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GW1 /vm/1754525#1754525
5/17/2025, 2:11:46 PM
Guild wars 1 is very much alive, we have a /vm/ guild that has been running near weekly events for 2.5 years now for anyone interested in doing endgame content, new players are always welcome and no prior experience is needed.

>>1731194 Previous Thread

With GW1's 20th anniversary event over it's finally time to start discussing our future plans. We've been doing PvP every so often along with various ZB/ZM quests just watch thread for plans.

If you want to join guild, post your IGN.

Useful links
https://www.gw-memorial.net/
https://gwpvx.fandom.com/wiki/PvX_wiki
https://wiki.fbgmguild.com/wiki/Main_Page
https://party.gwtoolbox.com/
https://kamadan.gwtoolbox.com/
https://ascalon.gwtoolbox.com/
https://hom.guildwars2.com/en/#page=welcome

And fix your sound!
>https://guildwarslegacy.com/forum/thread/10525-announcing-dsoal-gw1-3d-positional-audio-and-eax-effects-for-everyone/

What is DSOAL-GW1?
>When GW was released in 2005, the audio component of Microsoft’s DirectX API was something called DirectSound. DirectSound had a 3D audio component called DirectSound3D, or DS3D, that could pan and amplify/attenuate sound sources based on their position relative to the camera in the game’s 3D world. PC’s with a high-end Creative sound card also had access to EAX, an extension to DS3D with a suite of hardware DSP effects for occlusion, obstruction, reverb, echo, etc. Like most games of its era, GW’s audio system was designed around DirectSound and DS3D, and owners of high-end PCs could get the “definitive” audio experience with EAX.
>All that ended in 2007 with Windows Vista. Vista completely broke DS3D and EAX. Rather than fix it, Microsoft deprecated DirectSound and pushed developers to adopt its new XAudio2 API for future games. With DS3D and EAX broken, GW hasn’t sounded “right” in any version of Windows since XP.