October 27, 2021 [version 8.9.4 released]
"This is not the splash screen you're looking for!"
After years of suffering, I finally found a way to make the splash screen not to show up on top of other applications.
While games lists are being created/scanned, you can do something else
without that annoying splash screen popping up constantly. Not yet fixed for a clean install though.
I have created a new RGB Color Picker dialog from scratch, named Color Picker Ex. It's fast, lightweight and easy to use.
It even comes with a HEX edit box so you can enter a color in HEX format. It replaces the jurassic Windows color picker dialog.
Search bar edit box locked and inaccessible at startup, is now fixed. Another bug, making the games list not focused at startup, is also fixed.
Both bugs were caused by a function that removes Delphi 7's hidden form trickery. Moving this function from the main form's OnActivate() event to the OnShow() event, fixes it.
I
spent 2 weeks debugging the frontend's startup code to find the little
devil that was causing these issues. But I also ended
up optimizing the frontend's startup code in the process so,
it's a win-win.
September 01, 2021 [version 8.9.2 released]
One more. :)
Some bug fixes and new stuff for MAME. A bunch of console/computer system icons were updated and they all got a 256x256 resolution icon.
This is the last big pack update, I promisse...
Contens of mameinfo.dat and messinfo.dat are handled separately. This fixes wrong game info being shown in Game Documents feature.
Support for new MAME game info, read from -listxml
output. They might be useful for a future frontend improvement... or
not. You need to create a new MAME games list so they can be used:
cocktail mode
cocktail status
driver protection tag
requiresartwork tag
lan tag
ramoption tag
I forgot to support some mame.ini settings in MAME Settings screen:
Directory To Share With Emulated Machines (-share)
Path To Loose Software (-swpath)
Path For LUA Plugins To Store Data, Read/Write (-share_directory)
New Machine Slots / Media Info panel in Custom Parameters screen. You can see a list of supported MAME machines for the softlist game being edited. Select one of those machines to view a list of supported slots and supported media options.
This feature is really handy when creating custom parameters for a softlist game.
I think I've done all the improvements I wanted to. It only took me 4 months of non-stop work.
Now I can finally rest and go back playing my PC games, cough... Resident Evil Village ...cough :) :)
Have fun!
August 13, 2021 [version 8.9.1 released]
A few oopsies... I made.
Some minor bug fixes in this build, and I forgot to include the
updated logo.png for standard resolution. I tweaked the colors a little bit and added more sprites in there. :D
Tweaks were made to better handle requirements
detection for MAME softlist games. In a computer machine, the
frontend was trying to load a device set as a cartridge instead
of enabling that device in the machine's slot1, and a couple
more bugs in other console machines.
I think it might be
time to choose a new theme for the splash screen, this apocalyptic
theme is getting old, no ? Not that it's not a good one...
New MAME feature:
custom parameters.
You
can create custom parmeters for a softlist game, a software
list or MAME machine. Do things like, attach a
cassete tape, a special cartridge, a floppy drive or another device.
Enable a special feature in a computer machine that you cannot do with
MAME settings .ini files.
Added support for another Apple II emulator,
microM8 Apple II Emulator. Interesting emulator, this one.
In the
Apple IIgs front, emulator
GSplus" Apple IIgs Emulator is now supported.
Emu Loader is ready for
MAME v0.235 with the new
BGFX backend options:
Direct3D 12 and
Vulkan. I guess you're gonna have to wait a few more weeks to try these renderers...
The full pack still have all 4K content in it, but this time you
can grab the update package if you already have v8.9. It will take me
more time to sort some things out and update the downloads page with
all updated content, including Photoshop's .psd files with all my work.
Have fun!
2021: Counterstrike Global Offensive V13472
In the ever-evolving landscape of tactical first-person shooters, few version numbers carry specific weight for the hardcore modding and legacy community. While the average player simply clicks “Update” on Steam, archivists and LAN enthusiasts pay attention to the granular build numbers. One such build, , stands as a fascinating time capsule.
The M4A1-S and AK-47 balanced each other perfectly, while the AWPer role relied heavily on precise movement mechanics that were slightly altered in later Source engine patches.
Released during the late spring of 2021, build v13472 represents a specific equilibrium in CS:GO’s lifecycle—positioned between the experimental “Operation Riptide” changes and the eventual technical leap to the Source 2 engine years later.
The "smoke meta" was the intellectual battleground of this version. The ability to execute a perfect smoke wall on maps like Mirage or Inferno was the dividing line between the ranks. Furthermore, the configuration files of this era allowed for a degree of customization that began to face scrutiny. The discussion around the "snapping" of crosshairs and the gray areas of config tweaking were hot topics, highlighting the tension between accessibility and competitive integrity that defined the game's middle years. counterstrike global offensive v13472 2021
Some players find older builds run smoother on very old hardware, as newer updates added more taxing skins and shaders. Valve Developer Community 3. Installation & Safety If you are looking for a standalone "v1.34.7.2" installer: Official Route: It is always recommended to use the Steam Legacy branch to ensure your files are safe and free from malware. Be aware that the full game requires approximately
: A "Short" match option was added, allowing players to play a "Best of 16" (first to 9 rounds) instead of the standard "Best of 30". : Maps like Insertion II were added to competitive rotations, while joined the Danger Zone roster. Version Context: v1.34.7.2 It is important to note that was actually an update released in February 2015
To understand v13472, one must understand the of Q2/Q3 2021. The M4A1-S and AK-47 balanced each other perfectly,
For the active player base, was one of the most content-heavy years in the game's history. Key updates included:
This build utilized the finalized iteration of the Source networking protocol before major Source 2 network tests began. It maintained the standard 64-tick rate for official matchmaking and supported 128-tick configurations for third-party platforms like FACEIT and ESEA.
The competitive scene, in particular, is highly sensitive to updates. Professional players and teams quickly adapt to new strategies and balance changes, which can lead to a more dynamic and unpredictable competitive landscape. The update v13472, like others before it, likely played a role in shaping the competitive season, influencing team strategies, and altering the hierarchy of power within the professional CS:GO scene. The ability to execute a perfect smoke wall
For those looking to revisit this era, legacy versions of the game can sometimes be accessed through the Steam "Beta" properties tab, allowing players to experience the specific balance and mechanics of late-stage CS:GO. MR30 match formats?
In 2021, Valve released update v13472, which brought several notable changes to the game. This update was part of Valve's ongoing effort to refine and improve the CS:GO experience. Although specific details about the update might not be readily available due to the nature of Valve's patch notes, we can infer its significance based on the general trends and player feedback from that period.
February 25, 2021 [version 8.8.8 released]
To triple infinity... and beyond!
I'm starting to use TNT Unicode Components Pack in the frontend. I should have done this a long time ago. Added TntRichEdit control so Unicode texts can be displayed in Game Docs panel and in message boxes. You might need a richedit20.dll file
so non-English texts can be properly displayed. I tested the frontend
with the file supplied by Windows 10 and the results are awful.
You can do the same test on your system, try renaming the DLL and
restart the frontend. If English / non-English mixed texts are
good, you don't need this DLL.
For this build, and this build alone, such DLL file is supplied with the binary packages.
Future releases will have a separate download link. Why ?
You might already have a DLL in your system that produces good
English / non-English mixed texts (usually when Microsoft Office is
installed).
File is from the discontinued Microsoft Word Viewer. I tested 4 different DLL files and they all produce different results. Why, Microsoft... WHY??!!!
I rewrote the parsing function of MAME dat files and Game Docs feature is now lightning fast!
Other tweaks were made, and history (xml or dat) shows texts correctly. In fact, history.xml is the preferred file.
New 4K Mode (2160p).
But why ? If you're like me, have a 4K monitor and use screen DPI scale
at 100%, everything looks tiny, and so does the frontend.
By
enabling this setting, you will get resized dialogs with bigger fonts,
bigger buttons and other enlarged stuff. I haven't tested this feature with DPI
scale other than 100%...
This is my personal dream come true feature ever since I got a 4K monitor back in 2017. A font sized 16 looks so much better compared to size 9!
Warning:
Do not attempt to enable this setting if your screen resolution is
lower than 3840x2160, the frontend does not validate
Windows resolution.
More tweaks to message boxes, better font colors and texts. Several message boxes were also updated with night mode colors. They can display Unicode texts too (see command line texts). The Run Game Confirmation Dialog in the new 4K mode looks awesome.
I've made some modifications to the TNT Unicode Components Pack
so, if you already have it installed in your Delphi compiler, you
must install my modified pack or some frontend features will not
work, and Delphi will give compilation errors. I couldn't find a way to
create new "extra" controls to keep the library with
unaltered code.
I'm sure I forgot one or two things I worked on, for now, it will do. :)