I think so. I remember there was retail 16 then the Buffalo Wings patch to 17, but I don't know any differences other than the fact that Invulnerability was added to the menu in 17. Of course, the GOG version is 17 from install.
Also, I'm not sure whether the Windows patch's GAMEFLOW.IFF file was the same as DOS version 17's version of the file. I'm not sure what other changes were made, but I think people did talk about the Louissa Phillips mission working correctly back in the day. If so, I wonder if the version 16 files make it work and version 17 either dummied out part of it for not always working properly, or maybe they made a mistake and accidentally introduced a glitch that stopped it working? I hope these things can be investigated by someone who knows what they're doing.
But if I remember correctly, when I installed the Windows patch, the GAMEFLOW.IFF that came with it may have been the same one that is installed with the GOG version. As I said before, I was able to install the Windows version in the same folder just by renaming the executable DARKWIN.EXE - but without one of the community patches, it runs very poorly. It seems it looks for a DirectDraw DLL, as the one that comes with the MW patches fixes the display - DARKFIX does not look for that file as it's a modified EXE for modern systems, but it looks like since the official Windows version does look for that file along with the WAIL32.DLL file, it was able to be patched without changing the EXE by modifying those DLLs.
I have the Priv2Dump utility v1.0 (I see there is now a v1.1 available but I'd probably have to compile it). I tried dumping both versions of GAMEFLOW.IFF but I wouldn't know where to start looking for changes as the structure is slightly different (different files extracted).
I also got used to flying with a gamepad. Only the four face buttons work, and trying to activate the throttle doesn't - in DOSBox (assuming swap34 to swap the 3rd and 4th axes is false, the default), the throttle can be controlled with the right stick's Y-axis but the problem is it sets the absolute speed, not the relative speed, so if you let the stick idle in the middle, it puts you at half maximum speed while down is 0 and up is max. There is no way to have it stay at maximum or match speed with another ship while throttle controls are on. The MW patch v0.0.5 uses the left and right triggers as throttle controls instead of the right stick's Y-axis - middle is default, left trigger slows you down (with it reaching 0 if you push it all the way in) and right trigger is speed up (max speed if you push it fully). Both together cancel each other out. (I don't know why it works like this - as far as I know, axes 0, 1, 2, 3 are Left X, Y, Right X, Y; axis 4 is Left Trigger and axis 5 is Right Trigger. At least that's how they appear in the DOSBox-X mapper. But maybe the Windows version treats the two triggers as a single axis, with LT being 4- and RT being 4+? And maybe it swaps Axes 3 and 4 for some reason? Not sure.
I can test DARKFIX if I use the original WAIL32.DLL file; I'll do that shortly and see how it handles throttle controls. (EDIT: It handles them the same as the new patch 0.0.5.)
EDIT: The DARK.CFG and DARK.FIX files both have an issue when it comes to the throttle controls: every time you run the game, it deducts 8 from the lines "Joy2 cy" and "Joy2 ry". This happens in all versions of the game that I've tried. It means that if you DO use a throttle to play the game, you have to recalibrate it regularly as it slowly goes out of whack and the centre position of the throttle control changes so that leaving the throttle in the middle represents less than half maximum speed, and even less the more times this glitch changes the config file. But if you don't use the throttle controls, which most modern players won't, it doesn't really matter. But it's worth pointing out this happens, just in case someone did want to use those controls.
Using the new MW patch v0.1.7 with the new control system, it is possible to fix this problem by, instead of setting the axis to throttle, set it to two buttons, with speed down as button A (bottom of the axis) and speed up as button B (top of the axis). This way you can increase and decrease your speed with the right stick up and down but leaving it in the middle does not make your speed jump back to half maximum speed - it just leaves it as it is. When the bugs are ironed out of the new control system (and hopefully there will be a working option to disable it entirely and use the default controls along with the default calibration system), I think it will be a really good patch. Even the v0.0.5 I've been using is better than DARKFIX. I turned off interlacing for the movies in the ini file. However, one thing I would say is that v0.0.5 uses the same DARK.INI used by the DOSBox version of the game. This means having to recalibrate my gamepad every time I use a different version of the game. I don't know whether this can be changed for 0.0.5 but I'll add an issue to the GitHub repo.
EDIT: I mentioned before that if you're docked at RS: Bestinium and look at missions in your PAD, it wrongly calculates distances from RS: Felos instead. Well, this is not the only time it thinks you're somewhere other than where you actually are - when you're at CS: Lironas, it does a similar thing. Nav Point #134 is right next to Lironas (a single jump), but the PAD showed it being 15 jumps away. I haven't worked out where it thinks you are yet, as there doesn't appear to be a space station at the exact distance needed for this to make sense, but I guess it thinks you're somewhere between 14 and 16 jumps away from the actual location of CS: Lironas.
And the old GAMEFLOW.IFF file doesn't work with any of the versions of Privateer 2 I've tried - I don't have version 16 on my PC but I imagine it probably works with that version. However, version 17 via DOSBox, the DARKFIX version and the new patch all crash if you press Alt-O to open the options menu if you're using the GAMEFLOW.IFF from version 16.
I've been attempting to do the Davis Nerve Weapons missions again. I've tried several different things and I still can't get Part C to complete no matter what I do, if I start from Part A. It seems initialising Part C of the mission in flight, which happens automatically when you complete Part B, doesn't correctly populate the spawn tables in the save, whereas the routine that initialises missions when you select them in the BBS on land does work correctly.
EDIT: I also attempted the New Crius Examiner mission by hacking it into the BBS. I couldn't get anywhere with it. I destroyed all the pirates and scanned all the military ships, then destroyed all the military ships in case that helped, and nothing. I got a fail message when I landed after that. I wonder if you have to scan every pirate as well? If that doesn't work, then I imagine the mission is bugged and can't be completed. (And yes, I tried scanning every single pirate ship as well, and it still didn't work. They do have interesting names, though, like Vicious Chicken, Mutant Goat and stuff like that. And there are two squadrons called Mup and Weeb.)
I remember some time ago making a thread about missing CCN Public Records entries here:
I couldn't find anything online about this. Does anyone know why the game sometimes doesn't continue the Louissa Phillips mission and have her follow you around, then receive 10,000 Credits from her father? If it works correctly, what sorts of missions does she appear during?
At the end of my last playthrough, I noticed there were several missing CCN entries. While Sheila Nabokov was there, David Hassan was not. Kindred was not, even though it says in the guide it should be there. And a few others like Alberto Fossa, Lord Mike Vonx etc. were missing. I also read somewhere that the Kindred...
I worked out how to hack my save to add all the missing records. In a hex editor, starting exactly 48 bytes after the B in BITS (which will be near the start of the file), I changed the next 21 bytes to FF and it added them all. I don't know if it changed anything else; I know if you change an earlier part of the BITS section it can mess up the main plot and cinematic missions by making cutscenes available when they shouldn't be, so I think it's best to only hack if you know exactly what you're doing and only for testing purposes. But by doing that I ran two instances of DOSBox-X side-by-side to compare an endgame save with a save hacked to add all the entries.
EDIT: In particular, in an endgame save that has everything unlocked in the Public Records section of the booth, those 21 bytes will look like this: "FF FF EF 6B FE FF 7F EB DF FB FF FF FF FF FF FF FF FF FF FF FF". Changing them all to FF changes 10 bits from 0 to 1, which corresponds exactly with the fact that 10 entries are missing. Of course, this may not be exactly the same for everyone if some characters failed to unlock in the Records as they should have done, but that's how it looks for me. However, do not change bytes 22-24 - they are not for the booth, but for which characters appear where. In my endgame save, they are "A0 F8 FF". If you change them to "FF FF FF", you will find things like Xavier minus his head in the Crius bar, Auntie in the Hephaestus bar even if you've done her mission and other glitchy behaviour.
So, the extra 10 entries that were missing in my endgame save are:
People
Fossa, Alberto Rinaldo
Hassan, Cdr. David
Kashumai, 'Uncle' Veldon
Rhineheart
Vonx, Lord Michael
Companies
Central Intelligence Service
Galactic Gourmet Hotel
Holy Museum of Hom
Kappa Laboratories
Kindred
None in the other two categories, Vehicles and Planets.
The text and image with each entry is in WCPedia so I won't type it all out here. But those appear to be the entries that don't unlock during a normal playthrough but are in the code, and can be hacked into your save. Next time I do a full playthrough I'll see if I get the same results.
Lord Vonx's entry wrongly has Hal Taffin's picture. They wrongly duplicated the picture when creating the data files for the game.
EDIT: I've updated my config files for DOSBox-X and DOSBox Staging. They're attached. They run in Dynamic mode, so make sure to grab the fixed MPU401.MDI file as I explained earlier in the thread (bottom of page 2). And don't forget that every PC is different so the settings that work for me may not work for you; use these as a baseline and change things if necessary.
Removed as they're no longer up-to-date. The new versions are attached a few posts down.