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Posted: Sat, 15th Jan 2011 18:04 Post subject: |
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moosenoodles wrote: | sabin1981 wrote: | Hold CTRL, perform the mouse gesture, then release CTRL. That should fire off the spell, if you've drawn the correct runes. As to "preload" the spell, hold SHIFT-CTRL when performing the mouse gestures =)
http://www.gamefaqs.com/pc/371212-arx-fatalis/faqs/25743
Give that a read  |
hmm odd then i held ctrl made the gesture to show u did it right it shows up in the top right of screen, and i release ctrl and nothing happens.. its how i was doing it anyhow but dunno, is there some targeting needed of sorts ?
I will read that link now though.. |
I had an issue in Win7 (without the new patch though), that all gestures had to be (very) small. Try making only small mouse movements when drawing them and see if that does it.
So if I drew the sign across the entire screen it didn't recognize it, but if I did it in a small (lets say 100x100px) area, it did.
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Posted: Sat, 15th Jan 2011 18:33 Post subject: |
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Posted: Sat, 15th Jan 2011 18:40 Post subject: |
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Although reading your post better now, it seems your spells do get recognized, so it's probably not my issue.
Are you combining multiple signs properly? One sign alone doesn't do anything (I think)
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Posted: Sat, 15th Jan 2011 18:44 Post subject: |
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You need to do both the signs without letting go of CTRL.
Then after they both show up on upper right, release CTRL and the torches will light up.
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Posted: Sat, 15th Jan 2011 19:19 Post subject: |
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both signs are related to using the fire spell? Im sure thats not what it said when instructing you to do so, and that both runes were for seperate skills? hmm oh well soon find out.
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Posted: Sat, 15th Jan 2011 19:21 Post subject: |
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Yeah, sorry mate I should have said; there are multiple "runes" to each spell so the starter one you're given? You have to draw both runes before it activates. Honestly; read the FAQ I linked - it explains it a lot better than I do >_<
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JBeckman
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Location: Sweden
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stasys
Posts: 7
Location: Hungary
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Posted: Sat, 15th Jan 2011 22:16 Post subject: |
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Where is this source code, everyone's talking about? I only found the 1.21 patch's source code on the link.
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Sun, 16th Jan 2011 03:35 Post subject: |
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stasys wrote: | Where is this source code, everyone's talking about? I only found the 1.21 patch's source code on the link. |
That is the source code.
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Posted: Sun, 16th Jan 2011 03:43 Post subject: |
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Epsilon wrote: | stasys wrote: | Where is this source code, everyone's talking about? I only found the 1.21 patch's source code on the link. |
That is the source code. |
I think people forget that source code is just that; code. Generally when a publisher/developer releases the source code they don't usually include the resources too - like audio files, graphics, etc. Just the base code.
...unless I'm completely off-base here, but I don't remember the Quake 3 source code being released with the Quake 3 ASSETS.
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Posted: Sun, 16th Jan 2011 04:35 Post subject: |
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What he said ^
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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Posted: Sun, 16th Jan 2011 04:38 Post subject: |
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Well, whoever owns the game, has needed assets. Right?
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ixigia
[Moderator] Consigliere
Posts: 65084
Location: Italy
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Posted: Mon, 19th Sep 2011 00:05 Post subject: |
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o_O I'm indeed downloading the full game but it still says "Demo"; maybe it's time limited?
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xExtreme
Posts: 5811
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
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ixigia
[Moderator] Consigliere
Posts: 65084
Location: Italy
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Posted: Mon, 19th Sep 2011 01:25 Post subject: |
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ixigia wrote: | o_O I'm indeed downloading the full game but it still says "Demo"; maybe it's time limited? |
Update: it's the full game (the only difference seems to be the "coming soon" screen after you quit).
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Posted: Mon, 19th Sep 2011 02:22 Post subject: |
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Posted: Mon, 19th Sep 2011 14:49 Post subject: |
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I don't see the point of downloading it for free anyway, unless it registers the game to your account. You'd be better off with a retail release updated with the last patch which removes the DRM too.
NZXT S340 ELITE : EVGA Z370 FTW / [ Intel i7 8086k @4.0Ghz ][ ASUS TUF RTX 3060 Ti 8GB ][ 16GB G.Skill Trident Z @3200mhz CL16 ][ 128GB Intel760p Series + 1TB Crucial MX500 + 3TB WD RED ][ Thermaltake Toughpower PF1 650W ]
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Posted: Mon, 19th Sep 2011 14:52 Post subject: |
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It does register it to your account.
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Posted: Mon, 19th Sep 2011 14:54 Post subject: |
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It didn't do that for me. Ok, let me try again...
NZXT S340 ELITE : EVGA Z370 FTW / [ Intel i7 8086k @4.0Ghz ][ ASUS TUF RTX 3060 Ti 8GB ][ 16GB G.Skill Trident Z @3200mhz CL16 ][ 128GB Intel760p Series + 1TB Crucial MX500 + 3TB WD RED ][ Thermaltake Toughpower PF1 650W ]
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Posted: Mon, 19th Sep 2011 14:57 Post subject: |
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Oh.. wait... "demos" don't actually get registered, do they? Once you delete the "demo" it vanishes from your list and doesn't sit there, greyed out, like retail titles. Yeah... sorry, this "demo" of Arx may be playable as the full game, but it's not actually tied to your account as it's just classed as a demo.
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Posted: Mon, 19th Sep 2011 15:02 Post subject: |
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Yeah, that's how it works. Lately I got so many free games. I got Magicka + some DLCs for it by gattering credits on GMG, I won The Witcher 2 at that contest from RPGWatch, I have Portal now too (thanks to... consolitis I think, for that).
NZXT S340 ELITE : EVGA Z370 FTW / [ Intel i7 8086k @4.0Ghz ][ ASUS TUF RTX 3060 Ti 8GB ][ 16GB G.Skill Trident Z @3200mhz CL16 ][ 128GB Intel760p Series + 1TB Crucial MX500 + 3TB WD RED ][ Thermaltake Toughpower PF1 650W ]
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JBeckman
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Posted: Wed, 1st Aug 2012 11:45 Post subject: |
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Arx Libertatis is at 1.03 now.
http://www.patches-scrolls.de/arx_fatalis.php#al_mod103
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changelog:
Fixed crashes on startup after selecting the OpenGL renderer on Windows
Fixed crashes after Alt+TAB-ing out of fullscreen mode on Windows
Added support for graphics cards and drivers that don't support alpha-only textures to the Direct3D renderer
Fixed low mouse sensitivity with the DirectInput backend
Fixed some effects shining though walls while casting
Fixed missing speech in cinematics for the Russian and Italian versions
Fixed missing ambient sound effects
Fixed the offset for the halo rendered around some equipped rings
Improved the .ini parser to deal with broken syntax in the Japanese and Russian localization files
Include attribute modifiers when calculating the effective object knowledge and projectile skills (bug #302)
Savegames can now be deleted from the save and load menus
Patch 1.0.2
Fixed problems with the unity build under Tux.png Linux (crash report #243, crash report #245)
Fixed crashes and disappearing items when sorting the inventory
Crafting now always adds items to an existing stack if there is one
Inventory sorting now works on all bags at once
Fixed a script execution error when changing the heartbeat event while executing the heartbeat event
Fixed compile errors with older Qt and SDL versions
Fixed crashes due to random numbers, mostly occurring on Windows icon.png Windows (crash report #25cool
Fixed a bug in loading the Spanish localization files (bug #259)
Fixed transparent objects being drawn in front of opaque objects when a book/note is open (bug #252)
Fixed a regression from the original game that made the player super stealthy (bug #262)
Fixed a regression in the script timer code (crash report #251)
Fixed label for the 'Full screen' checkbox not being shown in the German version
Fixed cursor position not aligning with absolute input devices (e.g. tablets) in fullscreen mode (bug #269)
Mouse sensitivity setting now only applies to turning the camera, not to cursor movement
Patch 1.0.1
Fixed garbled text rendering in the Russian version (bug #226)
Fixed a crash in the critical error dialog on some Tux.png Linux systems (crash report #229)
Loading files from the graph and misc directories is now case-insensitive
Switched to D3D and DInput backends by default on Windows icon.png Windows
Arx Libertatis 1.0 "Bloody Gobblers!"
New Features
Cross-platform support: Windows icon.png Windows, Tux.png Linux and possibly other UNIX-likes
Configurable windowing + renderer, input and audio backends
Save game list is sorted so that latest save is at the top
Configurable number of quicksave slots
Shortcut to toggle windowed and fullscreen mode (default is Alt+Enter)
Video config menu displays the aspect ratio along with resolutions
Separated window size and fullscreen resolution
Added an "automatic" fullscreen resolution setting that always chooses the highest available one
Support for system-wide installation and per-user configuration / savegames (follows the X-DG Base Directory Specification under Tux.png Linux)
Ported to amd64 architecture
A single binary can automatically run the demo or full game data
Automatic language detection for the data files
Added a crash reporter tool
Added tools to extract .pak and savegame files
Fixed Bugs
Fixed aspect ratio for interface elements when using non 5:4-resolutions (some are still stretched)
Fixed various crashes
Improved level loading speed by limiting the progress bar update rate
Technical Changes
Ported text rendering from Windows GDI to Freetype
Removed dependency on the proprietary PKWARE implode library
This required changing the savegame format - saves produced by Arx Libertatis cannot be read by the original Arx Fatalis, but Arx Libertatis can still read the original save files.
Abstracted windowing framework, with SDL and Win32 implementations
Abstracted audio backend, with OpenAL and DirectSound 9 implementations
Abstracted input backend, with SDL and DirectInput 8 implementations
Abstracted renderer backend, with OpenGL and Direct3D 9 implementations
Replaced custom image loading/saving code with DevIL
Various code cleanup and performance improvements
Removed Features
Editor mode (will be re-added)
Texture size option (will be re-added)
"Bump mapping" (proper bump/normal mapping will be re-added)
PNUX texture effect
Support for reducing textures to 16-bit
Non-newcontrol mode
Gamma/brightness/contrast correction
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(32 and 64-bit versions available.)
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Posted: Wed, 1st Aug 2012 13:20 Post subject: |
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completed this last summer. i enjoyed it, but it hasn't aged well.lots of backtracking. looking for keys that you alredy found, but they got dropped under a corpse in a dark corner of a dark cave in a dark dungeon
often the objectives were extra vague or seemingly non existent, making me wonder around more. very realistic i guess, since in rl no one tells you "objective complete, go there and do that now". I liked the no hand holding aspect, but it did hurt pacing a bit with all the stumbling around in the already explored areas, looking for the place that now opened up. you go tell the king you did something. he says "great, we are making progress", and then you are supposed to do something on your own, but often i was left scratching my head and simply going around the whole world seeing what area i can go to now.
rough gem, but a gem indeed.
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JBeckman
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