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darrenecm

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Everything posted by darrenecm

  1. I've mentioned this elsewhere but bear in mind the speed when turning using controller input is usually constant. A mouse movement made by a human hand is usually non-constant. So if the developr is just feeding mouse input to a code routine specifically designed for a console controller, this may be the cause of issues. This kind of thing is extremely common with games poorly ported to the PC from console. The solution is to code specifically for the most popular input devices for the platform, not code for one platform to save time and effort and then just 'force-feed' input from devices on different platforms into it. Just a theory mind
  2. Another thing you can try once your PC has been running Alpha Protocl for a while is to quickly reset your PC and enter the BIOS. If you're unfamiliar with BIOS then it's probably best to not try this as you can mess up your PC if you change anything in there. It may also just be your gFX card overheating, though I'm unsure how you can check its temperature. Most BIOS menus these days have a Hardware section that allows you to check the temperature of such things as the mainboard and CPU. Check the figures here. Anything over 90 degrees for CPU hints at a cooling issue and as Guildmaster suggests, you may need to at least clean the intake and exhaust grills of your PC case, or even open up the case to check for dust on the CPU fan and, if you are comfortable opening up your case, clean that.
  3. That's probably because the code that handles player movement has been designed for and only tested with a console controller. Keep in mind that when you turn with controller the movement is mainly done at a constant speed, whereas mouse movement generated by a human hand is usually non-constant. If Obsidian has simply taken the step to 'force-feed' mouse inputs to code designed to accept input from a controller then this, probably along with issues relating to non-optimised creation or loading of resources (textures, sounds, enemy spawns etc) may be the reason a lot of people are experiencing this issue when playing with a mouse. I see this all the time with games that are ported from console and it's hugely annoying
  4. I don't have the game but from looking at the youtube video that looks like a common problem with games developed for console and poorly ported to PC. This kind of problem is just one of many symptoms I collectively refer to as 'Consolitus' issues I suspect that mouse turning problem is due to poor implementopn of mouse input code. It looks like the mouse inputs are just being directly routed to code that is purely designed for an Xbox360 controller. Anyone who has used a console controller knows that when you turn, you turn at a constant speed so the controller code in the game is designed around that. A mouse being moved by a human hand however is bound to produce non-constant speed motion. In these situations I suspect what's needed is for completely different code to handle PC input devices rather than having Xbox360 controller code being force-fed mouse inputs. I'm surprised an Obisidan game is suffering from this considering this fine developer cut it's teeth on PC only titles. Something else to try is to set all your visual settings to absolute minimums to see if the problem persists. If it vanishes then it suggests that the problem is, in whole or part, due to the game engine not handling its resources very well, such as textures loading, enemy spawning etc, which can compound the issue further.
  5. How in god's name did this game ever get any awards and good reviews given the huge **** ups in script logic that infest it? One can only assume those giving out awards and review scores only play the game for 10 minutes before making a decision on it's quality. Quite how all these game stopping errors made it past any competent quality assurance is beyond me. I think we gamers around the world should stop being so accepting and tolerant of all the amateurish errors making their way into final releases. The only errors we should be finding in professionally developed games are really, really well hidden and understandably unexpected ones, not all these idiotic "so in your face you can't miss them" **** ups
  6. Thanks for the link. It explained a lot So to get things straight I have essentially screwed up the game by installing the official patch that has seemingly introduced more serios bugs than it fixes? That's incredulous. I've also learned that the [Cheat Node] entries I originally posted about are apparently there to bypass a known bug. That's one hell of a lazy, dumb hack of a way to fix something, and in my case it never worked. I loaded a save and chose another dialogue option instead and that allowed the mission script to work without error. I've now encountered more screw ups. I'm on Dantooine and have managed to find the will for a salvager's artifact collection. After hacking the will to allow me to gain these artifacts I now find I can;t bring up the dialogue to the militia NPC who you speak to in order to give him the will and collect the artifacts. I assume it's because I have already done the mission of defending the base from mercenaries? I've also encountered a problem with the Handmaiden on the Ebon Hawk. I start the dialogue for her to train me in the final echani styles but despite lowering her health to virtually nil, I can not defeat her despite contnuing to damage her. The same holds for me too, she can deplete my health but it sticks there and we just keep fighting endlessly. Was this patch Obsidian's official fix for the flaws in it's game? I find it hard to believe all these game-screwing bugs can be missed by any reasonably competent quality assurance team. I feel I've wasted money on a bug-ridden mess of a game that I'm amazed got any awards and high scores given these bugs. Presumably the reviewers never played much of the game in order to reach these problems Anyone know if Obsidian going to do anything about these new bugs? Do any Obsidian exployees read these forums I wonder?
  7. I've just reached the part of the game where you crash at the arctic pole region and meet Atris and her frosty handmaidens and something seems wrong. In the first room you enter when you enter the complex from the surface, two of my companions, Atton and Kreia are behind me when this scene starts. However, when I click on Atton I get two confusing dialogue entries called "[Cheat Node] Jump to the PC confrontation with Atris" and another one called [Cheat Node] Continue with Kreia conversation". I don't know why it's saying continue Kreia conversation because I actually clicked on Atton to talk to him. When I click on Kreia nothing happens at all. Can anyone tell me what the hell is going on here? I haven't activated any kind of cheat modes as far as I remember. Also, the conversation with the handmaidens implies that all my companions are detained somewhere in the complex, yet as I explained above, Atton and Kreia are behind me when we enter Atris' underground complex. Also, when I eventually meet Atris and begin the dialogue, more strange crap starts happening. While chatitng away the camera keeps switching to views of the catwalk and other parts of the area I'm in. There's also a point in the conversation where the subject of your lightsabre, which Atris kept after you were exiled, comes up. The camera switches to another view of the catwalk and one of the options in the dilogue choices is "That's my lighsabre". I get the impression that the camera is supposed to be showing my character and Atris with Atris holding the activated lightsabre but all I see is a catwalk. All these weird things suggest something is totally borked with the game or script at this point in the proceedings. Can anyone help make sense of all this and how it can be fixed
  8. Thanks for the suggestions. My main concern is that with the 'EAX is disabled' message showing in the sounds option, is hardware acceleration being used to play sounds? I've already seen instances in the game where the framerates plummet and the game stutters. This is despite running KOTOR on a Athlon 64 FX-57 with 2Gb ram and GeForce 7800 GTX. The graphics in KOTOR are somewhat dated and somplistic so why the slowdown? It seems to happen a lot when there's lots of smoke/steam effects and I've seen posts in here of framerate nightmares in certain locations/planets. Could it be my sound is running in software mode and putting load on the CPU? I would be surprised my FX-57 couldn't handle this though
  9. I have a SoundBlaster Audigy Platinum with latest drivers that I installed on January 21st 2006 yet when I go to the sound section in the Options menus it shows that EAX is disabled. Why is KOTOR2 not detecting that I have EAX capable hardware? I've tried editing the .ini file to change EAX=0 to EAX=1 but this has no effect and it is reset to 0 again when I reload .ini file after launching KOTOR2. EAX is detected and working fine in other games installed on my PC. Any help is appreciated. DE
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