Interstate 76 windows 7 fix




















Before continuing onwards to configure dgVoodoo, you will want to use CRU to create a custom aspect ratio resolution which will require a restart afterwards. Once the new resolution has been created, you can set this as the resolution in dgVoodoo.

I had good results with dgVoodoo v2. I tried to resolve the issue by changing the mouse USB polling rate to Hz but that doesn't appear to be the problem. This particular issue appears to be related to DirectX somehow and I wasn't able to find a solution. It's also worth noting that the emulation was less problematic, for me at least, in windowed mode. If you know of a solution to this main menu mouse cursor issue, please let me know.

Future goals: Interstate '76 was a Aureal A3D enabled title. Interstate '76 supported force feedback and racing wheels. I would like to see if I can get it working on a Fanatec DD1 racing wheel.

Conclusion: I really hope that this helps someone out there. If anyone from the community has any suggestions for how I could improve this guide, please let me know!

Unfortunately, the folks over at GOG didn't want anything to do with us so we've got our own version s of the game available for download for free.

We're locked in at 20fps for all Nitro video selections gdi, software, d3d, glide and our ZIP is literally "download, unzip and go" for the 8-bit displays. Note that the game menus may load at a lower resolution. The ingame graphics settings menu may also indicate a locked game resolution of x However, loading the actual game should result in the game running at the native resolution of the user's display or another preset set by the user in dgVoodoo.

Instead of checking 'Monitor freq is the closest supported freq' in the Glide tab I had to set my refresh rate manually to 60Hz native for my panel in order to play in fullscreen.

Interstate '76 Wiki Explore. Interstate ' Weapon upgrades Performance upgrades Specials. Walkthrough Cheats Gameplay Tricks. Compatibility Issues. Interstate ' Nitro Riders. Same for houses. Road signs. You name it. It runs smooth, offers on-the-fly graphics options to keep you in the game while you fine-tune on slower systems, and gives you a choice of more than a half-dozen perspectives from which to play. Also, the landscape is truly 3D -- cliffs are real dropoffs that, when traveled over at excessive rates of speed, are fatal.

If you are high on a bluff overlooking a valley, you can see your opponents as they wind their way toward you, all the while leaving a trail of dust as they approach.

And if the promised 3Dfx optimized version comes true, this game will have the look and feel of the best driving movies. Remember Bullitt? Interstate 76 is every bit as much a pure adrenaline ride. If you feel I'm overstating that, all I can say is go grab the demo and see for yourself be warned that it's a HUGE demo -- 21 MB -- and depending on how much you pay for Internet access, it may be cheaper to just go buy the game.

This is honestly the first car combat game to find the right mix of driving feel, scenic realism, and frenetic gameplay, period. It feels like you're driving -- no wimpy 3rd-person views, no overblown arcade graphics, and no oversensitive physics models to mess up the gaming experience. When you skid, you really slide; go over a jump and the car does exactly what it should.

It is truly awesome -- the programmers at Activision have managed to visually recreate the experience of driving a souped-up muscle car across an apocalyptic American Southwest while shooting heat-seeking missiles, 50 mm machine guns, and dropping land mines, and still coming out of it alive.

Who wouldn't want to do that? But wait! That's not all don't worry, I'm not about to sell you a Ginsu knife , there's the music and audio too. Activision's promo line for the game is "Funk Will Even the Odds" I wondered what they were up to with that until I heard this game. Included on the 2-CD set are 16 enormously cool funk tracks. If music isn't of much interest to you in most games, or ambient sound at best, you have to hear what I76 has to offer.

If you've ever cranked the stereo to a really cool song while driving at entirely illegal speeds in your own car, you will know what I'm talking about when you hear the tracks that accompany the mayhem in I And the other audio in I76 is similarly striking -- each car's gearbox sounds different.

You can hear the wind blow. When you talk over the CB or listen to the radio it sounds very realistic. Heck, even the audio for the installation is interesting -- a series of '70s news items being read on the nightly news to set the tone for the game.

Now, what's the game really about besides mayhem? Well, while mayhem in itself has drawn many millions from all of our collective pockets, I'm happy to report that I76 does indeed also have a storyline. I'm doubly happy to report that you have lots of pure melee options sans any storyline except total and unequivocal destruction.

That's not to say I don't like the storyline; it's just that I have great respect for game creators that have the foresight to realize that there are a lot of different kinds of gamers with different ideas about what makes a good game. Not too much is clear at first, except that you're basically the good guys trying to save the honest shopkeepers, school kids, and other innocent bystanders from the several nogoodniks in the Four Corners area. You do this, naturally, by decking your car out with various pieces of hardware usually only available to owners of Abrams tanks and various survivalist groups, and then going out and kicking butt.

Your mission is pretty straightforward -- listen to Taurus and do exactly what he tells you to do until you've gained his trust and get sent out to do some solo work. What is coolest about the story aspect of the game is the interaction between the characters. In most story-based action games, you get a briefing on your objectives between missions and that's it.



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