice a truck load of error codes: Sometimes throwing dynamite in the water will trigger this bug too and sometimes it won't happen at all. Sometimes the game will hang for about 15 to 20 seconds in this area and continue, but with some major graphical glitches, like the inventory slots being blotchy colors in place of the items or in-game decals like muddy footprints being glitched in the same fashion. It seems to manifest around the bridge where there's running water. I've almost got Redneck Rampage to run perfectly, but there's this one reoccurring bug I can't seem to conquer on the Junkyard stage of the first Episode. I hate screen tearing and it's particularly noticeable in Redneck Rampage, using machine=svga_3 and double buffering=true seemed to do the trick. (The vanilla version's just didn't seem to work) If Christoph drops the project, somebody else will pick it up.First of all, I'm using yhkwong's SVN custom build of v0.74 as it seems to be the only version of DosBox that supports vsync and double buffering isn't broken. Nobody can truly exercise "dictator" control, largely thanks to the GPL, which pretty much stops a "take their ball and go home" approach by any developer. and so on.īasically, right now, most Doom stuff is centered around GZDoom.

#REDNECK RAMPAGE SOURCE PORT CODE#

ZDoom itself had it's foundations laid in the source code of the ATB Doom and NT Doom Source ports. One of the first "Let's make it fancy" Source ports was The Doomsday Engine with Snowberry (Which iirc was a launcher?) which popped up around 1999. Doom Legacy was an early one from around 1998. It's important to consider that GZDoom is also hardly the only Doom source port There have been several projects which were for a time considered the "go to" source port for one reason or another which have subsequently fallen into obscurity. It'd really be a blow to the community if both the biggest Duke and biggest Doom source ports just stopped development out of nowhere







Redneck rampage source port