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Summary
Product:
Ultima IX - Ascension
Vendor:
Origin
Tested operating systems:
Linux other
Most recent version of this submission:
Ultima IX - Ascension
Average Rating:



Submit a new result for this product
Operating System: Linux other Rating:

Submitted on 2002-08-01 12:00:00
Operating System: Linux other Rating:

Submitted on 2002-09-01 12:00:00
Anonymous
Post License:
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Post License:
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WineX 2.1/Red Hat 7.3. Installs fine but crash with the follow error message: readlink - Invalid argument
Operating System: Linux other Rating:





Submitted on 2003-12-01 12:00:00
Anonymous
Post License:
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Post License:
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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
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
Operating System: Linux other Rating:





Submitted on 2004-10-01 12:00:00
Anonymous
Post License:
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Post License:
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Fully playable with the optimize Options.ini (below) under WineX 3.3. Bad visual glitches with Cedega 4.0
<b><i>
[Interface]
; 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
;___________________________________________________________________________
[Performance]
; 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
[Sound]
; 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
;___________________________________________________________________________
[Lighting]
; 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
;___________________________________________________________________________
[Game]
; 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
;___________________________________________________________________________
[Conversation]
EnableAudio=1
; Start of game settings
EnableText=1
; 0=Audio off, 1 = On
EnableConvoReplies=1
; 0=Avatar doesn't echo chosen responses, 1 = does
;___________________________________________________________________________
[System]
; 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
;___________________________________________________________________________
[Video]
GammaRed=1.0
GammaGreen=1.0
GammaBlue=1.0
;___________________________________________________________________________ </i></b>
<b><i>
[Interface]
; 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
;___________________________________________________________________________
[Performance]
; 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
[Sound]
; 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
;___________________________________________________________________________
[Lighting]
; 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
;___________________________________________________________________________
[Game]
; 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
;___________________________________________________________________________
[Conversation]
EnableAudio=1
; Start of game settings
EnableText=1
; 0=Audio off, 1 = On
EnableConvoReplies=1
; 0=Avatar doesn't echo chosen responses, 1 = does
;___________________________________________________________________________
[System]
; 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
;___________________________________________________________________________
[Video]
GammaRed=1.0
GammaGreen=1.0
GammaBlue=1.0
;___________________________________________________________________________ </i></b>
Operating System: Linux other Rating:





Submitted on 2004-12-01 12:00:00
Anonymous
Post License:
-
Post License:
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Cedega 4.2 fixed the visual glitches in U9. Seems to work quite stable.

Post License:
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