


Once again I had to set the “AGPMode” option in XFree86 to get it to use AGP 2x speed, but other than that it worked out of the box

With persistence I was able to get it installed, and despite identifying the graphics card as just being a generic Rage 128 in Anaconda it booted with DRI enabled just fine. I had some grief installing Red Hat Linux 7.3 which I think was due to my CD-ROM drive not handling the disc switching well. My work just takes a lot of dev time out of my schedule.Continued from Part 3: Installing Red Hat Linux 9 If not, no worries, I'll check out some of mine. Heck, if you felt like it drunken, you could test your favorite ones and let me know if they work. I'd definitely like to hear some candidates. However, this does give me an idea to try and do it for at least a few community favorites. Now, I could go and fix it for Gjol 3 (and I might, since that is a good one) but that still leaves 999999999 other maps left to tailor it to. The danger of activating multiple things at once (maps that have edited stuff in them and tagsets that also have edited stuff in them, for example) is a tag conflict.īasically, if the mapmaker has changed a bunch of stuff in fear instead of just using default myth physics and characters, there is always going to be a risk of weird things happening when you combine it with something that's also heavily edited - from the things you witnessed in Gjol to crashing myth entirely. This however is true of all third party creations. Thanks for the input, Farmer! There are indeed many plugins/maps that are not compatible with the tagset, or have issues like you describe. And, like I said in my original post, it works with Magma's The Fallen Levels v2 - so you can play Myth TFL's campaign in HD graphics. The Myth HD tagset basically does what you're saying - although it's not 100% complete (there are SO MANY scenery instances that would need replacing, it would require outside help from 3d modelers).
#Myth ii soulblighter remake 32 bit#
Magma has added 32 bit collections (although have yet to release anything that actually uses it) and upped the texture memory as well. However, if you're talking about GRAPHICS ONLY, then technically your wish is closer to being granted than you think. The problem with a new engine is that Myth is so finely balanced that trying to recreate it in a new engine may cause it to lose the nuance and gameplay mechanics that made it great - even if you get 99% of the way there, it might just be _off_ somehow, in a way that a veteran Myther would be unable to not notice. All the original voice acting and cut sceen anime is great and should stay. Originally posted by SamsWrath:I would like to see a complete recreation of Myth TFL and Myth II Soulblighter in a modern graphics engine. Simply place it in your Myth plugins folder, and activate it like you would any other tagset (either in online hosting options or the single player plugin menu).

It may still work on such levels, but the likelihood of a conflict is greater the more the base units and tags have been edited. Works with most 3rd party co-op and multiplayer maps, so long as there aren't any edited units. The Myrmidons, Fir Bolg, Myth 1 Dwarves and other such TFL-specific units have been recreated specifically for this purpose. Note: This plugin _IS_ compatible with Magma's The Fallen Levels v2, meaning you can play the Myth 1 campaign in HD. Designed to work in conjunction with Jon God's Detail Textures, or your DTEX of choice, to provide the best experience. Many assets are changed, such as scenery, units, projectiles, special effects and ambient life. This is a plugin for Myth II: Soulblighter that allows you to play an HD version of the game on all vanilla bungie levels (both single player and multiplayer).
