No way to stretch at full screen in this version ? It was doing it automatically in the original.
It stretch if you set in compatibility settings to execute it in 640x360, but it bugs my other windows and if i alt tab i can not go back in the game.
edit: ok it works but you have to let your OBS and chat windows for example on the first monitor and they will move automatically on the second monitor, do what you have to do before putting the window of the game in fullscreen as you will not be able to alt tab.
I find that really cool that you took the time to make a version more easy to use with bugfixes, it was awful to make this game work with OBS or two monitors so now i might want to go back play it.
But i also saw in the github that you would like to change some ennemies behaviour or the way stairs are working, so maybe it will need a different category ?
All current moderators are inactive and i removed myself a while ago as i lost interest in the game, TheBelmontSteaks was ok to be one but we never had a positive answer from site admin...
Considering that it might not be easy to find a download link i decided to upload it: https://www.mediafire.com/file/snj17spwtwy9syc/TheSoulOfDracula.7z/file
I always wondered why the PS1 version did not have splitscreen because they could reduce the number of AI depending of the number of human players, lack of time in development maybe. If only it was possible to modify easily the iso to add the functionality by taking code from the previous game.
Back up link: https://dai.ly/x8pfz7f
Was it like that originally or it is an emulation bug?
If i press up i can't move to right or left anymore which cause a lot of unintentional deaths, also when you are crouch you can not change direction to attack you have to release it first which is awful.
The single player mod is still avaiIable, but i will try to replace soon the link for the patch as it is broken.
To retrieve your in game time for full runs take all the IGT times of individual levels of the said run, then addiotionnate them on a website that allow to this kind of stuff. For example: https://www.calculator.net/time-calculator.html
Developer: "The in-game timer is based on actual logic (physics) frames of the game. So it would be accurate to how many frames of actual input, AI, collisions, etc happened. It also, as you are probably aware, pauses for things that might run at different speeds for different people, namely loading screens between maps. It also actually slows down for slow-mo effects like when you kill a boss, since the slow-mo effect just slows down how often the logic/physics frames occur but the timer still counts each frame once.
Therefore the in-game timer is the most accurate in terms of comparing speed runs since it counts only actual frames of input, and can't be manipulated by making the game run faster or slower than real time."
https://steamcommunity.com/app/247240/discussions/0/1750142427224743385/