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Changed line(s) 1 (click to see context) from:
* DisappointingLastLevel: The fight against Sovkhan takes place in a larger circular arena with a indestructible tower in the middle. Just make sure to keep said tower between you and him and he won't be able to hurt you at all. (His laser beam looks like it passes through it but you still won't take any damage)
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* DisappointingLastLevel: The fight against Sovkhan takes place in a larger circular arena with a indestructible tower in the middle. Just make sure to keep said tower between you and him and he won't be able to hurt you at all. (His laser beam looks like it passes through it but you still won't take any damage)damage.)
* ObviousBeta: [[PortingDisaster The Dreamcast port.]] All of the in-game music is removed with only the intro and ending themes remaining, the menus in languages other than English are glitched and not fully translated, the framerate is far lower than the PC version and dips inexplicably during the cutscenes and the game is filled with all manner of bizarre bugs, such as falling infinitely off a bottomless pit or getting killed by the checkpoint transition and becoming invincible as a result.
* ObviousBeta: [[PortingDisaster The Dreamcast port.]] All of the in-game music is removed with only the intro and ending themes remaining, the menus in languages other than English are glitched and not fully translated, the framerate is far lower than the PC version and dips inexplicably during the cutscenes and the game is filled with all manner of bizarre bugs, such as falling infinitely off a bottomless pit or getting killed by the checkpoint transition and becoming invincible as a result.
Changed line(s) 4 (click to see context) from:
** The modern re-release on Steam and GOG (which comes pre-packaged with the nGlide wrapper needed to run the game properly on a modern computer) has a problem with the aiming being misalaigned should the internal resolution be higher than 640x480. Thankfully it was found this can be fixed through a simple INI file tweak. However more pressing is that the modern re-release lacks the option to use [=DirectX=], which is the only way to enable true color textures and bump mapping. Apparently the reason for the lack of a [=DirectX=] option is because the version of [=DirectX=] the game uses is not very stable on modern [=PCs=], while the nGlide wrapper is more reliable.
to:
** The modern re-release on Steam and GOG (which comes pre-packaged with the nGlide wrapper needed to run the game properly on a modern computer) has a problem with the aiming being misalaigned should the internal resolution be higher than 640x480. Thankfully it was found this can be fixed through a simple INI file tweak. However more pressing is that the modern re-release lacks the option to use [=DirectX=], which is the only way to enable true color textures and bump mapping. Apparently the reason for the lack of a [=DirectX=] option is because the version of [=DirectX=] the game uses is not very stable on modern [=PCs=], while the nGlide wrapper is more reliable.reliable.
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Added DiffLines:
* DisappointingLastLevel: The fight against Sovkhan takes place in a larger circular arena with a indestructible tower in the middle. Just make sure to keep said tower between you and him and he won't be able to hurt you at all. (His laser beam looks like it passes through it but you still won't take any damage)
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Changed line(s) 3 (click to see context) from:
** The modern re-release on Steam and GOG (which comes pre-packaged with the nGlide wrapper needed to run the game properly on a modern computer) has a problem with the aiming being misalaigned should the internal resolution be higher than 640x480. Thankfully it was found this can be fixed through a simple INI file tweak. However more pressing is that the modern re-release lacks the option to use DirectX, which is the only way to enable true color textures and bump mapping. Apparently the reason for the lack of a DirectX option is because the version of DirectX the game uses is not very stable on modern [=PCs=], while the nGlide wrapper is more reliable.
to:
** The modern re-release on Steam and GOG (which comes pre-packaged with the nGlide wrapper needed to run the game properly on a modern computer) has a problem with the aiming being misalaigned should the internal resolution be higher than 640x480. Thankfully it was found this can be fixed through a simple INI file tweak. However more pressing is that the modern re-release lacks the option to use DirectX, [=DirectX=], which is the only way to enable true color textures and bump mapping. Apparently the reason for the lack of a DirectX [=DirectX=] option is because the version of DirectX [=DirectX=] the game uses is not very stable on modern [=PCs=], while the nGlide wrapper is more reliable.
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Changed line(s) 1,2 (click to see context) from:
* PortingDisaster: The Dreamcast version, with its lower framerate, abundance of bugs, and bizarre lack of music.
** Not so much a "disaster," but still an annoyance, the modern re-release on Steam and GOG (which comes pre-packaged with the nGlide wrapper needed to run the game properly on a modern computer) has a problem with the aiming being misalaigned should the internal resolution be higher than 640x480. Thankfully it was found this can be fixed through a simple INI file tweak. However more pressing is that the modern re-release lacks the option to use DirectX, which is the only way to enable true color textures and bump mapping. Apparently the reason for the lack of a DirectX option is because the version of DirectX the game uses is not very stable on modern [=PCs=], while the nGlide wrapper is more reliable.
** Not so much a "disaster," but still an annoyance, the modern re-release on Steam and GOG (which comes pre-packaged with the nGlide wrapper needed to run the game properly on a modern computer) has a problem with the aiming being misalaigned should the internal resolution be higher than 640x480. Thankfully it was found this can be fixed through a simple INI file tweak. However more pressing is that the modern re-release lacks the option to use DirectX, which is the only way to enable true color textures and bump mapping. Apparently the reason for the lack of a DirectX option is because the version of DirectX the game uses is not very stable on modern [=PCs=], while the nGlide wrapper is more reliable.
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* PortingDisaster: PortingDisaster:
** The Dreamcast version, with its lower framerate, abundance of bugs, and bizarre lack of music.
**Not so much a "disaster," but still an annoyance, the The modern re-release on Steam and GOG (which comes pre-packaged with the nGlide wrapper needed to run the game properly on a modern computer) has a problem with the aiming being misalaigned should the internal resolution be higher than 640x480. Thankfully it was found this can be fixed through a simple INI file tweak. However more pressing is that the modern re-release lacks the option to use DirectX, which is the only way to enable true color textures and bump mapping. Apparently the reason for the lack of a DirectX option is because the version of DirectX the game uses is not very stable on modern [=PCs=], while the nGlide wrapper is more reliable.
** The Dreamcast version, with its lower framerate, abundance of bugs, and bizarre lack of music.
**
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Changed line(s) 1 (click to see context) from:
* PortingDisaster: The Dreamcast version, with its lower framerate, abundance of bugs, and bizarre lack of music.
to:
* PortingDisaster: The Dreamcast version, with its lower framerate, abundance of bugs, and bizarre lack of music.music.
** Not so much a "disaster," but still an annoyance, the modern re-release on Steam and GOG (which comes pre-packaged with the nGlide wrapper needed to run the game properly on a modern computer) has a problem with the aiming being misalaigned should the internal resolution be higher than 640x480. Thankfully it was found this can be fixed through a simple INI file tweak. However more pressing is that the modern re-release lacks the option to use DirectX, which is the only way to enable true color textures and bump mapping. Apparently the reason for the lack of a DirectX option is because the version of DirectX the game uses is not very stable on modern [=PCs=], while the nGlide wrapper is more reliable.
** Not so much a "disaster," but still an annoyance, the modern re-release on Steam and GOG (which comes pre-packaged with the nGlide wrapper needed to run the game properly on a modern computer) has a problem with the aiming being misalaigned should the internal resolution be higher than 640x480. Thankfully it was found this can be fixed through a simple INI file tweak. However more pressing is that the modern re-release lacks the option to use DirectX, which is the only way to enable true color textures and bump mapping. Apparently the reason for the lack of a DirectX option is because the version of DirectX the game uses is not very stable on modern [=PCs=], while the nGlide wrapper is more reliable.
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Added DiffLines:
* PortingDisaster: The Dreamcast version, with its lower framerate, abundance of bugs, and bizarre lack of music.