Postal 2 Complete Tips

Ins and outs of the gog.com version

Note: This is WIP and as such incomplete -- there should be enough
here for now to help get people up and running.

Note also that the Apocalypse Weekend addon isn't currently working ;
as/if a solution becomes apparent, I'll be sure to include it here.


Install the game as normal, into it's own bottle using the winXP profile.
Do not launch the game when installation finishes - just exit the installer.

The default setting for this game is to run fullscreen - you can change this
behavior (see below). This title supports the following screen resolutions --
320x240 , 512x384 , 640x480 , 800x600 , 1024x768 , 1280x960 , 1280x1024 , 1600x1200

If your display hardware is not capable of running these resolutions natively,
you will have to turn-off fullscreen mode in the game itself (not in crossover/wine
using winecfg). At present, there seems no other way to do this than to manually
edit some runtime initialization files for the game (note: there is a checkbox in
the game's video options menu to do this, but I couldn't get it to work/save the
settings correctly/at all).

Errata: The .ini  files referenced below are only created during initial game's
startup, so you will need to run the title at least once (regardless of the wild
and possibly mucked-up graphics output) for these files to be created,


There are two(2) .ini files to edit, one for the main title, and another for the
included addon. The full path to the 'Share the Pain' installation .ini file is;

/home/{username]/.cxgames/[bottlename]/drive_c/Program Files/GOG.com/Postal 2 Share The Pain/System/Postal2.ini

For te Apocalypse Weekend addon, the .ini file path is ;

/home/{username]/.cxgames/[bottlename]/drive_c/Program Files/GOG.com/Postal 2 Share The Pain/ApocalypseWeekend/System/postal2.ini


The relevant lines of these files to change are   (my comments in brackets)  ;

///

[Engine.Engine]                        
;RenderDevice=D3DDrv.D3DRenderDevice              (uncomment this line for D3D)
;RenderDevice=Engine.NullRenderDevice             (we won't be using this...)
RenderDevice=OpenGLDrv.OpenGLRenderDevice         (line is un-commented to enable OpenGl driver)

///
//
/

[WinDrv.WindowsClient]
WindowedViewportX=1024                            (set this to the resolution/window size required)
WindowedViewportY=768                             (set this to the resolution/window size required)
FullscreenViewportX=800                           (not used in windowed mode)
FullscreenViewportY=600                           (not used in windowed mode)
MenuViewportX=640                                 (not used in windowed mode)
MenuViewportY=480                                 (not used in windowed mode)
Brightness=0.800000
Contrast=0.700000 
Gamma=0.800000    
UseJoystick=False 
CaptureMouse=True 
StartupFullscreen=False                           (setting this to False like so disables fullscreen mode)


This game suffers from an inability to capture the mouse. It's almost
tolerable running in opengl mode, biggest windowed resolution your display
will accommodate, then using the ingame Options-> Controls -> Input Config
menu, set the mouse sensitivity as high as you can manage, and the game is
reasonably playable. (a gamepad is likely to be the go here until the mouse
issues can be resolved).

Note: D3D does actually work, but I got the impression the mouse was a tiny
bit better using opengl.

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