Delta Force 3 Game Free Download Full Version For Pc

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Algernon Alcala

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Aug 3, 2024, 5:29:06 PM8/3/24
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When playing with "Run in window" option enabled, when aiming down/up during a mission, the player rotates a couple of degrees (as shown in the radar on the bottom right), causing disorientation. Played around with the options under Mouse, no improvement.

I have had this situation with another game from a semilar era, Call of Duty 4 Modern Warfare. The game would freeze in fullscreen or windowed mode always after about 10 minutes of gaming. I am interested to see how this issue is followed.

I have the original CD release and surprisingly it installed and played fine on my Windows 10 system. Next step was to run the game with Dxwnd and again the default settings seemed to work fine. The only thing I can see is that if I point the mouse up/down there is slight jitter when it hits the limit of movement. It does not change the facing or cause disorientation.

Maybe it is mouse related. I have an old cheap basic mouse with 900dpi. But modern gaming mice have very high dpi and possibly extra software that control them. Maybe this can cause the difference in behaviour.

Secondly the Steam release may come with extra wrappers and modifications same as the GOG releases usually do. Steam releases of old games are often just the GOG release anyway. One could try to look for any extra dll files that might be slipped into the game folder.

I made a quick try too, to save time using the compact oldgames.ru RIP release. Again for me too I couldn't notice any mouse severe problem, but instead I got other problems:
- the game window is forced to be borderless and doesn't release the mouse control
- the scene has huge clipping problems that I couldn't get fixed using the usual tricks on the Z-buffer settings. The enemies structures are always visible, even if behind a hill. This doesn't seem to happen for the soldiers, so there must be some specific problem.
- when entering the 3D mission screen I only see a black window until I Alt-Tab out and in again.

On my system the demo runs just as well as the full version. It works with or without Dxwnd. Without Dxwnd it runs in a fullscreen window but this is due to the way Windows now handles old legacy apps by default.

the main difference between the demo and the full RIP is that the demo starts by default in SW mode, while the RIP (and the CD / Steam game I suppose) starts in HW mode.
That said, this is what happens:

The RIP starts in HW mode with the Z-buffering problems, but if you switch to SW mode the rendering becomes perfect. By the way, you don't seem to lose that much in SW mode, so this is a good workaround ti play the game. In any case, it is an interesting question to understand why the game in HW mode behaves so badly.

Delta Force 1 and 2 are both famously voxel based games using the CPU and software rendering. This was common for many Novalogic game titles. I think Delta Force 2 was the first one to offer 3D acceleration but this is used only by some objects as the majority of game graphics like the terrain, etc. are voxel based.

I dug out the game from my archive and tried to turn on hw acceleration with DxWnd 2.05.50 (version, I tried the game with at the time). The game immediately crashes when starting a mission and create SYSDUMP.TXT
I have a special note here that the game had Oversize protection and the TERRAINS.PFF and DF2.PFF files could not be copied from the ISO and were different sizes in ISO and on the disc. I don't know if that can have an effect. I'll try hw acceleration with latest DxWnd later. In software mode, the mouse shakes slightly if you reach the lower or upper limit, I think it's a feature of the game.

I tried a little experiment. Without DxWnd, game in full screen mode, mouse reaching the upper and lower view positions. You see the sky and the ground shaking (for instance, the stars in the night sky appear doubled) but if you take a screenshot the shake effect is not present.
I think this means that the shaking effect is caused by a rapid switching of view positions and is not built intentionally on the frames.

Update:
Bad clue, flag Son-Ext. inject caused problem (not in version 2.05.50). The intro doesn't play here anyway, it doesn't matter if No movies is turned off. With the Son-Default flag I can now get into the game even with version dxwnd.2.05.94.rc2.rar. Hw mode still not working.

OK, now I have a working configuration with hw mode.
Same problems (as gho) with objects to be hidden. When starting a mission, I have to quickly click mouse outside window to show the scene. At least I can see the weapon now with my latest configuration.

I tested the game today. First I downloaded the full version. It was working fine in SW mode which was default. I set it to HW mode, and on applying setting it crashes with the game making a SYSDUMP.TXT.

I decided to do the demo, it was having SW mode by defauly which I changed to HW mode. The game runs, but there were z buffer issues, on the edge of a texture, I could see textures of another place. Then I tried to go to SW mode and it won't anymore.

I made some attempt to replicate the Dege's experiments by declaring a fake z-buffer depth support (I had to rebuild the DxWnd sources for that, so you can't do it by simply setting configuration flags) but the result was null in practice. Only in one case where I declared no z-buffer depth the missile alignment was correct, but returning to the game options I saw why: in that case the game automatically switched to SW mode rendering.
So my recommandation is this: set the game fr SW mode, use a high-res setting and forget HW mode. By the way, in HW mode only a tiny part of the scene is rendered with textures, so the two modes are not that different, the only plus for the HW mode is that you can see some bugs.

P.s. the gameplay is fun, after some tentative missions I was able to kill all enemy soldiers with the gun, then I was supposed to blow the rocked launchers with the plaster packs and here I had the problem: F6 to switch the weapon to plaster (or whatever it is), then left-click to drop it close to the launcher and then what? There should be a key to blow the explosive after you get a safe distance, but I couldn't find one. I recall ol'Duke where the bombs exploded after a given time after launch, but here that doesn't happen.

OK, try this idea on: Take a nearly 2-year-old PC expansion pack for a nearly 3-year-old middling shooter that's very loosely based on a 5-year-old movie and port it to a more than 6-year-old system. If your immediate reaction was "No, that wouldn't be good at all...just, no," then you would be correct. Unfortunately, not everyone shares that seemingly self-evident wisdom, so Delta Force: Black Hawk Down: Team Sabre from developer Rebellion has been unleashed upon the masses. And though this PlayStation 2 version does address some of the issues that hampered its PC counterpart, it introduces far more problems than it fixes and clips out a significant amount of content. What you're left with is an equally frustrating, slightly incoherent, borderline busted, impedingly ugly-looking game.

The PS2 version of Team Sabre is very similar to the PC version, but it does have a few distinct differences, most of which are for the worse. You'll still be hacking your way through missions set in the jungles of Colombia and the scrub lands of Iran, though portions of these missions have been cut in the PS2 version, and other portions have been considerably downsized. For instance, in the first mission, you'll begin by traveling down a river in a boat to clean out a local cartel-infested village. However, in the PC version, you begin by being air-dropped in by a Black Hawk helicopter, and then you must secure the boat to take down the river to the village. In the PS2 version, the village you arrive at isn't nearly as impressive because there are far fewer mercs, and their placement is less logical, as far as fortified villages go. This makes some of the transitions between objectives rougher than they should be, and you'll more than occasionally be furtively searching for that one last mercenary or other objective because of the lack of direction. Further aggravating this disjointed feel is the dialogue, which received even more substantial cuts. In the PC version, you get a fair amount of banter and exposition between the leader and the squad that worked well to fill in the story and provide a moderately entertaining backdrop to the action. In the PS2 version, the dialogue is reduced to annoying and poorly voiced catchphrases, so you never get a clear sense of what your purpose is--other than to frag some bad guys.

Several other changes were made to the PS2 version of Team Sabre with varying degrees of success. Most substantial among these is the greater emphasis placed on your squad. In the PC version, your squadmates were mostly brain-dead, serving no other purpose than to squeeze off a few rounds and look baffled when you took a rocket to the head and slowly crumpled to the ground. The artificial intelligence has exponentially improved for the PS2 version so much so that it makes your squadmates almost too efficient. On occasion, you'll be able to squat back with your head between your knees while the squad eradicates an entire host of mercenaries or insurgents. You'll also be able to receive a limited number of health kits and ammo from them, direct them to a flanking position, or alter their battle readiness. And it's good that your squadmates are more useful, because the enemies have been upgraded to be more aggressive and more prone to react when under attack as well.

Team Sabre was an excessively frustrating game on the PC, and it's equally frustrating on the PS2, though for different reasons. The PS2 game doesn't include a rigorous save system; instead, you'll hit checkpoints along the way, which you'll revert back to when you die. However, checkpoints are far too sparse. So in effect, they play out like mandatory saves, and you'll still end up having to repeatedly replay large chunks of the levels. Though weapons aren't quite as damaging when directed at you--and you'll have a limited number of health kits--being killed often feels extremely cheap for a number of reasons. First, enemy combatants are ridiculously accurate from long range with automatic rifles and rocket launchers. Granted, so are you, but the enemy will at least be able to see you coming, which leads to the second reason. Because of the muddy textures, abysmal world lighting, and severe lack of detail on just about everything, you'll never know there are enemies about until yellowish-orange streaks start flying around, or they're in a readily obvious post. This is especially bad in the Colombian jungle missions. And because the game doesn't help you out by displaying targets on your radar or equipping you with a color-changing reticle, you'll be relying on your squad far more than you'd probably like. Speaking of the radar, it isn't very detailed, but it will direct you to supply depots. And you'll need to hit these up often because, like children on the first day of school, your elite squad of specialists have forgotten most of their supplies at home.

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