
Qwinn
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Nope I actually have a 7600GS, I don't know if the problems on the 8 series are worse, but I certainly do have at least some of the same issues. I definitely did -seem- to have -less- problems when running with widescreen and ghostdog's UI (at 1280x768) than when I ran it at the vanilla resolution. The only spell that seemed to cause issues was Call Lightning, tho I suspect other Lightning spells would also be buggy. I didn't test the really big 9th level spells with it yet, though (some of them have -amazing- spell effects, if they work right). By the time I could in the last area of the game I just wanted to release the new damn version, heh, and I knew I couldn't do anything about it anyway. Basically, I think the problem is that the IE engine is hardcoded for DirectX 8.0, or something like that, and NVidia didn't bother to make it backward compatible. If we had the engine's source code, it could, in theory, be recompiled to use DirectX 9+. But efforts to get that source code have proven very unlikely to go anywhere, so unless NVidia corrects the backward incompatibility issue, we're pretty much stuck with it I'm afraid. Qwinn
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Thanks for the kind words Phew on the Dak'kon thing... maybe I shouldn't change anything then. Eh. I'll actually try it out in game and see if what I thought was possible indeed is. On the Morte thing, I'm stumped. Looking at the code, the automatic-rejoin logic really -should- only ever run if you're entering the zone from the Lady's Maze. I'll still add code to make sure it doesn't happen if you get mazed during the Lothar kidnapping quest, but I can't figure out how it happened to you without that. Gah. And on the inability to talk to people thing.... well, gah. I thought the banter accelerator really had fixed that. It used to happen to me all the time, but on my last run, not didn't happen even once. Bleh. I suppose it's possible it -is- Wine at fault for that, but considering it used to happen to everybody, that seems improbably coincidental. Either way, not sure how else I can attack it. Qwinn
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O wait... yeah, you mentioned in an earlier post that you -did- have the banter accelerator installed. Urk. Well. I didn't experience it even once this last playthrough. So let me reask the question - did you play through with version 3.0 forward? That's the first version where the banter accelerator turned off the engine's method of delivering banters that I suspect was the cause of the problem. (Actually, the first Tweak Pack version that fixed it would've been Tweak Pack v.3.5, but that's the one that got released in conjunction with the Fixpack 3.0.) If you played with my mods prior to Fixpack 3.0/Tweak Pack 3.5, then yeah, that's an old bug that I would've expected anyone to get. Qwinn
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Hullo all Was doing my once-a-month or so googling around to see if I could find bug reports that no one reported to me, and came upon this thread Moosferatu: This is a good one. Turns out for some reason that in the vanilla game, the Puzzled Skeleton reused some variables that were supposed to be used by the Pendant of Yemeth quest. If you took an evil approach with Adozyel during the Restored PoY quest, it would indeed make the Puzzled Skeleton not talk to you. It'll be fixed in the next version. Hrrrm. This strikes me as something wrong with the code that is supposed to make party members automatically rejoin you when you escape after you've been mazed by the Lady. Shouldn't be happening during -that- quest. I'll check it out further and see if I can resolve the issue. (You didn't happen to get mazed in the middle of the Lothar quest, did you? Heh, that never occurred to me, will have to add a check against that, definitely.) Hm. It seems that in the vanilla game, not every path where you can arrive at "Talk to me after we leave this place" sets the proper variable, but if you talk to Fell with Dak'kon translating again, you should be able to get it to set (unless you have very very poor wisdom). Basically, you have to get to the point where you call Dak'kon out and say "why are you lying to me?" (this requires an easy wisdom stat check, to know that he's lying). If you pick the "Translate for me *now*" option, you do eventually get the "I will not speak of it here, talk to me elsewhere" line, but the variable isn't properly set that way. I will make it so that it is so set in the next version. The "Why are you lying to me?" option doesn't seem to reveal any information that should unlock that option that the "Translate now" option doesn't. Besides, there's no way I can really evade the "talk to me elsewhere about it" line either way, and clearly one or the other has to be dealt with. This is a very old bug. I was pretty sure my accelerated banter tweak fixed it though. Did you perhaps not install that? Please always feel free to drop by my forums and let me know about these things, my googling is only -somewhat- effective in finding stuff like this, and I can't fix it if I don't know about it Qwinn