About this product | |
---|---|
Product | Ultima IX - Ascension |
Vendor | Origin |
Tested operating systems | Linux other |
Average rating | |
CompatDB XML | ultima-ix-ascension.xml |
Compatibility Reports for Ultima IX - Ascension
Reported by Anonymous
Rating
Operating system
Linux other
Date
Cedega 4.2 fixed the visual glitches in U9. Seems to work quite stable.
Reported by Anonymous
Rating
Operating system
Linux other
Date
Fully playable with the optimize Options.ini (below) under WineX 3.3. Bad visual glitches with Cedega 4.0
<b><i>
; Current keymap
Current_Keymap=default.kmp
; Spells are cast as soon as key is hit
QuickSpellTargeting=1
;___________________________________________________________________________
; Recommended Performance Settings:
; CPU Speed MiddleClip FarClip WarnPolyLimit
; P200/233: 2500 2500 2000
; P266: 2500 3500 2500
; P330/333: 2750 4000 3000
; P400+: 3000 5000 3500
;___________________________________________________________________________
; Clipping planes
FarClippingPlaneDistance=3500
MiddleClippingPlaneDistance=2000
; Enables 16-bit texture maps
Use16BitTextures=1
; Camera focal length
CameraZoom=600
; Camera distance from Avatar
CameraDistance=400
; The range through which windows can be seen through
MaximumPortalRange=700
; Screen radius of objects culled, and distance culling starts
MaxObjCullSize=10
CullStartDist=1000
; Are particle-system flames allowed?
PoofFlames=1
; Poof optimization level:
; 0=no optimization
; 1=non-critical particles calculated but not transformed
; 2=non-critical particles are neither calculated nor transformed
; 3=all particles, critical or not, cease incepting children
PoofOptimize=2
; Default clipping plane setting for underground maps
DungeonClippingPlaneDistance=2000
; Set to 1 to use the compressed texture set for D3D
UseCompressedTextures=0
; Set to 1 to enable the hi-res sky (runs slower)
HiResSky=0
; Number of frames that unused D3D texture surfaces stay around
DeadPoolLifeTime=60
; Size in ?? of unused D3D surface pool
DeadPoolSize=32
; Set to 1 to display frame rate on-screen
DisplayMetrics=0
; Max # meshes read from disk each frame. Increasing this number will cause
; the game to run slower, but will "pop" items into view sooner.
MaxMeshesPerFrame=2
; Number of frames that an un-used mesh stays in memory.
MeshCacheDeadTime=15
; Size (in bytes) of the RAM cache for meshes
MeshCacheMemorySize=6291456
; Max # of mesh instances created per frame.
MaxInstancesPerFrame=5
;___________________________________________________________________________
UseTerrainDetailLevels=1
; SpeakerConfig has the following values:
; 1 - Headphones
; 2 - Mono
; 3 - Quad
; 4 - Stereo
; 5 - Surround
SpeakerConfig=2
; SpeakerGeometry specifies the angle
; between speakers if you choose Stereo
SpeakerGeometry=20
; The number of simultaneous non-associated (2D, or "faked" 3D) sounds
; allowed at one time
NASoundCount=1
; The number of simultaneous associated (3D) sounds allowed at one time
ASoundCount=1
; Enables virtual 3D sound effexts
Enable3D=0
; The fall off rate with distance of non-associated sounds
; (this is the number of world units at which the sound will
; be muted - linearly falls off from 0 to this number)
Falloff2D=2200
; The amount to quiet the Avatar's own sounds so they aren't too loud
; (in %. 0=full volume, 100 = mute)
AvatarOffset=10
; The # of milliseconds to load from CD per frame
StreamDuration=1000
; Turn on and off EAX environmenta audio extensions (Echo's etc)
EnableAcoustics=0
; Master volume, 0=silent, 100 = max (in percent)
MasterVolume=100
; Volume of music, 0=silent, 100 = max (in percent)
MusicVolume=75
; Volume of speech, 0=silent, 100 = max (in percent)
SpeechVolume=80
; How many frames must pass before updating 3D values <br (position,
; orientation, velocity, etc.)
SkipFrames=4
; Use the DirectSound "notification interface" to let the sound
; system know when to update (rather than polling the play position).
; Default is '0'. (This will theoretically be fixed/work better
; in DirectX 8)
UseNotify=1
; For debugging, use a streamer that reads the *entire*
; sample at once.
DebugStreamers=0
; To get around a bug in Win98 Gold (our famous "crackle" problem),
; offset the "bad" frequency by this amount. It also doubles as
; the "range around the bad frequency" that we wish to monitor.
; (Ie, using 50 here would make any frequency from 22000kHz to
; 22050kHz be 22000kHz, and any frequency from 22050kHz to
; 22100kHz be 22100kHz.)
CrackleOffset=0
; This value overrides the "minimum perceptible attenuation" distance
; for 3D sounds. At distances less than this number (meters), the
; sounds will get no louder. (Increasing this number in effect makes
; all 3D sounds appear louder at the same distance from you.) The
; dialog that adjusts this value for individual templates ranges from
; 1.0 to 25.0, so I'd recommended playing in the 1.0 to 5.0 area.
MinDist=1.0
; This value specifies how "fast" 3D sounds "roll off" to silence.
; The default (recommended) is 1.0. Less than that means roll off
; "slower", greater means "faster". Don't go less than 0.0, and
; I'd advise not to go greater than 1.0, as our balance issue is
; already apparent enough (greater than 1.0 will amplify the issue).
; However, the *A/V guys* (read as "not designers, programmers, or
; anybody else") should tweak this value in attempt to better
; balance 2D and 3D audio.
Rolloff=1.0
; DirectSound device name
DeviceName=
; Enables sound effect cache; reduces hits to the CD for sounds.
UseSFXCache=1
SFXCacheUsesPool=1
SFXCacheSize=3072
SFXCacheExpireTime=30000
;___________________________________________________________________________
; Allows flickering lightsources
Flicker=1
; Max distance flickering lights effect
FlickerRange=500
; Max # of lights used at any time (sorted by distance from camera)
MaxCount=100
; How many frames between each lighting system update
SkipFrames=2
AvatarSkipFrames=2
; How far a light moves before it relights its area
MoveDelta=10
; 3=Highest, 2 = Regular, 1 = Low, 0 = Poor
LightQuality=1
; Allows water depth to affect lighting
WaterShading=1
; Allows trees to cast shadows
TreeShadows=10
;___________________________________________________________________________
; 0=Run, 1 = Walk
DefaultToWalking=1
; 2400 clock
StartTimeOfDay=600
; Lag before tool tips shows up
TooltipDelayTime=0
; Durration of tool tip
TooltipDisplayTime=999999999
; 2=D3D, 3 = Glide
Game Rasterizer=2
; Game starts with 2=None, 1 = Minimum, 0 = Full
Show GUI=0
; Where to find the Flics
MoviePath=c:\
; Are LOD levels set by distance from the Avatar, or camera?
LODsFromAvatar=0
; Is Z ignored for LODs?
IgnoreZforLODs=1
Start=0
;
AttackHoldDuration=2000
; Language
Language=En
; How much player's speed is sped up by when <brtoggle_avatar_fast is used
SpeedFactor=5
; Set to disable Windows Key, Alt-Tab, Ctrl-Esc
DisableWinKey=1
; Set to 1 to force alpha textures to draw as 4444 (for 3dfx in D3D)
Force4444Alpha=0
; The "Distance" on-screen that an arrow keypress will move the mouse pointer;
; adjusts the sensitivity of the arrow keys for controlling the Avatar &
; on-screen pointer.
KeyboardMouseDistance=30
; Set to 1 to make U9 prompt for your D3D device
PromptForDevice=0
; Screen resolution
GameScreenWidth=1024
GameScreenHeight=768
GameScreenDepth=24
; Mip-map level for textures:
; 0=Mip-mapping off
; 1=Mip-mapping on, highest detail level
; 2=Mip-mapping on, medium detail level
; 3=Mip-mapping on, low detail level
GameMipMapLevel=0
; Windows ID for the D3D device
DDGUID=0,0,0,0,0,0,0,0,0,0,0
D3DGUID=2229681632,18090,4559,129,111,0,0,192,32,21,110
; Enable multi-pass texture solution for 16-bit chromakey:
; 0=off
; 1=on
; 2=make best guess based on D3D capbits
MultiPassChromakey=0
; Scale factor for LOD distances. You can change the distance at which objects
; change their Level-Of-Detail by tuning this value.
LODScale=1.0
; Legacy, not used
SaveStatePath=0
;___________________________________________________________________________
EnableAudio=1
; Start of game settings
EnableText=1
; 0=Audio off, 1 = On
EnableConvoReplies=1
; 0=Avatar doesn't echo chosen responses, 1 = does
;___________________________________________________________________________
; 1=allow exception handling (traps errors), 0 = just crash
TrapErrors=0
; 1=After trapping an exception, show the crash; 0 = just say "game over"
ShowErrors=0
;___________________________________________________________________________
GammaRed=1.0
GammaGreen=1.0
GammaBlue=1.0
;___________________________________________________________________________
</i></b>
Reported by Anonymous
Rating
Operating system
Linux other
Date
Playable under WineX 3.2 but with some visual glitches e.g. unreadable text. Sound is now fully working.
Installation notes:
I copied the Origin System directory from the Windows partition to the WineX drive directory and changed the movie path in Options.ini
Reported by Anonymous
Rating
Operating system
Linux other
Date
WineX 2.1/Red Hat 7.3. Installs fine but crash with the follow error message: readlink - Invalid argument
Reported by Anonymous
Rating
Operating system
Linux other
Date
Transgaming WineX. Work not very well under Linux. You need to change the movie path in Options.ini to any wrong path before you run the game.