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Everything posted by Zombeaver
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It sounds like you've got clear logos enabled in your background priorities list. In Launchbox, go to Tools -> Options -> Images -> Background Priorities. This basically determines what images it will try to use as a background, and in what order. Uncheck anything you don't want it to use as a background image (in your case, clear logos).
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So it turns out I have the below issue... It's weird because I didn't have this issue with the original version (which is on an internal drive, but not C:. I installed Special Edition on an external USB 3.0 drive) but from what I've read it was an issue with it as well. I guess I'll try creating a junction link first since that post on the Bethesda forums said that works (which is kinda hilarious if that's true). If that doesn't work I guess I'll try moving it to my non-C: internal drive. My C: drive is a 250GB SSD so that's not gonna happen. https://steamcommunity.com/app/489830/discussions/0/312265327168321963/ https://steamcommunity.com/app/489830/discussions/0/312265327167930399/ https://steamcommunity.com/app/489830/discussions/0/312265672109188094/ https://beta-community.bethesda.net/topic/5191/missing-sounds-for-some-users-when-install-to-drive-other-than-c-aka-external-drive-bug/2
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Oh wow. I was way off the mark from my recollection of how many mods I have installed for the original version of Skyrim... it's 198. Guess I've got my weekend project lined up.
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That's excellent news! I hadn't seen that. I just saw the post from schlangster over on the SkyUI posts section and was like "Well shit...". I mean hell, even if the guy isn't interested in continuing modding at this point, there are a lot of mods that depend on MCM so that just seems crappy. If the SKSE guys are on the case though that's awesome. QD Inventory doesn't look too bad. Seems like a decent holdover at least. Dammit I'm starting to feel the itch... Really? Huh, I'd heard pretty universally negative things about ESO. I had a couple friends that got it at launch and one of them said the only thing they liked about it was the noises the Argonians made when they jumped (or maybe swam?) haha. Maybe it's in a much better state at this point.
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It sounds like it's being deemed a non-issue/user-error or something. I don't have a premium Emumovies account, just a standard one (which allows you to download non-video media) so I can't really comment on the subject. Maybe @Jason Carr can lend some insight.
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The process hasn't changed. What I mentioned above is still necessary currently.
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I messed around with Reshade a bit in the past. Between it, FXAA post process injector, and ENB, ENB always yielded the best visual quality though it admittedly had the greatest performance impact. Reshade might be enough now that the engine's been upgraded though. Re-Engaged looks decent. I did some reading over on the Somber page and it sounds like they're working on a Reshade/ENB preset for SE which is encouraging, but it sounds like it's still preliminary at this point. In response to "Will you port this to SE?": It's kindof all a nonstarter for me until I can use SkyUI though. I'm kindof amazed that Bethesda stuck with the fairly awful default UI. There are other important SKSE mods, of course, but that's definitely the biggest for me. Plus, anything that uses MCM (of which there are a decent number) requires SkyUI. Apparently v2.2 mostly works with SE but the latest version is V5 so... yeah. What's worse is that it sounds like the SkyUI creator doesn't have any intention of working on a port. It's unclear whether or not the existence of the script extender will allow newer versions of SkyUI to work in SE as-is, only that 2.2 is the last version that mostly works without SKSE. Hopefully the new SKSE will make it mostly just a repackaging issue. In response to "Will you port this to the Special Edition?": It sounds like it's a pretty significant undertaking for the Special Edition script extender and they don't have an ETA at this point.
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Ouch. Well, I guess I'll give it some time then; for the script extender to be completed at the very least. I suppose it's a good thing that I've used NMM from the beginning since that way I can at least see exactly what I have installed currently and jump straight to the relevant mod pages from there. I guess I'll just keep an eye on them. Could be. Somehow I doubt even with the upgrade it's going to have the sort of aesthetic I want out of the box though. I'm a huge fan of the Somber series of ENBs for Skyrim:
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Slow Performance Loading Big Box or Options Menu
Zombeaver replied to Merbow's topic in Troubleshooting
Wow that's very bizarre. Your system is more than enough to run LB/BB efficiently. Normally I would assume this is the result of having a massive library (as that's a known culprit) but if you only have one game imported... I have no clue honestly. Might need @Jason Carr to lend some assistance on this one. Do you use any AV software? If so, try adding your Launchbox folder to its whitelist. AV background/process scanners can do some weird things. That's about the only thing I can think of. -
Do existing mods + NMM cross-over into the special edition? I've got 100+ mods installed via NMM for the normal version. Do Script Extender and ENB work for it? Elder Scrolls games are always a rabbit hole of modding for me and Skyrim is no exception, so if there's a way for me to just transfer my mods over to Special Edition that'd be awesome. Do existing save games work (I kindof doubt it, but I dunno)? This wasn't something I'd really looked into at all previously because I didn't realize that existing Skyrim owners got the special edition for free.
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I've been playing around with the Background Music feature in Big Box lately and have been in the process of compiling a playlist of video game music for that purpose. At first I was just using various theme songs for titles but decided the shift in tone from one track to another was too harsh/distracting (with some being very bombastic and others being more subdued) so I decided to focus on more low-key tracks across the board. It's only 50 tracks right now but it's coming along. Does anybody else have a playlist? I'm curious to hear them if so!
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- background music
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I'm OCD enough to actually do this but holy crap this is a new level of nitpickiness haha Thanks for posting this. I had no idea this was even a thing.
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Anyone on the forums can be in direct contact with Jason - just send him a message here or mention him in a thread with the @[name] function. There aren't other developers for Launchbox, it's just Jason. I and the other moderators are just voluntary support here on the forums.
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Assuming your roms are within the Launchbox folder structure, yes that should work. I believe it will still show them, they just won't work when you try to launch them in your library. I've never actually tried doing this though.
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Shadows of the Empire was a W95 game so it might work natively in Windows, it might not. You'll just have to try it and see. It's also available on GOG. It doesn't appear to be on Steam though.
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They go in Launchbox -> Music -> Background. That folder may not exist if you haven't enabled Background Music in Big Box, I'm not sure. Platform clear logos go in Launchbox -> Images -> Platforms -> [platform name] -> Clear Logo. Delete the old logo (if present) and refresh your image cache in Big Box. Platform banners go in the same path except in the Banner folder instead of Clear Logo.
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If you want to add my tutorial to the playlist on the Launchbox channel, you're welcome to do so. I think that one's covered about as thoroughly as anyone would want haha. What are you planning on using to emulate this, out of curiosity? I've used XM6 Pro-6k and MESS and while XM6 is probably a bit easier to setup, it seemed to have some accuracy issues (Castlevania Chronicles had some particularly noticeable issues) that I didn't encounter with MESS. Setting it up with MESS is a bit convoluted though, especially given the way games that are 3+ disks work for the X68000.
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It depends on the game - some early Windows games had both 95 and DOS support (Quake is an example of this), so for the ones that still supported DOS, you can play them through DOSBox from the get-go. Where you'll run into trouble is with 16-bit PC games. For those you'd have to do something like either install an appropriate version of Windows through DOSBox or setup a virtual environment with something like VirtualBox. That's doable but a bit of a pain. I've got a few games like Burn:Cycle and Dark Seed II setup to do this but it really is a hassle. Mid 90's stuff started moving to 32-bit and those are typically still playable in current Windows, though sometimes requiring a bit of tweaking or run through compatibility mode.
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Make sure you're using a view that shows the logos - that can actually change sometimes after you do an update. In fact, I think this last update switched mine to the text-view as well. If you have a button assigned to switch the view you can press that until you get to the one you want or you can do it through the options menu. I believe it's in Options -> View. It should be something like "Wheel Logo 1" for the normal clear logo view.
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If I had this at my disposal when I first started using RA I probably would have preferred it this way, but at this point I've just become so accustomed to the normal UI that it's kindof second nature. I could definitely see this being beneficial to people who are new to RA and more comfortable with more traditional emulator UIs though.
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How do you guys split up Arcade games?
Zombeaver replied to polygonslayer's topic in Collections and Builds
I divide my arcade games up into platforms of CPS1, CPS2, Neo Geo, Sega Model 2, and Arcade (everything else). I don't have one for CPS3 simply because I thought it a bit silly to have an entire platform for 6 games, so those are in Arcade. I can understand why someone would divide their library up by emulator for simplicity's sake, I don't though, personally. My Arcade platform is a mix of RA / Final Burn Alpha, MAMEUI, and RA / MAME. I test every game in my library so I try to find what works best on a per-game basis. For some platforms that's a simple choice, but it's not quite as clear-cut for Arcade. I even use multiple emulator entries for CPS1/CPS2/Neo Geo, not for different emulators but for different controls - I like to have universal controls for every arcade game (primarily for shmups - I want one button to always be fire and another to always be bomb and another to always be whatever other button is used if applicable) but not every game uses the same button layout so I have separate "emulators" for each layout and switch between them as needed when I add a game - that way I don't have to setup per-game controls, I just switch to the appropriate variation. I can't wait for the playlist feature! I had hoped custom filters would serve that purpose but I find it a bit unwieldy to be honest. What I really want is something akin to Plex's playlists where I can just right-click a game (or multiple games) in my library and simply "Add to playlist -> select existing or create new" and boom you're done. I'd love to have a cross-platform playlist of all my shmups, RPGs, etc. That'd be killer. -
Well this is rather fortuitous... it's on sale for $30 this weekend. Guess I'll be picking that up.
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No problem! Yeah, in fairness it's not something very obvious - "fcs" is actually for Thrustmaster. Why Thrustmaster is the ideal setting when used in conjunction with a 360 controller, I have no idea, but that's what works. If you leave the type on "auto" the d-pad doesn't work properly and with "timed=true" the analog stick inputs drift. Again though, if you're dealing with a game that's only designed for keyboard+mouse this won't work. Most games where that's the case though, you probably wouldn't want to use a joystick anyway. Things like platformers and shmups often had joystick support. I just tested it with the original Commander Keen and it works
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This is partially true. It's correct that if a game wasn't designed to use a joystick in the first place, the mapper (or an external app like Xpadder) are likely your only options. However, if the game natively supports a joystick, you can use a 360 controller with DOSBox without resorting to those. All you have to do is go to the [joystick] section of your dosbox.conf file and change the "joysticktype=auto" line to "joysticktype=fcs" and "timed=true" to "timed=false". Beyond that you just have to make sure joysticks are enabled in-game or via the game's setup file, depending on the game. Rayman, Tyrian, Times of Lore, and Alien Rampage are some examples of games in my library where I've done this and it's worked just fine. Like all things with DOSBox, it all depends on the game though, and joystick support certainly wasn't as ubiquitous as it is nowadays.
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Gotcha. Thanks. I'm not sure if it helps but I believe the triggers are on the Z axis (because they're actually analog) as far as Xinput is concerned. I think LT = Z+ and RT = Z-